Too Big For This WorLD38 by joemid

More dinosaur
AS THERE HAS BEEN SOME CONFUSION...
To clarify, TBFTW_LD38 was made in 72 hours (between and ) for the 38th Ludum Dare Game Jam.
This game was constructed in Visionaire Studio Pro 5 Release Client 0 using assets created in Clip Paint Studio, Adobe CC, Spriter Pro, and Audacity.
Many of the assets used in the game are pre-existing, as allowed by the rules.
As such, even though I spent a fair amount of time on new graphics and refinements for this build, as requested I opted out of graphics and sound for the jam.
This is my third LD, and each time the game has been built with the tools and assets I have at hand (and/or create for the jam) and has been uploaded within the time limit.
You can download and compare the others:
TBFTW_LD35 http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92338
TBFTW_LD36 http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=92338
(I just did. I like 36 the best. ;P)
Visionaire, which is the amazing adventure engine that I used to construct these "games" can be tested for free here- https://www.visionaire-studio.net
I cannot stress enough how thankful I am for the plays and all the feedback!
I appreciate the honesty and would love to know more. Feel free to email me.
And thanks for making some great games! Each one is such an inspiration.
To me, the spirit of Ludum Dare is a literal translation; "to give game." The competition is one thing, but the jam is a place that allows experimentation; albeit, with a deadline so that you can show it off.
I am currently building a new version, for about a week now, using existing assets, for #advjam2017. The new build will drop on 19th. I'll post a link here and on twitter for those who'd like to check it out!
Nothing too serious!
;D
92134SDFAS0841EHRPQOEIWETRAPLIWAHAMAYRM94H80134WIHFQQ logNET.error 535-676
Windows https://drive.google.com/file/d/0B44fmTioIFbiMzdnRzlQekY1V3c/view?usp=sharing
Windows POSTJAM - COMING SOON!!!
Mac POSTJAM - COMING SOON!!!
Gameplay Link https://vimeo.com/217338079
Missed you in LD37. Still broke- now with more fixings.
Ultra tech demo- some mechanics that were working- are broken, others are really starting to work. Still on track for LD40, maybe 41.
This game has a few cutscenes. If you ever want to skip just hit the ESC button on your keyboard..
Windows gets it first this time.
~~Will add a post jam vers for win and mac in the coming days- still working out some kinks and a possible memory leak issue for mac.~~ Mac is not happening due to shader issues.
The current state of the graphical elements are too big for html or OpenGL at this time.
I will post a gameplay vid link later today.
CONTROLS:
Point and Click to WALK/INTERACT Point and Double-Click to RUN/INTERACT
Mouse Wheel Scroll Up - ZOOM IN and center on Current Character Mouse Wheel Scroll Down - ZOOM OUT and center on Current Character
Right Click - ACTION
M - Repel Mode™
Z- Dev Zoom
Secret Keys - ???
S - Discovered by @smiling-cat-entertainment
OBJECTIVE:
MADE WITH:
•Visionaire Studio 4.2.5 & NEW Visionaire Studio 5.0 RCO •Spriter Pro •Adobe CC •Robots
Most character art and sound was created before the comp! Exceptions include the Male T-Rex and a few additional animations. Animations were tweaked at the last minute and might be buggy.
Visionaire is a 2D adventure game engine that does not (currently) use collision or physics, if this looks weird- it is not the fault of the engine, rather my animation and action timings. STILL- Working on it!
KNOWN BUGS AND OPTIMIZATION ISSUES:
•The button hold action is broken- it is conditional based and there is an error in the loop. Will be fixed in the Post Jam version. - FIXED
•The game fails to preload completely before the first scene, causing slowdown. FIXED
•The particle system and some actions may cause slowdown. FIXED
•The Male-T-Rex has some random animation bugs, revealing that it was skinned over a previous character. :o
•Interaction with the tree is haphazard at best. REMOVED
•Various graphical bugs. YUP
•There is STILL no real point- at this point. DUH
•Random spawn and re-spawn system have been removed for this build- will try to include in the PostJam. FIXED
•Shaders and Reflections have been disabled for this build. NOT
•Brightness can be bumped for a period with B and a contrast shader can be toggled on with V and off with C. X activates a black and white shader.
•Other keyboard keys might crash the game, or switch to a different character.
•M activates a sort of screensaver mode- A.K.A. Repel Mode™
•Opening the game for the first time? It may hang, for a good moment. THIS SHOULD BE FIXED.
•Controller may rumble if plugged in or activated- yet, there is presently no controller support implemented. SHOULD BE FIXED and try a controller! Tested only on the Steam controller. You still need to control the mouse cursor if you want to eat, so- dual stick it.
•Full screen on dual monitors? Your mouse might scroll out of the playable area and effect control. Not sure of the status of this yet.
Additional code courtesy of Lee Clarke, a.k.a. AFRLme https://de.tail.studio Special Thanks to the devs at Visionaire; most of all Simon Scheckel! http://www.visionaire-studio.net
Let me know what you think, or if you find anything else!
Thanks so much for waiting and playing!
josephmidthun (rat) gmail (rot) com
Music by Eric Matyas
www.soundimage.org
All other sounds and art copyright 2017 the menshop
LDJAM
LDJAM38
http://feedback.ld.intricati.com/?event=9405&uid=20315
Ratings
| Overall | 759th | 2.379⭐ | 31🧑⚖️ |
| Fun | 767th | 1.929⭐ | 30🧑⚖️ |
| Innovation | 652th | 2.536⭐ | 30🧑⚖️ |
| Theme | 689th | 2.593⭐ | 29🧑⚖️ |
| Humor | 570th | 2.08⭐ | 27🧑⚖️ |
| Mood | 333th | 3.321⭐ | 30🧑⚖️ |
| Given | 54🗳️ | 50🗨️ |
I think I broke everything when I possessed a T-Rex and accidentally stood on my drone.
