Menus and Mechanics!

Looking pretty good!

Looking pretty good!
Things are starting to get weird. I swear this still makes sense in my head.
(Magikarp is just placeholder art. Drawing fish is difficult and a problem for future me)

I spent all my time on the 1st day of Game Jam just on making an intro for my game. It's not perfect but it works, I think.
https://www.youtube.com/watch?v=7imPt6kUccg

At last ! A wild concept spawned ! Let's go to work ! Good Luck All !
@meldrian and I are heavily working on our, yet to be named, game. Due to some changes in my planning I could start working on the game already. Most of the core mechanics are working now so we're good in time.


Write comment about favorite color
Winner is Red
I've got 2 main ideas. I'm focusing on the more thematic one, but if it's not fun enough, I'm gonna switch to smt. more generic, but hopefully fun.
I Can't wait to see all the games for this theme.
I'll leave you with this

Is there a list about games which were started at LD/other jams then later on got published on the market, maybe also got successful?
If there isn't and you know about a game, feel free to share with us under this post :slight_smile:
Help
I'm ready!!! :muscle:
The visuals are coming along nicely and almost there with the level design, happy with the gloomy cyberpunk / dystopia aesethic I have created using the SoulCity and Cyberpunk alley asset packs in Unreal.
Next I i'll be concentrating on creating the gameplay and adding characters and some basic AI
Live streaming https://www.twitch.tv/noirvortex

Anyone got any tips to stop me (A Teenager) and my team (Also Teenagers) from getting distracted.
While @Hacktier is making the new player models I already have implemented the NavMesh system and basic player logic.

Sometimes an accidental feature is the best one

We're (@blooobird is making it) getting a cell shader ready, too. The game will look a lot better soon, I promise!
Some progressions mainly on the UI part :

lets write some new actions ... like "explose my self" :)
#nofilter.
I've forgotten a lot about Unity, haven't used it in nearly a year. Still, a mostly pleasant experience, and getting something moving on screen is really quick.
Won't be able to join you fellows until later in the day. Until then, good luck for day 2 from me and my need army!

I like what I have with the style here, but my game idea is derivative. Not written a single line of code yet either! Eek!

so I am sitting down with a bowl of cereal relizing I DONT HAVE A PROTOTYPE
this is what I have:
https://imgflip.com/gif/2nwtwu
I was probably blinded by the adrenaline rush of getting to participate, but I am a college student and finals week is breathing down my neck, not to mention all the work I have to do for closer due dates. For sure though, I will be back in April, with hopefully a relatively clear schedule and a drive to make something special. Good luck to all of you!
First attempt at LD, going for a resource capture game with AI based around Boids!

Catch the first shot of one of our enemy - The giant Troll :) Do you like the art direction?
After working pretty much all day, my game is pretty near completion. All that's needed is some sound design, and maybe a bit of polishing. I'll actually have an easy sunday for once :smiley: !

If you want to join us, you can! https://discord.gg/nS4CEMq
I spent 2 hours trying to fix a mistake that was cause by one single word!! This is how stupid I am..


Let me introduce you... The Spirit duck !


Partially inspired by Darkest Dungeons and playing Dungeons and dragons with my friends last night I have an idea for a game! I just hope I can finish it before the deadline for the compo.
...is to play them.


I'm in.
I'll use :
Unity Ableton Live 10 Paint.net
Since today is my birthday, my friends chose to add a theme to the official one. They'll make a remake of one of my ludum dare games.
One game mechanic done, let's go with the next one!
https://youtu.be/pYZUbrq5HtU
p.s. It's not a real Unity game if it doesn't start with cubes and capsules!
For a long time I didn't enjoy a game jam this much! Thank you all! Hope you enjoy what we are & you're doing. I'm pretty sure I'll have fun with all the games that I will be playing in the following days to come.
https://twitch.tv/RovenOver I might on for streams time to time during the stream. - https://instagram.com/RovenOver - https://twitter.com/tpamir

So yeah! We have finished our first round of sprites to our cute slime game, there is a lot of work to do tho. Good luck everybody! ^^

I have a basic prototype.
So I have spent the last 13h mostly coding and balancing prototype UX is pretty crappy but the mechanic is playable probably I need to add some win conditions now you can only lose or play forever. Also, I have created some soundtrack to test my dynamic soundtrack library I have used in this project.
Now I want to clean up the interface and some nice graphics current version http://ld43.xesenix.pl/.

so who else is just using python?
Really sorry guys and girls, but I was not getting anywhere at all and know I don't have time to participate in a group, so I'll be dropping out this time. Wish you all the best of luck and creativity and am looking forward to seeing the results.

