Ludum Dare 47 October 2–5, 2020

Exchanging works for most of myselfs

Hands/arms are controlled with keyboard and mouse GrtzfhfghIF.gif

Current features - Instancing array of the player and any objects (with any delay) - Arm controls - Grabbing and throwing

My two main ideas for the actual gameplay are - A imposter hidden among yourselfs trying to murder you (he could make mistakes and only come closer when you don't look.) - Using your other selfs and items they might hold to solve puzzles. Which could also include sacrificing them for instance to channel electricity somewhere or to activate traps.

Rouge AI

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Doc Miau

PlayeremAnimation/emWalk_x4.gif So, my progress today could have been a bit more. But we finally settled on a design for our main character Doc Miau (there were so many horrible abominations created in the process). The walk is not perfect but passable.

Character Swapping and 2d lighting!

I've now added character swapping and 2d lighting (as well as a lot of code that can't really be seen in action right now because everything hasn't been implemeneted yet).

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Do you like typing game ?

I have only 24 hours available for this jam, but I'm trying to have a small thing. It's a typing game with an abstract feeling. Not totally sure of gameplay mechanism : Guess words, or advance in an abstract adventure. ezgif.com-gif-maker (1).gif

Day one, the basics

Orbiter controls, some camera movement, texturing.

Next up - lots of UI and scoring.

noengine

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PS: Sorry for another orbital thing.

I can't believe we're using this game engine...

It's just Unity.

And we're a bit rusty on it...

After a rushed morning with everyone figuring out what to start with, I think it's fair to say...

It's been a learning day.

But! Here's a devlog update anyway, mostly to take a step back and reflect at what everyone has worked on.

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Our GPS Expert @psibuck has been working on navigating the robot (main mechanic of the game), environment animations and evangelising about mesh scaling issues between Blender and Unity.

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Our Asset Production Specialist @itsisaac has spent the day fleshing out our friendly housekeping robot's look, and working on environment meshes. Also apparently learning how to UV unwrap cubes.

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Our VFX Producing Manager @lachezar-hubanov took over the inhumane task of delving deep into the Unity shaders, figuring out our object selection visuals/logic, mentoring clueless team members about Unity, and breaking our git repository. Truly a man of all hats.

And I have been working on several interaction scripts, which will be the main mechanic of the game. Also somehow managed to be the resident Git IT guy :p.

To leave with a few parting GIFs of a semi-working, POC part of our game, here is a... scene.

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First day almost done

Our boss has its first few abilities ready. Time to find a way to kill it! :smile:

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Confined: Day #1 Progress

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Aaand that's about enough of day one for me. Somehow working on my own for the first time was both surprisingly similar and surprisingly strange, compared to previous Ludum Dares.

I had a comfortable start to my day, waking up at around 07:30 and finding out the theme had landed on Stuck In A Loop. All in all a pretty good theme, making me abandon my usual the theme always sucks mantra. I pretty quickly came up with three solid ideas, and ended up settling on the initial concept.

Then I stopped working on my entry and switched to the other deadline of the weekend: my ongoing song-a-week 2020 music jam. I won't go into it further, but if I have to make a choice between finishing that or my LD entry, I'm afraid it would be the music.

Back to LD! I am building my game, titled CONFINED, in Twine 2 because I am not a programmer and the little experience I have with that tool is my only chance of even finishing a game. I had to dig through older projects to remember some of the syntax, but things came back to me pretty quickly.

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Given that it's a narrative-driven text-based game, I'm not getting to do much in the way of graphics this time around, which is my usual wheelhouse. Instead, and outside of the logo I came up with, the design parts were customizing some CSS elements to get away from the default Twine-look.

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So far, this game is a fairly bog-standard text adventure. It's lacking in player agency, but hopefully I can turn that around tomorrow. I will also find out whether I can even put together the more engaging mechanics I had in mind for the middle of the game.

But now, before going to bed, I'm going to work on some non-LD music instead. :smile:  

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It's starting to look like a game. :3

I started late and have an already compressed timeline, but decided I'd try to make a simple 3D game. It'll be my first 3D game.

