I didn’t finish, but I uploaded what I have:
here is the entry
I think the game has a lot of potential, I just wish I had more time to work on it. I will still continue making this into a real game. And I will probably use the same stages for other types of games too.
I have many ideas in my head. And I know that it can be improved in basically every way… I will work on it.
My canadian friend made the music and the ramp, so credit goes to him for that.
Now there is multiplayer, there is ramp, trees reset (after 5 seconds just for testing, should be like 1 minute or more)
The server can knock trees with the mouse, but not the clients yet.
- Press R to reset
- Refresh hosts to see if there are servers up, or start server if you want.
Note: the game is not much of a game, but it’s still fun though.
gif of networking working. I’m actually 2 of those guys, but the other guy entered my server and we danced around for like 15 minutes.
My first .gif so I hope it works.
(image quality in the actual game is better obviously, but I had to make the gif small)
Badly, and locally only for now, and the camera broke… but it’s working!
Now I just need to make the movement smoother, and connect to remote servers, and fix the camera
and then I can continue making the game fun…
If for some reason you want to try networking, open 2 instances, in one you start the server, in the other one you join the server, and select “stage 1″
Thank you Unity! that was a piece of cake.
You can move around and throw trees, but at least it’s something. The camera follows the guy around but doesn’t change angle, so it looks like a remote controlled robot.
I plan on making this little guy more dynamic, and giving him tools to grab the trees and take them back to the “storage cube”
I’m also back to orthographic view. I’m still not sure of which one will be nicer in the end though
And now I’m going to take a rest.
shadows looked better before, but I wanted some sun reflection on the water (SPECULAR FTW!!!)
I’m not making much progress, specially considering the theme… but at least I’m having fun
I’m not really programming anything, even though I’m a programmer.
I’m just making some sort of map, so no procedural content generation or fancy stuff like that…
Anyways, after fighting with unity to make my own water, I finally decided to check their solution, and it’s not bad, so now I have some sort of river…
an idea in my mind is growing. These are little cubes that have been stuck here, and they need to build a ship or something to escape, or just build a colony or something
They will have to build a bridge to cross the river. Now you can hover over units and they shine, that’s basically all the programming that I’ve done.
I’ve never really made many things move in unity, specially in this AI way where they will have to gather things, and hopefully in the future, avoid terrain (if there is any terrain)
so I will have some fun with pathfinding later. This also made me kind of decide on a name. “Lost Robots”
and here’s the link http://bit.ly/LostRobots
I seriously have no idea of what I’m doing
I’m thinking of basing it loosely on the theme and just make the game I have in my head.
I expect everyone to make platformers or shooters where you get one life and that’s it.
I hope you guys prove me wrong.
Starting out with what I had from a previous unfinished game.
Well, not the same files, but the same idea. I just want to do something with this!
Just some grids and hope for a theme that I can shoehorn in this.
I can’t even draw a sticky guy, so I have to resort to … whatever this is
I will be using unity3d obviously.
Now that the pressure for the jam is off, I can take things slowly. Improving explosions was never a priority, but now I can take my time making them beautiful. I tried to make screenshots but it’s much better in movement. So I’ll post the 2 versions of the game (Unity web player versions):
Old explosions vs New explosions
They can still use more work though.
And here is the entry
Team SquareWars Postmortem
What went right:
- We came up with an original gameplay mechanic that is simple, yet fun to play but also to translates well to pc and mobile interfaces.
- We honed on the core of the game almost immediately and stuck with it to the end.
- A quick sketch for the battle field gave us a good starting point of how the game would look.
- The initial was for to use a 2D top-down view for an old-school look. Halfway though, it became apparent that the look would be too simplistic, and was changed over to full 3D. This improved the look of the game and allowed us to add 3D specific features like the camera following the units which gives a better feel of the “action” in the battlefield.
- Unity proved a good tool for rapid game prototyping and production.
- Using a Google docs spreadsheet for managing tasks. Although we tried a bug tracker, a simple task list with multi-user editing is perfect for managing tasks as well as a brain dump for all good (and not so good) ideas and features for the game.
