Ludum Dare 50 April 2–5, 2022

Hoping I won’t have to give up again

My wife, child, and I have been staying with my parents. Timing was good, my wife said she’d take extra care of the kid while I worked, and my parents would be there to support as needed.

I even manage to get an idea with a reasonable scope.

Then my mom got sick wednesday night, and even now is barely recovering. my dad had to take care of her, and we didn’t want to risk getting the baby sick.

Then yesterday, my dad caught the virus from her. Luckily he’s recovering much more quickly. So now we had no help with the baby but we also had to take care of them as well.

It seemed that I caught it from them last night, but urgent care is telling me it’s something different. Apparently I have an issue with the fluid in my ears, causing dizziness, which in turn is giving me motion sickness. So i’m sick without actually being “sick”. I’ve been this way the past 16 hours. even writing this post is difficult.

Meanwhile, I’m (optimistically) maybe 20% done with what I’d intended to have at this point.

I might have yo throw in the towel for the second LD in a row. Maybe I can try the Extra category, but I need yo work that around baby care and my real job.

ugh.

Delaying the Inevitable

As we awoke at 7am on the first day of the Jam we tried to put our heads together and come up with an idea for the chosen theme, "Delay The Inevitable" was admittedly not our ideal outcome but we were determined to find something we could do that would appeal to all of us.

We were all very fond of the idea of making a game using Cornish mythology. at around 8am it hit us, The Merry Maidens would fit the theme absolutely perfectly due to the themes of inevitability in their story, in the legend the stones were maidens from a wedding party who danced to the music of a pair of pipers on the eve of Sabbath. As day turned to night they were petrified into stone for their impiousness.

Even though it may of taken us longer to decide on what we wanted to do we ultimately found something that got everyone straight into giving it their all.

@rubiia of our 3D Team was very enthusiastic about the idea of creating a 3D model of a Scythe which led us on the path of creating a melee combat focused game.

!sycthe.png

We also wanted to give the game the look of an early PS1 game, a lot of the textures in the game so far were created by taking pictures on the day and "deep frying" them to give them that early Playstation era look.

deep fried tree.png

On the second day is when things always really feel like they're coming together and everyone really begins to see their vision come to life.

This is my first ever game jam and first time ever really working on a video game in general but it's just absolutely amazing to see the creative process and to be able to participate within it myself.

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Progress #2

https://youtu.be/Xa8Y8M1E3FA

Feels good to have a solid direction finally! Loving what I can do so far with what I have 💕 Right now making some tutorial levels to teach the basic mechanics before pulling the gloves off.

6 Hours and 38 Minutes Remain

I absolutely hate what I have made so far so we're gonna try something diffrent. If it works it works if it doesn't then oh well.

So much to do, not enough time...

Got the basic mechanics in, but still need to set up a ton of game logic, art, and audio...

Gotta prioritize...

ld50-1.gif

This Monocle took FAR too long to implement

Added a tool to show various info about the stars, like for example the number of connections they can still make, or show how close they are to reaching the maximum number of stars that can connect to it.

I hope this guide makes some sense, because I don't think I have time to implement a better tutorial system. monocle_guide.png

And here it is in action Monocle Guide.gif

In addition to that, I improved the constellation drawing mechanism. Now it is color coded to inform the player if they can connect a line, if that particular star has reached it limit, and if the player wants to sever a line between two stars. Line Guide.gif

Lots of updates in one post, but they all build on top of each other, and don't really make sense without the rest.

I should have been working on the main gameplay loop instead of polish... I should really start making that now.

Misfortune in the Galaxy - devlog 3

Almost there!

We implemented most of gameplay quests. Good organization and planning caused that we found time to implement extra content and features, like ingame cutscene! Now we are polishing, fixing bugs and adding extra models to fill up interiors.

screen3.png

Interiors: https://ldjam.com/events/ludum-dare/50/$285353/misfortune-in-the-galaxy-devlog-1

Gameplay short: https://ldjam.com/events/ludum-dare/50/$285353/misfortune-in-the-galaxy-devlog-2

Save the Sun

Hello human beings!

