Ludum Dare 46 April 17–20, 2020

behind the scenes III - concept art (repost)

Hello everyone~

On earlier posts I shared some thoughts about the animations' process.

Today, I am showing you some early concept art of Perish alive.

concept art01.jpg

Composition. Colors. Rough designs. These should be defined at the very first moments of the development. Making decisions before starting designing will help guide you through the process quickly (without getting stuck :confounded:) and keep the work consistent!

concept art02.jpg

Do you like taking a glimpse of the development? Wanna see the final result, too?

Check Perish alive to meet Cogwhale as well. :whale2: :smile:

Can I get Hundred Ratings!

Hello, this was my first Ludum dare!!! It was so fun and AWSOME. All the games published were super awesome!😛Wish I get to play them all! Sadly LD46 is about to end😢. I am 11 and was super excited about this. Hopefully I can get more feedback. Play my game and give feedback at https://ldjam.com/events/ludum-dare/46/the-last-flower. Your feedback will come in use in improving the game and my coding skills!!! Also, I am making a full version of this game with all your feedback in mind. Thank you so much for your support !!😜😁😄 I am trying to get 💯 ratings on my game. Help me achieve my goal by sharing this game and by leaving a review/rating. One again thank you so much for your support! 😑😃🙂

Please stop making "full versions" of your games

BEFORE YOU COMMENT please read my response to the previous comments in which I explain my point of view, why I made this post, why I think it matters and stuff a bit better (oh, and why I know the title sucks)

Original post:

It's just my opinion but I find it very annoying how so many poeple make "full versions" of their games after LD has ended.

I get that you feel like it's missing a more polished UI, or maybe it's too short or something, but if you want to publish that please do it either after LD ratings are over (with a clear LD version and finished version), somewhere else (not on your LD page while people can still rate) or just don't!

That's the point of ludum dare, make the best game you can in 2-3 days, if you start making other versions I don't think that's very fair and shouldn't be added before rating time is over (if it should be added at all) as it is NOT A LD GAME

What a great first jam!

I can't believe I've not done this before! I've had an amazing time both building the game and being a part of the community, giving feedback and receiving it - so thanks to everyone :smile: I wish I could carry on rating games, but the time is almost up!

See how a team of web developers (2 devs and 2 PMs as it turned out) attempt to turn their skills to gaming for the first time in "Snowball's Day In". Let us know what you think.

Snowball's Day In (HTML 5)

Snowball may seem like a simple cat, but there is a lot going on inside… how long can you keep her safe for?!

snowball.jpg

Thanks all and enjoy the rest of your jam!

Don't rate games without playing them.

How many times do I have to say this? Don't rate games without playing them, just don't. :face_palm:

No, we don't want your ratings if you haven't experienced the game.

As this rating period is coming to an end, I'm seeing many more ratings in my game, but am not seeing these people in my game's leaderboard. even if you score 0, you'll be on the leaderboard, so I know if you haven't played the game.

So, please don't rate games without playing them. If you're one of these people, please remove your rating from my game, I don't want it.

Sorry for the rant everyone, have a nice day.

I LIKE LUDUM DARE :)

Thanks to whom ever made this website, cheers i no there are alot of game jams, but still... I had a lot of fun. my first jam game:

https://ldjam.com/events/ludum-dare/46/social-distancing-for-ladybugs

cover.jpg

The Birb

Artwork.png

*Game Description : *

"The Birb" is a gloomy styled platformer game where you play as a lost raven-human that is stuck in the dark forest. You have lead its way out to keep it alive! Your goal to find a way out to a mystery firefly because it is the only source of light here. On your journey you will see 2 little locations, use some items and get a new skill for a character.

Controls :

Jump/Double Jump - Up Arrow.

Walk/Run - Right Arrow,Left Arrow.

Credits :

Code - Damir Khairullin (Ilimanic)

Artist - Ildan Khairullin (Ilduck)

For Ludumdare46

PLAY https://ldjam.com/events/ludum-dare/46/the-birb

Tuts.png

PLAY https://ldjam.com/events/ludum-dare/46/the-birb

Post your game in a comment :)

its sunday and i want to play and rate some games :)

and if you're up for it, try our game.

https://ldjam.com/events/ludum-dare/46/cthulhu-the-cult-must-survive

ezgif-2-ef30d3d73313.gif

Father dies At The End

cover(fullhd).jpg

STORY

Sometimes doctors do god's work, saving the lives of millions of people in spite of their fate. In spite..? Who really decides who is destined to live or to die? Perhaps you could take the responsibility, would you?