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Even screencapped a video of it:

https://www.youtube.com/watch?v=x9lmB6X4WWI

Hopping around some planets

Day 1 is nearing its end. I've managed to make some good progress:

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After previous Ludum Dare, which was a disaster timingwise, I've decided to create something rather small, but to polish it as much as I could. I think I'm on a right track so far. There's still some things I need to add: starting streen, proper death, comets, some art and reasonable pacing. Also, it won't be hard, not after the last time.

I think about adding normal maps, although I have never used them. But still, they seem like they would be a nice addition to this game. :) Well, we'll see tomorrow!

... and a floating monk of course.

Part one of the sentence: https://ldjam.com/events/ludum-dare/47/$215870/every-game-needs-at-least-one-murderous-rabbit

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Sate of our game after 12h of Jamming!

You’re a zombie parent & your zombie babies are hungry for food loops! Stick food loops on your rotting fingers & shake them (the food loops) off into your babies’ bowls. But don’t shake too hard, or you’ll shake them into your babies’ bowls.

Watch the development live on our Twitch: https://www.twitch.tv/pixel_maniacs

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Boris the Bear Hunter - Boss Fight

Abandoned as a cub and raised by Siberian wolves, Grigory the Bolshevik Bear is used to making short work of his enemies.

Used to.

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What kind of bear is best? Let us know in the comments!

... and a floating monk of course.

Part one of the sentence: https://ldjam.com/events/ludum-dare/47/$215870/every-game-needs-at-least-one-murderous-rabbit

monk.gif

Hummm

It's a loop, but it's not loop I want ... --' LD47/emGif1.gif

Slithering Snail Guy

Unfortunately we probably won't be able to use this enemy, but check out that slithery movement!

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Day One

Progress looks promising for day one! You play as raging ape that is really pissed off while constantly making electricity by it's girlfriend (you play her too). The goal is to set her free by destroying everything that came into your way ;)

https://youtu.be/euM0-fdZ0_g

It's a proof of concept so far..

Collateral Damage Update!

Hey guys!

This is my first ever game jam and so I decided to do something simple but fun. I'm designing an arcade style orbital shooter (due to being stuck in a loop).

The aliens slowly orbit closer and closer, whereas you're farther on the outside trying to shoot them. As the aliens get closer the planet, they get harder to hit. And if they get too close to the planet, they damage it. But you can't just spam the shoot button like most arcade shooters - because if you miss you hit the planet too!

Let me know what you think!

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The Gameplay is Mostly Ready...

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Aim is simple, shoot the robots on an enlessly looping path. That's the base game at least, I'd like to see if I can add randomised paths somehow, and I'm contemplating whether to allow the player to change directions to make it more challenging.

Tomorrow is gonna be mostly graphics and audio.

Animal Crossing chilling is the way

I would have not been able to focus today if it wasn't for this 100% chill <3

https://www.youtube.com/watch?v=6fYwtCsDsbM

This is just one, check all the ones that come as suggested too, you will not be able to stop it trust me

idk what to do with this

I've been working the whole day on this gravity based game but I have no clue what the objective of the game is going to be :( spageemgame/emgif2.gif

Nearly-half time, nearly done with the gameplay...

... and suddenly, Unity decided to do modern art : https://youtu.be/4jqYOFBaHxA

(only the first 10s matter)

If you ask me, it's not a bug, it's questioning the hegemony of the 24h time system. Or something like that. "Unintentional feature", cause it looks buggy but also quite cool for some reason.

First 24h

After 24 hours of work, no kidding, I think it's 8hour of work or a bit more. An Arkanoid clone with some different aspect. Nothing new, nothing original.

Art was done before ludum dare.

We wanted to make this game so hard and we finally have an excuse to work on it and finish it. Gameplay, monsters, skills are ready. Tomorrow I will work on the "fluff" like items, crafting, new characters and a rank system.

Oh, and I have a projector working with physics2d on unity. Need to change the graphic for it and make it a bit faster but yeah... it's working!

https://clips.twitch.tv/SeductiveWittyTroutSaltBae

So far so good :)

Although we didn't like the theme this year at first, we came with an enjoyable idea. Who doesn't love :train: ? ldjam.gif

First day went well

Good progress on the first day. Can collect ammo and shoot. Still no enemies to kill, but at least I can shoot walls!

