Ludum Dare 48 April 24–27, 2021

Going well so far!

Managed to get some simple combat mechanics in and making good progress with level generation, and unity has only crashed

6 TIMES

but I guess that's what I get for using a new version of unity I've not used before.

I'm streaming the whole thing if anyone is interested.

https://www.twitch.tv/dauntlessdevelopment

Making a dungeon crawler type game where you go deeper and deeper underground as the game gets progressively harder, I'm hoping to have a boss at the end or at least somewhere by the end of this.

HEALTH BAR

Stany_Zjednoczone.gif

guess who's eyes are those xD

Here we go...

So at last me and my wife got a theme, we starting on assets and some design for the game!!

Unity is working nicely as always and here we go... going deeper and deeper into this jam!!

6 hours or so in for me - progress so far

Hoping to create some kind of dungeon delving system similar to Stardew Valley's mines, where progress is achieved by finding the ladder.

So far I have:

Rough random level generation

A very basic enemy

A simple weapon system

Basic views and lighting

ludumdare48-progress1.gif

Finding the game like a pro

Here is how we decided our game: Step 1: Talk about the theme for hours and come up with a few to choose from. Step 2: Re-meet to choose one from those. Step 3: Someone suggests something ENTIRELY different. Step 4: Accept that one in a heartbeat.

I can't even.

So far we've trashed a casual game where you just descend down a hall with a rope and you have to evade monsters and find treasure on the sides of the hole. a turn-based game where you explore a tiled area, trying to avoid monsters and digging out stuff a tile-based tactical combat game where you go deeper in... space? hell? earth?

Now we are digging and building stuff. Possibly space dwarves. Here are some of the visualizations of the ideas: (made on Inkarnate) map.jpg

Run, Glim, Run! — Cave runner

Hi there! This is our first article about game development. We will talk about the concept here.

The meaning of the game is to help the cave creature (Glim), which was pushed out by the flow of water, to return home

Along the way, the player can jump, collect fireflies to replenish the supply of light. Or stumble over stalagmites, which will provoke the approach of water. The game ends if the player is covered in water due to tripping over stalagmites, fell into a pit, or plunged into darkness due to a lack of light energy.

Character concept Glim.png

Background color variations 1.jpg

(Compo) Hellevator mockup

Mockup.png

Going a bit slower than I wanted but hey, here's a mockup! It's going to be a methodical, claustrophobic shoot'em up on a platform sent down an endless chasm filled with hellish creatures. Your exoskeleton is heavy and clunky so every decision counts!

I am going with a top-down methodology since I am pretty confident about how my concept will play and feel. I just hope I will have enough time to make music for it.

Now, time to work on player animations and enemies!

Unity WebGL bug

Hey all, if you're using a newer version of Unity, you may encounter a bug uploading a WebGL build to itch.io

To fix it check this box: Project Settings > Player > Publishing Settings > Decompression Fallback

UnitySetting.jpg

We are in with my daughter !

Hi everyone !

We are jamming for the first time with my daugther (she's almost 9).

It will be simple because it's an excuse to learn programming for her. Be gentle, we are newbies.

For now, our game is a clicker where you need to dig deeper and deeper to find diamonds. With your diamonds you can "buy" more "dig".

More later, we are just in the beginning ;)

screenshot-editor.p5js.org-2021.04.24-17em26/em07.png

Untitled mining game

Hey everyone!

I know... I know... a mining game.

I got a bit of a late start this time around, but I've got something to show at least. Just the basics now, but I think the idea could be pretty fun.

Basically you're a miner that can mine left, right, and down. The goal is to get as deep as possible, before you run out of energy/oxygen (Not implemented yet). You'll be able to collect oxygen as you descend to fill your supply back up, but you'll have to move fast and look out for obstacles that will slow you down or kill you.

I'm keeping the art style simple so no-one has to deal with my programmer art. Just simple sprites, and easily swappable color palettes.

I'm using PICO-8 for the first time. It's fun, but my inexperience with lua has caused me to hit a few snag but I think I'm getting the hang of it.

Good luck everyone!

ldjam48_1.gif

Minimalist character sketch

We're trying to come up with the character's style and identity, can't decide yet if it should be a human or a boat flowing downstream...

Have a nice #ldjam48 everyone!

hsejam #ludumdare48 #hseScreenshot 2021-04-24 at 18.27.51.png

A Game Has to Look Fun to Be Fun! Player Movement for Goldf

player_controller.gif

Making progress on Goldf, the subterranean gold nugget golfing game! I now have a basic player movement and collisions. There's also some visual flair and polish on the character as well as on the surroundings.

Adding visual feedback from player movement is always crucial for getting a good juicy game feel. Tricks like the flight particles or tilting the player model when moving sideways are super cheap to pull off. Adding some secondary movement - in this case the arms - can add a lot of character too. I highly recommend spending a few moments on adding small touches like those since their return on investment can be huge.

Here's a longer clip as video: https://youtu.be/jxVa_3luEok

Horror game, maybe?

Experimenting with normal maps and some basic ideas for the gameplay.

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Day 2 begins!

LD48-p1.gif

Making a procedurally generated cave exploration game about going to the center of the earth! Streaming development here: https://www.twitch.tv/ursagames