It is the year 2137. Scientists after decades of studying sun activities have come to a conclusion that it is a matter of time until the sun runs out of energy and implodes, destroying our civilisation as we know it.

The United Council of Human Beings have decided to reach Un (this is you!) and make him a captain of starship “Delay” and send him on a mission later called “Buy more time”.

Try to feed the sun with asteroids and buy more time for earth scientists to come up with a solution … if there even is any.

Work in progress footage: ezgif-5-701f016426.gif

Late entry - "Wildfire suppression" (Working title)

Oh I love the new format. Until today I was only once able to take part in a LDJam. With both my job and my children to take care of, it isn't usually possible to just take a whole weekend off to develop a game nonstop. With the new "extra" format, this is no longer an issue! Would be nice to join the competition, but in the end a game jam is about the journey, not the destination.

The theme left me puzzled for a while because except for the generic endless runner where losing is obviously eventually unavoidable, nothing came to my mind. Since losing or getting killed in a game, while technically "inevitable", felt too cheap (no offense to those who took that path) I was looking for a concept where the focus of the game is not on the actual inevitable fact, but the delaying process. I also wanted the possibility to win without preventing the event in question, as it then wouldn't be inevitable and a game that cannot be won wears out rather fast (except for ASCII-based games about dwarves).

Finally I came up with "Wildfire suppression".

What is this game about? You control emergency response units in the woodlands. Wildfires are raging, and you don't have the manpower and resources to prevent them from reaching urban areas. The towns burning down seems inevitable, but you can try your best to hold the fires off until the towns have been evacuated. Use your resources well and prioritize to save as many lives as you can.

For previously mentioned reasons I still am in the beginning stages. I created a text based map format that can load into the game properly, automatically choosing and rotating all tiles. Right now I am working on the fire logic. Pretty devastating already: Fire.png

I don't know when it will be finished, but thanks to the extra format I got plenty of time. I'm trying to stay within the compo rule boundaries (also regarding time spent on project), but as there is no pressure I may decide at any time to switch to jam rules or maybe take even a bit longer at any time to do some more testing, adding features or optimizing. Since I'm not competing against other games that were limited by those rules I think that's fine. If you think otherwise feel free to share your opinion.

My first post of Ludum Dare 50!

Hey guys, good news me and my team is working on the game and I hope we probably will end it by tomorrow! Hope you all enjoy it!

Btw: It's a dating sim <3

What are your thoughts about the story?

cenário geral.png

Are you ready to save your buddy ??

How about kicking some scum's ass for this afternoon ?

Because our dear protagonist, King Gepetto :crown:, is more ready than ever ! :gun:

pewpew.gif

But isn't that dangerous ??!

Not at all ! Because space-time continuum :clock2: is just a baseless concept for you... All thanks to the power of friendship !! :rainbow::rainbow: :unicorn: (yada yada...)

Saving your buddy is just a mere paradox away !

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(Too bad you didn't use your newfound power to fix your spelling instead... :face_palm:)

Music done

I't a bit rougher than I had in mind, maybe I'll have some time for fine-tuning in the end.

https://soundcloud.com/cerno_b/the-inevitable-v0

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The Compo Clock Has Turned Orange

Under 6 and a half hours left until the end of the Compo! I'll likely only be able to work on my game for 4-5 hours so let's see if I end up having to switch to the Jam.

Screenshot 2022-04-03 133951.png

Almost done

Immagine.jpg

textured, funny sounds, and this time a music loop!

Now for the final touches I have to had the score board and some more funnies

Friendly Corp is finished!

We made our game it was alot of fun. It was nice to work with my friend ricardo rather than the usual solo project.

Game6.gif

Play the game here: https://ldjam.com/events/ludum-dare/50/friendly-corp