Ludum Dare 47 October 2–5, 2020

We almost didn't finish in time XD - A Duck In Time

This was @lovetocode999's fourth game jam and my third, and our graphics designers first time! We made this game and ran into a few large issues such as Github (our collaboration program) creating some issues that took quite a long time to fix. Along with various issues that resulted in only me being able to code this whereas lovetocode999 was going to help with that... Anyway here is the result!

Trailer

https://www.youtube.com/watch?v=Se0cEKt1MaI

Play and rate it For Yourself!

https://ldjam.com/events/ludum-dare/47/oh-duck

I am planning on turning this into a complete game mostly because I wanted to add in a few characters polish the story and add more gameplay, so any constructive criticism you have to offer would be amazing!

Everyone Who Made This Game Become What it is:

@KaiExtreme : Graphics Design

@lovetocode999 : Sound Design

@ModdingMachine : Code, Animation

@SS9 : Graphics Design

@lovetocode999 & @ModdingMachine : Level Design

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TVGS is livestreaming now until 7 PM EST!

That's right, Tech Valley Game Space is live, playing your Ludum Dare games! We'll be streaming today from 5 - 7 PM EST on twitch.tv/techvalleygamespace and youtube.com/c/techvalleygamespace. If you've missed it, we'll also be streaming again on the 17th and 24th at the same time slot as well.

To have your game in consideration for playing and judging, you can sign up on this form: forms.gle/kbUdacxVfnVaGrq17

As the form states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.

Enigma Cubes - a puzzle game with floating cubes

This Ludum Dare we made "Enigma Cubes"!

We are pretty happy with the puzzles in the game and how it looks! From the feedback we got, it seems the difficulty of the puzzles is just right. Perfect! :smiley:

EnigmaLvl4.png

Screenshot 4 jpg.jpg

If you are interested in puzzle games, you can play it here.

How is it made?

Day 1

The team consisted of 4 people: 2 artists, a sound designer and me, the programmer. So, how did we make the game? We actually started of with a rather vague idea. After the brainstorming of day 1, we just had:

Cubes would move in loops and the player would have a kind of energy gun to stop them or push/pull them.

If you played they game you know the gun didn't happen, but the core idea is still there: cubes still move in loops and you can still push/pull them.

After the brainstorming, I started with the level editor. "Wait, why start with a level editor?" you ask? The idea was that this would allow us to quickly iterate on puzzles without having to place all assets again. Additionally, I needed a grid representation of the level in code anyway for handling the puzzle logic.

Levels are built in a program called "Tiled" and I am just reading the xml and spawning the prefabs. It is not the first time I took this approach. This is the view in the level editor for Level 4 in the final game (can be solved in 2 moves). It is the level which is also shown in the first screenshot of this post (in case you want to compare)... Editor.PNG

Day 2

It is only on the second day while programming that the idea became less vague in my head. I really started to see what kind of puzzles we could do with this. I threw out the player and the gun because I realized the puzzles would work better without one and we didn't start modeling the player yet anyway. I moved the camera top-down instead of third person and started implementing a drag and drop mechanic instead of a gun.

Drag & drop had its own complications. I realized that I needed to stop time while you were dragging the cube, but how do you indicate that time is stopped? Shader magic! The time stop effect (while dragging) is a shader which is applied to all objects. I am affecting the shader on all objects with some global shader variables. shadergraph.png

A is the part for the "time stop effect", with the top part of the graph being the edge wave effect, the section below the "activate time stop" and the part below the "de-activate time stop". Part B of the shader is unrelated, it is used for the cube mouse hover effect, and C is some other things for glow. I am pretty happy with how all the effects look. Next to the time stop effect, I am also really stopping time with the useful Time.timeScale.

Meanwhile the artists in the team were building assets non-stop. Plants, crystals, ... However, I would need to place all of these. To get variation I would need to rotate them, scale them, and move them to a correct place. I would need to repeat this a huge amount of times for grass and plants. I started wondering whether there was a better way to do it. In the end, I wrote a button to do parameterized random rotation and scale and spreads them randomly through the level (position). The random rotation script gets as only input the maximum angle that the asset can be titled. The code for random rotation looks like this: RandomRot2.PNG In case your wondering, it took me 2 tries to get the Quaternions correct. The "random" rotation has a limited tilt means they are never placed up-side down. I limit the angle. Spreading assets through the level (position) was simple as I was already placing all the floors from code anyway, I knew where everything was. Just needed to spawn some additional assets per tile.

Placing things like mushrooms is now simply clicking the button, locking all other layers in Unity and then using box selection to quickly delete all the ones I didn't like. Deleting is a lot faster than placing things, especially if you can just drag a box and delete! :smile: Because all mushrooms sit on their own Unity layer and I locked the other layers, I couldn't accidentally delete anything else. It was actually pretty fun to mass delete mushrooms, grass, plants, crystals, ... Screenshot: right after clicking the button (on level 4). mushroom_stew.png

I also put in some of the cube animations on day 2.