You play as an ambulance doctor who fights to maintain the life of a patient on the way to the hospital. You are given three tools that you must use to prevent the patient from dying: a defibrillator that will make the patient's pulse grow, a bag valve mask (breathing bag) that needs to be pumped from time to time to keep the patient breathing and a bandage that you better keep pressed to his arm to prevent bleeding.

gameplay1.gif

CONTROLS

Defibrillator: ←→ (to charge) left-mouse click (if you click it outside of a patient's hitbox it will relieve the charge)

Bag valve mask: left-mouse click

Bandage: left-click and hold

this1.jpg

PLAY IT HERE https://ldjam.com/events/ludum-dare/46/father-dies-at-the-end/

Looking for some good games to try before the end of the rating period?

Here's some of my favorite games I played during this Ludum Dare! Go give them a shot!

The Adventures of Eggbert by @battlecat

https://ldjam.com/events/ludum-dare/46/the-adventures-of-eggbert

This game takes the idea of Keep it Alive and turns it into a lovely arcade game reminiscent of the 80s classics. It's really fun and charming.

Soul Seed by @unept

https://ldjam.com/events/ludum-dare/46/soul-seed

Soul Seed is a nice little interconnected world to explore, and you have to occasionally choose between bringing the tree water to extend your playtime, or bringing the tree food to extend your available areas. It's a good little dynamic that never gets too stressful but adds an element of danger to your actions.

You're Invited by @vincerubinetti and @ellian

https://ldjam.com/events/ludum-dare/46/youre-invited

This one is a criminally underplayed entry where you have to keep a party alive by refilling chip bowls, changing the music, and keeping up with the incoming guests. The pixel art is really fantastic.

Hope you try some of these games out and enjoy them!

Long Long Long Post Mortem : Keep the Bee (Jeez) Alive

LudumDare 46 - a post mortem

https://ldjam.com/events/ludum-dare/46/keep-the-bee-jeez-alive

This game was my come back to ludum dare after a long break ( last time succesful compo was LD32). I went a completely different route from usual (from scratch html/javascript game) to using Unity3d and blender to produce models. Before the long ~in details~ rambling about the tools and choices I made for this game, lets recap the highs and lows of this edition :

inB4 TL;DR

  • Unity3d is a great tool to quickly produce a game, the mix UI/editor and code is very nice. The general UI of unity is somewhat lacking ( keyboard shortcuts ( why can't a delete stuff without right clicking ), the shadergraph ui is clunky )
  • I love that I was easy to have a physique systems, particles, shaders, sound and music without to much trouble.
  • I did the game across the weekend, with time for the family. I mostly worked early in the morning during baby's nap and until late at night. The last push was a blast.
  • I spent way too long on small details and as always not enough on having a game. It lacks clear objectives or a compeling reward systems.
  • The game idea come from :
    • One of my first blender render, is an animation of a cactus characters in a desert.
    • Keep it Alive, had me thinking about staying alive, the bee gees about bees and voila. The set is model to look like the set of the music video from the beegees.
  • I hate the HoweverYouNameItCase where Methods/Properties start with a Capital letter! Using Atom without a good autocompletion/autofixing feature hinder me a lot.
  • Compiling the web version took a lot of time, and resulted in botched shadows :(

I made a Post Mortem Version of the game : https://github.com/dhmmasson/ld46/tree/master/keepTheBeeAlive-PostMortem Original game : https://ldjam.com/events/ludum-dare/46/keep-the-bee-jeez-alive

Unity

About the tool

I learned about Unity watching a Quill18 LudumDare livestream a long time ago. I was puzzled by how he just seemed to create a bunch of unrelated scripts. Sebastien Lague youtube series on procedural game generation on unity hooked me. à I loved how you could program the editor as well as the game. His videos taught me a lot on how to organize my code using scriptable object to store some game logic :

  • the "levels" are a collection of building blocks that drop from certain points. I had plan on having a succession of levels, where you had less and less blocks or smaller or harder block to place. You would start with the large stones, and planks and end up with the brick and branches In the end there is only one playable level with a collections of all the available blocks ( to show off the assets I had designed ).

  • the weather scenarios : are a collections of particles effects + post processing. Same idea than before. I planned to start with a succession of sun/rain where you would have a minute of sunshine to prepare ( one of the not selected theme ) before the rain. Harder level would have different weather effects ( thunder, hail ). I only manage one, I had fun playing with the particle effects and the collision with the cactus to actually simulate them being water by the rain. The splashing effect is lost on the resolution I think.

