Ludum Dare 48 April 24–27, 2021

Rip Deeper

* Hey folks, didn't hesitate to come and test our our latest creation! *

https://ldjam.com/events/ludum-dare/48/rip-deeper

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Art Team - Lessons Learned from LD48

This Ludum dare is the second I've participated in - the first being Ludum Dare 42. As with last time, it was a duo with Daniel heading up the programming side and me on the art side. This time we used the Godot engine. Since LD42 I've learned a good deal about Blender and Substance Painter (certainly still not a pro). That being said, there were a lot of shortcomings with my workflow that LD48 revealed.

In our LD48 entry Aquatic Cave Assualt we decided on a submarine shoot-em-up similar to games like the StarFox and R-Type series. Near the beginning we decided on a PSX-era graphics style.

First lesson learned: Don't spend too long on less important assets!

So I started out working on a Torpedo - a submarine game definitely need those. I spent a lot of time working out kinks with baking a high-poly model down with rivets and all that, making sure stacked UVs were set up right, etc. (since I had recently learned how to do all that). Of course, I hadn't thought of how tiny the thing would end up looking on-screen, so largely a huge waste of time (It came out nice though I think). 2021-05-02 09em52/em22-Window.png

Another example - The propellers. I had a rather frustrating time trying to model the shape of propeller blades, I kept starting over and before I knew it I spent a few hours on it. Again, could have been much less detailed and been just fine. 2021-05-02 10em07/em53-Window.png

I spent a decent chunk of time on the submarine itself, but I suppose I feel less bad about that since it's a pretty central and visible model.

Second lesson: Consider how set pieces will be reused and fit in with the rest of the level

The doorways ended up looking decent, but they really did not work well when using them in many situations. The concrete supports I modeled into them look nice in caves - but will stick out of any somewhat flat surface you try to put the doorway in. If I were to remake this particular doorway, I would keep the concrete supports separate. Also, the geometry surrounding the doorway being square limited the scales they could be placed in the caves - if they were round or reached out a bit farther the opening could be smaller and set to one side of the cave to provide more of a challenge. 2021-05-02 10em03/em50-Window.png

Third Lesson: Level design workflow

Another mistake I found myself doing was getting bits 100% modeled and textured before uploading them to get them integrated. What I should have done was get to a point where the basic structure/path of the segment was modeled so Daniel could throw it in the map and start integrating the sub path through it, place mines, etc. To bring this back to the first lesson, I really should have also made use of shared basic materials rather than giving this room a unique texture: 2021-05-02 10em26/em17-Window.png

In the end however, we were very happy with what we accomplished. We learned a lot, especially about how to work with the Godot engine. To finish things off, here is a picture of the next segment of the level we didn't have time to implement: 2021-05-02 09em56/em21-Window.png

I made a post-jam version of my game!

cover-post.png Quality of the game has become much better. After the jam I finally was able to polish it. I also made a patch for the jam version of the game, that mostly fixing the collisions. It would be cool if you could play the improved version of my game(play in browser): https://omich.itch.io/deep-randomizer-post gif1.gif

Having a slow, sleepy Sunday? Wake yourself up with Reaching Under!

ReachingUnder.PNG Reaching Under is a hard arcade game, in which you franticly avoid incoming cars while trying to reach deeper and deeper under the seat of the car to grab something! Hold progressivley longer and more complecated sequences of keys with your left hand while you avoid crashing to your death with your right!

Any feedback is highly welcome! =D reachingemunder/emthumb.png

Streaming web-only games!

Me and @CappinKanga will be playing and rating your games :) Submit on the google form below the stream ^^

https://twitch.tv/cappinkanga

Also check out our game: Leaky Faucet! https://ldjam.com/events/ludum-dare/48/leaky-faucet

Multi Drill: how it is

Multi Drill is a simple game about a drill that collects gold, you have to collect this gold in order, because you can't move up and that is why if you collect the gold in a wrong way some you will not be able to collect them, and to pass the level you need to have all the gold in the level where you are

link to the game: https://ldjam.com/events/ludum-dare/48/multi-drill

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A slightly less janky scientific expedition

We've received some great and valuable feedback for Planet LD48B. If you haven't played it yet, be sure to give it a try!

