Ludum Dare 50 April 2–5, 2022

Happy day

This morning we tallied up our total game dev experience: ~6 months, between 5 people, and I think at least a few weeks for all of us was just installing Unity + tools ;-).

So we've been trying to keep our expectations low! But I think we're pretty happy with the end of day 1:

  • basic maze defined, plus art style
  • maze building blocks starting to be modeled
  • basic player + first weapon coded
  • imported a temp maze of walls from blender
  • finally got collision working properly (HORAY)
    • Turns out: most beginner tutorials for unity will set the transform location directly. Add a few things and no tweaking of continuous collision detection, tweaking the physics settings for depenetration & fixed timer worked. Even using rigidbody.moveto still glitched. Solution (for us) was to only use rigidbody forces in fixedUpdate + continuous collision detection on the player. Amazing how big a difference it feels when walls are completely solid, and no "peak-throughs" happen. Downside is that the movement controls don't feel the same. Hopefully we can tweak it to something acceptable
  • we got git + LFS working
    • Lesson learnt: fully finish installing and testing your gitea install BEFORE jam starts ;-)

We're looking forward to continuing tomorrow- but we're pretty sure we'll be making a casual entry in 3 weeks.

Time for rest- good luck everyone with day two!

time for bed

probably not gonna get it in by compo, as per usual lmao, but thats fine i've had a rough year and there's always LD51 onwards

so far i've got: - fish that go spinny (player) - camera follow spinny fish but only on Y - item spawn but sometimes they get stuck to u cuz i generated the 2D collision shapes from the sprites lol - random colors of the sky meme as a background for testing so i can see where the f the fish is

Godotemv3.4.4-stable/emwin64_hhhRZomclp.gif

tomorrow's goals: - ice holes - cat - maybe fix the auto generated shapes, unless the stickiness feels fun when cat and holes exist - score - start, end screens - pause functionality - music, sounds - upgrade programmer art

ugh i basically did nothing today compared to what's left lol will i even get this in for jam? who knows this might be an extra TM entry which is sad because I like ranking but also again i've had a very rough year so far and there's always next time to have my head on my shoulders properly

Tile generation + visibility

I'm making a game about collecting firewood to keep a dying fire alight. There's not much of a game so far, but I'm pretty happy with the foundation of the map generation. Good thing Extra gives me plenty of time to finish!

tiles.gif

Side note - how is everyone making such beautiful gifs? Mine are always so crunchy and slow.

LD50 - First 24 hours down - Progress

Ok so we're into day 2, I wanted to quickly post about progress from the first 24 hours.

Going offroad for LD50! wheelsemsus/em10em3.gif twitter/emlogo2.png

I certainly like the theme for this jam, and had plenty of ideas right off the bat. But one game/prototype thats been bouncing around in my head for a few weeks now is a game about driving a jeep/vehicle over randomly generated terrain. Mixing this idea in with 'delay the inevitable' and I brainstormed the idea that youre transporting explosives or something dangerous - with some kind of chaos (hazards) going on and youre just desperatly trying to delay the inevitable failure. This idea set the game up nicely and I really like how it fits in with the theme. Ive got some further ideas about how to 'delay' the inevitable here too, so theres room to add even more.

But on to the basics, I need a vehicle controller thats fun for starters! Ive never made a physics enabled car before, so this was interesting to tackle.

early_jeep.png First hour, after some brainstorming, a 3D modeled a jeep!

prototype5_2h.png Heres some placeholder (static) terrain to test on - the green circle is a debug 'goal' area, which the player will be chasing around a map to get to.

prototype6_2h.png 2 hours in and I had a very simple jeep and terrain setup, basically a mockup of the main elements of the game here.

Vehicle physics have been interesting to get into as well, but I pretty quickly got a decent suspension setup going, along with a system which can be set to front-wheel-drive, rear-wheel-drive, or all-wheel-drive. Acceleration is also based on both whether a wheel is in contact with the ground, if its enabled via the drive select and if the wheel exists. This makes for a pretty interesting system where wheels can be disabled, fall off, or just dynamically not provide acceleration if theyre not touching the ground - and all of these elements will effect the way the vehicle handles.

(ie front wheels will only provide acceleration if its a front or all-wheel-drive vehicle and the wheels are currently touching the ground)

FPUi21CaIAAYPuZ.jpg

Now I need to get into some more game-type stuff before I tackle terrain later today. So I'm in for a long night! Im still deluding myself saying I can make the COMPO here with this, but I have a good feeling I'll be entering into the JAM to get that final 24h of time.

Sharing lots of updates and gifs on my twitter:

twitter.com/Alex_ADEdge

a PNP game - break before the brave defeat you

https://docs.google.com/spreadsheets/d/179rFi-KtW07r025CT1ao5qKvDG8lFx8d/edit?usp=sharing&ouid=109529418710307554969&rtpof=true&sd=true

a try of pnp game My first try

Who needs sleep anyway?

I slept about 6 hours, no time for foolish things like that! Let's get back to work.

Snímek obrazovky 2022-04-02 233626.png

Programming and level design done!

Tomorrow is going to be entirely for art, audio, and polish. As someone who usually leaves those for the last few hours, this is a luxury!

Fireballs and HUD

I added Mario Bros style fireball shooting. Each fireball consumes your health so you also run out of them with each tick even if you don't shoot.

I need to focus on gameplay now, art and sound will suffer for sure unless I abandon compo and aim for jam. EmpMFCxT9N.gif

We have a few levels now...

progressn2.gif

Maybe less of a puzzle game and more of a 'tech demo with light puzzle elements' for now. I think I'll be able to come up with some more in-depth puzzles though.

This is my game

https://youtu.be/obvPDSmbzjc that's my progress

Some juice for breakfast

I know I have much more pressing matters to attend to, but I wanted to have a little fun before starting the day, so I added some particles, camera movement and sweet screenshake. Will still need some tuning, but I'm really happy with Godot's built-in camera and particle mechanisms!

Animation4.gif

MAIN CHARACTER

orielTOON.png

Oriel, our main character, drawn by me (finally, I drew something instead of just 24/7 writing a code :D)

Pictures!

It took a while for us to decide on the mechanics of our game, and even now we may end up changing a bunch of things as we go. But in the meantime we're implementing a semi-generic card game engine, which has been kind of fun.

Here are some screenshots of the progression so far:

screen 01 card rendering.png

screen 03 updated card zones.png

screen 04 card art.png