Ludum Dare 37 December 9–12, 2016

Post-mortem: My first game!

How was it

Really enjoyed my first jam. I was able to come up with several ideas within couple hours, and settled on one shortly after. Mechanic didn’t take too long, spent significant time on graphics and audio (not that they turned out well).

What did I learn

That I can make and publish a game! This is a big one for me, as I have been writing code for a while, but I never really made anything. I used LMMS and sfxr for the first time, and learned a ton about Unity3D. Feedback on my game is also great.

What will I do next time

I will aim for a game that can be completed withing 5 minutes. My submission doesn’t have a satisfying win state, which makes it a lot less fun. I’ll also be improving my audio and graphics skills, so my next submission will be better polished. While rating, I noticed that many games do not have main menus. I will remember this and not worry about it for my next submission :)

Tags: 2D, compo, post-mortem, postmortem, unity3d

Our Itch.io link is fixed

So unfortunately for all this time our Itch.io version of the game has not been running correctly. The issue should be fixed now if you’d like to play our game.

60016-shot0-1481925497.png-eq-900-500

P.S. Unfortunately I won’t be able to rate as many games as usual this Ludum because of life getting in the way. I like to really give games a fair shake and try to leave thoughtful comments… so as busy as I am right now its just a bit too difficult. However– I promise you this: if you leave a thoughtful comment / constructive criticism of our game I will do my very very best rate yours and leave a constructive comment by the end of this two weeks.

That being said: if you haven’t done it yet check this thing out. Damn. Also this one is pretty dang satisfying.

Gamechoy “At Night They Come” Challenge

Hello everyone, today we’re going to try something new. We’re announcing our first ever Ludum Dare game challenge! The rules are simple, beat our challenge and post a screenshot of the ending to win the trophy for this year. So what is the challenge? Well here it is:
Game: At Night They Come
Challenge: Beat the game without killing any monsters
Reward: Our “Pacifist” trophy (who knows, maybe this will give perks later on).
How to claim your award: Comment a screenshot of the ending.
spr_trophy (The Trophy)

Good luck to anyone participating!

Shadow Fencer Theatre Live Stream by InkEyes


CoverImage

 

If you missed the live stream of InkEyes “Dares to Play”! – 1,000th Video Special!!!, catch it here.
You can find our game at timestamp 1:37:00, but there are really great games in here, so we recommend watching the the entire stream.

 

 

Thanks to InkEyes! Glad you had a good time with Shadow Fencer Theatre.

 

After you’re done watching, Play, Rate & Comment on Shadow Fencer Theatre.

Shadow Fencer Theatre - Play it now

 

 

 

 

 

 

 

 

 

Tags: fencer, live stream, multiplayer, puppet, puppets, shadow, theater, theatre

Comments

Timelapse of Junk in the Bunk Programming

Checkout a short time-lapse of the development of our game “Junk in the Bunk” for #LD37. Play and Rate Here Junk in the Bunk

Tags: doomsday, LD37, libgdx, programming

Ultimate Showdown V1.1

2016-12-11 22_02_03-Ultimate Showdown by aaranos

Version 1.1 Post Compo is done!

Added in the option to select sword or bow. I plan to make these “classes” or at least an upgrade path down the line but for now you just pick one up and go! Let me know what you think.

(Untitled)

I thank all of you who played my game so far and for the great critique and suggestions!

Since a couple days i’m working on the post LD version of my game, i hope it will be more enjoyable.

progress of the post ld37 version

One Room – 30 minutes earlier

Timelapse of me creating the game Sam’s room

Hi, I just uploaded the timelapse of me creating the game for the 72-hour game jam. As I explain in the game description I had very limited time to work on the game with a lot of distractions but still I managed to actually publish it in the end which I am happy for.

If you haven’t played my game already try it here!

Have a nice day!

Botanic Balcony | Postmortem

Hello everyone!