Last night, we published a new version with a few small bugfixes, tweaks, and quality-of-life improvements.

Prevously, the game would play 2 soundtracks at once, and sometimes wouldn't crossfade correctly. That's fixed, so enjoy the improved auditory experience. Players used to be able to research the bottles they crafted, which consumed a bottle for research each time. It caused some confusion, and researching the bottles served no purpose anyway, so we've made them non-researchable. We've also improved the readability of the health bar, the damage numbers, fixed a few misaligned animation frames, and renamed the executable to something other than LD48 :wink:

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Check out the full changelog, the credits, and links to Web and desktop versions on the submission page! Be sure to read the introduction and how to play as well :)

The Final Frontier needs your feedback.

Hope you are enjoying the weekend.

If you have a chance, please play and rate: https://ldjam.com/events/ludum-dare/48/the-final-frontier

You need to reach the bottom while evading or destroying korals and mines, you can course correct with a quick push up, and collect items along the way.

I appreciate your feedback and will make sure to go back and review your games too.

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Hellevator Operator

"Join me in telling the tale of the Hellevator Operator, delivering lost souls between the circles of hell."

Hellevator Operator is a deep game that chronicles a journey into the literal depths of hell. It is a complex tale that—among other things—explores themes of Greed, Anger and Treachery. Its deep and layered presentation may appear cryptic at times, but if you pay close attention it will all fall into place at the very end…


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Play our LD48 jam game: Hellevator Operator

Follow us on Twitter on YouTube on Itch

Reaching Under

Whats the best thing you've ever found under the seat of your car? If you enjoyed that experience and want to push it to the next level you should have a go at this jam submission. Dive into the depths of the shit in your car.

https://ldjam.com/events/ludum-dare/48/reaching-under 4postludum.png

Paint effect

zuizui-2.jpg Just experimenting with a rough paint post processing effect. It might be a bit much smudge.

https://ldjam.com/events/ludum-dare/48/sized-bite

Did you know that game jamming is science?

Hello, fellow game jammers! Just want to let you know, that there is a scientific conference on game jams, hackathons and game creation events. It's called ICGJ and it will take place in August. Earlier it was four times organized in San Francisco, just before GDC.

Its scope covers a wide variety of topics: techniques of quick prototyping, team forming at the game jams, processes of idea creation, etc.

Right now the call for paper as well as the call for game submissions are active. You can submit a reseach paper, event report or a game created during Ludum Dare or any other game jam.

If you are working now to obtain Master degree or PhD in computer science or Art or anything related, participation in the conference and publication can be useful for you. You are welcome, here it is: http://icgj21.gameconf.org/

Drill Sergeant - Recap and next steps

This was my first Ludum Dare and I am must say this was an amazing experience!

From the very start of believing I'll never find an idea that matches the theme, to slowly learning how to make platformer-type controls satisfying to panickily trying to figuring out how to produce spider noises, and to finally submitting my final game "Drill Sergeant" late Sunday night completely exhausted.

While a lot of things got dropped off the feature list in the end, I am still very happy on where the game ended up.

And it's such a nice step change from working on a complex project for long periods of time without an end in sight to getting something done in such a short timeframe.

Thanks everyone for the helpful feedback thus far, but keen to get more of your thoughts. If you have a minute to spare, please try it out here

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But now that it's all done and dusted, I just can't stop thinking about all the features that didn't make it. So I've started working on a Drill Sergeant Extended Edition. The first step was to add some proper lighting to make the game feel a bit more scary, but there are a lot more things I am planning to add soon, including: - More enemy variety, with ranged enemies and flyers - More weapons, such as shotguns and sniper rifles - A shop to buy weapons and upgrades - Stationary turrets the player can place - Better looking UI - More, and better sound effects - And lastly, the most requested piece, some music

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Thanks very much for reading, and looking forward to seeing you at LD49!

GoldOne

Hole Down Bug Fix

d.png Play game: https://ldjam.com/events/ludum-dare/48/hole-down

Hole down BugFix

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Play game: https://ldjam.com/events/ludum-dare/48/hole-down