Posts Tagged ‘video’
First thanks to all that have tried my game and rated it.
As many have mentioned the flotiness of the controls, I thought I would share a video of me playing the game to show, what I think is a good play/run. In the video I get a time of 128.8 seconds which is 20 sec over the maximum difficulty which is reached at time 100 sec.
After the 100 seconds you are you own worst enemy, because of the wrapping around of space letting your bullets hit you in the back
Hope this shows that the game isn’t suppose to go on for more than a minute or two.
Hope you enjoy.
Now, go make games
It’s been awesome seeing everyone’s posts!
This particular game wasn’t polished enough for submission. Still had a great time and learnt a lot.
I finished the core game mechanics pretty early on, however, polish (notably thematic polish essential to the story) took up more time than intended, especially for a procedural 3d environment from scratch. Why did I try this? Well, procedural environments sounded fun (it was), and someone mentioned I should try 3D so I gave it a go.
Lessons / observations:
- 3D + Procedural in 48 hours wasn’t a good idea – I underestimated how much time this would take.
- Remedies: Either go 2D, or switch to the Jam for 3D works (so existing assets or collaboration is available).
- Also, my ISP conveniently went dead on the first day of the jam and only just resurrected itself. Not a huge issue – but being “disconnected from the collective” was a disconcerting feeling. (This post was initially intended 12 hrs ago.)
Here’s a short clip of the runner game with transforming terrain.
Well, this was unexpected but it appears like I won’t be submitting anything this time around. After a decent streak of successful LD entries, I have once again had my ass kicked by my old enemy: AMBITION. My idea was simply far too ambitious for a 48 hour time period, and I didn’t silence that voice in my head that kept saying, “Make it work, then make it awesome.”
But really, my goal this time around was to break the cycle, and I did exactly that. After working on my ‘real’ game for a long stretch, it was good to get in there and refresh my head a little. And now, by not submitting, I won’t be sitting in front of the computer rating games for the next month! That’s a relief, because my schedule hasn’t been leaving me much wiggle room lately.
So here it is… the thing I worked on for 36 hours…
It’s a basic score attack twin stick shooter where the “Connected Worlds” come into play through your ship’s ability to pass through the multiverse and onto different timelines across an interconnected battlefield.
You can’t play it, and I don’t know if you ever will. I have a lot on my plate right now, but maybe I can convince myself to release something functional to the public over the next week. Good luck to everyone else! I can’t wait to play some of your games!
I’ve made a timelapse of my development process for my game “Danger Zones”.
Please also check out the game itself, thank you!
Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!
Today we fought our first major issues (first serious frame rate drops and than later items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.
Well, as nice as we can, anyway.
I have spent all of today getting over my aural creative block! This video is meant to show off the audio in my game. Tell me what you think about it, I’m not quite sold on the sound effects.
Also, try to see if you can start spotting which enemies are dreams and which aren’t! (Hint, some turn faster than others).
So, day one is over.
Coming up with an idea was pretty easy.
Coding the prototype was a piece of cake. Unity <3
Arriving at a graphical style was a friggin’ struggle. Went in a bunch of directions before I arrived here. All in all, I think it looks pretty good right now.
Was supposed to have a white cat as the main character.
Drew and animated it but everything fell apart when I was trying to get the idle/run/jump animations to fade seamlessly between each other.
I couldn’t figure out the BlendTree stuff in Unity in a reasonable amount of time, so I gave up. </3
So now, the main character is a glowing white box.
The gameplay is nothing revolutionary, a mix between portal, vvvvvv, and ibb and obb I guess.
Hope to be able to make up for it with gamefeel and atmosphere.
Most of the time have been spent on graphics and tuning the movement.
Really need to get going with level design.
But that will have to wait for tomorrow!
Hope you like it. Feedback is appreciated!
Hannes out. Peace.
I now have two different kinds of enemies. One is “real” and the other is a “dream” enemy. They have slightly different behaviors. The dreams are smoother, slightly slower, and turn slower. Your goal is to shoot the dreams with dream bullets, and the real ones with real bullets, if you misjudge and mismatch it, you lose points.
Here is the video:
This is my raw summary of what I have done in the first three time boxes, almost completely unedited…
Looking for inspiration and ideas using http://orteil.dashnet.org/gamegen, flickr and google image search.
The top game ideas that I have so far are not very good and not specific enough to start any kind of programming, art or audio…
Connected Worlds primary idea: A browser game where you interrogate forests with nuclear warfare.
After finding some great pictures on flickr with trees and plants connecting that is something that I think will go into the game design. Nature connecting with itself or with other things…
Spend most if this time thinking about how the game idea could become a cohesive game… Not easy! Something with plants growing and blocking your way and then using nukes to clear a path. Not entirely politically correct… Timed game so you loose if the timer runs out but you can gain additional time by picking up stuff along the way. The timer is probably just that the trees grow and take up all the space that is available and then you get blocked by them…
Gaah!!! time ran out on my two initial game design time boxes, will need to add one more and shift the rest of my plan forwards.
Got the game idea more fleshed out – feeling quite good about it. Started on some rough placeholder art but nothing too complete or complicated yet. Already behind by at least one time box – so that is an issue with regards to the limited amount of time that is available for me over the weekend. Taking a break now to focus on getting a time-lapse setup, blogging reading about what others have done and then moving into my work room to continue with something that can run on a device/computer.
I’m a little (or a lot) behind but still feeling good about being able to get something completed – this is probably due to me only working on ideas and placeholders so far and avoid all the really difficult stuff… In addition to this I haven’t included time in my plan for editing timelapse video and posting updates. Below is the placeholder art that has been finished and a timelapse of the initial work.
Something I made, just for fun.
This is every feature screenshot for every rated entry in Ludum Dare for the last 5 years. LD15 through to LD29. Compo and Jam. They are ordered by LD-number, then by Graphics score … so the images in each block should get progressively better
Thirty screenshots per second … photosensitive seizure warning.
Happy LD30 everyone !
Well, after some tuning and graphics updates, I decided to submit Tiny Haunt, my LD29 entry, to IndieCade. While the LD feedback was vastly positive, there was one common complaint: the game wasn’t hard enough. I intended the game to be fairly sandboxy, and to that end, fairly easy if you choose. However, I ran out of time to implement the mechanics that made it more than that. In the IndieCade build each of the four levels has its own optional challenge, which might be defeating enemies within a certain amount of time, or using only one ability. I’m happy with the progress I’ve made so far, but there is still so much to do! A big part of the future experience will be enhanced interactions with enemies and more objects put at your disposal. On top of that I have plans to add an exploration element that allows you to uncover the long lost secrets of your castle. Exciting times ahead!
WHAT WENT RIGHT
1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.
2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.
3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.
4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.
5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.
6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here
WHAT WENT WRONG
1. No sound I didn’t have the time
2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.
3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
Here’s my Timelapse video:
And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.
Until next time,