LD 39 July 28–31, 2017

Rats Will Kiss The Gunner's Daughter -- v1.2 is out!

First of all, thanks for all the feedback given! This was our first entry at Ludum dare and, for me personally, my first entry to a GameJam ever! It's been such a great experience, and we've recieved so many good suggestions and great comments! So, the least we could do is to listen to you all and upload a newer version with the best of your suggestions in there.

The texts should now be clearer, the traitor will always be revealed at the end of each game, and you won't need to wait until the last day to shoot someone if you've already got it all figured out.

Here's the link to our game: https://ldjam.com/events/ludum-dare/39/rats-will-kiss-the-gunners-daughter

Thanks to all of you!

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Phew

Just managed to pass 20 ratings today and in a couple days I'm away from me computer for a couple weeks so it's a bit of a relief! Just want to say thanks to everyone who's rated my game!

If anyone else is interested in a puzzley platformer with a cool anti-grav mechanic and some tricky levels, feel free to have a try:

https://ldjam.com/events/ludum-dare/39/float

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From the Shadows v1.2 up!

Hey folks! Had a blast doing this jam and hope you guys did too!

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Since the jam some more features have been implemented - including the long awaited human AI, meaning you can now embrace the darkness and play as the omnipresent shadows! Over the course of development, who exactly the player was changed many times until we decided that we should just let the player decide if they want to play humans or shadows, or even both! I'm glad we have some (reasonably) decent AI that can at least pose a threat. A few quality of life changes have been made to in addition to explanations of the game, and we finally have instructions within the actual game now for those who don't like to read the lengthy jam entry descriptions.

Thanks so much for all the feedback so far! It's been very constructive and many of the changes have been implemented.

Still not played it yet? Go ahead and check it out! https://ldjam.com/events/ludum-dare/39/from-the-shadows

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Turn the crank, drill the asteroids, fly through space!

What kind of space contraption will you build?

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A big thank you to all the people who have played and rated my game! I got past 20 votes! :checkered_flag: So now you're welcome to just come play the post-compo version - with several bug fixes, a new UI, and other improvements. (Of course if you want to play the LD39 version and give more votes, that'd be great too.) :smile:

Thanks again to everyone who's played, voted, and contributed priceless feedback.

The game: https://ldjam.com/events/ludum-dare/39/star-hopper-crank

The Music Box

Cocoa Moss proudly presents The Music Box, a puzzle-adventure game.

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Something is strange in Possom Town -- the same day keeps repeating over and over again! Can you solve the mystery of the time loop?

Play and rate it today: https://ldjam.com/events/ludum-dare/39/the-music-box

We had a lot of fun making The Music Box, and have added a few new fun features to the post-jam version. We hope you'll enjoy it too. Big thanks to everyone who has already rated and left feedback on our game -- we really appreciate it!

Here's some more screenshots of the game:

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Soundtrack download (free!) is also available: https://ddrkirbyisq.bandcamp.com/album/the-music-box-original-soundtrack

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The incredible art of over-engineering: Everybody Plays Golf Post-Mortem

[Re-posted from our devlog]

Over-engineering: a plan where one adds unnecessary complexity in implementing a simple feature for a technical project. In the same way it's dangerous to plan a game with too many features in a game jam, over-engineering sinks a lot of projects, personal or otherwise. While we've set out to make a satirical game about energy systems, thus providing us an excuse to make a terrible game, we admit that over-engineering has made our latest Ludum Dare game worse than we originally planned. Here's our post-mortem of Everybody Plays Golf, an overly complex game with an ironically simple premise.

What is Everybody Plays Golf?

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Everybody Plays Golf is a tongue-in-cheek riff on the Twitch Plays genre. In this online game, anyone with an internet connection fights over the control of a single golf ball, as they attempt to putt it into the hole at the upper-right hand corner of the stage. The catch is that there is an energy system, à la Farmville and other free-to-play social games, that prevents the player from putting more than 7 times. While the game claims one can recover energy over time, this is actually a bit of a white lie: every player's energy does not recover until the golf ball falls into the hole. Once it does, everyone recovers all 7 units of energy.

It's simultaneously an experimental game about cooperation, a satire on social games, and a technical nightmare for the sole programmer who put all the pieces together.

What went right

Using game jams as an opportunity to learn something new

We've always used game jams to learn something new, such as Blender modifiers, Unity path-finding, story-writingprocedural generation, and so forth. This time was no different: we decided to take what we learned on hack.source.net to make a networked game where everyone controls the same object. In this case, we've taken the time to learn all the moving parts necessary to create an asynchronous networked system: making a server that simulates the physics of the golf ball, using a free trial of Google Cloud to host said server, creating a client that calculates the direction the user wants to putt the golf ball, setting up a MySQL database to store all the players' putting directions, and code a few PHP scripts to get access to MySQL databases. It's a strange framework that gets the job done and forces us to learn and re-learn some critical professional skills, such as SQL, Get and Post requests, networking, etc.

