Ludum Dare 52 January 6–9, 2023

Thank you all

Hey guys, thank you all for another awesome jam!

Our tower defense game is about protecting your poppy flowers against all enemies - from small bugs to large harvester machines. You have to plant poppies to increase your seed income and all kinds of defensive flowers to deal with increasing amount of enemies.

Btw. current max wave is 80, can you do better? :upside_down: Play now to find out! (WebGL) :v:

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Almost there

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First: A _huge_ thank you to everyone who has played our game and left one of so many fantastic comments! We appreciate every single comment and love how many people have already enjoyed our game. Thank you all!

If you haven't had a chance to check out our first Ludum Dare entry - Techno Plants - there is still some time to do it. Whether you think you can keep in sync with our headbanging sunflower or just wanna listen to some sick beats, give our game a try!

Check out our game here!

:seedling: + :notes: = :heart:

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Banyak sekali forum yang dapat kita jumpai di media sosial, atau google yang biasa kita gunakan sehari - hari. Namun ada baiknya jika kita memikirkan terlebih dahulu apa yang menjadi tujuan kita jika ingin bergabung ke dalam suatu forum.

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modern world

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Try my quick minigame (HTML5 web)

Here is an almost complete gameplay (without spoiling the final surprise :smile: ):

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:point_right: Play it here: https://ldjam.com/events/ludum-dare/52/fast-aerial-harvesting

Running homebrew games on real hardware!

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I downloaded bunch of games made for old consoles and gave them a go! Cool to see so many old platforms still alive and kicking in Ludum Dare!

https://ldjam.com/events/ludum-dare/52/inside https://ldjam.com/events/ludum-dare/42/rad-rhino https://ldjam.com/events/ludum-dare/52/the-harvest https://ldjam.com/events/ludum-dare/52/its-a-platformer https://ldjam.com/events/ludum-dare/52/moon-harvest-2 https://ldjam.com/events/ludum-dare/52/clouds-n-crows

and my entry!

https://ldjam.com/events/ludum-dare/52/total-extinction

Give me games that are in danger zone or that will be developed post jam! Again!

Hey everyone i might have a bit more time these 2 days, so post me your games! I want to try any and every game, so dont feel shy to post it! If you post a game, note if its in a danger zone so that i prioritize them and play them during the jam hours. And note the post jam games so that i know to fully play test them and try to come up with as grumpiest criticism that i can. If your game does not belong to either of those categories, still feel free to post it and ill give it a go as well! :))

Stay busy and a big chefs kiss to all of you! MUAH

Two more days! Let's trade some ratings.

ezgif.com-gif-maker.gif https://ldjam.com/events/ludum-dare/52/body-harvesters

Leave a comment on my game or on this post if you want me to play your game before the rating period ends.

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"They Hide in the Fields" - A Post Mortem

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Reflecting

This is the second LD I entered with my two friends, and I think we honed our scoping abilities even more from LD51. By many accounts, this is my most successful jam game yet. I measure that not just from feedback, but also how we feel about the game. It feels like the most complete of an experience we've achieved, even though it ended up being a short playthrough.

Brainstorming

From the brainstorming session, we came out with two strong ideas: 1. A body-building competition (literally harvesting body parts and building monsters to fight in a ring) 2. A horror game where you need to rescue your child from a corn field.

We weighed the pros and cons of each idea. We were certain we could pull off #1, even if there would be a fair amount of content generation involved, but we were intrigued by #2. We had wanted to try making a horror game. We were worried about pulling off the environment that would be required to sell the mood, but we knew that if we succeeded, we would feel ecstatic.

The Implementation

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Throughout the implementation of "They Hide in the Fields", from the visual design to the sound design and the mechanics, we made a lot of decisions. Those decisions had impacts, and not all of them were intentional, which is interesting. It might have been that we had a strong vision, and that vision came through in the end. It might have been that we got lucky in some places. And there are certainly places for improvement (which we noted).

What I came to realize as I watched people play, and reflected, was that there were some good lessons with respect to game design. I'd like to share them.

Play "They Hide in the Fields"

At this point, if you haven't played our game, you might benefit from doing so before reading on! I'll try to keep spoilers to a minimum, even so.

