Ludum Dare 54 September 29鈥揙ctober 2, 2023

Day 1 Progress - the basic systems are there!

After just a day, this local game dev team managed to paint some rabbit characters and backgrounds, integrate the great Dialogic Addon and set their basic systems up - even including a notebook for the collected stories!

https://www.youtube.com/watch?v=O-SGCw4DjA0

Soon you'll be able to help this working rabbit student adventure trough the world of local journalism, carefully filling the limited space of the newspaper page. 馃悋馃摑

First LDJam, and Lil Game Done!

This was my first time entering in a LD, and excited to be doing so! Unfortunately I'm traveling tomorrow, so figured I would just go for a miniproject. Here it is, Shaped! Made in about 4 hours.

Screenshot 2023-09-30 184806.png

You're a cube whose only goal is to not fall into lava - a noble goal, indeed. Grow and fit through the holes in walls that are out to get you and see how long you can last!

If you give it a go, let me know what you think! I'm not able to get past level 20. :sweat_smile:

https://davidsap.itch.io/shaped

First Game Jam / Day 1

Super tired after the first day. 馃槾

Current state: 80% of the gameplay loop done, still much work left for tomorrow. 馃槄

Screenshot

Legendary Doomguy progress

So, we made a shooter!

Legendary Doomguy is about shooting demons to create more platforms which eventually crumble into the lava!

So far we have two enemies, one which pathfinds, another that flies wierdly overhead. We got all the shootin and double jumping in, as well as the crumbling platforms. Tomorrow we go for more environment, platforms rising when you kill enemies, as well as death and respawn!

Screenshot from the hell the is, Legendary Doomguy!

doomguy.png

first day of progress

this was day one - i'm making a small puzzle game where you rotate an interface loaded with differently functioning items around a central playing field. the sprites are 5x5 px; the playing field is 5x5 cells; keeping with the theme of limited space.

two days to go!

LD54WIP2.png

LD54-WIP1.png

Anxiety...

rescue.gif

The hares get nervous when they are not on a square that they can camouflage with, and when they are nervous they can't move. Fortunately, they have their friends to rescue them.

(deleted)

Test

First day progress

This was day one. I'm making a puzzle game where you rotate an interface with different items around a central playing field. The sprites are 5x5 px; the playing field is 5x5 cells - keeping with the theme of limited space.

Two days to go!

LD54-WIP1.png

LD54WIP2.png

The Crate Escape, carrying through

Took muuuuuch too long but, with the help of some friendly folks on the Godot Discord, I finally have my carrying working.

For those struggling with the same thing I did, to set the position of a RigidBody2D from code, there are 2 ways:

  1. In 'normal' code:

python rb2d.set_global_position(newPos) rb2d.move_and_collide(Vector2.ZERO) # update physics

  1. In _integrate_forces(state):

python state.transform.origin = newPos

The proof of the pudding is in the carrying it overhead!

https://youtu.be/G3OIR7b70eg

HTH!

Finishing early with hopes of an early (and earlier) start tomorrow. GL all!

DAWN OF THE FINAL DAY

24 HOURS REMAIN

ld54_2.gif

The good thing about my game having such basic gameplay is that it's shaping enough to have some of my most detailed, intricate cutscene work ever. The bad thing is that there's a lot of scope for this to go badly wrong, or at least force me to run into the Jam period. But we'll see.

I'm gonna head off to bed shortly, to make sure I don't run myself into the ground, and tomorrow I'll get those cutscenes finished up and get to polishing.

First Day Results!

So, we're working on our find-the-safe-spot game. So far we've done the level generation, as well as the core gameplay. Planning to polish tomorrow, and probably add more content?...

LD54 Cave-Optimized.gif

Here's the current progress of our jam!

As you may know, we're doing a different jam this year: we're remaking our LD46's game! Here's the current progress so far, at the end of day one!

Unity Edition (2020)

Screenshot1.png

Unreal Engine 5 Edition (2023)

UE4RemakeWIP.png

You can see, there's still progress to do, and to fix proportions, but we tried to renew game's UI (still WIP).

Making Menus!

Deciding to make a NES-game (limited space in more than theme) has turned out to be so much fun!

For me working with the graphics, it's been an amazingly enjoyable challenge to stay within the constraints (limited amount of sprites, only three colours at a time, etc).

I'm now getting close to the finish-line with the BG tiles for the CHR-banks and decided to sort out the tiling for the loading and start-menu of our game!

Here are our menus:

Premenutiles.png Menutiles.png

First day progress

This was day one. I鈥檓 making a puzzle game where an interface with different items on it is rotated around a central 5x5 cell playing field. The sprites are 5x5 pixels.

Two days to go!

IMG_7790.png

IMG_7791.png

Day 1 Done!

A lot of backend stuff done, not a lot of gameplay. We'll see if I can finish it tomorrow.

progress1.png

Dark Waters - Day 1 progress

Phew, 14+ hours of gamedev done!

As a spontaneously assembled team of a Developer, Tech Artist and a 3D Artist, we wanted to do something dynamic and action based this time. Two ideas emerged victorious from the brainstorm:

1) Boss battle where it cuts the space available to the player

2) Pitch dark labyrinth that only lights up a bit during player's and monsters attacks We decided to combine them together in a Light based boss battle - meaning that the player's visible Space is severely Limited, forcing them to focus on brief flashes of light during the attacks to figure out Boss location and intention.

"Deep sea" emerged as a natural theme for the Darkness/Light gameplay mechanic: darkwaters_cut.gif

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