Posts Tagged ‘unity3d’
It is done! Go check it out
In Spacecat Marines you go from world to world in your ship, the Bigglesworth. You have a crew of spacecats with their own unique appearances and equipement, which accompany you on missions. During those you have to defend power-cores in fps/td-hybrid. They also get more experience and level up in rank.
- Your unique team of Spacecat Marines
- Neat Soundtrack
- Spacecat Marines. With guns.
- Non-linear progression – chose which mission to do next
- 12 missions with different challenges
- A ship to connect you between worlds
I also made a timelapse, showing me working furiously:
Play as a rogue wanderer, with a mystical gun capable of absorbing lost souls for ammunition.
Stop the creatures from another realm from capturing enough souls to grow to their true forms!
Hi guys, this is a post-mortem of : Must to be Invasion
For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.
What I used:
- Unity 4.6 (2D project)
Day 22/08 – Start: 23h – Total work: 5 hours
- 3 hours of brainstorm
- 1 hour enhancement concept
- 1 hour prototype
- Sleep (4am day 23)
Day 23/08 – Start: 13h – Total labor: 16 hours
- 2 hours drive to implement player
- 3 hours collecting the web assets
- 2 pm Lunch / Dinner / Rest / Play / Chat
- Implement person 30 minutes
- 1 hours Implementing player commands (shoot, abduct)
- 30 minutes Implement cars
- 1 hours Implementing fake-physics
- 1 hours tidying bugs
- 1 hours rewriting code to be more readable
- 2 hours placing and arranging scenery animations, camera
- 2 hours writing fake-AI for helicopters
- 30 minutes implementing the helicopters
- “Breakfast” 30 minutes
- 1 hours testing and correcting bugs
- Sleep (15h day 24)
Day 24/08 – Start: 15h – Total labor: 7 hours
- 4 hours Rest / Eat / Play
- 1 hours tidying bugs
- 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
- 1 hours Fixing problems in resolving
- 1 hours recreating scenario
- 1 hours and adding difficulty leaving the way I think it has to be the level
- 30 minutes implementing sound
- 2 hours doing input screen and other screens
This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
- Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
- Use an engine and language (programming) I understand and used before
- The clear concept is the key
- Eat well
- Sleep well
- Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
- Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
- Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth
What I learned and / or should have done
- I need to learn more about other areas (art, sound). Ex: Scenario
- I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
- Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
- Having planned my time better. Ex: I overslept and spent time playing and doing other things
What will never be satisfied and always will think that I have to improve (for game jams)
- Learn more about the tool
- Structure the game before you start
- Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
- Mechanics and Design Level
Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?
For the last, I encourage you to write and share your post-mortem, I would love to read.
I hope I have been as thorough. I swear I blacked out many other details to spare you from them.
Comments, criticisms are welcome.
Thanks for reading this far.
Images – More images here
If you want to wander in a surreal world, try my entry “The Other Sky”. The Ludum Dare version only has 3 levels, but hopefully I could make a better version in the future.
I really enjoyed making this game, but I wished the I could make the levels more intricate. The theme unfortunately induced me to try to make something very ambitious. But other all I had fun.
Rescue Shump – musicm122 - Jam Entry
Rescue Shump : The shump where you don’t shoot anybody.
My First LD48 Entry submitted EVAR!
You: A member of a technologically advanced society, whose sworn mission is to save refuges of other time and space incidents before their world is destroyed.
Safely maneuver an unstable planet and save as many survivors as you can before their world explodes.
#1- Slow Down Time
#2- Dodge Immediate threat
Space – Emergency Brake and pick up survivors
Left and right keys – Accelerate & decelerate
Up and Down keys- Move ship up and down
So I drew a lot of the inspiration from a portion of the pop fiction novel When Worlds Collide. Specifically when they fly a rocket around the world to collect animals and people to survive the explosion of the two colliding planets.