Here are some "Lessons Learned"

1. Using Spatial Audio

As the sound designer, I don't remember thinking, "3D audio will be a main mechanic." It just sort of happened as it emerged from the scene building. In the end, I think that having the player listen so closely to audio clues while otherwise the soundscape is filled with red herrings and minimal musical hits worked out so well to create a chilling effect--a sort of audio paranoia. And when "that moment" comes, the effect is very pronounced. I'd compare it to the old meme of forcing someone to stare at a tiny point on a screen, only to suddenly reveal a terrifying face.

2. Playing Tricks with Lights

One of our developers has good experience with shaders, and he ended up taking on the responsibility of visual design. He certainly had a vision for what he wanted, and he worked half of the second day to get it working. In the end, the PSX graphics really solidified the spooky vibes. On top of that, he added certain color coding and luminous objects that played tricks with the player's perception. Was that a star in the night sky? Did it move? Was that something floating overhead? I think this aspect, along with the jittery motion of the corn, builds a strong visual paranoia--in addition to the audio effects.

3. Out of the Player's Hands?

One theme I am never a fan of is one that implies taking away the player's control. Obviously, games will always have events or mechanics that force a response from the player (e.g., you don't control what an enemy does), but stripping a player's agency a la forcing them to move or drop an item can end up feeling punishing and not fun.

In the first half of our game, the player uses audio cues (and a "call-and-response" mechanic) to find their son. If they risk making too much noise, they'll be found by their hunters. If the player succeeds in finding the child, we asked how the gameplay should change: the call-and-response mechanism is now pointless, but the energy should be building, if nothing else. We tested an automated call-and-response (your son is scared, and can't stop talking), which increases the likelihood that they'll be found as they make their way back home. Eventually, they might even feel forced to run for it. We were worried about stripping the player of agency, but we also felt like we needed to drive a change in this "second act." In the end, most people seemed to enjoy it (or at least tolerate it, even if the kid wouldn't stop talking). At any rate, no one seemed to think it was unfair.

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The Results

Ratings are finishing up this week, and we feel like we've definitely had our share! We're thankful to everyone who has already played and shared their experience with us.

Very quickly, we noticed some categories not being rated. Now, this isn't new to me: there are times I don't feel comfortable rating a category, either because I don't think it applied (e.g., humor or mood), or I felt that I didn't have enough information to confirm the source of assets (e.g., graphics or audio).

This time around was the largest differential I've experienced. We have speculated plenty. We think there are reasonable explanations, and those explanations give us some great considerations for future jams!

Firstly, here's our current spread (where a zero means, "full marks", and a -1 means "one fewer rating in this category").

Overall:     0
Fun:        -3
Innovation: -4
Theme:      -2
Graphics:    0
Audio:      -5
Mood:       -3
  • It might be hard to feel like you are having fun when you are being scared!
  • Innovation is hard to rate sometimes, especially if you aren't familiar with the genre.
  • The theme was a springboard for us, rather than a core mechanic.
  • Using spatial audio as a core mechanic is a risk when it isn't supported by all browsers and works best with a stereo setup (speakers or headphones), which not everyone has.
  • Mood is always an odd one. Some people have a specific, rigid definition of it. I personally read it as, "How well everything contributes to a cohesive mood."

I don't see any of these as negatives! But it is interesting to think about :)

Closing Up

Thank you for reading! If you learned something new, I'm glad to have shared!

If you've gotten this far, you might enjoy a highlight reel that I composed. It definitely kept us entertained!

https://youtu.be/elRahw1XwVg

Art of Hivesters: Towers

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Hold my beer. With a title like that, I ought to publish an art book.

As the time for ratings slowly draws to an end, I wanted to share a bit of our art with you. These boys don’t really get to shine when you’re more concentrated on frantically janking your mouse around to prevent them from squashing your bugs, so I decided to give them a separate space here.

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The high-poly model was made by basically cutting up the low poly one and solidifying the patches in blender to get them to look like bricks.

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And since I don't like to sculpt stuff when short on time, I treated them with a great plugin called OCD (one click damage) from https://twitter.com/vfxguide. Great stuff when you want to make wear on stone surfaces fast.