This is a small (long?) post mortem for my jam entry Botanic Balcony! This was my first game jam, first time making a 3D game and my first VR game \o/

One Room

To be honest, I wasn’t intending to enter the jam because I’m busy with other things, but when I saw what the theme was Saturday afternoon I knew I had to go for it. The theme, One Room, fit well with a VR idea I had sitting around in my drafts and I figured it was a good chance to get it started.

The VR idea was simple: growing plants on your own private balcony. However, I wanted to make use of room scale VR, and have the game take up the minimum amount of space required. I wanted to make a game where everything was practically in reach and you didn’t really need to teleport around.

Thus, Botanic Balcony was born!

First Game Jam

I was lucky enough to have already drafted out ideas for this type of game months ago, so it was rather easy for me to strip everything down to the bare minimum: growing and watering plants. In that way, even though this was my first game jam, and I was working alone, and I had less than 72 hours, I didn’t really feel lost with what I needed to do. Plus, I started out with grey boxing everything 😉

The grey box ft. walls and rails.

First VR Game

I am so thankful that UE4 comes with a default VR setup. My biggest issue with getting the game running in VR was simply based around getting UE4’s default VR setup to run, which honestly came down to one thing: packing for distribution properly. Once that was out of the way, it was easy for me to run the default, throw some stuff around and get cracking.

At this point, I should mention that I was borrowing my father’s VR system for all of this. My development machine is nowhere near good enough to run VR, so the entire jam I was packing up and transferring the game between computers to test. Which lead to a lot of running back and forth. Which also led to my father not being very happy when I kept kicking him off from playing Battlefield to test. >w>;;;

In any case, getting the VR part of the game to function was easy-peasy.

The growth cycle of tomatoes.

First 3D Game

The real difficulties came in the form of this being my first 3D game. I’ve been messing with UE4 for the past few months from time to time, but mainly I was messing with shaders, learning about blueprints and so on. I’ve also never properly 3D modelled before. (I made a cup once in Bryce 4 or 5 when I was 10.)

It was… an experience…. I feel like I wasted so much time modelling things out, and I wish I could’ve included more plants. I thank youtube videos and those people who helped me out during my short twitch stream where I tried to model a pot. Otherwise I would’ve been 100% lost.

The Pot.

 

Because of these restrictions though, I aimed for a more low-poly type of thing, and kept most materials to be plain colors. I think it came out pretty well from a design perspective. Definitely the most complicated thing to model was the watering can.

wateringCan

The watering can.

Developing in VR Tips

There were a few things that came up during my development which might come in handy to keep in mind in the future if you ever try out VR development.

  • Make sure you’ve hit 90fps

The Vive headset is normally rather blurry for me because the distance between my eyes is less than 60cm, which is the lowest the headset supports. Because I normally feel some sort of nauseous when I play, I didn’t notice that the frame rate was running at 60fps when I first submitted the game. I had tested the game out on my brother, who happens to just not notice the frame rate drop, so I had no idea until my father tried it out. (My family is my guinea pigs.) My father noticed right away and let me know, and it took a while to figure out what was causing the cap.

In the end there were two things:

  • Steam will automatically cap the game at 60fps if you run it through that instead of opening it on your desktop (probably because it’s missing the VR support flag because it’s an exe and not a game on Steam)
  • UE4 automatically sets a cap of 62fps, and needs to be changed

It’s best to check these things first before trying out the wide variety of suggestions online. I tried changing it through command line arguments, turning off lots of settings in the post process volume and so on. In the end, it was rather simple.

Spawn a pot using a pot card!

  • Scale of your 3D Meshes

I’m a fairly average-sized person (5’6”), so when I was developing the game, everything felt about right for me. However my father and brother are taller (about 5’10”) so things like the fences and walls and so on originally felt rather short.

I was lucky enough that most of the models I made I guesstimated the size correctly, but for things like the door I had to look up measurements to make sure it was about right.

It was rather interesting though how you could easily go from being about average height to being a mouse, to being a giant just by changing the scale of your items.