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That's a wrap for day 1...

Since I pretty had much "actually get back to programming a game" as my goal, I'm making some decent progress.

This is going to be a turn-based base-management game, featuring an ancient tribe trying to survive on a planet with the most brutal winters. Their only way to make it is by following the ancestral path around the globe and revisiting their previously abondened campsites, so they can re-use whatever survived the winter there. It'll be a mix of some strategy and some pushing your luck in deciding between trying to complete projects or packing up and travelling ahead of the cold.

Graphics aren't my thing, but game-icons.net came to the rescue and made it look like a little bit of something, at least. (If I have time left tomorrow I might replace the geometrics with some more scenery, but the goal is actually building game logic)

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#DayTwo

DayTwo, my friend is on the ground crying. He keeps talking about how everything is as bright as the sun. When checking the game everything is broken and pink. The #council has agreed that a nuclear warhead is required on the repo. #War

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#DayTwo

DayTwo, my friend is on the ground crying. He keeps talking about how everything is as bright as the sun. When checking the game everything is broken and pink. The #council has agreed that a nuclear warhead is required on the repo. #SendHelp

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"Wait a second..."

"I've been here before..."

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Character movement/aim loop success!

Off to a late start but happy to be jamming with you legends! Managed to get accurate character movement/aim recording+playback working! Yayy let's goooo!

https://www.youtube.com/watch?v=N2fHY8cPAOw

Principles

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I believe to have finally ironed out two principles which would summarize how I approach Ludum Dare in past, present and future.

1 - Create a world wonder

2 - Do it in laziest possible way

That is all there is to it.

Of course, in reality..

3 - Work like mad on details that next to no one will notice or appreciate

4 - Get depressed over all the things I couldn't achieve in time

5 - Ponder if I should have just made some squares shoot at each other or something

But I be damned if I'm not having tons of fun every time.

Basic movement and rain!

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As I heavily rely on graphics, i'm currently making some visual systems to please everyones eyes) Rain system is basically done and now I can recheck my plan and focus on other things.

First day went well

This first day of work was pretty tiring but I like the result. Basicly I finished properly the procedural creature generation. So now, I need to sleep, so let's hope the second will be even more productive ! Here's a small image to start to tease the game :)loop.png

Good progress

For 24 hours we made a lot of stuff!

Isometric game prototype working very well and we drew a lot graphics!

Here is our progress: hellowitch2.gif

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Literally Stuck Looping

What I have so far.

Had to pivot on my idea when I couldn't figure out how to tie this baby in a knot at start of game.do-not-knot-gif.gif

Split-screen race thing shaping up!

What do you do when you spend a good few hours trying to unsuccessfully make opponent AI work in a racing game?

You give up and implement split-screen! Split-screen race game

Also, what you see is water and two boats. Trust me.

Dr. Needles

Can you survive the evil Dr. Needles? (there will be loops - stay tuned!) GifTest2.gif

Lupinho

Update my game for COMPO

https://youtu.be/hq2-vOdVSuU

Evolutionary AI exploits physics

Ahhaha of course it was just a matter of time before the AI started to exploit physics... They learnt to grow a long leg that spawns in the ground, causing the physics engine to move them out of the ground :sweat_smile:!

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Looping system implemented!

Finally our game fits the theme!

It's not perfect but now your actions loop back to the beginning each time you play and you can do several steps of actions and the loop grows bigger each time you do a step of actions and I'm so happy it works.

Now I have to sleep or all the code will turn into spagetti

(◉͜ʖ◉)

We-have-looping-system.gif

Follow Ny twitter account to see more high-res updates of our gamedev progress

Final update for today. Tomorrow we code

So far we have most models done and the main level layout. Hopefully, I'll have some time left over to either add more levels, or improve the actual gameplay loop. Could do with another goal for the levels since now I can people finding the gameplay too simplistic

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Art Collage for Broodmother

As I promised, I have some art from our game here! Hope you like it.

Set-up Art Collage New.PNG

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We have a lot of fun today and we are ready for tomorrow! Good luck for the people that are still working <3 20201003_232259.jpg

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Loopertary is progressing.

