Dismembered Teef by Ale
https://www.youtube.com/watch?v=Vd_2w2DcZm0
In Dismembered Teef you play as Teef. The night before Halloween, Teef decided to cheap out on his Halloween costume and purchased a lightly used Sexy Balrog costume. Unfortunately for Teef, the Sexy Balrog costume was cursed by a an evil witch named Susy. The curse stripped Teef of his sexy balrog costume, and then it stripped him of his hair, skin, and nails. Then, his internal organs were gone, followed by his bones and finally, his memory. But all was not lost however. The only thing that remained of Teef were his teeth which were used to create a fun little wind-up toy, and abandoned in the witch's torture swamp. Luckily for Teef, he kept his soul in his upper second molar which allowed him to carry it with him into the torture swamp.
His plan is simple: 1. Recover limbs 2. Escape torture swamp
We made this game using Amazon Lumberyard.
We came into this jam with very low hopes considering how neither of us had any experience with Lumberyard. We did run into a number of problems which were mostly due to our unfamiliarity with the engine, but some of the issues were due to Lumberyard still being in beta.
In the end, we pulled through and managed to get a lot of work done, all things considered.
Programming - @Ale
All assets created by @Skleembof
Every single 3d model and animation was created in Blender 2.8, exported to Blender 2.79, and then exported into Lumberyard thanks to some strange glitch somewhere in the pipeline. I didn't have time to figure out what was causing the glitch, so I just stuck to the workaround (I think its a problem with the blender 2.8 fbx exporter).
The only add-on I used in Blender was "Instant Meshes Remesh" which was a huge time-saver and allowed me to export some sculpted assets.
To create the materials, I went to my backyard and took photographs of grass, dirt, wood, etc. and then generated the height and normal maps using Materialize (http://boundingboxsoftware.com/materialize/)
To make the trees, I used arbaro(http://arbaro.sourceforge.net/) to make the base tree model and then tweaked it in blender. The one tree I didn't make with Arbaro was the big one with the sculpted face which I made only in Blender.
I made a LOT of assets for this game, some of which I didn't even use. My fingers are really sore from all the modeling.
UPDATE: unfortunately, we missed the deadline for this one. The build process ended up being more problematic than expected. The first build took around 40 minutes to complete, but it failed anyways. That amount of debugging to do combined with the fact that the jam deadline passed makes me not super motivated to get a build out immediately. Maybe after some sleep lol. The entirety of the game can be seen in the Youtube video I linked above, in case anyone is curious.
Ratings
| Given | 0🗳️ | 0🗨️ |