Ludum Dare 48 April 24–27, 2021

Post-jam Release?

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I've made several tweaks to Shoot 'em Down today based on player feedback, including: - Larger delays between bullets, making it possible to dodge certain patterns - Smaller hit boxes, making the game more forgiving

I also overhauled the graphics a little bit, remixing some tiles from Time Fantasy and creating some obviously-NieR-inspired bullet sprites. Thank you to everybody who has played and rated so far -- things definitely feel a lot nicer, now!

How do people usually go about sharing a post-jam version of an HTML5 game? I can see how to provide jam and post-jam versions of Windows/Linux executables via itch.io, but can't see a way to make more than one file playable in the browser... :thinking:

Designing Meaningful Art for Deep Sleep

I am the artist that worked on Deep Sleep. When we initially came up with our idea (A meaningful, story and visual driven game) I knew that I needed to do a more simple art style to allow me to create all of the items I needed in the time frame. So I cut out the Substance Suite from my workflow as it would take extra time and isn't needed for the low poly look.

I instead spent my time thinking about the analogies that could be made with art that would help push our ideas in the story that we wouldn't have enough time to physically tell.

One of the first items I came up with, was the idea of the playground in the center of the Hub. I wanted this playground to slowly deteriorate over the course of the dream. Then showcase it again at the end as whole to really symbolize the journey our player has gone on, and the level of sadness he has gone through. And how that sadness may never leave you, but can become a part of who you are in the future for the better.

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I also wanted to push that same idea in other ways as part of the story. As you travel through the various areas, you will notice the color palette changes, the chromatic aberration becomes stronger, and the vignette darkens. The colors also become more and more saturated, and the lighting becomes darker. This provides a really good compliment to the feelings of the character and the descent the player goes through.

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Through the story, I made the design more and more abstract, and slightly off putting. When you get to the final area, and see the antagonist large, it really pushes the idea of how much power or how much damage that character may have been doing to our main character.

The extra bonus of making the art less detailed and more abstract, was we could make our story more ambiguous. Which, when dealing with a sensitive subject matter like we are, it helps the player fill in the blanks with what they understand and with what they know about the subject matter. Or they fill it in with their own life circumstances.

Maybe someone dealt with this personally, or was on the sidelines watching, or was the perpetrator. In all of these circumstances, the ambiguity of the art, but symbolic interpretations, can help each person have their own personal experience with the story. Which hopefully will teach the player what they should know about the subject matter in a positive and uplifting way. (How to possibly find help if you are in these circumstances, find out how you can help and how to spot when it is happening, or what harm you may be doing to someone intentionally, or unintentionally)

I share all of this to really showcase how much art can have a meaningful impact in a game. What we see compliments what we read, and what we read and see, helps generate feelings. And if the written message, and visual queues line up, then the feelings will come through in a meaningful way.

Thank you for reading through this long explanation, and feel free to check out our game if you haven't already! And don't hesitate to ask questions about our design process.

Check out Deep Sleep: https://ldjam.com/events/ludum-dare/48/deep-sleep-5

98% of people haven't found the Hidden Secret in Where's my dynoMITE - Can you?

You guys are awesome! Thanks for all the great feedback so far, we're thrilled that you guys enjoy our game!

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So far there's been at least a few people who have managed to reach the ending, but most people havent found the Super Awesome Hidden Secret™ in the game. Can you?

And of course, if you haven't played it yet, you should totally CHECK IT OUT HERE!!

Cheers, and great submissions out there, you guys!

I made a devlog on how I made my Game, Guaca-Mole!

I edited my process on the making of my game Guaca-Mole! I think it's pretty informative and entertaining! I'd love it if you'd check out the video and the game as well!

https://youtu.be/6w8MVDIb5hM

https://ldjam.com/events/ludum-dare/48/guaca-mole

Snake on a Sphere: Procedural Meshes

The main character of my game "Snake on a Sphere" is a snake ... on a sphere but what people might not be aware of is that this character is entirely generated in code.

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Part of the reason is that I'm not that proficient with modeling, articulating, and animating. But even if I was, there's a lot of power in creating the mesh in code. So roughly, there are two things you have to do:

  • Define the vertices of the mesh.
  • Define the triangles of the mesh.

In my case, I wanted to have a snake, so it's roughly a squiggly cylinder. The way I created that was to define a spine that trails behind the head and then for each point in that spine, I define a coordinate system:

  • "Forward" is in the direction between each point and the point in front of it.
  • "Up" is away from the center of the sphere.
  • "Right" is the vector cross product of the previous two.