There is no place that you make more sacrifices that inside a game jam. So in my game you'll have to do your best (and sacrifice the rest) to finish your game! I made a devlog, but in portuguese. Anyway, you'll be able to see the gameplay. :)
You can see the gameplay here: https://youtu.be/H5IUV_bwfHg
Yeah, I didn't do that much today and a lot of the stuff I managed to do had to be redone several times because I hated it! Like the music. I just noticed that it is horrible. And so much else...
Well, tomorrow I'll try to continue this as much as possible. I probably won't finish in time for the Compo but that's not that bad.
I really wasted a lot of time today but at least I now have a clear picture of what I want to do. That's something at least. My waist is hurting now. Good night!
I am in again! And this time I am trying to make a Card game... and no card game without some snappy dragging!

is anybody else using gamemaker:studio? (not GMS2, the first one)

I started the day trying to get the basic stuff sorted out; coding the player controls/physics and the camera movement. Currently just in a very simple setup which helped to test ramps, stairs, and jumping.
https://gfycat.com/VioletSmoothLeafcutterant
Next, I got started on more game-specific mechanics. There are now 3 "factions" in the game - heroes, settlers, and monsters, each with their own behaviour.
Settlers will casually wander around, and eventually carry out basic chores/interactions, right up until they see or hear a monster. At that point, they will start fleeing, really evaluating regularly whether where they've chosen to flee is still the best place or whether they're now safe and can return to normal behaviour.
Monsters will randomly patrol until they catch sight or sound of a settler. Once they do, they'll chase them down. If they lose track of them, they'll continue to their last known location before resuming patrolling.
https://gfycat.com/ForkedCarefulBaleenwhale
Here's what I've got so far:

Movement still needs a bit of tweaking, among other hurdles, and the player sprite is still in progress.
Here we have some assets from trees to our game! Let's protect the christmas tree from thees grinches...

I’m in for this LD - fifth or sixth time as a jammer, first time as a father and full time jobman.
I’ll be using Unity with a couple of assets like Rewired (that one makes usb controllers on OSX viable!)
So far I’ve created a MagicaVoxel importer, a basic voxel animation system, a character controller, a prefabs manager and some UI graphics. So everything but a game...
https://www.twitch.tv/toymachete/
This is the end of day one. It was a productive day! Am happy with the progress.

duplicated
I want create game about undeground survival, but I think its too complicated for compo. Its time to better and smaller idea ?

https://media.giphy.com/media/26gR1wYpogPiJQuwo/giphy.gif
Hello @drages-nolya
I'm not done for the day but I don't know if I'll do much progress today. Most of what I did today was about presentation, and general structure.

There's currently almost no gameplay. I'm branstorming ideas for some kind of procedural generated narration, but I have no idea how to implement it currently.
Hey all you wonderful people! I hope you're well!
I'm in as usual. This will be my last LD, likely till the October one, since I'm meant to be doing my final year at university right now, haha. This is my stress relief.
As usual, I'm with my good friend Cameron. We're taking the theme rather literally, like many others. You're a Paladin of Good and Evil, battling evil hordes and sacrificing them to your god... but which god do you choose? Life? Or Death? Your choice will have consequences...

What a very unproductive day! I can't seem to find a good idea with this theme. The only thing I came up with is the Trolley Problem but I can't seem to work out the details of the mechanics and game play. Might abandon this one and start from scratch tomorrow.
Oh, well...

Sacrifice lambs and don't touch the pigs or you'll get unclean. Throw knives to kill pigs.


I is about giving sacrifices to the totem in short time. it s not too simple because you also fight with enemies .
Birth of a minion, the miracle of life
Now I have finished the main character and started creating the enemies. The enemies are basically the main character with round eyes and slight clothing alternations. Rigging them was hard (since I suck at it) so I took some lazy shortcuts to not have to do it properly.

I think we might actually be able to make this game fun to play for once (but don't quote me on that).


oh yeah here's a title screen, it's nothing special. But this game is 4k ready.
Well, I think it's all for today. My concentration is getting low. I made almost everything that I planned, but still failed to make a complete game loop (it was the plan!).
A few Cubes are locked inside the escape pod. They are waiting to be rescued, but the fuel is getting low. Ship systems are failing and can't sustain all of the survivors.
I still need to make game loop - start scene with tutorial and the final scene with statistics. That's for tomorrow's morning.
Also there are a lot of minor stuff (graphics, sound, music) left. I'll try to cover it tomorrow too.

My game in action: https://www.youtube.com/watch?v=uRioN4-t_Ao
I think I need a break from development for a bit; I should have had lunch a while ago. So let's do a progress blog post, shall we?
When I heard the word "sacrifice", my Super Best Friends Play addled brain went straight to "sacrifice X for more time on the clock." A little bit of brainstorming later, and I had my idea.
It's a single player, arcade style arena shooter. You're dropped into an arena filled with continuously spawning bad guys, given a time limit, and told to get the highest score possible before the timer hits zero. You earn points by killing enemies, and you can earn bonus time by picking up items that enemies drop on death (which I am calling widgets for lack of a better name) and returning them to a base station somewhere in the arena.
Here's the fun bit though: your score multiplier depends on how many widgets you're carrying, and returning several widgets in one go gets you more bonus time than returning them one by one. However, if you die, not only do you have to wait 5 seconds to respawn, you irretrievably lose all the widgets you were carrying. Furthermore, the only way to restore your health is by returning widgets to a base station.
So that's where the "sacrifice" bit comes in. Do you collect only a few widgets at a time, taking fewer risks at the cost of a lower score? Or do you collect a whole bunch and cash them in at the last possible moment, because you don't want to let go of the 20x multiplier you've got? The choice is very much yours.
As for current progress, I've got player movement done and a basic implementation of hitscan ranged and melee weapons. Right now I'm working on AI, which is to say "reading a bunch of tutorials and unreal support forums to try and figure out what on earth I'm doing". Currently the AI characters just move towards you while T-posing menacingly, and while that is intimidating, they need to pose some kind of threat to the player.
Once that's done, the plan of attack is Game Objects -> Game Logic (scoring, time limits, etc.) -> HUD -> Map Creation -> Music, SFX, Particle FX, Meshes, Other Graphical Stuff -> polishing and tweaking. I'm trying to get everything up to the HUD done by the end of today, but I think that might be wishful thinking.
But right now I've got a sub sandwich that needs eating, and it has definitely gone cold by this point. :/