- We had lots of ideas about what the unit AI should do, and spend some time implementing infrastructure for supporting it. Luckily time constrains forced us to simplify, so most of the behaviours of units rely on a randomness, which produced surprisingly good results. In part it was also an experiment to see if players would be able to sense any intelligence behind the unit AI, something like a cheesy Turing test.
- The fact that we always planned to keep going on making this game a success even after LD was over. This helped us push back features that would have taken way too long for the 72 hour limit, otherwise we would have ran out of time. “Will the time spent implementing this be good enough for the increase in fun in the game compared to other features?”
What went wrong:
- The Visuals. Even with a favorable theme like “minimalism” the visual quality of the entries was higher expected. In the end graphics proved to be very important and we spent a fair amount of time improving the look of our game, but programmer art has its limits.
- Although on average turnaround in Unity is fast, there were many cases that things need to be done in a certain way.
This invariably means scouring the internet for a Unity-specific solution and generally wasting time on trivial things better spent working on the game itself.
- Source control. We used TortoiseHG and BitBucket for managing and sharing our assets and code. Although Mercurial is an excellent tool for source control, Unity’s reliance in part to binary scene assets which cannot be merged, file commits that generate unwanted branches, added with the complexity of the TortoiseHG UI become an occasional obstacle to our work-flow.
- Not enough time to actually implement all that we wanted.
- The UI is not good, it’s functional and does what it’s supposed to do, but I wish we had had more time to actually make it nicer.
- In the end, one of us had made much better explosions (the current ones aren’t that good) but after trying them on the web player it would break the game, units wouldn’t die. A bug that made us go back one revision because just eliminating nice things from the explosions wouldn’t fix the problem. Same thing happened with reflected lasers (they don’t reflect in the final LD version).
- Unity, although great in some aspects, holds too many nice features for the pro version, which is pretty expensive actually. It also means that what you do is tied to their engine and not really portable to anywhere else.
What went weird:
- Shouting “Square Wars” repeatedly at the laptop to record a sample for the title screen. In the end sample was not used. (Best for all concerned!)
Overall it was surprising with how much of a game can get done in just a few days. Focusing on the core mechanics was very important, as well
as resisting the urge to implement things the proper way. Prioritizing everything by the how much they will improve the game as it is at that point in time is also critical, as this will prevent you from wasting time developing stuff which may or may not be used in end.
But we are still going to work on it, and probably take it to the android market.
Here is the entry:
There was an earthquake before, kind of weak but long… I had forgotten how earthquakes felt in japan. Anyways, it’s 2:45 AM here, so the post-mortem will have to wait until later.
And when youtube is done (in about an hour from this post), there will be a video here: http://www.youtube.com/watch?v=NRxijnn9R38
The game is finished, at least the minimum requirements for it to be a game. Now is time for polishing to make a better user experience.
And tweak those units so they are more balanced. I can’t believe I’m losing against this stupid AI so often…
Edit: I forgot to post the link! http://bitly.com/SquareWars
Tomorrow will be another day. All is left is a game over screen, and then a lot of tweaking.
Unity Webplayer version can be played here: http://bitly.com/SquareWars
The game is actually pretty fun, and very simple, but after some tweaking, we hope to give it some depth.
It’s a very incomplete game, but it moves and ithas explosions and lasers.
You can play the unity web player version here:
Instructions (no help on the screen yet)
1. Place your factories: left click on the area you’re allowed to place them (overlapping not fixed yet).
2. The game starts after you place your 10 factories.
3. click on your factories to switch production. From red to blue, from blue to green, from green to yellow, and back to red (This is the “minimalism” part, along with the squares everywhere).
Notes: There is no winning yet, and there is no real unit balance yet.
There it is, the quality is very bad, I’ll make a better video next time.
I’m such a great designer, with explosions and everything
The other guy thinks we won’t make it. That’s because he’s doing the AI and he has seen how massive it can be. I think he just needs to make the units dumber, and if there are performance problems we will simply limit the number of units (for now, until it can be better optimized)
here is the title screen though, everything is being made as basic as possible to finish before the 72 hours, but if there’s enough time things will be improved. The idea is to keep developing the game after the Jam also anyways.
Yeah, see how I made “WARS” bigger than Square? and also made it line up with the “italics” effect from the “square” word. I’m such a great designer. /internet sarcasm