Game mechanics :

the flower and the bees :

the bees are particles, At some point late in the development ( maybe on sunday, I should check the git log ) I had to add the bees ( they were in the title ) I didn,t had the time to program any kind of flight management ( nor the energy or a clue on how to do something believable) I had just finish messing about with the rain, so handling them as particles was kind of obvious. There are three kind of bees :

  • the ambient bees small that just buzz around the bee hive so it look more like a bee hive.

  • The angry bees that emit a bzzzz and buzz widly around the bee hive.

  • the wandering bees few and large, they circle around the main area ( with some speed over time in the particle management ). The cactuses have an attractor to help them "find" the flowers. On hitting a cactuses the score some points depending on the flower levels of the cactus. In the post mortem version I added some nice trail :)

the cactus :

the cactus are Plants, meaning they have water level associated with a number of flowers and a mesh. This allowed me to quickly manage the growing state. I just did multiple meshes in blender and link them to the same gameObject in unity. No need to fuss around where the flower should attach to the mesh and so on. I had plan on multiple cactus variants and other kind of flower with different water requirement ( the cactus in my original idea, needing no water and withering under the rain ) and the flower doing the contrary. In the LD version I have only one cactus with three states dry - flowering - too wet. In the post mortem version the cactus have more flowering states so that you see them growing. I should have added some instructions and some UI help to see more clearly the water requirement and actual level if I ever wanted to implement a better/richier version of this idea.

Moving the blocks :

that was the fun part. From the beginning I wanted you to build a shelter from random junk as the set of the music video for staying alive is some sort of abandoned ruin of a village. Doors and windows are in shambles and that gave me the idea.

Moving the pieces around in a direct way in 3d is tricky, I struggle to design in 3d in blender and in unity, both of them have different camera management and keyboard shortcut and this is a pain in the... In both software this is my biggest struggle. Being able to orbit around the correct point is something I experienced in my human computer interaction research lab years ago through the work a a phd student. Ever since I feel like a piece of me is missing... anyway I wasn't going to invent something brilliant in a matter of 2 days. I sketched something I must have done in previous projects, using a spring joint to loosely connect object to the mouse.

The elasticity of the spring allows in some sense to compensate for the fact that the user is not part of the physical engine. Finding the right strength for the spring is the key. I opted for something quite hard and with a lot of damping so that the object don't wiggle to much around. I also used quite heavy objects to stabilize everything.

To project where the user was pointing on the screen to a 3d position I used the native raycasting implementation. I opted for a two step process, if no object was selected the ray casting would intersect with the objects, left click sets the first anchor point. I like that the moving object anchor is set where you click on the object, rather than the center of mass. To highlight that a small sphere is visible on the object when you hover over it. ( The idea come from blender sculpt mode ). Once selected the object glow orange and the ray now intersect with a target plane.

The sphere, and the selected object are highlighted through the emission attribute from the shader. I discovered the emission parameter in some blender videos recently : I love the effect a bit to much. I am glad it worked well in the final version.

More Interaction ideas :
  • Target plane motion : moving the plane from front to back was plan but not implemented for LD ( it was heavily commented on ). I implemented that in the postmortem version
  • Push mode : At first the target sphere had a collider and you could also push object around with it. I disabled it to finalize my spring action.
  • Ghost mode : the object is transparent to collision with the other will pressing ctrl and moving

PostProcessing :

It was there in the template project, I just built upon to have 3 ambiances, one for the rain ( the one I used from the beginning ) a sunny, more yellow, less grain version, and a splash ( blurry ) version.

Shadergraph :

I started unity this year to implement some shaders I made on shadertoy for a research project. So I knew the HGSL and I can spend HOURS playing in shaders... not good for a compo. On the other hand I love graph programming ( grasshopper for Rhino is amazing for procedural 3d design ) and the shading graph in blender is very well made. It was a first for me to use Unity shader graph. I had seen some promising video online ( some force field, and a waterfall ). But man is the editor a pain in the butt... Moving around is a pain, Disconnecting a socket is a pain, adding a node is a pain. Why does unity hate keyboard shortcut (delete ??). It slow, clunky, berk! but you can plug and play some nice stuff. In the LD I finally didn't do much. I used Imphenzia texture mapping technique in blender and in unity. - I did something super cool but invisible : the wing of the bee bat through the shader. I mapped the x coordinate of the texture to a sinusoidal vertex displacement. In blender most of the bee vertex are mapped to some (0, Vc ) coordinate ( where Vc is the position of the color in the texture ). The wing vertex are map ( u, Vc ) where u is propotional to the position on the wing ( 0 close to the body, 1 at the tip ). Meaning that the vertex move more at the tip.