We work very well and that's good news! We already have a prototype of our future game and it's nice! We have zombies, sheep and cars in our game! The story is : Friends run away because the zombies are pushing them. It will be funny!
Well, I'm still not satisfied with my game idea so I made another quick prototype of a game.
This idea is based on a Mantis trying to find a mate so he can be sacrificed by having its head bit off.
The gameplay is just a simple platformer, feel free to try it out in your browser
Which one is better, this silly idea or this one over here?


Character controls are done, AI is on its way

https://twitter.com/lippedev
https://ldjam.com/events/ludum-dare/43/$125116
Our Entry from last year: https://jamjamteam.itch.io/drugrun
i am 13 and here is my work
tell me what you think (I made everything...)
Me and my team are making a game based around these elements:
Action platformer
Collect spirits
Spirits act as health
Can also be used for abilities
End of level factors give you points
Points spent on upgrades
The game we are making has randomly generated bosses
The Test


Jump power and gravity are global constants, so I can change them quickly if I need to. But the physics system is basically done now, so the next step is fleshing out the gameplay with damaging obstacles and some proper level design. Hopefully I can fit in four levels without things getting repetitive.
Getting close to a game loop but first some Food!

Tell me what you think about the graphics...
Here is a screenshot of the first level...
He likes to follow


Blocking out with pro-builder in Unity.

Hard to start on Friday night after a long week of work, so just starting now! This is my first ludum dare and my first time helping make a game! Let's see how it goes! :) Dynames will be my guide on this adventure :D
Ok he is as alive as a zombie can be, haha :D My partner @muzigpuzig did a wonderful job with the camerawork and is currently adding more and more of my graphics ^_^ So excited!! Can't wait to test some of our game mechanics and throw some body parts x3

https://youtu.be/NNi5Mt6LO_I
https://www.youtube.com/watch?v=NNi5Mt6LO_I
Video demonstration
https://www.youtube.com/watch?v=NNi5Mt6LO_I
is a fast-paced, manic space dogfight shooter, where:
-You have limited health and ammunition
-Enemies attack you, either shooting or not
-Each takes one shot to kill, but shooting costs both ammo and health
-Enemies drop either health or ammo pickups, depending on its class
-Pickups randomly spawn on the map
-You can't lose all of your health or go outside the map
-You get one point for every kill
All of this leads up to a (in my opinion) super fun and challenging game.
The music is going well, I would like to diversify a little to not have a loop that repeats itself, it would be boring but I already put some solos that are not bad to listen

Our main character is alive! His name is Vib and he likes catching and throwing little monsters...
@daruudaruu

The opponents of our game, aren't they cute? :)

How is it that some things are relatively easy to achieve, while other things, seemingly similar, take forever?


As you see I have got something going. Overall the coding and creating art is going somewhat smooth, but the gameplay is less exciting then I hoped for. The subject is really hard being that I have been using Unity for about 4 months and coding for 6.
The gameplay consists of balancing the recources between the 2 sides, and keeping god satisfied.
Anyways if yo uhave any ideas, leave them here, I gotta get going again.


Pick & throw!
@Sapphiris
Movement for player is done, nice and smooth and won't let you leave the window (important part that, who would have thought).
Got some stars in the background and some star wind a bit closer, so the illusion of fast speed works nicely.
For the next step:
Captain! Engine 1 is misaligned, it will be way harder to dodge those torpedoes now!
Just toss it away, lieutenant.
But... we will be slower then, what if we don't make it?!
Do it! We can still make it!

I've seen a post that had only apicture of food and it had 30 likes, so...

Been working since this morning (jam started at 11 in my timezone) and so far I'm happy with what I'm getting done. First time I ever try to do something like a turn based thing, and well, it really isn't even if it looks like it but it's also good practice, specially with UI elements since it's basically what I mainly using.

Game consists of completing a series of stages where every decision has an impact on the character's stats and to beat it you will have to manage those stats as resources if you want to succeed and complete your quest :)
So anyways, yeah, happy with what I have now and it shouldn't take me to long to complete most of remaining code so I just have to focus on drawing, adding dialogs and maybe even doing weird sound effect with my mouth. Any programs recommended for that? xD