Ludum Dare 48 April 24–27, 2021

Deeper and deeper to push stone

May be off theme

Move: up, down, left, right Interaction: Space Speed up: Shift Menu: Esc

test version: https://drive.google.com/file/d/1p-4nYu5MBL5E5JMzipHDwFxn7v3vzxyy/view?usp=sharing 2021-04-24 113008.png

DIRECTION: VAPORWAVE

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This time we're going for vaporwave/synthwave/retrowave theme. Stay tuned! /Image from google ofc/

Slow start

Got a bit of a slow start. I have a very basic menu flow ready and started experimenting with procedural level generation.

At least now I have a pretty good idea of what I want to do! :)

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We've done some model

Our game is about a man who suddenly appeared in mysterious forest. He has to go depeer and deeper in the forest to hope escape.render.png

Lets make something

Did the brainstorming, now lets build!

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All going as planned

This is what happens when you give @Anchry complete artistic freedom 😅potatohead

My first Ludum Dare

Hey everyone,

My first Ludum Dare and I'm sitting here with not enough time on my hands to complete EITHER the Compo or the Jam the way I would like to. Between supporting my girlfriend pretty much the entire weekend (her degree and need for food supersedes my desire to attend Ludum Dare), and my own 25th birthday on the 26th of April, there's only really 24 hours for me to really "create"... But will that stop me? NO!

No time to go into Unity and make the rogue-lite dungeon-manager game. No time to learn Unreal and try to make something visually stunning and WAY beyond my artistic skill set.

So I went to Twine!

I love writing, and will make an attempt at story telling / developing a mystery in Twine for everyone to enjoy. Don't really know what I'll write about, but since I don't have to worry too much about coding, art, animations, menu screens, etc, etc, I can just focus on creating a semi-entertaining story.

Looking forward to your games, and if anyone has Twine experience / tips&tricks, then feel free to reach out to me!

All going as planned

This is what happens when you give @Anchry complete artistic freedom 😅

potatohead

Let's gooo !

I finally have my idea, I'm going to make a cultist simulator inspired game ! Play it if you haven't yet, it's an amazing game! Unity_aweKmuB1N6.png

Score!

Some sheet music created by the Tamanegi Collective and also a peek at the controller dev space :)

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The current game so far!

This is the prototype we have so far! Our character is deep undercover :wink: 1.png

Day 0.5, first animation tests, and first meal.

Hello everydody!

So, we’re in once again for this Ludum Dare. We're not so much excited by the theme, but it does'nt really matter. Here you can have a look at our first animation test:

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We’re going to use :

  • Godot engine (it’s a great little thing)
  • Krita and Gimp for 2d (and maybe our cameras?)
  • Blender or Magicavoxel for 3d if we need make some 3d stuff
  • A bunch of hardware things and synths for the music
  • Brains if we have enough coffee

And of course, we neeed food. So here is our first lunch!

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We wish you all an happy and fun Ludum Dare!

Little Warrior - still little

I made it a little bit bigger but it is still sooo smooooll!! kriegerinforreal.png

Terrain generation for Goldf

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I got the bare basics of a cave generation working for Goldf, a subterranean gold nugget golfing game! Here's a quick writeup of the method I came up with to produce caves like the one above.

First for the terrain I needed a bunch of simple mesh objects to represent chunks of terrain. Each mesh contains a few objects: the wall itself (basically a flat polygon), an extruded shadow mesh (for a fake LOS effect) and a collider. I a bunch of these meshes procedurally in SideFX Houdini by splitting a plane into pieces with voronoi fracture: https://youtu.be/Gk-euaYNQMA

This produces convex shapes that are very kind for realtime collisions which is somewhat important here since I want to be sloppy with the wall placements with a lot of overlapping and unoptimal "useless" geometry.

For generating a level a first scatter a bunch of these objects into the scene (with loads of overlapping objects) and then I trace a path through it somewhat randomly and delete objects around the path. concept_levelgen.jpg You can see the system in action here: https://youtu.be/TA6PrO02CiQ

Next I'll probably have to implement a proper character controller since, as you can see from the video, I can right now only pretend to be playing the game by moving the "player" manually with a mouse. :smile:

Meet Flek

Meet Flek, created for our game, now titled Burst Vein!

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