Ludum Dare 49 October 1–4, 2021

Dialogue System!

This game focuses entirely on dialogue mechanics and talking to people, so I made a nice dialogue system so I can focus on the characters primarily!

https://youtu.be/bAwNbTtRCOY

Lacalaca Ripstaurant

We finally feel like we made some showable progress after many hours of work. Main part of the game is balancing a pile of served food and take it to your clients. This gif shows how the physics work, although the items falling are desactivated just for show. jz72T5CYWL.gif

We also made a watch animation, which ~~makes you nervous when playing so you drop the food~~ helps you know how much time you have left. stopwatchgif.gif

Day one done. Taxidermy weasels implemented

2021-10-02-22:33:11.jpg

It's typing of the dead but with conversation. The taxidermy weasels may fall apart as the game goes on we will see it that is enough to be unstable or not. They are taxidermy as i could not model them well enough to look alive.

Going to bed now.

First day

Most core mechanics done, now time to write some content!

The core idea I've come up with is "unstable text" where you can click on a word and it will explode with different options to replace it. Then by replacing words you progress through a branching story.

I've been thinking of it as a "hardcore text adventure" because there will be some challenging and fast-paced moments where you have to think on your feet and click with agility. Quick demo of progress so far:

ld49-em1/em.gif

Day 1 done. I don't have a lot to show for it.

This first day was mainly trying to figure out what my gameplay loop would look like, spending time trying to make art, which I know I can't so it's a terrible thing to prioritize, and fighting my exhaustion. I really want to participate and finish the game, but I'm not sure my body is going to allow me to :slight_frown:

Anyway, the main thing I've got working is the techno-babble generator, a.k.a. the random non-sense generator. It randomly picks words from a couple of lists to create a 'defective machine part', with some flavor around it. These are two small examples of many possibilities it may generate:

2021-10-02-2emRandomSituationGenerator.png 2021-10-02-3/emRandomSituationGenerator.png

Here's hoping I'll get a good rest tonight so I can be super amazingly productive tomorrow. Good luck and enjoy to everyone that's already started on their second day (which I believe can be the case?.. timezones confuse me)!

Back in the race

After wasting 6 hours for a game that wasn't fun to play, I'm now somewhat in time again with my second try. Most of the core mechanics are working, but still a lot of stuff to do tomorrow.

Game2.png

Jam update & still looking for team members!

Hey everyone, we are making a game about a drunk guy scaling up a mountain to reach his favorite bar for Happy Hour!

As you can see in the gif, the player's movement is a bit... unstable as one could say :)

DrunkWalk.gif

We are still looking for 2D artists and audio composers!

If you got time to spare and would like to help us out (or know someone that might be interested ^^), then feel free to contact me here or on discord!

My discord: Basic Centen Milky#8080

Halfway with combo of Unstable

made the scene basics and spawning to work limited the player to the screen bounds added fire and explosion's need to do the score system menu UI ..etc... and replace the meshes to real things.

Unstableemby/emyodda - Level01 - WebGL - Unity 2021.1.1f1 Personal emDX11/em 10em3/em2021 6em47/em09 AM.png

Playstation Spooky Tactics Day 1

Still going to be working for a few more hours but I think it's time for a check in on how my Halloween PS1 tactics game is coming along.

A lot of the core mechanics are in place. You've got a team of characters you can move around, and enemies you can attack. The combat system itself was a lot of the day's work since it's the core mechanic. Though it needs a bit of visual polish (seeing the dice you're rolling, attack animations, etc..) but I'm focusing on gameplay not polish right now.

Core mechanics still missing: - Objectives, as I don't want the missions to come down to pure combat alone. - Enemy AI, they don't fight back yet. I've got a fairly simple rules based AI in mind. - UNSTABLE, the theme isn't in yet. That's going to be the decaying game boad as you play. - Special Abilities, I want each character to have a special ability beyond move and attack.

Going to keep working tonight to get 1 or 2 of those in. Once all four of them are done tomorrow I'm going to start looking at game presentation. Right now it's a bit drab and there's a lot I want to with the visuals and sound. However I've been burned in past jams doing visuals and audio too early. So I'm front loading mechanics this time.

I will say I was a bit worried working on such an old system might hinder me a lot in the jam. Not being able to fall back to all the power of Unity that I'm used to. However in practice, with the framework I setup ahead of the jam the Playstation hardware hasn't held me back at all today.

5-Combat.gif

Bad news: I need to drop out. Good news: I still got something out of this.

The long and short of it is that I came in poorly prepared for this. Ultimately, time ended up being the enemy here due to trouble managing it. I also hit a wall today that ended up with my project getting messed up to the point that I would need to scrap it and rebuild it from the ground up. Finishing within the timeframe is unrealistic at this point.

The good news is that I got a better sense of my strengths and weaknesses than I had going into the jam. And I still have the my game concept that I can do something with. Not the result I was hoping for, but still valuable.

Next time, Ludum Dare. Next time...

The power plant is lit!

Hah. Get it? Cuz it's emitting ligh... never mind. power_plant.png

My first Game Jam, The Power Juice Is coming along nicely!

imageem2021-10-02/em230442.png

The Power Juice is brewing and my first game jam is going pretty well. after 11 hours today and 3-4 hours last night though I'm feeling pretty tired... Guess I need some Power Juice Beer...

Starting to create art for our top down DNA inspired shooter, Genomancer

First sprites drawn and put in the game.

The game will be kind of like a standard top down shooter but your abilities will be coded in your DNA. The atmosphere is highly radioactive and we're highly dismissive of actual science, so your DNA - which means your abilities - change over time randomly. But you also get new spots in your DNA with time which means you do get more powerful since you get more place for abilities.

Peekem2021-10-02/em23-57.gif

Somewhere

We are getting somewhere, I guess. At least somewhere submittable. It's not much, but it's honest work.

main_0.gif

main_1.gif

main_2.gif

Meet the first GIF of "Love Stacks" game

Love Stacks GIF.gif The idea is to have "stacking up things" as the core mechanics, but also to have Unity-Chan as our girlfriend. She has an unstable personality but she looooves stacks. I'm currently streaming on twitch in Brazilian Portuguese but I'd enjoy to chat a litte bit in english too. https://www.twitch.tv/tailsgamedev

Closer to finishing "Renegade"

I finally finished all the core mechanics and level design elements for my game. Now I just got to figure out what extra stuff I need to add lolrenegade home screen.PNG

It's alive!

That's a wrap for Day 1.

The time recording and playback work. Lasers work. Buttons activating doors work. I actually have a story that I'd like to put into this, getting a narrative puzzle / exploration game out of it :) I'll be adding additional mechanics and level design tomorrow.

Also got this idea that using the laser will be one of the many things that will destabilise the bot, shortening its already limited life span :)

https://www.youtube.com/watch?v=tHmeFmEEo50

Day one in one video

https://www.youtube.com/watch?v=IIOK8VJFRis