Day 3

Finally, on day 3, I took time to design the levels I had in my head (8 of them). Before this we didn't have any levels yet. I imported them, but still needed to implement some pending mechanics. By 6 PM CET on day 3 the mechanics got implemented and we could play the game for the first time. :sweat_smile:

I guess that is still on time? We still had 6 hours?

Even with the scripts I created on day 2, I still spent 2 of those hours actually placing all the mushrooms, plants and crystals though, ouch...

So, like the previous time, we didn't have a game yet on the start of day 3. I don't think that is necessary a problem though and I think in general, it went very well.

A different angle on level 3. It's a magical place! enigma02.png

That's it!

Interested in some nice puzzles?

Play & rate it here.

UML diagrams go brr. Share yours!

Death Day Banner.png

Hello there fellow programmers! This jam was my first experience ever creating and designing UML diagram for the game. I really enjoyed the experience and from now on I will always use some kind of architecting ahead when working on any kind of project especially when working with a team. This approach * saved us so much time* and helped us clarify all kinds of details for implementing different systems beforehand and it really became obvious how to divide all the work on systems between programmers. I highly recommend using UML diagrams for anyone out there participating in any kinds of projects. And game jams is the best place to get some practice doing so! Here is the image with our UML diagram! UMLDeathDay.png * And how does your UML diagram looks like?! Share it in the comments! :) *

* Also please check out our game! :3 * https://ldjam.com/events/ludum-dare/47/death-day

I'll play your game live on stream!

I'm now live on Twitch for the next 3 hours to play your Ludum Dare games! I'm happy to give constructive feedback or just have fun with it. I’ll also be rating every game I play (but not while I'm live). If you want me to play your game, type !submit url/of/your/game in the Twitch chat.

If you miss today's stream, I'll be on every Saturday (6 PM EDT) and Sunday (3 PM EDT) during the rating period. I hope to see you there!

ld stream screenshot.png

Important bugs fixed!

  • Corrected audio so it doesn't overlap anymore

  • Corrected timer so it doesn't show decimals for the seconds

  • More resolution problems corrected (For some reason the real resolution of the game on html5 looks different that what I chose on Unity... but I think now it looks fine)

For now this game is available only on HTML5, but I will be uploading a Windows, Linux and Mac downloadeable versión pretty soon!

Check out my game! https://ldjam.com/events/ludum-dare/47/please-just-leave

Searching for a game

Im trying to find a game, which I saw at the beginning of the jam, but I forgot the name of it and it's creator. It was about finding the killer on a set of a TV show, by using the different cameras on the set. I never heard anything about the game again. Has anyone here an idea, what the name of the game is? (The LDJam-Website really needs a Searchbox)

Satelloop Dev Recap 2 - More Ideation

Read Recap 1 here!

So, once we've decided to base a game around resource management/some shooting around this amazingly drawn structure, we needed to figure out how to go about the management aspect. 39736.png

Some of the ideas thrown about were: 1. Shoot drones to collect resources. Manually hook and swing around to asteroids/your ship part to repair/retrieve/detonate drones. This was quickly discarded as I did not want to deal with trying to code 360 space gravity and all the shenanigans that'd entail. 2. Shoot asteroids with resourcing drones to collect resources. Shoot asteroids with destruction drones to destroy them. Shoot broken ship parts with repairing drones to fix them. This would have a singular and more intuitive control scheme (Switch drones & Shoot drones) but it was more work on the UI, and we lost a big chunk of the resource management of drone retrieval with such fire-and-forget mechanics. This would emphasize the arcade aspects of the game more, and we wanted to avoid that. 3. An even more simplified version of the above with LMB to shoot resourcing/repair drones (no need for drone switching mechanics) and RMB to shoot destruction drones. This would remove the UI complications, make it much easier to get into for players - but it had the same problem as before - we didn't want the game to be essentially a shooter with some resourcing thrown into it as an afterthought. 4. There is one kind of drone for everything. If shot at an asteroid, it would collect resources. If shot at a broken part, it would repair. A drone can additionally be blown up or retrieved with a hook (RMB). That second part added a big resourcing consideration and tied together nicely with our drone generator mechanic. Now players would actively have to try to save their drones whenever possible, instead of just firing and forgetting. The ideal gameplay would revolve round saving drones in backup from the drone generators, and having your inventory full at all times. We went with this in the end: Satelloop Gif2Main.gif 5. We tried a variation of the above where the drone auto-destructed an asteroid if it's near the ship, but removed that because that took away from the management aspect as well.

In the end, we decided to go with the slightly more complex version of resource management over having it feel more arcadey. We feel the controls worked smoothly, just took a little getting-used-to since most people are familiarized by fire-and-forget mechanics by default.

You can play Satelloop here!

Making of

We were 9 people on the team, we filmed all our weekend so here is the result ! We are a French team, but you can watch the video with the subtitles ! https://youtu.be/Oa--fj_i0V8

And rate our game please!

COMMISSIONED FANART

space engineer2.png

Art by SNAILPNG of Twitter.

A really bomb version of TALLY MARKS's protagonist Kiwi. If you haven't gotten to see our LUDUM DARE game yet, go ahead and take a look at it by following the link below!

https://ldjam.com/events/ludum-dare/47/tally-marks