What I wanted more :

  • there is a lot of brutal change of values. I'd love to have a easy to use continuous change of properties. gameObject.position.transition( vector3(0,0,0), 0.1f ) ;
  • I made a lot of "state machine" : for the targetSphere, for the flowers, for the weather... I wish I had something more generic : Maybe something like the Animator in unity ?

Big mistake : I had a memory leak in the cactus mesh update, where I was instantiating the mesh again and again. Not such a big deal in the LD version as there was only two variants. In the post mortem version, I added 3 new flowering states, and the ability for the cactus to dry. It got pretty bad pretty quickly.

3D models - Blender

In the past I have used sketchup, fusion360 and Rhino + grasshopper to do 3d modeling. I very recently learn to use blender. Imphenzia on youtube made it sound so simple to quickly model low poly models that I wanted to try for myself. The four softwares have a completely different take on how 3d modeling is done but this post mortem is already long enough so I won't expand there too much. For some repetitive task like the stone around the door I would have done a better job on fusion or grasshopper. However Imphenzia UV mapping technique (mentioned in the Shadergraph section) allowed me to quickly color and texture the elements. It is very limited in what you can do, so no tweaking make for a speedy process. Blender on the mac tend to crash every so often, not on this weekend. Pray the software gods!

Sounds and music

I composed the music on sunday, 6 hours before the deadline, having done most of the programming ( well it was not a game, but you could move stuff around and bees, and rain ). It was done online on a web app called Noteflight. I have composed on and off on it for some time now. The music was heavily inspired by staying alive ( I started with the chords and some of the notes from parts harvested from google ). Then I just copy paste and tried some contrapunctal stuff... Anyway I badly copied the theme at some point... I can't even hear it. In the end I slapped some trumpet, it always adds something that I like. I am quite proud of the music.

The sounds where created even latter, with even more stress about the remaining time. As it was super late, baby was sleeping; No noise allowed so I reverted to use Bfxr. I used it a long time ago, with no real or current experience of it creating realistic bump noise was a nightmare. Implementing the sound was terrible too. I wanted to cycle around some bump noises to avoid repetitiveness. In the end for the LD the blocks reference the same 4 audiosource, and stimulates some of them on collision. This result in a mess on init, and

Atom

I love atom to the bits, but as a complete unity noob it was lacking a bit in term of exploring the api. I used a package autocomplete-unity that helped a lot. I am considering installing visual studio to ease the development of future unity projects and games.

My favorite submissions

With the end of the rating period coming up, I just wanted to share a few of my favorite games that I've played so far for this event's Jam and Compo. I was a bit disappointed that I couldn't find any traditional action packed games that I really fell in love with for this jam, but still very impressed with these three entries.

I also want to say that I am over all very impressed with almost all of the other games I played and rated, but I just wanted to share these ones because I really feel that they stood out and were absolutely exceptional.

#1: https://ldjam.com/events/ludum-dare/46/adrena-line

AdrenaLine.png
This one is my absolute favorite. It's the perfect submission in my opinion (aside from not really meeting the theme requirement at all). You can pick it up immediately, and it never seems to get boring! The amount of polish in this game also blows my mind. It looks like something I'd find in the app store, already published. That being said, I think that if the developer ends up porting it to mobile, it could be a massive opportunity if they play the marketing right. Either way, definitely worth a shot, you should go check it out if you haven't yet! My high score is 20, see if you can beat me :)

#2: https://ldjam.com/events/ludum-dare/46/jarheads

JarHeads.png
This developer, I just discovered over the course of this event. I still hold the 2nd highest score on the scoreboard (right below the developer themself) with a high score of 870480, so go see if you can knock me down a notch. Even if you don't enjoy the gameplay, playing this game just to hear the amazing music is worth it, I'm listening to it on loop currently as I write this post just because its so good. After playing this game I was impressed enough to go back and look at all their previous submissions, a lot of which were just as impressive in my opinion as this one. I also feel like this developer deserves an honorable mention because they're a very active LD community member who plays and rates other games as opposed to the other two developers in this list who haven't.

#3: https://ldjam.com/events/ludum-dare/46/battery-panic

BatteryPanic.png
This one's a classic HacksawUnit puzzle game :) the dude always creates high quality content, what else can I say? Polished visuals, fun music, interesting gameplay, and well balanced enough to keep me entertained for a good amount of playthroughs. Would definitely recommend giving it a go!

Last chance for me to play your games on stream!

In just a few minutes, I'll be going live on Twitch playing more of the Ludum Dare entries that folks have requested me to play! If you'd like me to play yours, feel free to drop a link in the chat.