Now we can define a circle using "Up" and "Right" and then connect up neighboring circles with the appropriate triangles between circles and voila, we have a snake! Well there's a little more to it with shaping of the head and such, but that's the basic idea. You can see more details in the code for my snake. Enjoy!

Thank you dear ones !!!!

https://ldjam.com/events/ludum-dare/48/panemuan#/comment-688921 I want to thank everyone who is promoting the games, not only Panemuan, but all the participants involved in this Game Jam, as it is often only in this type of event that it is possible to show the work and talent of many developers. Thank you very much from the heart! you are one of the key parts of Ludum Dare's success. Some examples:

ColeSlawski https://www.twitch.tv/videos/1007626304?t=03h31m10s

Tobugis https://www.twitch.tv/videos/1003978427?t=00h35m44s

Simpathey https://www.twitch.tv/videos/1006792677?t=01h29m09s

devChrisAP https://www.twitch.tv/videos/1002854404?t=03h48m02s

ubershmekel https://www.twitch.tv/videos/1003525689?t=00h16m36s

VaguelyDampGames https://www.twitch.tv/videos/1003143985?t=04h11m04s

EricAndBirbieDoo https://www.twitch.tv/videos/1003785681?t=04h19m15s

Tobugis https://www.youtube.be/watch?v=1F0Ywiy2Mt8&t=2095s

pancelor https://www.twitch.tv/videos/1007659333?t=06h52m52s

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Digging in!

Have you tried the drillcat already? :smile_cat:

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If you are curious what tools we used - that should be all of it:

  • Godotengine -> the game engine of our choice
  • aseprite -> a wonderful tool for creating pixel art
  • jsfxr -> web tool for creating soundeffects
  • gitea -> for code collaboration a selfhosted lightweight github alternative
  • seafile -> for sharing assets across team members (selfhosted dropbox more or less)
  • discord -> talking all the time/streaming content for feedback and fine tuning

And of course the best friend of everyone:

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Please check it out!

https://ldjam.com/events/ludum-dare/48/digging-in

Made a devlog for madness inc

Hey, so yeah i made a devlog on my ludum dare entry, madness inc, hope you like it :D

https://www.youtube.com/watch?v=L7MdtuVq_CQ

Give our game a try!

You won't regret it! https://ldjam.com/events/ludum-dare/48/explory-story

Leave a comment and i'll play and give you feedback as well 9EpgHR.gif

The star of the show

Art imitating life

The game is based on our real life Persian cat, and true to his erratic behaviour.

Game

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Real life

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I will do some camera tweaks after feedback, and maybe finish the carpet beetles / additional art I didn't finish in the 48h compo.

Play here

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

Exactly one week ago...

I was submitting CHROMAHOLIC to LD48 compo!

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I had fun making this title screen :)

...and you? What was your favorite part of making your game?

Album for Ixcar'th Now Available

We received a lot of positive feedback about the music produced for Ixcar'th, our entry for Ludum Dare 48:

https://youtu.be/AC8ouIaOM7Q

If you haven't rated us, come check it out here:

https://ldjam.com/events/ludum-dare/48/ixcarth

We'll be sure to comment and rank on your games as well.

If we receive a lot of requests, we can stream how we went about creating this album. Let us know in the comments section on our Ludum Dare page or in the comments below!

changlog fix 0.5.3

Hello, we fixed the bug the was making the scenes overly bright. Also, fixed the pause not working , so players could not exit the game.

Tips on Polish: Easing, Particles, Sound, and More!

This isn’t really about my entry specifically or Ludum Dare, but I do use examples from my game. Hopefully this is an appropriate place to post this and manages to be informative! These are just some of the approaches I used to polishing my game (quickly xD). Let me know if you have questions, suggestions, want me to add anything, or disagree with anything I say hehe! Also sorry for how large the pictures are, it resizes them automatically

I haven’t updated the code really, so some of it is still pretty messy , but I cropped out a lot of the irrelevant code or simplified things for the sake of some of the screenshots. If the screenshot is too small, right click it, and click ‘open image in new window‘ or ‘open image in new tab’

-- Screen Shake (I didn’t do any screenshake haha) --
But screenshake can make so much difference in a game for real. Just don’t overdo it!

-- Easing --
This section will be have a lot of Unity specific examples, but other game engines usually have similar lerp functions. I’m just going to cover how I used some of these functions in different ways for my LD entry, but there's a lot more functions and even more ways to use them!

Unity has a lot of different ways to transition variables over time. The lerp functions all take 3 values: the Start Value, the Target Value, and the “Interpolant” (I just call it t).
t = 0: returns the Start Value
t = 1: returns the Target Value
t = .6f: returns the value 60% of the way from the Start Value to the End Value
(t will always be clamped between 0 and 1)

If something should be done over time, make sure to multiply your t value by Time.deltaTime to keep it framerate independent (so it doesn’t go faster for someone with a faster computer)

Let’s see some examples!

