Posts Tagged ‘screenshot’
The last two days have been crazy. It’s been a while since I’ve worked on a game, and I was nervous about jumping into a game jam while my skills aren’t up to par, but I am extremely proud of myself and what I built.
What did I build?
Well, I built a game called Tumbling Towers. I’ve come to call it a reverse Tetris/Jenga style game where you receive a random block and you must build up and try to not knock the tower down. The goal of the game is to build as high as you can and score as many points as you can.
Where the theme “You Only Have One” came into play is where you can only build with one of the three materials in the game, and you can only build in one direction (up); (yes, for some reason I instinctively ended my sentence with a semi colon there… the two days of heavy coding must’ve drilled that into my head much, much more.)
Sounds cool, where can I play it?
It wasn’t just me who worked on the game, I got some late assistance from a good friend of mine, who did some of the art last night. (Just the building blocks). Also, I used a friend’s music he made for the game.
I’m not really sure. I really want to continue the project and make it more clean, pretty, polished, etc. and maybe release it on iOS/Android. A few of my friends have been playing it pretty often and have been enjoying the builds I was sending them, and I think it can be a pretty fun game to play on tablets. It needs some optimization for them, but it can be done.
When I decide to jump into doing that has yet to be decided, but maybe early January once I’m done with my One Game a Month project for this month.
If anything, I might use this as a base for a Physics based puzzle game I had an idea for a few weeks ago. It could go hand in-hand with it.
What did I learn?
This is something I want to write down to allow myself to reflect on my skills and learn how to improve next time I work on a game.
Art - Art isn’t my strong suit. I should have found an artist at the beginning. The artist I worked with mid-way through only had enough time to do work for a small bit of the game.
Scope - I applied a rule I made for myself long ago, which was to keep it simple and not go out of scope. For once, I followed the idea of just creating a simple mechanic and working from there. For game jams, this works wonderfully well. Definitely something I’ll consider again next time.
Testers - This was the first time I actively put out builds during a game jam. Twitter friends as well as my personal friends were more than willing to test out the game in it’s early phases, which helped me discover a bug that wasn’t showing on any of my 3 computers. Test early, and test often!
Programming - Holy crap, I programmed this entire thing?! I still don’t believe it. I know C# and Unity, and have made things before, but never completed anything. I consider what I did a completed product, even though it has it’s obvious flaws. This has boosted my morale and while I know I can’t take on a super crazy, out of scope project just yet, I do know I can create simplistic games in Unity 3D.
Unity’s 2D is Really Easy - Oh yeah, Unity has a really easy 2D system. I thought it’d be a bit challenging, but it works extremely well and is easy to pick up. Definitely using Unity’s 2D development tools from now on.
Until next time…
Well, that’s all. Thank you Ludum Dare, and the Ludum Dare community. I made some good friends during this jam that I didn’t expect to make. It’s been fun chatting in the chat rooms, checking out everyone’s live stream, and tweeting with you all while I took breaks and relaxed. I can’t wait for the next one and am happy I finally have a completed project for the Ludum Dare/Jam.
Time for me to shameless plug myself:
If you’d like, please follow me on Twitter. My handel is @AngryFacing.
You can also check out my website, http://mudry.me, which I’ll be updating with game development blogs, and so forth. If you want, you can also check out some of my shipped games and other projects.
Thanks again everyone and see you all next jam!
Oh, I recorded myself doing a lot of the development. If I can pull the videos from my Twitch stream, I’ll post a time lapse.
Hahah, so true . For the first time, I was able to make something for ludum dare and that’s enough for me. At least I have a character running, I was able to come up with an idea that I can maybe able to finish at the end. And I think, this time, I’ll send my entry when the jam is over. I,still have time so why not work on the actual gameplay
My game is “Yogo Burger Tycoon” and you only get one guy to serve the food to clients. Now there is only a frying machine but there will be other stuff I hope, and you’ll try to serve as fast as you can and make clients happy.
Had a really fun weekend, playing and following all the devs out there. So good luck everyone, and nice job! even you didn’t finish your game, like me. Or you even couldn’t come up with a pause menu like mine, don’t worry you will be better next time. I’m sure I’ll finish a game at #LD29.
I had two reasons to sign up for LD 28:
2. Finish something
I have high regards for people who finish stuff, but I won’t be one of them this time.
I’ve got a working prototype but figured it’s not good enough, because I need better animation to make it stand out. Besides that, it’s just a runner game and the core mechanics aren’t very fine-tuned yet.
I learned that everything in a runner game matters. Tile size, jumping height, friction. My game doesn’t feel right. I could spend time on polishing this thing, but in the end, I’d have to rewrite it from scratch and I’d rather start over without the pressure of a deadline in 7 hours.
However, I’m happy that I finished some okay-looking animations. Animating characters is hard.
If you want to try the prototype, go ahead: Play prototype in your browser
Been a bit busy to post, I find as I get older I find it harder and harder to find the productivity I used to have, so I am now using Christmas songs (Seems to be effective at work) and traditional LudumDare Waffles!
I don’t usually post pictures of my project until I’m done, but felt like posting one, so enjoy waffles, and potatoes!
After about 12 hours developing game I realized that I wanted to much for so 2 days and my gamedev skills. I changed topic, mechanics and almost everything. I wanted arcade but now I have probably something you could call a non-game.
You will see some souls people that are already in clinical death. You can see some words describing them and you have to choose only one soul and next you must decide if soul will go to heaven, hell or maybe will back to life.
There is power failure in your company and it’s completly dark.
You can’t see anything..
If only You had little light..
Oh yeah nice to be addicted to cigarets.. you got the lighter.
A good chance to kick some assholes from your job without being noticed..
Yeah.. let’s see what’s up in testers room..
A little late, I suppose, but I’ve finally started putting the game together.
I’ve only just decided to make use of NGUI for Unity. Is that ok? I know you’re meant to declare this at the start, but it was a recent snap decision after frustration with Unity’s default UI system.
Anyway, I also have a preliminary screen shot for you. Now to go make fart sounds!
Explosives have been added to the game. The rocket launcher and the poop both explode on hit. Don’t ask me why the poop explodes. But poop is not that dangerous.
Currently there are eight weapons but the two melee weapons are boring because there is no firing effect.
I will now do some polishing, like a “game over screen” with scores, add another bar for the power left for running, make bigger blood splash on impact, lower the height of particles about one half of a block etc.
If time left: art polishing, new enemy type, more weapons.
I have used Unity before, but not for anything like what I’m trying to make for Ludum Dare this time.
At the end of day two, (2 am, guess I should sleep) I have a mostly working game. Scoring, a goal, enemies, etc. Most of tomorrow will be polishing, start screen, maybe additional levels.
All in all, like always, it’s been a blast so far. Look forward to seeing how much I can get done before 6 pm tomorrow.
And so I present the sample level from my game, “You only get one cookie”.
My game is the epic story of one child, parents who want him to go to bed and an endless pile of cookies. A No Kill stealth game of cookie thievery.