Ludum Dare 52 January 6–9, 2023

Water Tower

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Water Tower is a game where you play as a Water Tower Attendant. You deliver water to crops like any sane person would, by shooting them with a water-filled sniper rifle.

Help produce a field of fruit by completing daily watering tasks, and soon you'll have a field so full that you'll lose yourself in it!

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Ready... Aim... WATER!

Click here to play Water Tower!

What features did you have to cut for LD52?

Hey folks!

Congrats to those who completed Ludum Dare 52! Like almost all games, my team didn't have time to implement everything we wanted for our Jam game Lunaculture.

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What features did you/your team have to cut to submit your game in time for Jam or Compo? I am interested to see what had to be axed to meet the deadline!

How I used reference image and Affinity Photo effects to draw game art

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I thought that it might be interesting. Here's how I used Affinity Photo effects (they are pretty much like in Photoshop), masks and this reference image to draw game art for my Compo entry – Catchy (Sailing and Fishing sim).

At first I wanted to create some tiles to generate islands randomly, but then decided to just create a system, that will allow me to draw unique islands on demand. I spent quite some time, but that saved me a lot of time when I had to fill the game with content.

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This system of masks, effects and textures allowed me to just draw form of islands on the mask – the rest was done by the editor.

Creating seamless background took some time as well, but this is a different story :)

If you like the game art or the main idea of the game (sailing using the wind and fishing using the hook as in Raft), feel free to try Catchy and rate it for the Compo:

https://ldjam.com/events/ludum-dare/52/catchy

Play/rate Catchy

Let me know if you have any questions about the art or the game, I'll try to answer them all!

TanksGiving now with embedded HTML Version

We are very humbled by all the feedback we have received so far on our little game. We have now uploaded a correctly cropped version to ludum dare directly (what a great feature), so feel free to try it out here if you haven´t already. Lots of wheat still to be harvested, lots of turkeys to put in their place. We´ve also been enjoying playing everybodies games, so many creative games and interesting ideas!

ITS HARVEST TIME!

You can test our game here: https://ldjam.com/events/ludum-dare/52/tanksgiving

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Beat my time! ⏱

Morning all, I can't believe it but, last night my jam submission Combine Harv-racer passed 50 ratings!

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I have been blown away by the amazing and thoughtful comments left by so many, this is only my second Ludum Dare and I didn't expect much.

My favourite comment so far has to be:

🏁 1:54:35 babyyyy! I had to check if the music was original because it’s that good! Super fun racing game too. The “mowing” effect is so satisfying.

I got so into the music that when I crossed the finish line, I took the piece of wheat out of my mouth, jumped up in the air in my denim overalls, clicked my muck boots together and hollered “YEEEHOOOOO!!!”

@mcbombadev

What an awesome experience this has been, and what a community!

Who can beat my time?

I haven't been able to achieve a time of under 01:45 yet, can it be done? 😲

Here's my best score so far: Screenshot 2023-01-11 093642.png

I'd love to know if anyone manages to beat it. Drop a screenshot in the game comments if you manage it!

If anyone manages to get a race time under 01:45, you will officially become Lord of the cows 🐄🐄🐄

Ready? See if you can beat my score:

Play Combine Harv-racer 🚜

Wow thanks for your kind comments!

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From the bottom of our hearts 💖 The Poieins team thank you for your support 🙌 The Poieins jump in happiness and if they had a smile they will!

Day-night cycle

I wanted to share how I made the day-night cycle in Unity for BOAT.

First I compute the day progression to have a number that ping pong between 0 and 1. 0 being the day and 1 the night. It looks like that:

cs _time += Time.deltaTime; float timeIn012 = Mathf.PingPong(_time / _secondForOneHour, 12); _progression = timeIn012/12f;

Then I'm changing the intensity of the main directional light and the skybox to reflect that progression:

```cs // Directional light directionalLight.intensity = Mathf.Lerp(maxLightIntensity, _minLightIntensity, _progression);

// Skymap float exposure = Mathf.Lerp(maxExposure, _minExposure, _progression); Color skyColor = Color.Lerp(skyDayColor, skyNightColor, _progression); RenderSettings.skybox.SetFloat("Exposure", exposure); RenderSettings.skybox.SetColor("GroundColor", skyColor); RenderSettings.skybox.SetColor("SkyTint", skyColor); DynamicGI.UpdateEnvironment(); ```

The skybox update is a little slow so you probably don't want to do it every frames. One update every second should be enough. At the end you have a method that looks like that:

```cs private void Update() { _time += Time.deltaTime; _updateParamsTime += Time.deltaTime;

if (_updateParamsTime >= 1f)
{
    _updateParamsTime = 0f;

    float timeIn012 = Mathf.PingPong(_time / _secondForOneHour, 12);
    _progression = timeIn012/12f;

    // Directional light
    _directionalLight.intensity = Mathf.Lerp(_maxLightIntensity, _minLightIntensity, _progression);

    // Skymap
    float exposure = Mathf.Lerp(_maxExposure, _minExposure, _progression);
    Color skyColor = Color.Lerp(_skyDayColor, _skyNightColor, _progression);
    RenderSettings.skybox.SetFloat("_Exposure", exposure);
    RenderSettings.skybox.SetColor("_GroundColor", skyColor);
    RenderSettings.skybox.SetColor("_SkyTint", skyColor);
    DynamicGI.UpdateEnvironment();
}

} ```

You can make the _progression available for other component, to be able to activate some lights when the night is here.

How it looks in game:

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If you want to see what it looks like in realtime you can checkout my game.

You have better ideas on how to implement it, I'm taking it.

Veggie Survivor

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Are you ready to defend your farm from the monstrous vegetables that threaten to take over? Then Veggie Survivor is the game for you!

As a farmer, you'll use a variety of weapons and tools* to fend off waves of attacking veggies, earning points and unlocking new levels* as you progress. With colorful, cartoonish graphics and fun, fast-paced gameplay, Veggie Survivor is a blast for players of all ages.

So don't let the veggies win – play Veggie Survivor today!

*In future - not implemented yet :( However, you do increase your damage proportionally to seeds collected

This is our first game ever, made in Godot 3.x :)

Enough is a feast!

Find the correct route, irrigate your crops and harvest them but don't forget, too much water is bad for the crops.

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https://ldjam.com/events/ludum-dare/52/enough-is-a-feast

Watch out for those pesky tomatoes!

Their spit can be deadly!! Those red rings of death sure know how to surprise you in the worst of ways... and not just on your burgers!!!

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Oh an there are some... other things to worry about too!

Thank you for everyone's feedback so far! We will def take it forward into the next jam's >:D

Check out Brutal Harvest

How to play STAR TECH: Deep Space Mine (in under 2 minutes!)

As is often the case in game jams, it seems Brainoid and I didn't make enough time for player onboarding and didn't have any form of tutorial... :D

The game isn't too deep, but can be hard to grasp the core mechanics without any guidance. Hopefully the below video helps!

https://youtu.be/aWmnVS27LjM

We aimed to make an orbital city builder with dorf romantic style "find satisfying tile placements" mechanics, with a hint of resource management and chaos.

Day 3! Time for 20! Time For Fun!

Put your game link in the comments of the blog post and i will play your game and it is encouraged you play are game and other peoples in the post! https://ldjam.com/events/ludum-dare/52/bugged Venture (2).png

LD52 devlog

hello! I made a devlog for my horror game for LD52, check it out if you want :)

https://youtu.be/VtGOzV7sQxM