I wanted to focus more on the narrative of the individuals piloting the ship and as the survivors. If I were to build on this I’d add a mode in the game that would allow the player to walk around in the ship and in the world (thinking FF6 in the airship) and delve into the whos, whys and whats of the Org that is indiscriminately saving everyone they possibly can as well as the origin of the ship and its pilot.
Development Issues\Challenges\Wishful thoughts
- I hate that I had to spend so much time on UI stuff. I should build in more ui stuff for any future jams. (Which is pretty much my least favorite thing to do in Game Development)
- I did start to put together enemy planes and the like but didn’t feel I had enough time for a decent AI and I wasn’t so sure I could make sense for something like that in the narrative. At the end of the world who in their right mind would be trying to kill humanities’ last hope?
- I wanted audio but my sound card was being a pain for the duration.
- I totally ignored setting up any sort of parallax
- I wanted a timer and for the falling debris to gradually get worse the longer you played.
- Generally I would have liked to have a valid way to articulate a narrative with dialog.
If anything I think it might make an okay mobile game…. Not really sure I wanna do anything atm though. It was a welcomed diversion and I had a lot of fun. At this point I’ m just happy I have something submitted that is relatively playable.
- No death animation for mountain collision death. The game just ends.
- No end of level
- You can rescue survivors an unlimited amount of times
- When dead and selecting restart game stays paused.
It’s done! Since the last update, I’ve added a goal (buy all the planets), rebalanced everything to be more interesting, and added a bunch of quality-of-life improvements. (Windows stay on screen, you can rename lorries, etc.) It feels like an actual game now, and I’m really happy with it.
I appear to be afraid of making games.
My LD26 submission was an immersive world with graphics and audio, interactions and special effects, challenge and progress. It was clunky, confusing, cheesy, and short, but it was a game.
When LD27 rolled around, I looked through my feedback and made a plan. Graphics and interface were the biggest complaints I received, so I focused on a clean interface and smooth graphics. In that, I succeeded… but at the loss of a complex goal, and immersive interaction. The comments indicated such, but I didn’t get the hint.
LD28 added back some of that interaction, and gave the player a means to manipulate the ways they interacted with the game. It added back a challenge and goal, but lost the graphical and auditory polish, and it required content to really shine. Most of my time was spent on the upgrade interface, which was lauded, but the game suffered for it.
I didn’t feel too bad about my LD30 submission. I mean, it was missing 90% of my desired features, the graphics got skipped again, and I didn’t have enough time to playtest it well, so it’s statistically unlikely you’ll complete even a single objective… but that’s Ludum Dare right? 600 lines of code later, the inventory system works, the random goal and automatic goal-checking works, the random resource generation and base-color modification works, and the entire backend ties together in a bug-free manner. There are simple particle effects, some moody ambient audio, and a few hurried attempts at humor… It’s still a moderately successful submission.
The comment that really kicked me in the gut was, “Nice GUI Demo”. I know they didn’t mean it maliciously, but really? The worst part is, I can’t argue with it. I watched my timelapse, and I spent almost the entirety of the Compo mucking with the GUI. You don’t interact with the planets (yes, those were supposed to be planets), you push buttons. Everything is a button. You don’t live in this world at all. It worked for Adventure Games, but I guess we grew out of those in the late 90′s.
Immersion is hard. And evidently important.
Amidst the complaints Elder Scrolls Online receives (yes, random neuron firing here), one is how they focused on a nearly GUI-free experience. I’m beginning to understand their decision.
My goal for Ludum Dare 30 was to make a game that didn’t disappoint me. Instead, I think I discovered one of the issues holding me back. Just as good, I’d say.
- 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
Hello guys, need to write this story.
Okay, so the theme. I was hoping for this one so hard, when it comes out, I was so happy. All the vote week, it was the one i was thinking to be the better prepared for. Just because “Connected Worlds” speaks to me like “Do something with space in it”, and I freaking love space stuff.
So here I am, Saturday 3:00 am (I’m in France, UTC -1), stream on twitch ready to go. With a great idea : make a lite-Civilization, with planets instead of cases.
