A productive first day

Almost done with the first day. My team and I are having fun. :smiley:

Almost done with the first day. My team and I are having fun. :smiley:

After a good rest and some good plotting, we're getting into it! Here's a preview of a few of our beautiful little fish.
I made the Memeco game for the itch.io Black and White Game Jam ( https://itch.io/jam/bw-jam ) during the last week. And I will continue the Memeco experiment for Ludum Dare 48 (Jam indeed, not Compo), transforming the concept in more "stages", following the "deeper and deeper" theme.
https://leyaotang.itch.io/memeco
...As it often is. Got on the computer 12 hours into the jam, and then took the afternoon to really think up a good idea for the theme. Didn't end up with anything original, as all the interesting ones I did think up were very content-heavy (story-first, lots of assets), and I'd prefer something systems-heavy, as that's much easier to make good in 48 hours.
So: mining game. Hello to the 2000 other people who are making mining games! Let's make the best shoveling games we can. For my part, I started by opening my DAW and vibing with some sounds, trying to find a mood for the game. Didn't find anything particularly musical, but this one wind synthesizer inspired me to make a sort of abandoned ghost town in the wild west milieu. After that, I finally opened up Unity, only to have some problems building lighting, and then crash. I haven't done much Unity work on Linux before, so for all I know, this is what I can expect from the next 30 hours. Next up: sketching out a schedule to find out if this is viable to write from scratch, since I know that won't crash on me constantly.
Progressing well, although there's judging from the screenshot there's not much change from my previous shot. I'm doing the code first as I feel the game is nothing without that. Then I can add bells and whistles later.
Right now I have the basics for a rudimentary random level generation going. For now it'll just be a level generated in chunks of premade configurations. My original plan was true random level generation, but even though I've coded that before I didn't feel like it was important enough to get working this time around. Perhaps in a post-LD version.
I've been thinking of who the protagonist would be, and I've decided on Wilford the Wombat. Here's a quick sketch.

And the game itself with various unfinished elements showing:

https://www.youtube.com/watch?v=Mt0YZ0LHDPY
Here's a song I made for my game!!! Editable beepbox link: https://tinyurl.com/yhg7h2ju
Also it's pretty much official now, my partner is not going to be able to participate. His internet provider is evil, rip. This would have been a great learning experience cuz I was just teaching him how to program, but we'll have to think of something else now. Either way I'll keep on jamming.
I started to make a little FONKY theme for the game. Besides make me completely laugh, I just really like where this is going!
Damn... I am such a scam... >.>
After 7 hours of work i have something to show off. Depth Charge is gonna be a game about a little submarine diving deep into the depths of the sea to find unexploded ordnance such as old sea mines and torpedoes.
Here is a Twitch clip of me showing what i have so far. https://clips.twitch.tv/WrongNimbleHorseradishUWot-IXO80whfZ2MaTINe
You can follow my progress live on https://www.twitch.tv/fatsheep__
Some progress making a procedural mesh that's an actual tube instead of a sphere:

Honestly now that I've gotten over this tech hurdle, I think the rest of the game should start to come to me much easier. Props and blocks should repeat horizontally, and now I'm ready to code the actual gameplay. 
So, yeah... You all know what it is :smiley:

She's beautiful

I ended up adding caves, ores, plants and water to my game's world generation.
https://youtu.be/Wdso9NzKc4Q
It took very long time. Now i will work on gameplay (that was just test scene)
ok, I think I have a good idea / mechanics, and I have already started by the roof, setting the mood

I feel like ld is always a lil tricky for me, because I tend to make games that people wouldn’t traditionally associate with this jam :joy: I’ve never entered under the compo category before but I’m gonna try this year!
Couple of things I’m trying this year: - sketching out my levels and creating an asset list in advance - building in gb studio, which I’ve used once before but never for a jam - basically just trying to plan more LOL
It’s not gonna be very traditional sadly because I’m using a visual scripting engine, but I hope sharing the source will encourage more people to use gb studio! It’s a wonderful little engine that deserves a whole lot of love :heart:
I believe that it is important to have at least a playable prototype by the end of day 1, so here it is
https://zwodahs.itch.io/ld48-plunge
Basic game loop is there, looking to polish it and add more content tomorrow =) Do follow or save the link on itch to play it when it is done.
Hello, finally here for the compo.
I will be using Construct and a couple pocket operators for sounds and music.
Have fun!!
Quick question: So far, I'm fully in the Compo, but I'm working with Unity 2D and I'm wondering if using shaders I have from the Asset Store would be against the rules?
On the one hand, they're sort of art assets I didn't personally make, on the other they're basic shader code I had from before the jam began.
Anyone dealt with this before? What was the outcome?

I turned the light's intensity to a huge value to check if it works properly.
Turns out it creates a cool aesthetics, I like it.
