LD 43 November 30–December 3, 2018

Should i make an actual game from this compo-prototype?

gamedemovid (1).gif

https://ldjam.com/events/ludum-dare/43/a-dangerous-situation-not-to-war-shoes-in This is my game, as far as i have understood, there are mostly problems with controls and the game would just need some further polishing and maybe a couple new features to be an actual game. But i want to hear your opinion, do you think this game could gain popularity, if i were to further polish it?

Btw this has been my first ludum dare where i actually got something done, and this has been fun :D

Miko Quest

As jam ended, I'll allow myself just one shameless self-promotion post.

If you want to play as cute miko and offer sacrifices to kami, you can do it in my submission, Miko Quest: https://ldjam.com/events/ludum-dare/43/miko-quest

miko_screen.png

Rate my game = I will rate your game :D

If you want to get your game one more rating, rate my game and comment. Also Don't forget to write the link for your submission!

Link to my submission: https://ldjam.com/events/ludum-dare/43/v-girl

We were not expecting this...

This is our first entry to Ludum dare and we certainly did not expect this! We have worked hard, but we never thought our game would do so well as it is now.

Thanks for everyone who rated and enjoyed the game! https://ldjam.com/events/ludum-dare/43/gorth

Submit your game for Twitch stream!

Hey, my friend is currently taking submission and playing LD43 games. It's a lot of fun, check it out! https://www.twitch.tv/lamehipster

Play "Icy Golems"

Where would he be going? Level1_v14.gif

Find out now... :smile:

https://ldjam.com/events/ludum-dare/43/icy-golems

icygolums_04.png

8A-Tery needs your help!

This Ludum Dare was such a great experience ! We've shown our game to a few of our classmates today and although some weren't able to finish the game, feedback was overall positive! However we need all of you to help 8A-Tery save his Significant Other! TheCostOfLiving3.png

SACRIFICIO Inc. is hiring!

Compo-animations-16-9.gif

SACRIFICIO Inc. is actively seeking for a sacrifice technician.

Skills required : You are able to fix and maintain an offering machine. The conveyor belts which compose it are a bit disordered. Your job is to put them back in place and send the future sacrificed straight to the death pit to satiate the blood thirst of the gods.

Be careful ! One misstep and your offering will take to his heels !

Remuneration : To be discussed. But if the crops are bad, it’s on you...

Apply here: https://ldjam.com/events/ludum-dare/43/sacrificial-inc


Play it on Android for better controls ! 📱

qr-mobile-2.png


Coming soon on Mac and Linux.

Obligatory Post

This Ludum Dare's theme was awesome. Had a lot fun making my game and as always there are some mindblowing entries. If you like, check out my entry! :) jJtD9N.gif

Group up your friends, grills their bell pepper!!!

I made it again, Finish a jam on time xD

You made it too?, Nicely done ;)

Why not relax yourself with this little party game!! (Feedback is welcome xD)

Entry: - https://ldjam.com/events/ludum-dare/43/pepper-bell-must-be-grilled

. 4.png

Sacrifice to Survive

If you want to try out my game you can at: https://ldjam.com/events/ludum-dare/43/sacrifice-to-survive

Any feedback would be appreciated.

WEB GL GAMES

*Link me your WEB GL games :) Want to test out as many as I can :D *

(You can also test ours if you have the time and want to see some epic videogame-action.) https://ldjam.com/events/ludum-dare/43/fighting-souls

2D Physics in a 3D Context: My First Card Game!

It was very fun for me to create my first ever card game in Unity!

wheel.jpg

It was also the first time I used 2D Physics in a 3D context!
Which if you didn't know, is completely possible in Unity and can be very useful in a Jam context. The 2D physics being much easier to setup and use, it was the perfect solution for a card game.

Unityem2018-12-04/em12-02-31.png

However, this caused one major change: The 2D colliders will only be working in the XY axis, no matter the rotation of the object it seats on. So, the card being flat on the table means their 2D collider cannot work straight away!

Easy enough to fix, I put everything under a parent object including lights and cameras, and rotated that object 90 degrees!

Unityem2018-12-04/em12-00-07.jpg

Luckily I didn't have to use the skybox nor the gravity...

Play and rate my game! I appreciate feedback very much.

If you find ways to improve the experience, fell sure to comment them. I will do my best to fix the game for future updates (game to be posted on itch.io) https://ldjam.com/events/ludum-dare/43/$127642

Warning! Extreme cuteness overload!

Pyme and Baku are alone in a mysterious planet, their spaceship is damage and Pyme's jetpack out of fuel. Use native cute monsters to feed your jetpack and recover the spaceship missing parts.

"Breathtaking visuals and audio for a game jam." Metacritic

"I can believe that you made this in just 72 hours." Rock Paper Shotgun

¡ COME AND PLAY OUR GAME !

https://ldjam.com/events/ludum-dare/43/pymes-genocyde-1

1dd54.png

First Ludum Dare - Deadly Sales

Hi! We are a team of students and this was our first Ludum Dare!

Defend your shop agains Black Friday customers gone mad! 5 diferents weapons and 4 enemies with our faces!

ezgif.com-video-to-gif.gif

You can play it here : https://ldjam.com/events/ludum-dare/43/deadly-sales.