Limit the ambition… kinda
Of course I knew I couldn’t make a Civilization-like in 48 h. So I start to focus only on the combat system, with a simple system of Attack/Defense gathering. I don’t wanted to make a static map, because Universe is random, you know. I love recursive system so I try to plan a graph/tree oriented system, to generate a map, and verify connection between planets. Also, I prepare the fact than, the player is not alone, and need an enemy in this random universe. So I planed something terrible : An AI. Yeah.
Running out of time
Last time i’ve done the Ludum Dare was for the 28. It was pretty lame because, I remember during the vote week, I was like “if <You Only Get One> goes out, i’m so dead i’ve no idea”. So you can understand why it was so “special”. Anyway, last time, I was so stressed, I’ve work all the weekend, with just 6-10h of sleep divided on 3h naps. So this weekend, I was like “take it easy bro”. I just worked until Sat 5am, goin to sleep almost 10h, woke up at 3pm, take my time to eat, doing the dishes, do some shopping, make my dinner, all that stuff, work like 8-10h on the LD for all the saturday. And I woke up at 2pm on Sunday and I was like “there is so much work to do, that will be impossible…”.
Plus, It was very different on Unity than the stuff I usualy do on it. Like, I’ve never do some generation, graph system or RTS view in Unity3D. And It was a very long time since i’ve worked seriously on it (like 8 month).
So on Sunday, at 11pm, the AI wasn’t finished, and the graphics was just some white textures with “SUN” and “GAZ” in block capitals on it.
But I made it. At 3am, I’ve posted the “final version” of my game. Not a sh** game this time. A bugged game but still a game!
My AI wasn’t debugged, so I just let it capture planets, not fight. My biggest regret.
- My AI does one third of what it had do at start (Capture instead of Capture/Defend/Attack).
- I’ve never find some time to create some cool GUI interface with images and stuff.
- The commands are hard, rigid, not naturals.
- There is still some bugs I’ve never figurate why there here.
But I’m proud of myself. Because, that was a big project, and if I hadn’t took my time on Saturday, maybe I would finish it on time, and make a big surprise for anyone who tests it. And it’s much much [...] much better than the last game i’ve made for the LD28 x). And it’s good looking. I love the effect on the planets I’ve made.
Yeah, big experience. Thank’s to the “Ludum Dare” team once again, i’m now completely burn at work in this monday morning x). But I can’t wait until the LD31 now :D.
So, see you next time guys, take care!
PS : My game is dedicated to Sid Meier btw, that’s why the name is in Swahili language, like Baba Yetu, the song from Civ IV main menu :).
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!
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”.
Originally published on my personal blog, including playable test.
Wow. My brain is fried. The theme for this Ludum Dare, Connected Worlds, is a tough one. I spent a lot of today just brainstorming ideas. I’m still not sure I’ve chosen a good one, but I need to make something. My idea: a platforming game with two parallel worlds, one on the bottom of the screen and one on the top. You’re a spaceman exploring these worlds, and you can choose which world’s gravity is the one affecting you at any given time.
I’ve still got lots of stuff to add. I want to put in obstacles and puzzles that require the player to take advantage of switching between worlds’ gravity. And, of course, I’ll have to program in the ability to die. I still haven’t decided what Mr. Spaceman’s goal is, but I’ll figure it out. I think I can finish at least one playable level in time to submit it tomorrow night.
The hardest part of Ludum Dare so far was coming up with a game that fits this awful theme. Seriously, I hate this theme. But as a creative professional, I respect the power of arbitrary constraints to fuel innovative solutions. And I certainly wouldn’t have tried to program a dual-gravity game mechanic otherwise.
After almost 12 hours, I’ve got something playable. You can check latest web build (Unity web player). Select Greens and go for it. But Reds are almost the same in terms of realised features. Tomorrow I need to finish trade system (more random results and options), combat system and end game conditions – for now you can actually trade negative values… Basic AI will be fine too, but I’m not sure I’ll be able to finish it in time.