Last chance for me to play your games on stream!

(Apologies if this is a double post; the site is giving me some weird errors.)

In just a few minutes, I'll be going live on Twitch playing more of the Ludum Dare entries that folks have requested me to play! If you'd like me to play yours, feel free to drop a link in the chat.

Feed the fire - Advanced edition

startscreenADVANCE.png

Download Feed the Fire - Advanced Edition directly

Feed the Fire - Ludum Dare entry page

FEED THE FIRE - POST LUDUM ADVANCED EDITION 1.6

  • Options - including a difficulty setting
  • Esc now pauses the game (instead of quitting)
  • Pick up items to any free slots!
  • Cursor shows you if fire is hot enough for the wood item in hand
  • Cursor shows you if you can or cannot reach or pick up stuff
  • Show red cursor if hover on stuff and inventory full
  • Better weapon hitboxes
  • Particles when hitting stuff
  • Sounds for the enemies
  • Bear now only goes unconsious when beaten
  • Starting a little bit brighter than in 1.0
  • At the end a little bit darker than in 1.0
  • Fixed music glitching and put fadeouts to tracks
  • fixed some sounds
  • Balancing
  • Bugfixes

The amount of games titled "Keep It Alive"

When I was browsing the games I came across several games with a title "Keep It Alive" so I got curious, how many are there in total? Make a guess: How many games submitted for this Ludum Dare is titled "Keep It Alive"?

Just try to make a guess!

...

...

...

:arrowdown: Answer below! :arrowdown:

There is 70 games with that name.

...

...

I found this out by looking at the url for the games. If there is two entries with a exact same name, site adds "-number" to the end of the url. I just put in a different number on the url and 69 was last. And "zero" is one so it equals 70. There can be more with a slight variation, but I only count the ones with exactly same name.

I don't know, I just found this to be an interesting tidbit! :D

Trending Beasts evolved!

TrendingBeastsAJ1.png

After all your support at the game entry, I decided to continue the implementation of this game after the game jam. As a result of this, a new version of the game has been released with some features and characters that weren't on time for the jam delivery.

It can be played on the browser, so there's no downloadable version for now.

PLease, give a try to both version if you wish and compare the evolution of the game. Again, I thank you all your comments and support.

https://ldjam.com/events/ludum-dare/46/trending-beasts

Are our dreams still alive?

Hey there fellow developers, just wanted to get a few things off my chest, so here it goes.

This post is mainly a personal introspective on my first jam game - Dream Rock (it is short, simple, maybe even thought provoking and hopefully inspiring).

If you are interested in the game, I invite you to take a peak - it is only a few minutes of content, but hopefully will be worth the trouble. Here is a link to it: https://ldjam.com/events/ludum-dare/46/dream-rock

GameplayScreenshot.png

For anyone brave enough to engage in the upcoming text - keep in mind it is primarily meant to push myself to analyse my work more effectively. If you have any questions or would benefit from some clarification, you are welcome to ask.

Prelude

As you might have noticed, it is a tiny project. Part of that is due to starting a day late with 0 preparation (no scripts, plans or overall game structure designs). Another part is simply inexperience, which resulted in a few mistakes that I would hope to avoid in the future.

Big mistakes

A lot of time was spent on some mechanics that ended up irrelevant, invisible, overlapping with better ones, or simply scrapped. Hopefully I gained some valuable experience on how to spot when a mechanic is going nowhere before investing significant amount of time in it.

Invisible mechanics tie into the next mistake - lack of clarity. To keep true to my username, I avoided showing numbers to the player, keeping them under the hood and instead relying on visual indications. This was alright, but the mistake was lack of clear indication/explanation of how the game state is influenced (passively and interactively). This was at least somewhat addressed by adding clearer explanations on itch page. Far from ideal solution, but at least it made the game more approachable.

On the topic of things that were somewhat patched in the itch page, another big mistake was neglecting the narrative. At some point during development, I realized that there will not be enough time to add and polish enough features and mechanics to make the game interesting enough, so decided to focus on the narrative - as soon as the main mechanics and a few other things were finished... Well, that ended up with me trying to get everything else out of the way before really focusing on it, and thus only having a couple of last hours for writing.

Conclusions

Overall, I am glad to have pushed myself to participate, and am quite satisfied with the result - learned some priceless lessons, and am happy with the comments received. These were just the things I needed to help me get over the hurdles I was stuck on with my long-term projects. So, to answer the question posed in the title of this post - yes, thanks to Ludum Dare, my dreams are still alive.