Any feedback is greatly appreciated, we will give you feedback too!

How to make a simple procedural level generation in a few hours ?

Hi !

During Ludum Dare #43 I had the pleasure to work on Abortion Boy, a pretty gore game that we had so much fun to imagine and create ! Though it's not the main feature of the game, Abortion Boy has a procedural level generation system that allows you to play the game over and over and never play the same level twice.

The system I used is pretty simple so seasoned programmers won't learn anything, but I know there are a lot of very beginners devs here and I believe this breakdown can be a good way to show them it's not so hard doing things that can seem impossible to do in a few hours !

abortionBoyImageLD.jpg

What is a procedurally generated level ?

Procedural generation is used to create a lot of data randomly using algorithms. In video games, this is obviously a great way to do things since it will make the game random at each generation and give it a less predictable gameplay.

Let's get into it !

So, what I did is a simple maze only made of rooms of the same exact size, only the exits will change. What we want is generate a grid of indexes through code, then use these indexes to instantiate rooms. But how do we represent a maze in code ? Well, a good way to do it is to work with a two-dimensional array of integers. Each cell will represent a room for the game. So let's declare it.

BRAKDOWN_1.jpg

Since we are talking about a game jam and you can't really know what will be the rooms size, how many of them there will be in the game, let's declare some variables to make the system more modular.

BRAKDOWN_2.jpg

Now, what do we do with this ?

Well, now let me explain the process which is very easy ! We're going to generate a main path (the first cell being our spawning point, the last one being the level end), then we will add rooms on empty cells to make the whole level less linear. Let's do the main path first !

It will look something like this :

BRAKDOWN_4.jpg

First, we want to choose a first cell. Let's just declare two values : one for the x, and one for the y. The y will at first be 0, and we want the x to be random. With that, the first cell will be a random one in the first line. We can now say that, in our array of integers, the first cell has a given index (all the cells being 0 by default).

BRAKDOWN_3.jpg

You can determine the room to be whatever you want. My index 1 means the room will have exits on left and right. Knowing that, we can randomly choose where the path will now go. If it goes left, then we want to substract 1 to our cellX variable. If it's going right, then we want to add 1 to it. When you're done, you can generate a second cell with correct exits : if the previous cell is on left, then you want the new one to have a left opening.

Do the exact same thing for the cellY variable. If your random path decides to go down, then do not change the cellX value but add 1 to cellY. * Be careful ! Arrays can be tricky because you can't see what is going on inside of them, but you need to add and not substract* to go down (note that it also depends on the generation system you're making, but in my case, it's working by going down). You can also use Unity debug methods to visualize your array in console, something like this :

BRAKDOWN_6.jpg

We want to stop the calculations when our path has reached the last line and can't go down anymore. To do this, just use a while loop, whose condition will be some boolean like "hasReachedEnd" or "mainPathGenerated".

BRAKDOWN_5.jpg

Yeah ! We now have our main path !

The next step is actually pretty easy. We're simply going to fill the level where the main path didn't go. To do so, just loop through all of your array cells, and whenever the cell index is a 0 (which means it's not on a main path, since default int value is 0), just set a random index ; since it's not the main path, it's not a problem if there are dead ends.

BRAKDOWN_7.jpg

You're now actually done with your level generation, but there are still some issues to fix : first, there are exits that leads out of the map, second, there are exits that lead into closed walls.

BRAKDOWN_8.jpg

And now you will understand why working with array of integers is very useful ! What I did is simply create two methods : one to close the out of the map openings, and another one to close dead ends. Each method just loop through the array, and compare each case with its 4 neighbors. Knowing my indexes, I know that if a room with an index of 2 is up to a room with an index of 6 for example, then I need to change if for a room of index 1 to close the dead end.

It takes some time setting up this system, and I did it in a very badly optimised way since I just wrote an endless stack of if statements, but, since I'm just comparing and changing integers, the code runs very fast and there's absolutely no latency during the indexes generation. Using Unity diagnostics library, we can see that the system takes 0.018 seconds to generate 2500 indexes!

BRAKDOWN_9.jpg

Of course this is just generating the indexes, it will take time if you want to generate 2500 rooms with environment, props and everything haha, but you get the idea.

And we're done !

There's nothing more to do ! You now have a simple but very useful generation system you can use to create nice little games, and of course, once you've clearly understood your code and your system, you can get on more complex things like having different room sizes, or maybe use a three-dimensional array to build a level on x, y and z axis !

Keep in mind that I didn't mean to do a tutorial, I simply wanted to give my feeling about procedural generation, and try to show it is not necessarily as hard as it can seem to be. Once I had my system working, I only had to change the offset between rooms to match with the assets I got from my friends, then I added empty GameObjects all over the game to spawn random objects at each generation. Each level also had a different size, different game assets, changing colors and visual effects. Those little steps are ridiculously easy and are not 100% procedural but they give the whole thing a very nice random feeling.

Thanks for reading this post, I hope you enjoyed it ! Don't hesitate to try out Abortion Boy and tell us what you think of it ! ;)

Streaming LDJAM games

Hey everyone! I'm planning on streaming LDJAM games this week on twitch! If you would like to have your game played on my stream please submit them with this form: https://t.co/vrUDHpC2XT

First stream will start in about 30 mins.