Loopertary is a game about been lock in the same stage and you need to fight the elements under a paper, scissors, stone mechanic.

Once you defeat the boss.... well, dejavu.

Loopertary 1.JPG

kickin it

halfway!despare2.gif

Run.

https://ldjam.com/events/ludum-dare/47/$215870/every-game-needs-at-least-one-murderous-rabbit zekosmrti.gif

kickin it

halfway!

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Progress on "Oplo"

My gifs are a bit too powerful for this page, so I'm attaching a screenshot to at least get a taste of the visuals! If you want to see more on the progress, I have this thread I'm updating on my Twitter page Screenshot 2020-10-04 012408.png

Weeeeee

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One Day and or game is beautifuuuuul

The project is progressing well ... On the other hand I have not yet added the images of the graphic designer. See this magnificence :wink: progress01.png

Progress Report after 24 hours

We may have overslept, I may have procrastinated for half of the remaining 12 hours but... Still super happy with what we've got! :smile_cat:

Yep, the theme is still not shown in the video but we keep it in mind. :smile_cat:

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Check out the awesome work from our team

Our team is working on a Train adventure

@fadi-khoury made this awesome Environmental audio - https://ld47.s3-eu-west-1.amazonaws.com/LD47AmbientEnviromentMusicKhouryFadi.mp3

And our art team has been uploading these awesome screenshots as we make progress to a playable gameunknown.png

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We're In - Jam Team - DeepDupTapDoDup

We've been hard at it since yesterday and have been working all day today.

We've been planning a lot and building a nice base game engine for what we want to do. Everyone likes working in an office, right? Don't some days feel repetitive?

We're super excited to share what we've come up with - I'm going to go record some sounds now!!

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Graphics? We got 'em!

This is by far our most ambitious LD project yet. We're throwing caution to the wind to get all the graphics this time (for better or for worse lol). aaa.png

Done with Locomotion!

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Will catch some sleep now and get back to work with a fresh mind!

The second edition of the Report

We are going to share our results with you to finish this day.

"The Looppy!"

This story about Mr. Good Boy (a.k.a Looppy) and his trip to Super-VIP-Royal Exhibition. He escaped from his cage on the conveyor belt... And can u smell that? Yeah, that’s the smell of big adventure! There are so many obstructions, delicious bones, small quests on his way and a long, sweet hug with his owner. But be careful! If you turn the wrong way - you will stuck in this loop... forever!

Do you want to see some pics...? луппи.jpg уровень.jpgитемы.jpg IMG_1114 (1).gif

Not much but it is progress :)

progress_2.png We have gotten our first enemy in, some weapons and our first iteration of our level :)

Third party fonts allowed for compo?

Anyone know if I can use fonts that are under the Open Font License like Press Start 2P? I checked the rules and it says you need a legal right to use them but since this is available for use freely for any purpose, does it go against the rules for the compo or not? Do I need to own the font I'm using? Any help would be appreciated!

Anyone wants to do a break with some Playtesting?

https://ausstein.itch.io/stuckinthewhileloop

Feedback is very much apreciated

A Playthrough takes less than 5 mins

Edit: link was broken should work now

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Tally Mark

The game has a name.Title Screentest.png

Artwork for today

So, this is all the art I managed to finish today. I will post some stuff on the actual game tomorrow ;)

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Halfway there!

OK progress for first day!

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Game is likely looking nicer than I expected by now! There's a working level editor, intro, menus, and finish text.

I still haven't figure out the mechanics fully though, though I think I have a good enough base that it should all come together tomorrow morning.

Oh yeah

Its all coming together. loop_0.gif

Some awesome enemy approach sound effect

From @james-audio

https://ld47.s3-eu-west-1.amazonaws.com/RobotMarchPromo.wav

An awesome sound effect we have of the enemy on approach

It goes with the environmental sounds we have from @fadi-khoury https://ld47.s3-eu-west-1.amazonaws.com/LD47AmbientEnviromentMusicKhouryFadi.mp3

And a little theme music: https://ld47.s3-eu-west-1.amazonaws.com/Demo_.mp3

Filling out the space

I added some solid asteroids. Space doesn't feel so empty anymore. jump.gif

Time to take a break...