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Baking and texturing done in Substance Painter, and we're good to go shoot at a swarm of oversized locust.

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If you want to take a closer look at them, I dropped the models on sketchfab https://skfb.ly/oDozu

Or better yet, come obliterate them in our game https://ldjam.com/events/ludum-dare/52/hivesters

You can also send your thoughts, prayers and follows to our twitter profile. https://twitter.com/tanocollective

Thank You All and We Are Almost There...

First: A huge thank you from Metroid Games to everyone who has played our game and left one of so many fantastic comments! We appreciate every single comment and love how many people have already enjoyed our game. Thank you all! Second: We also would like to extend a huge thanks to the devs and members from our studio Metroid Games who participated in this fast paced game jam to showcase our newly founded indie game studio Metroid Games

If you haven’t had a chance to check out our studio's first Ludum Dare entry - Cursor Farm - there is still some time to do it.

Our idle clicker/Skill management game involves the player being an operator of a farm and objective is simply planting, Harvesting and then selling of the crops which is done automatically

The new concept introduced by our team is skill based farm management in which, by growing crops, it increases your skills and let's you increase the qualities and abilities of the farm you own by buying animals, gaining experience for up Farmer Skills, Trader Skills and Tools Skills!

So, what will it be? Will you the foolish old macdonald or be wildest farmer in the west?

Play to find out!-https://ldjam.com/events/ludum-dare/52/cursor-farm

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Btw. current max money is 2527146 scored by Roroto Sic, can you do better?

P.s if you are wondering about the post-mortem, team is working on it...

[FR] Je teste vos jeux en stream ce soir

:flag_gb: Sorry about the post in french, but as I'm doing a stream in french, it's targeted towards french speaking jammers.


:flag_fr: Je vais lancer un stream pour tester des jeux de la ludum vers 21h15 (heure française, ~20mins après ce post). L'idée est de donner des retours un peu détaillés et constructifs sur vos jeux.

Le stream sera sur ma chaîne twitch : https://www.twitch.tv/vladadamm

Vous pouvez envoyer le lien de vos jeux directement sous ce post ou dans le chat Twitch.

Creating 3D art for The Time Traveler's Garden (Part 1?)

Hey folks, Omni here again to talk about creating 3D assets for our jam entry, The Time Traveler's Garden.

Why 3D?

It probably goes without saying that the majority of entries to most game jams opt for 2D visuals. I think there's a number of reasons for this. To name just a few:

  • the barrier of entry for learning how to author 3D assets in the first place is higher (although modern tools have become very accessible in recent years for anyone brave enough to overcome that initial fear that many aspiring 3D artists have)
  • even for those who are comfortable in both 3D and 2D, 3D assets can take longer to produce and implement, especially when game engines are a factor. If the goal is to impress, then it can be more efficient to allot time to 2D assets, as the amount of time that would need to go into 3D assets for the same payoff is often greater.
  • working in 3D space (not only with art, but also programming and gameplay design) introduces a lot of complications that would otherwise not be as much of an issue working with 2 dimensions. This includes things like more complex collision, lighting,

But despite this, we knew we wanted to create a 3D game for this jam because we wanted to be able to use this as a learning opportunity. The only way to get better at solving 3D problems is to put yourself in a position where you have to!

Self-imposed constraints

So with all of the potential obstacles in mind, and with only 72 hours to work, there were some key constraints that we gave ourselves in order to give ourselves a better chance of getting as close as possible to a complete realization of our ideas.

Constraint #1: Simplified character design for easy animation

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In our case, simplicity meant that our humanoid characters would have no arms or legs, detached feet and hands, and no fingers. This meant we didn't have to worry about complicated IK/FK setups for limb posing, and it also meant no finger posing, which can often feel like posing an entire body. Additionally, the positions of the hands and feet didn't need to be constrained by the characters' proportions. Characters with large heads often have trouble with arm poses, but floating hands avoid the issue entirely.

From a design standpoint, our player character adhered to this principle of simplicity more than our enemies, as the player would require more animations. But even our enemies are fairly simple to animate, even if their designs ended up being more detailed. Two were essentially just a head at the end of a bone chain, and one was just a ball with a bunch of leaf bones for secondary motion.

