Posts Tagged ‘unity’
Last weekend I participated in my second Ludum Dare ever. Completely different from last time, I knew what engine to use and what to expect. Does that mean everything went smoothly? No, not really. Am I unhappy? No, not really.
Engine choice: as opposed to last time, I actually decided on my engine beforehand. After seeing what some people could do with Unity, I decided to put myself over the fact that Unity uses the worst naming conventions ever (well… not really, but you get my point if you are a frequent C# programmer and know the Unity conventions) and give it a try. I only had time to do a simple tutorial and play a little bit around myself before the compo to refresh my Unity experience, so I knew in advance I would spend a lot of time figuring out trivial things. In the end, it did not turn out as bad as I expected. I got to know Unity a lot better, have learned to appreciate how it works and will most likely use it again next time.
Concept: I came up with several concepts that would cover most themes in advance. ‘Connected worlds’ was not one of them. This meant the first step was to come up with one. To prevent a situation like last time where it took a long time before coming up with a concept, I made a decision fairly simple. The concept I chose was fairly ambitious, but I deemed it possible. However, in my hurry to get started, I did not work out the concept far enough. I came across a lot of not-yet-made decisions during the implementation. I lost some time in that, which I could have prevented by thinking through the concept better. Deciding how the game should feel and where it should go to should preferably be done before the first line of code is written.
A good thing about the concept is that it is very scalable. It needs some critical mass to be playable and fun, but it is fairly open-ended and the critical mass is relatively easy to reach. As opposed to my previous Ludum Dare, this game’s fun-factor does not rely solely on level design, which means a lot less time has to be spent on generating content for the game.
Graphics: the graphics of the game suck. However, this time I knew in advance they would. I need a lot more practice to be able to make acceptable programmer art, and thus to justify spending time on making the game pretty. That is why this time I decided in advance to not spend a lot on time of graphics. Last time I spent a few hours on making sucky graphics, this time I spent a few minutes on making sucky graphics. Sounds like a fair deal to me.
Audio: while the music isn’t great, audible-music.com is a great way of getting rid of the silence and using some default drum loops in Garageband I can very easily flesh the music out a bit. I might consider practicing a bit with Garageband to make very simple tunes, as I think Garageband is a very understandable program and allows for not-so-bad-music to be made in a short timespan.
Overall: there are probably a lot of things I forgot to talk about, but I am sure the weekend as a whole counts as a very good experience. Considering it is only my second Ludum Dare, and my first time using Unity for real, I am not too unhappy about the result. I have definitely shown myself capable of applying my experience of the previous Ludum Dare to improve myself. From what I can tell, I have not made the same mistakes again. My goal is to participate in every Ludum Dare from now on — circumstances allowing. I am definitely looking forward improving my skills even more, and hopefully one day I will be able to participate competitively.
I just love to see what other people create as well. I feel very encouraged by all the people making a game in the same timespan, and the short period makes it an ideal distraction from the daily #gamedev obligations. Only by looking at livestreams and reading the updates I can enjoy myself and learn a lot of things, but participating adds another layer on top of that. Thanks guys, for being awesome.
If you are interested in my entry, you can check it out over here. Any feedback is of course much appreciated. If you wish to follow my other projects, you can follow me on Twitter as well.
Our team for the LD 30 Jam is still going strong, 15 hours to go. The game is about – you guessed it – connecting worlds by building bridges. The cultures that live on the worlds evolve based on the resources you provide them access with. Simultaneously, the evil enemy culture is growing without your influence, and your goal is to nurture the friendly cultures to a level where they can defeat it.
Can’t wait to see what everyone else has done with the topic! But first, the UI and controls have to be finished and the game be balanced. Also we encountered some interesting ideas and techniques which might make it into a postmortem.
- I only had 24 hours so I went sleepless. Too excited to sleep.
- The physics of the bird was the hardest to tweak. It still needs a lot of work
- Procedurally generated world.
- Fart poo noises was done by my mouth, not my bottom.
- Music was done with garage band
Playable here http://www.ludumdare.com/compo/ludum-dare-30/?uid=34676
The first night,since theme annuncied, here in Spain is really late, 2:30 am approx, i spent like 8h creating a mongodb server with php api rest to realise next day that it would take another two days to be implemented.