Lots and lots of POTS

  • Guinea Pigs

Make sure you have some willing to suffer laggy frame rate or other such technical issues lying around. 😉

  • Do as much as you can without VR running

This may be specific to my setup, but the first 12 hours of the jam I was constantly testing things out and having VR running. The VR machine doesn’t really seem to be able to handle that type of workload. At one point while testing the computer started to overheat a bit and the VR headset lagged considerably. So bad that it felt like I was having the symptoms of fainting.

I ended up doing a lot of tests with dragging blocks around in UE4’s editor and flying around, using the VR machine only when absolutely necessary.

Timelapse

And that’s the gist of it! \o/

There’s tons of things I would like to add to the game, so I hope to continue it in the future. Maybe in 2017 😉

For now though, give it a look and maybe a play! There’s a youtube playthrough for those without the Vive.

Thanks for reading!

 

Tags: jam, post-mortem, postmortem, ue4, VR

My Top 5

I love LudumDare – and I love our community. For this reason, I tested more than 100 games – exactly 116, but I am continuing my travel. Today I would like to write a few lines just to share with you my point of view – a brief top 5 about my favorites games with which I had fun playing them. All is relative – of course, you could have another viewpoint. Share it with us ++

1 – Non Euclidean Room (technically impressive with a strange aesthetic and a great mood).

NonEuclidian

2 – Motu Locus (fun and clever – really addictive with a good pixel art).

MotuLocus

3 – Ernő & Rubï (amazing work on the aesthetic – quiet mood).

Erno

4 – Tangent (Addictive with a cute rabbit – clever).

Tangent

5 – The Wiggle Room (gore – a great deal of irreverence and offbeat humour).

Wiggle

Also you can test my game RoomOne – I wait your feedback.

Don’t forget to write a few words. This way I can test yours too ++

Comments

21. Dec 2016 · 17:53 UTC
Thanks! I thoroughly enjoyed your game too. :)

Networking™ post mortem

NetworkingTM

Because this is my first “post mortem” of my first “game” and because of the format of these blog posts I’ll try and keep it short and simple so that maybe some usefulness can be squeezed out of it.

What went right:

  1. The idea. While in my idea brainstorming list I had “let the room be a space station”, “make the room grow”/”shrink the player”, “player has VR and so the room changes”, etc., I’m glad I ditched them for something “out of the box” (wow do I overuse quotes..), something I am quite familiar with, something that I thought many within the game dev community would be familiar with – the doom and gloom of the networking experience. Although I wish I had thought of doing something with roombas, damn is that a gold mine!
  2. The aesthetic (kind of). As many here, I am the opposite of an artsy person. I can’t draw, I can’t model, I can’t even light my damn scene right! So for people in the game I went with what I could use – Unity’s primitives, namely capsules. A capsule for the body, some spheres for eyes and an animated capsule for the mouth. I really don’t think highly of the whole visual style of the game, but here’s the golden nugget – a quote from a player saying
    Networking … with like other blobs of meat … count me … out … It took like 5 sec of speaking before i started to look for exit. […] Nice idea but their faces they are almost real it is creepy you hit the uncanny valley.”
    The decision to go with the simplest thing I could accomplish lead to enhancing the actual message and feeling I was trying to convey. All said, I also recognize that the reviewers might be motivated to comment to get the extra coolness (or whatever the system is) and also tend to try and encourage other devs and leave out the harsh things. Uncanny Valley
  3. The xp. This being my first jam/compo lead to it being an amazingly rich experience. The most important thing I learned was how possible and even easy it is to experiment and do something that you can test out quickly. I don’t want to use the word prototype as to me that is linked more with the testing of mechanics/ideas that are already thought of. This, on the other hand, showed me that I can dedicate some time to just give birth to something I hadn’t even thought through. Also, having done all the voice over-recording, failing to do simple volume balancing, producing crappy looking aesthetics, writing lame dialogue that I wished I could re-record but ran out of time, I learned to appreciate the work done by people within all of the other fields even more. And even more importantly – I understood how flawed my communication with team members in other projects has been when trying to convey what I want in this part of the game or another.
  4. Webgl. I know I had it easy using Unity and webgl being accessible with just one click of a button, but from the amount of reviews my shitty game is getting and also the fact that I am myself more likely to play games that are easier to launch (i.e. webgl), having a webgl build is pretty important if you want your game to be played by a wider audience.