A goofy tutorial

We also took a stab at looking into TextMesh Pro assets from the Unity asset store. While playing around with it, it came to us this asset can be used to create a 90s advert like tutorial. Thus, our cheesy tutorial was born: a ridiculously positive and verbose set of instructions on how to play the game...even though the game is simple enough for one to figure out how to play with enough experimentation. Putting this tutorial in was a bit of a risk at the time because the server wasn't working. We're glad we put the time in to improve the presentation of the game.

Making incremental builds

As usual, we started with building the basic models and scripts to create a prototype where one controls a golf ball with a mouse click. By starting very small, it was easy for us to detect problems early before building new features on top of this game. This vital process kept all the moving parts manageable by keeping the project simple and stable.

Not letting non-working parts prevent us from progressing

For the longest time, the server part of the game was not working: despite having it uploaded and running on a static IP address to a Google Cloud virtual machine, the server would not start listening to a port. While this did delay the development by a significant factor, it didn't keep us from improving other parts of the game that needed attention, including graphics and information sent and stored into the database. Even though the game was unplayable for the grand majority of the development (at least in the way that was intended), we've still managed to find workarounds or working on portions of the game we're more well-informed of while we're trying to figure out what went wrong.

What needs improvement

Overly complex design

The full details of how Everybody Plays Golf works goes as follows:

  1. The client: the PC/Mac/Linux build that the user downloads. It does the following:
    1. Connect to the server. Once connected...
    2. Sync the position of the golf ball in real-time,
    3. Syncs and stores how many times the server has recorded the golf ball fell into the hole. This is used to check if the player's energy needs to be refilled when they open the application again.
    4. Locally how much energy the player has. A unit of energy is depleted each time the player clicks.
    5. Send a Post request to a PHP script, sending information about the name of the player, and the direction they've putted.
  2. The server: a Unity headless Linux build running in a Google Cloud server. It does the following:
    1. Spawn the golf ball, and monitor its movement and physics.
    2. Send a Get request every 0.2 seconds to a PHP script, receiving information on the last set of putts it hasn't read yet.
    3. Uses all the putt directions it receives, and applies them to the golf ball. That's right: only the server moves the golf ball directly!
    4. Sends a Post request once the golf ball has been putted to indicate which directions should be marked as read.
  3. The database: a MySQL database and a set of PHP scripts hosted off of our own website. It does the following:
    1. Store a list of directions, names, and a flag on whether the entry has been read or not.
    2. Provide 3 PHP scripts:
      1. One for recording directions into the database, and automatically flagging them as unread.
      2. One for retrieving all the directions that are flagged as unread from the database.
      3. And one for marking specific directions to mark as read (each direction has a unique ID).

To be clear, each of these parts were either a separate build of the game, or using a completely different scripting language. That meant that often, there were many portions of the code that only applied to one part of the game. Making sure each of these parts were working in harmony took the most amount of time and energy.

Naturally, there are way too many parts for a game jam game, and one that in hindsight, could have been simplified even further had we known how Unity's UNET networking framework worked better.

RemoteSettings not working

The dreaded, "it works on my computer" occurred when we tried to make a server build of our game, and hosted it up to the Google Cloud server. The client would not connect to the server, even through it worked fine in our local setup. After a ton of online research, we soon realized the server simply wasn't listening to the port it was programmed to. For the longest time, we could not figure out why; we've instead moved on to other parts of the game while mulling over it. It was only when we were nearing the submission deadline did we realize through logs that Unity's RemoteSettings, which we were checking its status before retrieving a port number, was not working. Baffled, we've removed the status check before grabbing the port-number (i.e. the equivalent of hardcoding the port number), and the server finally worked.  After that, we only had minor bugs to fix on the client before submission. Still, it was very stressful during the time we had no idea what was broken with the server.

Poor feedback

The game provides no feedback on how many people are playing, making it incredibly confusing to figure out why the golf ball may be moving on its own. Additionally, since the server receives from the database every 0.2 seconds and is the only part responsible for moving the golf ball, there is almost always delay between clicking the mouse and observing the golf ball moving. And for additional pain, the client could fail to send to the database the direction the player putted for any technical reason, yet they'll still lose energy for it. All of this leads to poor feedback to the player, providing some confusing information as to why the ball might be moving on its own, or conversely, why it's not moving when the player clicked.

Legacy UI

There was a pause screen we left in the game, in case we added any audio to the game, so that one can use it to access the options screen as well as the credits. Unfortunately, we didn't have time to fix the text labels on that screen, or had the time to test whether options or credits worked. With such broken features left in the game, it might have been better to remove it entirely.

No audio

If it wasn't obvious, we ran out of time adding audio. Sigh.

What to do next

From the beginning, we knew we were taking major risks working on this game within the Ludum Dare deadline. That said, we probably could have taken a refresher, or made a simple library of codes that would help us accelerate the development than the approach we took for this jam. We should also strive to make a simpler model, removing the database portion entirely. Finally, never use RemoteSettings until we know how it works.

Please play my game

currently sitting at 11.75 ratings for my compo entry. I would love it if it could get the required amount. Here is the link: https://ldjam.com/events/ludum-dare/39/$34441 screenshotshooter2.png Thank you for all your help

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3d-graphics in our LD entry - Energy Scraps

I'd like to show our 3d-content creation process and highlight some tips along the way.

