Ludum Dare 50 April 2–5, 2022

Progress?

I still don’t have any real game mechanics implemented, but hey look, pretty planets with graphics that reflect their current environment and biosphere!

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Day 1 - Satisfying shotguns and spooky ghosts D:

We...survived so far?!? Our first ever 3d project in Unity has gone way better than expected, we already decided before the jam to rely heavily on our asset aquisations through Humble Bundle and such so far it has been a great expirience. We'll most likely have to opt out of graphics and sound but we are all surprised how relaxed game design is when you don't have to worry about creating a billion assets and instead just scroll through your library until you find something that fits, you might even be inspired along the way by something else.

As for game idea we've most likely have managed to scope our project small enough for a 3d game to be doable at the expense of maybe not being the most thrilling concept. Basically, get home from your fishing trip in the forest before it get's dark and your flashlight runs out of battery, oh but did you remember to turn the lights off on your truck when you parked it? le-dramatic-gasp

Anyways I'm tired, GD night ppls and have a screenshot of our shotgun wielding lumberjack guy (the sounds and particle effects are on point, really pleased with how they turned out)!

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progress report day 1!

gonna add enemies which subtract time. https://youtu.be/xpa-XO75jG8

17 hours in, I'm done for today

Honestly I thought that I would be further with the game, but on the other hand this is some good progress I made today considering this is my first time with 3D in Godot and I'm not using any modeling software.

https://youtu.be/NKfv1RBtM4U

Work In Progress

Got navigation with pathfinding working on a rotating level! This was quite a lot of work.

Now I have tomorrow left to make an actual game out of this...

https://youtu.be/YcQEr5skI24

I may be able to finish something this time!

I'm not sure whether I can make it fun or balanced enough though. Nor aesthetically pleasing. But just having finished something while doing a solo Ludum Dare would already be a major achievement. Today my teammate Oxy and I started out working on a different game, but unfortunately due to circumstances and reasons (pesky buggers) I had to continue on my own. I decided to work on a different game entirely so today was a relatively short day for me when it comes to work on the entry I will be submitting.

My take on the theme is the inevitable collision of a moon in a decaying orbit with its planet. You have to delay the collision by building 'accelerator and repulsor fields' that apply forces to the moon and slightly alter its orbit, while also having to quickly set up buildings to collect resources needed to pay for said fields. Resources are also needed to construct a rocket, which will be used to evacuate part of the planet's population. Complete the rocket before the collision happens and you win! The physics are most likely wildly inaccurate and for now it's all very WIP, but I do get to see some pretty fun visuals by showing the moon's path at least: Day1Progress.png

Dynamic planet graphics

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To create these, I doodled a quick representation of each “trait” a planet can have (e.g. clouds for oxygen, colored land for different types of vegetation, purple blotches for toxic waste, city lights on the night side for population) as a separate layer in Affinity Designer, then exported each layer to SVG as a separate slice. Then in the game, all the code has to do is stack them all up in the same location and set each one’s opacity based on the planet’s stats. Next up: terraforming gameplay!

There we go

Perhaps not the game I wanted to make, but still.. having a lot of fun making assets for this. Especially tiny coffee cups that look, a bit like trash cans.

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Day 1 Progress

Day 1 complete, I am building creeper world meets minesweeper, with a little bit of defcon thrown in. The aim is to hold back the creep as long as possible. Built using Monogame.

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So far the creep spreads across the map and the player can summon defences. I think I will add some factories that generate resources that are used to fund those defences, the fail state will then be once all factories are destroyed.

Good luck all!

Well, now you can climb up a ladder...

ladder.gif

Still not 100% sure on whether this game is going to end up being very deep in terms of gameplay, but it's gonna be interesting, at least!

Stairs are complex.

I am working in Godot, an engine I've only recently learned about, and I will admit I am going about making stairs in the most ass backwards way possible.

It has taken 6 signals, multiple functions, hours AND a nap for me to finally get the player character to move through floors and up stairs. Spawning shite? I did that in minutes. Making a character move across the screen? Tearing my hair out.

AND there's no animations for moving up stairs they're just sliding up the background.

After 24 hours

In the past 24 hours, I have completed the model. Start drawing and sound effects today! Guys, how far have you made it? Have fun!:smile: 3333331.gif

Hey Look, The Compo Is Over Halfway Over

Despite only doing about 2 hours of game development yesterday and only ~4 1/2 hours of scatterbrained attempting to focus today (knew I shouldn't have had that probably unhealthy amount of Coca-Cola), I think with the 3 to 4 hours left today and the potential for 12+ hours of game development tomorrow I might actually be able to finish everything I've planned.

Here's a screenshot with no explanation included:

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I hope everyone is eating and sleeping better than I am! 😅

Immortality is closer than you think

After a day of hard work, I'm at the point where some of the core features have been implemented but there's no game yet. I've got interactions with objects, dialogue trees for NPCs, and a rough introduction story/tutorial that is now fully functioning. All I need to do tomorrow is add tons of content! And AI, and abilities, and architect a building, and create sounds, voices and music, and and and... We'll see what it will end up like.

Story

Grampa is over 200 years old and you suspect he's a wizard. But now he had an accident so he's in the hospital. He tells you that he's dying, unless you can extend his life for a while. Other humans will need to be sacrificed in order to extend his life so he has enough time to go home to his lab. In return, grampa will teach you all his secrets, spells, and whatnot. All of this powered by the blood and lifeforce of others

LD50.png

Mor(t)ality

You just need to find some people for him to consume. Should be plenty of them in a hospital, right? And there's nothing wrong with this since they're about to die anyway, agreed? Oh, healthy people with a long lifespan ahead of them are worth more than people that are close to dying? Well I suppose throwing in a few youngsters wouldn't hurt in exchange for absolute power, right? Who likes children anyway? All they do is scream

Some sketches

made by my friend Tabis, for our game

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Now for something to shoot...

I think I've finally got all my weapons implemented. Be afraid. CRAB is ready.

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