Save Them by Jason
My first game jam and I'm pretty happy with the result!
Controls:
- Click on doors to open/close them
- Use the 1-4 number keys, or click on an inventory item to select it
- Click on the ship to play a move tile from your selected inventory
- Escape de-selects your inventory
Your job is to guide the crew of an about to expire space ship to the escape pods. My take on the 10 seconds theme was to use it as the underlying frame work. Every 10 seconds stuff happens. More crew wake up from stasis, the ship is going haywire, with doors opening and closing randomly, and you get random tiles you can use to help guide the crew. Tiles you place last 10 seconds.
I had wanted to have random rooms catching fire, and airlock doors randomly opening, but just ran out of time. Same for sound effects. I did manage to get one effect in there, oh well!
The game was done in Unity 3D with the Futile Framework which basically makes Unity a code centric platform like I am used to.
Gimp for graphics and cfxr for my single sound effect! :)
TexturePacker and GlyphDesigner for some of the routine stuff.
Everything was made from scratch. I feel like I spent half the time just doing artwork. I've never drawn an animation before, and this game has multiple!
@jasonrendel
Controls:
- Click on doors to open/close them
- Use the 1-4 number keys, or click on an inventory item to select it
- Click on the ship to play a move tile from your selected inventory
- Escape de-selects your inventory
Your job is to guide the crew of an about to expire space ship to the escape pods. My take on the 10 seconds theme was to use it as the underlying frame work. Every 10 seconds stuff happens. More crew wake up from stasis, the ship is going haywire, with doors opening and closing randomly, and you get random tiles you can use to help guide the crew. Tiles you place last 10 seconds.
I had wanted to have random rooms catching fire, and airlock doors randomly opening, but just ran out of time. Same for sound effects. I did manage to get one effect in there, oh well!
The game was done in Unity 3D with the Futile Framework which basically makes Unity a code centric platform like I am used to.
Gimp for graphics and cfxr for my single sound effect! :)
TexturePacker and GlyphDesigner for some of the routine stuff.
Everything was made from scratch. I feel like I spent half the time just doing artwork. I've never drawn an animation before, and this game has multiple!
@jasonrendel
Ratings
| Coolness | 73% | 3 |
| Overall | 3.00 | 610 |
| Audio | 1.83 | 853 |
| Fun | 2.68 | 766 |
| Graphics | 2.93 | 529 |
| Humor | 2.58 | 383 |
| Innovation | 3.09 | 465 |
| Mood | 2.62 | 641 |
| Theme | 2.77 | 883 |
Doors toggling automatically was an interesting touch, it made the game more compelling. Nice job!
http://www.ludumdare.com/compo/2013/08/27/save-them-postmortem/
@SecondDimension - I felt the same way about the movement tiles. I made them last 10 seconds to match the theme, but now I'm thinking if I did 20-30 seconds on them, it would have been better.
Good art and beat the game!
I definitely like your idea. I would have benefited from a sound effect when the doors changed state, as I tended to get focused on one side of the screen and completely miss the fact that the escape pod room had closed itself off. Do the movement tiles have a set spot in each room? I didn't seem to be able to place them where I wanted them. Eventually I stopped bothering and just had fun watching the astronauts wander around stupidly. :-)
@Amber - Glad you liked the idea! By far, I think not having a sound play when the doors changed state was the feature I wish I had found time for the most. I should have just used any random sound :p As for the movement tiles, they should be placeable on any tile except in the escape pod room (doesn't make sense to put them in there) or along the top or bottom tiles where half the tile is taken up with the outer ship wall. I disabled those spots since the graphics didn't look right. One idea I had, was whenever you selected a movement tile to place, to super impose over the ship some sort of guide for where you couldn't place them. Like a red grid or something over invalid tiles.
I like the way of placing markers, but still, some of the astro guys failed to follow my directions. A bit less randomness would be good, I believe (perhaps only when hitting a wall?)
I don't get the point of using a 3d engine to build a 2d pixelart game, but oh well, it works and runs stable ^_^
Unity actually now natively provides support for 2D (announced at the latest Unite Conference), so its no longer only a 3D game engine :) However, the real reason to use it was for its cross platform abilities. I have only ever worked with an iOS game engine, but I was able to jump into Unity and easily put together a game and release for the web (and every other platform out there). Had I just stuck with what I knew, I would have only been able to make an iOS game, and probably no one would have played it.
I've now ported Save Them to iOS as well, which was very simple with Unity right off the bat. I ended up creating a second image atlas for my graphics to match the iPad resolution (instead of just letting unity scale them), which then required some more tweaking. But initially, it just worked by telling unity to build for iOS. That simplicity is pretty huge when it comes to cross platform development.
And yeah, I agree there's too much randomness in the game. Working on some tweaks for that for a post compo iPad version I'm hoping to release.
If expanded upon, this could become great. :)