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

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!