Constraint #2: Vertex colors everywhere!

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Creating materials for 3D models can be a time-intensive process, often requiring multiple texture maps to be implemented for a single model. And before you can even think about texturing, a model has to be UV unwrapped first, which only adds to the time requirement. In a jam, time is of the essence, so instead of worrying about high-fidelity materials, we used vertex paint as the primary means of conveying material characteristics.

Most assets in our game used one shader, which manifested as 2 materials. Both materials make use of the mesh's vertex color for the albedo, with the only difference being that one is set to full metallic and moderately high smoothness (used for things like kitchen countertops, silverware, etc.), and one is non-metallic with lower smoothness, to achieve a generalized, matte surface appearance, which we used for practically everything else.

But sometimes texture goes a long way though

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While we relied primarily on the vertex color shader, we did have a handful of assets that we ended up texturing. These assets were ones that were generally entirely flat, large surfaces, such as the walls and floor of the kitchen, the grass and dirt, and some concrete stones slabs (essentially just flattened cubes). Since these assets were trivial to UV unwrap and accounted for a large visual area, we felt it was important to give these surfaces some detail. But we were careful to try to come up with textures that didn't feel too realistic, as this would clash with the assets that only had vertex colors, so normal details were kept to a minimum.

Constraint #3: No blend shapes (shape keys)

I'm a blender boi, so the verbiage I'm more accustomed to is "shape key," but in other contexts, the term is often "blend shapes" or "morph targets." To those who aren't familiar with 3D, the principle of a blend shape or shape key is pretty simple. Basically, rather than using a 3D armature or rig to move the vertices of a model, a blend shape allows you to specify a new position for any given vertex relative to that vertex's default position and then interpolate between these two positions using a slider value from 0 to 1 (or sometimes values higher than 1, but this is uncommon). A single blend shape can therefore specify one new position per each vertex in the mesh. In the example below, I have 2 blend shapes, one that changes the top of the cube to a slanted trapezoid, and another that uniformly moves the 4 top vertices upward.

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Blend shapes are often used to easily animate a model in ways that might be prohibitively complex using only weighted rig deformations. Conversely, sometimes a specific deformation would be more easily achieved using a simple bone/joint transformation on a rig, because a blend shape can only interpolate linearly between the 2 vertex positions, which isn't always ideal. Consequently, blend shapes are often used in tandem with a rig to give an animator as much control as possible. Often, a blend shape's purpose is to tweak the shape of a model when a bone is positioned in a certain way (these are often called "corrective blend shapes" or "corrective shape keys).

This particular self-imposed constraint was less about the viability of blend shapes in a short timeframe and more about our unfamiliarity with its implementation when exporting an FBX from Blender and into Unity. I'm very familiar with using bone transformations to drive shape key values, but when it comes to getting that animation data from Blender to Unity, I have very little experience. So we figured it would be best to avoid shape key animation entirely.

That's all for now!

There's a lot more I could talk about when it comes to the art process for our jam entry, The Time Traveler's Garden, but I don't want to monopolize your time. If I have some extra time, I'd like to write about one of the other tricks I employed for producing quick animations, which could come in handy if you're a Blender user.

I also would like to thank everyone who has played our little game! We're almost to 50 ratings!! If you haven't played it yet, I'd definitely like to invite you to try it out as the rating period comes to a close in the next couple days.

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Results Day! Anyone streaming it?

Hey all, hope you enjoyed LD52! I believe this Saturday (8.30PM UK time) the top 15 live is scheduled. Is anyone planning to stream it? I would like to, but am visiting a friend for his birthday in my home town so will be away! Feel free to drop links to your Twitch / Youtube here if you plan to <3

Hoping to hit 20 votes

I'll keep rating games but time is running out. Hoping to hit 20 votes and a little less than halfway there. https://ldjam.com/events/ludum-dare/52/farming-for-fun

Meet your (fully voice-acted) alien diners!

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We have quite the strange and talkative customerbase at this interstellar diner, and as our latest hire, it's now up to you to prepare dishes for these hungry aliens! Listen to their order, harvest fruits, then stuff their faces with beautiful deep-space ingredients!

Order up: https://ldjam.com/events/ludum-dare/52/macrogreens