Our Entry: https://ldjam.com/events/ludum-dare/39/energy-scraps

So, this is what we've achieved during Jam: blogpost.jpg

Our plans were to make a relatively large location for player to explore, including both exterior and interior parts.

The first thing we've done was modular pieces of interior. It was really draft at start, but we managed to assemble a simple test scene, animate doors and pass all of this to programmer as fast as possible: Clip2net_170804101730.png I've created colliders and prefabs from this sketch models as well.

Meanwhile, I've updated models and animation: Clip2net_170803202001.png

When models were done, the only thing that is left was to update test scene. And all I had to do is to replace meshes and pick new colliders' mesh in prefabs in the engine. Door animation were replaced in the same fashion. By doing this we've saved a lot of time and the scene was refreshed automatically and remained playable: Clip2net_170804103632.png

In the final version interior part has evolved. The modularity of the blocks really helped us to reduce time needed to create location. All this work came down to copy-paste pieces and snap them to the grid in the engine: Clip2net_170804105219.png

The situation was different with outdoor part of location: it wasn't necessary to align objects to a grid anymore, but I had to keep number of unique models as little as possible and somehow fill the canyon. And we wanted that player had ability to jump around the canyon, so we needed a platform-model.

We got off with this most minimal set: Clip2net_170803202714.png

It's only two wall pieces: the platform and the column. To make the whole location out of them, they had to be severely scaled, non-uniformly as well. Appearance of the meshes was acceptable, but the difference in texture scale and offset was obvious. As a result, the view of the canyon was a mess.

We solved this problem with shader based on the world coordinates. Thus, all the pieces have the same color variation in vertical direction, and the overall canyon looks more consistent. An additional advantage: we didn't have to bother with UV-mapping. ezgif-4-ead77c6aa4.gif

Props and enemies that were done as well. It was just basic modelling. Clip2netem170803203257.png Clip2net/em170803202836.png

To avoid making explosions or some kind of death animation I quickly made another shader, that we animate through the script. It also uses only the world coordinates, so it is suitable for all enemies. bandicam-2017-08-04-11-33-59-752.gif

By the end of the Jam we've managed to create a location of this scale: Clip2net_170803204538.png

It took us about 10-15 hours to model and texture everything. It should be noted that even in this short-term project about half of the models was re-modelled, some of them completely from scratch. The rest part of Jam I was building shaders, improving the visual appearance and creating location (here we worked together). Making final build and publishing also ate quite a large chunk of the last day.

It was a crazy little Jam, but we've managed to get quite a lot of experience out of it! Thanks everyone for your feedback!

Can someone play my entry?

I only have 2 ratings so far and they aren't the best. Link: https://ldjam.com/events/ludum-dare/39/get-energised

thanks!

Help us get feedback :)

Hi, This LD was quite a rush for us this time. I didn't had time to post during the event on progress because we had a game only 1h before submission :p But i liked the idea we came up with, even though the execution need quite a lot of polish to be an interesting game, we are thinking to do it and maybe release it for free on android. So the most feedback we can have we'll help us !

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You play the new warden of a prison, right after your arrival, the prison ran out of power and you need to manage your generators and inmates to hope keeping everything in order until power come back.

I just added an updated version, with a playable pace and some fix for the game. Here is the link if you have a moment to try it : https://ldjam.com/events/ludum-dare/39/blackout-for-the-new-warden

Thank you !

Thanks for rating BUG SQUASHER 9000!

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Happy to report I've now hit the crucial 20 ratings mark in each category. I've also had some great feedback which should hopefully help me to improve in some areas. It's also been a lot of fun playing everyone's games, which I will continue to enjoy doing over the next days!

It's here if anyone wants to try it -- leave a comment and I'll check out your game too!

[Discord] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam

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OMG 93 ratings already lets complete the challenge today

omg 93 ratings and we are only at the half od the week this is amazing you guys are amazing lets try a little more and get those 100 ratings today

https://ldjam.com/events/ludum-dare/39/drain-2

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https://ldjam.com/events/ludum-dare/39/drain-2

Planer

Just 5 More Votes And Im Through!!!!!!!

Please Play My Game Here:

https://ldjam.com/events/ludum-dare/39/planer

It Would Be My First Time To Get A Score So Please Play It.

Btw Im 11

Help me get 7 more ratings

I just need 7 more ratings to reach 20, please help me reach it and if you want me to play your game, just give a link.

Here’s the link https://ldjam.com/events/ludum-dare/39/powerdown

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Come And Keep 'Em Alive

https://www.youtube.com/watch?v=3BuhLWP9C38&feature=youtu.be

https://ldjam.com/events/ludum-dare/39/keep-em-alive

Energia: the strategy game about conquering power plants.

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The energy market is yours for the taking in Energia, where you'll need to capture power plants owned by the city. That won't be easy, of course, because the city can and will fight back for what's theirs.

Use your hard-earned power plants to generate money and energy to upgrade your attacks, defenses and utilities and drain the city of its power.

https://ldjam.com/events/ludum-dare/39/energia-1