Ludum Dare 51 September 30–October 3, 2022

10 Seconds of Progress with 10 Second Shmup

Just a little progress on my rougelike tactical deck building shmup: - More cockpit displays - Enemy fire & player health - New manouvers: Rapid fire, spread shot, big spread shot

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Animations... again

Yesterday was a hard day cause we do animation stuff a lot. Even we use free assets, animation in Unity can be a pain in the ass. Today we plan to add a bunch of new weapons so here we go again :)

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From Proof of Concept to First Pass, optimization will need to wait.

I've been throwing the last handful of hours at trying to optimize the world shift mechanic - there are still a few hitches even after Batching, Instancing, using Chunks, and using Object Pooling... I think the only thing I could do to make it faster would be to maybe use multiple threads, or just generate a voxel mesh through code and only update affected chunks XD (wanted to avoid this because I always lose so much time winding triangles...).

If the issues persist after adding gameplay, then in the worst case I can just go back to flat images as the world, instead of 3D, I guess.

Either way, I need to actually get said gameplay into the game, doing the Jam anyway so have tonight and tomorrow to make it as fun as I can, then I can polish with whatever time remains :).

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Game broke.

I was going to import my music into the game and it broke. I was making it on godot 4 beta, that's why you don't make games on beta versions. Probably gonna try to make it work on a stable version.

Day Two

Spent a lot of the day trying to write a whole bunch of deliberately cheesy dialog (which turns out is harder than it looks!) but I'm pretty happy with the look of my game, maybe some time for some last minute testing before final submission tomorrow but otherwise this is as good as it's going to get (cheesy dialog and all).Day 2 .gif.gif

Concept art

Which hero do you like the most? :flushed:

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I AM STRUGGLING

I don't even know if i can implement everything but this is it so far, for now no gameplay, no spoilers, no fun.Cattura.JPG

It's Tip time ! Unity 2D devs look a this !

Do you have ever wanted your sprite to pass "behind" lower ones easiy (I mean, without messing with order layers or multi-part sprites) ?

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Then go to your Project settings > Graphics > Transparency Sort Mode, set it to Custom, and set Y axis to 1 :

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Then make sur your sprite renderer (on your gameobjects) have Sort Point set to Pivot and that their order in layer are the same :

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Hope it will help you (now or later). Good luck !

ps : the source where I found this gem trick

Game over

Or at least the screen is done :p

So we have the start, 3 minigames ready, musik is done and an game over screen. Now we have a bit time, maybe another minigame? But first, a nap :)

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Day 2

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How are your games going?

Now I'm actually streaming

Just posted about streaming and forgot to turn stream on lol

https://www.twitch.tv/makscee

In the mean time made this little title screen ld51_13.gif

Today I'll be polishing my PICO-8 game, make music, sfx, vfx and game over screen

Time to get crunchy

Today is, for all intents and purposes, the last day of the Jam for me, since I have work tomorrow. That being said, I'm going to try my absolute best to get something released. If not, though, I have learned quite a lot and garnered a new appreciation for how deceptively complex tactics games can be, even in just the simple mechanics we take for granted like unit selection and movement.

I have the movement system completed, regardless, so all that's left is to try and add some gameplay mechanics on top. From my original concept, here's the plan:

  • Add enemies to the game. This will require differentiating between a Player and an Enemy in the Unit code so that the player cannot select and move an enemy, but they can move on their own.
  • Add actions to the game. These will manifest as deck-building mechanics and I think I put it nicely yesterday that, in its simplest form, the cards are merely rotating sets of actions.
  • Implement the timer mechanic so that enemies only move and act every 10s, and cards are cycled every 10s.
  • Add simple music. I will likely only have time for one or two tracks.
  • Add SFX
  • Title screen, credits

If I can get all that done before the end of the day, or close enough that I can finish it in the 3-hour window I have after work tomorrow, then I'll at least have a prototype for the game, which is honestly not that bad for someone who has a.) never made a full game of their own before, and b.) never taken part in a game jam before lol.

I will not be streaming today, however, tomorrow I will be doing a postmortem reflection stream, and will also spend some time reviewing other games as well! Good luck today, friends, and I hope progress is big!

Professor Sigmund is waiting for you

As the day goes on, our clinic is closer to opening than ever ! We even had the chance to beta test our brand new medical prototype on a first guinea p... Uh hm.. patient I mean ! 👨‍⚕️

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Btw, say hi to our new programmer! He's an experienced dev that joined us to help with the final scretch of the development :cat: new programmer - Copie.jpg