We'll the engine is up and running and at least some of the graphics is done.. Now I just have to fix all the crazy bugs and make the game playable...

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Done for the Day

Had a lot for fun, it's time to rest Screenshot_27.png

More progress

Just thought I'd share my current progress with the game. more progress.gif

Done for the day

Had a lot of fun and it's time to rest! All the best to the rest! Screenshot_27.png

Day 1 over - very productive and fun day

To be honest, at first I was not too keen on the theme (which seems to be a recurring theme for me). But with some working I have grown fond of the theme.

So now, roughly 15 Hours after starting (we decided to not start at midnight) I am pretty proud of what I have achieved so far - I can’t remember any compo where my game was this „good“ after just 1 day.

Maybe it’s because it is a pretty basic concept (even if some ot the maths have thrown me for a loop a couple of times) - but I’m looking forward to do a bit more gameplay development tomorrow and then polish some more!

You can find some gameplay (although that was 2 hours ago) over on Twitter: https://twitter.com/xatulu_/status/1312511682879528960?s=21

Ending day 1

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Once again I am reminded about how grueling making puzzle games can be. Base mechanics are almost locked down, just need content and J U I C E, looking forward to tomorrow.

Starting to get somewhere

There isnt much gameplay yet, but weve got most of our most important systems in place

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24 (+1) hour report!

I have gotten TONS done over the past day, even with oversleeping! I'm feeling really happy with my progress and I nearly have the entire core game loop down and playable (minus one of the two major mechanics). I'm moving a lot faster than I expected, and I'm really hoping I'll get time to polish it up with lots of nice finishes. So, here's what I've gotten done!

Player Controller

  • Player can move with WASD/mouse
  • Player is capable of dealing and taking damage
  • When the player dies, they respawn at the starting room and everything resets
  • The player can only attack and take damage while inside the maze

Maze Generation

  • Generates a rectangular maze of any given size, made of "cells" that can also have their scale set
  • "Perfect" mazes - exactly one path to the exit
  • Using a variant of iterative Hunt and Kill - start, move to a random un-visited cell, repeat until there are no un-visited neighbors, then track backwards until you find a cell with neighbors; once every cell is visited the maze is complete
  • Creates as many mazes as you want, linked together with "checkpoint" cells
  • Ends in a big boss arena where the final fight will take place

maze series.png

Minotaur Fight

  • Minotaur has a health bar and can deal and take damage
  • Chases after the player
  • Beginnings of the animator's finite state machine
  • Killing the minotaur brings you to a game win screen

Items

  • Player can obtain items by walking into them
  • Ariadne's Crown - gives the player a strong light, making it easier to see
  • Bronze Sword - swings faster and deals much more damage than unarmed punches
  • Golden Thread - leaves a glowing trail behind the player as they move through the maze, showing where they have been. If the player backtracks, they pick up the extra thread behind them. When they reach a checkpoint, that part of the thread is saved, and no matter how many times they die and restart they can just follow the thread directly to that checkpoint, letting them go faster and faster.
  • Items are reset after the player dies and the player must pick them up again

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Game Controller

  • Spawns items
  • Starts a countdown timer when the player enters the maze. If they take too long, the Minotaur ambushes them and they have to start over. (Right now it looks like a very ugly candle.)

candle timer.png

What's Next

  • Getting the Minotaur actually into the arena so you can fight it and win
  • Changing the player's attack animation if they have the sword
  • Deciding where and when to spawn the items
  • Adding Ariadne and the conversation with her in its entirety
  • Giving the Minotaur actual attack phases and making it a proper fight instead of just "don't stand too close"
  • Making it look and sound good

Day 1 of Ludum Dare 47

Menu.png Heres an early version of our main menu, very mysterious posing questions such as: loops? and train? looking forward to being able to share some more news about our game!

I'm in

And only a day late. Hopefully it forces me to limit my scope - something I've been garbage at in the past...

Look what the cat dragged in

BOXES AND CONTAINERS AND PALETE

Cointainerers.png Made some containers for the GAME, they will be different colors in the game though. Our names are written on them.

Boxessesss.png Also made some boxes and a palete for the GAME.