NavMeshAgent evolving into something horrifying!
Or just a bunch of monsters stuck in a loop. :smile:

Looks like a big NOPE. :spider:
Or just a bunch of monsters stuck in a loop. :smile:

Looks like a big NOPE. :spider:
Come hang out, find awesome games, and submit your game to be played! Streaming at twitch.tv/carlsonandpeeters starting right now, going for 3-4 hours.
I just uploaded my source to GitHub so it's easier to view and update!
https://github.com/KilledByAPixel/LudumDare44
Here's a link to my entry...
https://ldjam.com/events/ludum-dare/44/currency-wars

-Items are now showing on the screen!
https://ldjam.com/events/ludum-dare/44/fateshift

Feel free to leave your game in the comments so we can play and rate!

Come play my gardening simulator, The Gardener!
If your game is web based, leave a link in the comments and I will check it out.
You plant the seed of life and the human plant the seed of destruction.
Welcome to SEED.
https://ldjam.com/events/ludum-dare/44/seed
Saving your forest now, before it is too late.

A lot of times in game dev, you put a lot of effort into a very specific thing that ultimately goes unnoticed by players.
Why?
Because if that thing is not there, then players will definitely notice its absence.
That very specific thing for us was the “blobby” effect of Granny's brain in Knit Worth.
In Knit Worth, you use crochet needles to poke and prod at a sweet old lady's brain chunks. Naturally, something like that should look soft and organic. Our solution was to use a simple vertex shader to manipulate the object on a sin() based rhythm. The result was something that looked like this:

For folks who don't exactly know how shaders work, essentially a shader file usually (though not always) contains two functions that manipulate whatever object it's attached to. The vertex shader function manipulates the position of a mesh's vertices, while a fragment shader manipulates the colors that are drawn to that object.
In the case of our blobby effect, we only needed to write a vertex shader. We weren't too concerned with changing the colors of the object fragments (a sacrifice that was made for the sake of time). Anyhoo, without further ado, here it is in all it's glory:
``` Shader "Custom/Pulsate" { Properties { _MainTex("Texture", 2D) = "white" {} _Color("Main Color", Color) = (1.0, 1.0, 1.0, 1.0) _Intensity("Intensity", Range(0, 0.1)) = 0.01 _Frequency("Frequency", Range(0, 100)) = 20 }
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _Intensity;
float _Frequency;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(float4(v.normal, 0.0), unity_ObjectToWorld).xyz);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
float4 newVertex = mul(v.vertex, unity_ObjectToWorld) + _Intensity * ((float4(o.normal, 0.0) * sin(o.uv.x * _Frequency + _Time.w)) + (float4(o.normal, 0.0) * sin(o.uv.y * _Frequency + _Time.w)));
o.vertex = UnityObjectToClipPos(newVertex);
return o;
}
ENDCG
Pass
{
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag(v2f i) : COLOR
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
} ```
It's not the cleanest or most optimized thing in the world, but it is functional. The main bulk of the heavy lifting is done in the vert() function. Essentially what I'm doing is oscillating a vertex's position along its normal using a sin() function. The vertex's final adjusted position depends on its texture UV coordinates as well as the Intensity and Frequency properties. These last 2 values can be manipulated in code or in the inspector to customize the blobby effect.

So there are a couple of fairly problematic issues with this shader that prevent it from being super robust.
Firstly, it does not handle seams well. If you look at the object too closely, or set the Intensity to be too high, you can see a break in the mesh that immediately breaks the blobby illusion.
Secondly, this shader does not handle lighting or normal/bump mapping in any way. That would require a lot of extra work in the fragment shader that we unfortunately just did not have the time to implement.
Despite these problems, we were able to create a halfway decent “organic” effect for any arbitrary object, including the little synapse connectors that wire up the inside of granny's head!

It's a small little detail that required a super non-trivial amount of work, but we like to think that it looks a lot better than if it wasn't there at all!
If you're interested to see how it works in action, check it out at our game page!
https://ldjam.com/events/ludum-dare/44/knit-worth
And as always, thanks so much to everyone who has left feedback for us! We're working hard to make sure to return the favor for everyone who comments on our game, but it may take some time, so we appreciate your patience!
It's a game where you draw things on the screen as the only form of input!

I had the fun opportunity to speedily pull together a pattern recognition algorithm AND a game, all in 48 hours. And incredibly, IT WORKED. The result is Sigillis, where you draw shapes in the air to cast spells.
Available for Play on the Web and ready for you to Rate on LD.
If you could find the time, I would really appreciate any ratings and feedback that you can muster. It's a huge help, and I'll be sure to cherish it for the years to come.
I've been loving your games, and I hope you enjoy mine! :smile:
Thank you so much! If you have not played it yet we will play your game when you play ours.

https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1 https://ldjam.com/events/ludum-dare/44/no-pain-no-gain-1
I finally got the chance since the game jam ended to do some bug fixes, (since that is allowed according to the rules) and I even made a post about it on itch highlighting all the changes that were made today. (I still haven't got to fix the AI System as yet tho, hopefully, I can do that 2morrow)

@zoneoutapps @franciszek-pyrc @potatuetata
Should be engaging by Saturday! :v:
Hey all, check out our LD44 jam entry! This game is a turn based strategy in space!
HTML5 https://zerkywerky.itch.io/lifeforms-in-space

...go play Sword of Hearts!
Want to have fun shooting zombies with a gold plated shotgun ? try *Our game* Its really short and available on WebGL and Windows !

the game is a game that I could not do everything I wanted because I was alone in the project, but I did the best I could in the time I had, I hope you like it
The controls and goal are in the game menu, I count on your vote :)
https://ldjam.com/events/ludum-dare/44/the-game
I'll be grateful if you can play and give me feedback about my game !!! ;D
https://ldjam.com/events/ludum-dare/44/live-to-work-work-to-live
It's my first LD :D


In Bloodbarn, you don't grow vegetables. You grow tables, kettles, televisions, microwaves, clown horns, desk fans, dumbells, balloons, watches, cameras and more! What will you grow, to defend your farm?
https://ldjam.com/events/ludum-dare/44/bloodbarn
Want to play a 2D - Pixel art game? Its a dungeon/rougelike game. https://ldjam.com/events/ludum-dare/44/lonely-heart

-- 

Come play Enemy Of The State! Where we try to take your life: https://ldjam.com/events/ludum-dare/44/enemy-of-the-state
Hello everyone we finished our game with @woody-builder !
If you're angry, play our game to kill some cyber punks ! Don't forget to buy some skills at the computer !
https://ldjam.com/events/ludum-dare/44/survivor-2048/
Enjoy !