Mathf.Lerp()
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Vector3.Lerp()
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Quaternion.Lerp()
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Color.Lerp()
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Vector3.MoveTowards(current, target, speed)
Unlike the Lerp Functions, MoveTowards takes a speed value instead of a t value. It’s great for moving things towards a target at a constant speed (even if the target is moving!)
I only use MoveTowards() in my entry to move the player!
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Animation Curves
Animations curves are great when you want more control or need more complex easing. You will need to define a variable that will be used for your t value and a public AnimationCurve variable (or you can give it the [SerializeField] attribute and make it private)
Click on the animation curve box in the inspector and click the green line to add and move points.
Animations curves are clamped to the time values you define by default, but you can also set it to “Loop” or “Ping Pong”
I usually just set the time between 0 and 1 anyway and multiply the t value to make the animation faster or slower
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-- Life --
Adding anything that moves helps bring life to the atmosphere. In my game, I used particle effects, Beepo bobs his head just vibing AF, Beepo and Meditation tree both blink, and Meditation Tree also follows you with his eyes a little bit. In one entry I saw, there were insects that flew around and birds that would fly away as you got near that I thought was pretty sweet. Don’t forget about character animations!

-- Particles --
I don’t have too much to say about particle effects, but one of my main thoughts is that particles should usually fade out. Either alpha should fade to zero or scale should (of course there’s exceptions!). A side note about color: sometimes blending between two colors can create an undesirable gray color. You can fix this by adding a third color in the middle (show below)
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-- Texture --
Depending on the style of game, texture isn't always important, but in games where you are moving in large hallways for example, it can be hard to tell your character is moving if there's no frame of reference. Adding small props or a simple texture even helps a lot with this!

-- Sound --
Audio Ducking
Audio ducking is when some sounds get quieter when more important sounds start playing. A really common example of this is in movies when a character starts talking, the background music gets quiet. I didn’t do any of this in my entry nor have I ever used it haha, but Unity can handle this through their Audio Mixer thing that I also haven’t used. Look into it though if you want to bring your sounds to the next level!

What I Did Instead:
I made more important sounds a little loud and that’s it xD (if you played my game before May 1st, it didn't really sound good because I moved my audio listener onto my camera near when I submitted and everything became a lot louder, but hopefully its better now! I really struggle with sound)

Put Sounds on stuff!
Sounds give a lot of feedback to the player and make your world more immersive. Here’s some things to ask yourself when deciding on where to put sounds:
-Did the player press a button? It probably needs a sound
Is something moving? prolly give it a sound honestly(projectiles can often just be the fire and hit sound)
-Did something just interact with something else? ya give that a sound!
-Did a character perform an action?

Vary Repetitive Sounds
If something is going to trigger the same sound often, like footsteps, gunshots, monster growling, make minor variations of that sound. Here’s how I handled sound variations for the jam (it’s honestly pretty bad to do it like this, but it worked for me :P)
I made an array for each sound (even if it wasn’t going to have any variation for simplicity sake) and I would pass the array to the function to randomly pick a variation for me!
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-- Gifs showing some stuff I talked about above --
Camera lerping between positions and zoom level, shop UI scales up quickly (but might not be noticeable in the gif) CjWCaY0WVI.gif

Bump animation, drumming animation, Beepo head bob and blink rf7hieZb8S.gif

Meditation Tree particle effects scaling out, eye movement + blinking, breaking blocks particle effect, clouds to add some life
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Polishing the Well

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This weekend I had some time to polish my Ludum Dare submission from last week based on feedback I've been getting. Some of the updates include:

  • Adding easy, hard, and endless modes.
  • Making the random generator more sane.
  • Enemies work slightly differently and make more sense.
  • Water bullets are a bit more useful now.
  • Tweaked the physics, graphics, and music a bit.
  • And more!

You can find the updated version of Fare Well as well as the original submission on the ludum dare submission page, here.

Super Drill Diver! - Post JAM QOL Version!

Update1.png A new version of the game is up! This version has quality of life features including: OptionsScreenie.png

Options Menu.

Falling off the map deals 1 damage instead of ending the run.

Tighter movement mechanics to aid with precision-platforming sections.

Auto Aim to help with killing enemies that are just out of the reticle's actual sight

Fixes to certain challenge blocks.

.

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For the sake of the jam, we're offering it as a download while the Jam is running. If you're rating for the Jam, you should Play the previous version, or the Web version.

If you haven't played it yet, check us out! https://ldjam.com/events/ludum-dare/48/super-drill-diver

Thanks!