So, I moved to appwarp server for Unity for the first time after analyze all the other options like photon cloud, smartfoxserver etc
The demo was working, i added all the assets, and did some coding all the day until now, barely sleeped, the project got corrupted in a physics online loop in the editor and i was in pain, lucky me i recovered the files this morning and now the only part left is to finish some online mechanics and scores ,etc
Hud is done, also character motor and cool rendering with mirroring fx.
My first ever Ludum Dare! I was dared by a coworker to enter and make a game on Friday!
Enjoy playing Jacob’s Ladder here!
Jacob’s Ladder is an attempt at meeting my goals here.
I have had many successes through the last two days!
[x] Intro Splashes / Animations
[x] learned to make materials / textures / normal maps
[x] GUI Buttons
[x] city maze : Jacobs Ladder level
[x] Audio, Music, Sounds
[x] Secondary Main Menu / SubMenu
[x] how-to-play / controls / input
[x] footstep sounds triggered when walking
Didn’t get around to adding :
[ ] skybox
[ ] Cross Maze Level (from brainstorming session at start of LD30)
I surprised even myself on what could be done it such a limited amount of time. I learned a lot and can now add the scripts I created to a personal script library to use in other game dev projects!
Ludum Dare For The Win!
First Ludum Dare complete! WOOHOO! Still didn’t have the whole 48 hours for this but did the best with what I had. I did have a single player mode in but had to yank that out at the last minute.
Hope you all enjoy!
that was really hard work… but i finished it. Im so happy now <3
this time I focused more on the presentation, so the actual gameplay is not very complex.
its also very short… you can play through it in 2 minutes. but if you want more score you must play longer.
its a bit arcade like..
The World Connector Club is waiting for you
and again the game is a bit strange…XD
So I’ve finished my game, it’s still far from a solid good game, but I do not have the strength to continue :D. There are missing sounds and I didn’t make any music(I’m just not able to make good sounding music) but there are core mechanics and I think enjoyable gameplay. So hopefully you’ll have fun.
Libra is a simple platformer shootemup about a guy who’s trying to liberate space city named MultiCity and its connected counterpart Farmland from an evil army.
Made with Unity Engine, Gimp and Audacity. Programmed in C# using Monodevelop.
Now I’m going to sleep
Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.
The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think!
I don’t think I can make anything else today and so my “Two Worlds” game is out. Yay. It’s even playable and fun (sometimes). You can check it on compo page.
In a few words – it’s a text-based strategy about two worlds, connected through the Portal. One has food, another has fuel and they trade with each other each month. But their resources aren’t infinite, so one Realm will fall at the end. You can choose a Realm to play with (and actually you can control the other realm if you want – buttons are clickable). Also there is an “automate” function – it will produce some goods and select trade option for both Realms – you just need to enable it and click on “Open Portal” button. Also there is a restart button in the top-right corner. Have fun
I am stoked about how this game is looking. the screenshot is just the starting area. but the level itself is a very good size. All of the mechanics are in place except for the enemy spawner which I will write when I get me a little rest. I am a bit worn out after Tiled decided it wanted to crash 1000 times and one time lost the entire level, finally got it made though. Hopefully I have time before the Jam ends to squeeze in a little bit more detail, but either way I am happy with it.
AUDIO! which should be the icing on the cake for my favorite creation.
just remember, “Those who play in the realm of lost souls are probably already half-dead”.
Once again, we’ve utilised our lovely Minecraft community (mostly children, we run a family-friendly server) to help us build our game assets for our LD jam. We’ve decided to make a Zaxxon-like Shmup with six levels, two enemy ship types per level and one boss fight at the end of each level. All game assets were built inside Minecraft, then exported through Blender, stripped of textures, and finally plonked into Unity for the actual game-making.
Amazingly we wrangled 20 – 30 super excited kiddies into building our levels and sticking to our build rules (mostly), and got all of the building done in one day. Now for the most time-consuming bit; putting it all into a game.
You’re the pilot of a little spaceship flying through space. Your ship gets caught up in a time-space anomaly and shatters, leaving you in one smaller version of your ship with the rest of your ship parts scattered across different dimensions. In order to recover your ship parts, you need to fly through the dimensions (connected via portals), shoot down the enemies, and recover each part – and each part will add to your ships’ abilities and let you complete the final stages of each dimension.
Here’s an early early version of our ‘castle’ level;
And a couple of Vines of the almost complete Ocean level;