Maybe you should have payed more attention to the gameplay than graphics: for now there's no competition in the game and no visible aim to play it. Maybe you could explain a bit more, if I was wrong somewhere in my critics.
Hope you work on this project more in the future :smile:
So there are dinosaurs indeed. It had a nice, moody set-up with the cinematic, but beyond that I don't know what to say really. I accidentally possessed a T-Rex and ate something but couldn't really fathom whether that had any relevant effect on anything, or what I was supposed or even able to do beyond that.
Walking to the right brings you back to the same place you were in. Scanning didn't seem to do anything helpful. As confusing as it was, I assume the possession and dinosaur eating action is currently the meat of the game?
No doubt there's a lot you could do with this considering the art and functionality, but as it is now I simply don't get it.
@danman9914 ;)
@novodantis You are on the right track!
@ilikescifi would you mind posting your computer specs?
@ChloraVirgo You are not wrong in your criticals! Thank you! (And yes, lizard brains are on the menu, but good luck- and the functionality of the smaller beasts- very limited ATM. (no tree climbing or WAIR yet;) also, would you mind posting your specs?
@turbo-hermit Thank you!
@devastus Thanks! Yes there is still much to do- most of the interfaces were so broken by the deadline, that they were removed before the build. Will get a post jam vers as soon as it is fixed. ;)
Thanks all for your patience and feedback- YOU ARE TOO BIG! No one got to the temple? ;)
It seems that you put a lot of effort on visual/cinematics part. Which is good for a game jam. But for real players you should keep in mind a gameplay part as well.
I hope this will end up as some consistent game so I'll keep my eye on this.
I think what this needs most is something to walk us through the nuances of what we are supposed to be doing.
- http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92338
- http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=92338
While it's okay to use pre-existing assets I don't think it's in the spirit of the Jam to keep developing the same game spanning multiple Jams. It's definitely a commendable effort for a single person but I think it would be better suited for Steam Early Access than Ludum Dare.
But on topic: The graphics are outstanding and the intro is quite effective. Other than that the game feels very raw in terms of control and objective. I like the story setup and atmosphere but without a handle on the action there is not much to actually do in the game.
The intro was lovely and well paced. I would suggest increasing the font size of the intro text.
The graphics were beautiful and the landscape gorgeous. It wasn't exactly clear what to do, but I would love to see a more fleshed out version of this post comp.
The less good point is that it's not clear what we have to do.
Very interesting visually, though unfortunately at the same time resource-heavy, so I couldn't enjoy it in full on my machine (laptop, though with strong i3 and GF 840 in only 1366 x 768 struggled quite a bit). But that's the way it is, you didn't have time to make much optimizations.
I need some moree time with the game to discover all the mechanics. It's a bold move to make a game which needs longer time to get all the hidden stuff in a jam, but hey - it keeps the player interested, so that's a good hook.
I like the overall vibe and mood it sets, well put together. The cinematics are awesome, way beyond things I usually see in jams.
The downsides I see for now is that - especially with not very high fps - it's not easy to navigate both zoomed in (don't really see what's happening) and zoomed out (too much in the first plane of view). Clearing the view a bit would help very much.
It's a completely different entry than any other I've seen and rated so far, that's for sure :) I like it, especially since it conveys the 'alien' vibe very well.
Cheers, I'm waiting for the update!
@kate-kligman Thanks for the info- I have not tested in a bootcamp scenario. I have run on Mac through remote desktop, but it is also very choppy, and not recommended. I am still unaware of what is wrong with the shaders for the mac build- but they (at least I think) the new shader code is responsible for a crash early in the game- though it might be optimization or hardware related. Either way! Thank you for trying it out!
@frodewin Thanks! I worked some of your comments into the new vers. Not perfect, but a start! I'm still trying to determine the best camera controls, and have had a few setbacks with that in the recent change to VS5.0 The zoom function is performed with the Mouse Scroll, however, the parameters change with each character- I think?!?!? ;) Thank you so much for the feedback!
@louspirit Wow! Thanks for the compliments! Can't wait to implement the instructions. Visionaire has a strong dialogue system built in, but I have been experimenting with a custom setup, not quite there yet. Thanks again!
@takusan ;) Yeah, Visionaire does make big games- at least has the ability to do so. I feel like the Chains of Satinav games built with this engine were around 5-10gbs for a full game- maybe a hundred scenes or so? Anyway- thanks so much! I am having an issue/conflict with the math of the camera and the parallax scroll- not sure where this will end up, but I think optimization; reducing VRAM and seek times might help. Hard to clear the view with out losing the density of the forest, but I hear you. In the future, I would like to utilize some cover spots, for simple stealth mechanics. Also, I might need to fade the visibility of the foreground trees when ever the camera is zoomed. Either way, I think it points to better level design. Thanks for the feedback! Would love to get this vers down to 256mb at the most!
@gama-croma You know it! At the moment, there is a day night cycle that controls the lightness and contrast shaders. I think that there is a bug at "high noon"- otherwise the game definitely needs refiguring in the day/night department and I think that will go hand in hand with level design and visibility in general. Thank you for the feedback!
@lyxil Thank you! Aw, yes! The Flight of Claude! Yes, I recommend Visionaire, especially to you, for narratives! Though, there is a learning curve. I have been working with it for about 5 years now- Yeah, I have created a slight different control scheme for advjam. I think that it is more responsive, and actually, it makes you give up some control. For me, this game has always been geared more toward "interactive animation" but without sacrificing fun. In the end, conjuring a narrative up out of a "digital world" has also been a goal.
Thanks again for all the feedback. It forces me to think about all the things I avoid on a daily basis! INVALUABLE!!!