What went wrong:

  1. The preparation/execution. Alright, so I’m browsing twitter on the evening of Friday the 16th when I see someone mentioning LD37 happening this weekend. Keeping in mind people prep for it months before (not sure what they’re doing though), I gather all my might and try and learn how to produce screen shake (yes, I’m that much of a noob). Because the one thing I will definitely need in LD is screenshake. I spend about an hour on that and then go on with my life. I decide waiting until 2AM is not worth it and go to sleep. I’ll wake up at 7, be full of energy and ready to go. So I wake up at 10, find out the theme is one room, lay in bed for almost two hours trying to think of something worthwhile, then a couple of hours more until I pin point what I eventually want to do. I used to be able to go by a day, rewatch 6 episodes of californication while drinking with friends, game some baldur’s gate, pretend like i’m gonna go to lectures and spend some more time playing civ 4 and then go to sleep at the end of the next day. It’s been a long time since I have tried doing that and have been on a strict grown up regime ever since. So obviously I have a good 8-9 hours sleep after Saturday. The point is – I wasn’t ready and didn’t try hard enough.
  2. Coding a dialogue system. Ok, if you read anything in this post mort, let it be this – if there exist tools for something you want to do, even if they take an hour or longer to learn, learn them. You have never encountered anything like this new thing you’re trying to do, you have absolutely no idea how you’re going to go about implementing it, therefore – use tools already available. I researched and found out about Yarn and then tried learning it and then thought “hey, i think I can code a dialogue system” after already spending 1-2 hours on finding existent tools. So I start looking for ways to do this. I find many answers which don’t do what I want, I try to tweak them, I somehow crash Unity with infinite loops a couple of times and then after about 6 hours or more wasted – I’ve got it! A hideous, inefficient solution consisting of nested coroutines within nested coroutines ad infinitum. Just learn to use the tools available to You, especially if they have been implemented in numerous semi-well-known games.
  3. Building the build. It didn’t technically “go wrong” but it did waste some of the precious time by the end of the cycle. Expect things to go wrong, ESPECIALLY if you’ve never worked with the target build (e.g. webgl). For some reason “yield return new waitforendofframe” wasn’t working on the webgl build so I had to come up with a way to go around it so that input wasn’t registered more than once within a frame.

 

Overall, according to the comments, the game made some people laugh, some think, most complain about low audio volumes, but I am fairly satisfied by what I accomplished in the amount of time I had, having only begun learning Unity (and game dev) 3-4 months ago.

I intend to do a proper remake of it in the near future and team up with people who know what they’re doing when it comes to art and sound this time. Maybe VR? Who wouldn’t love to come back home after a networking event and play engage themselves in a VR game on networking? If you’re interested follow me on my pretty much non-existent twitter @erikiene, I will definitely announce it there once it comes out.

I invite You to try my walking simulator / hearing sensitivity test out yourself and see what you think! All feedback is welcome – especially harsh, nasty things, as long as they’re honest and fair.

Also, congratulations to everyone who entered LD and almost all of the entries I tried (close to 200) have been amazing experiences in one way or another, both compo and jam wise.

Great idea! Intelligent, stylish game and the music is so pleasing. Congratulations!

Great idea! Intelligent, stylish game and the music is so pleasing. Congratulations!

Comments

21. Dec 2016 · 21:58 UTC
This isn’t where you post ratings

“Furni-Chore” post-compo analysis

furnichore_ss3

THINGS THAT I LIKED:

  • I managed to get all of the furniture placement rules to work properly, along with showing the player all the valid placement points.  It even removes invalid furniture whenever you pick up something that it requires.  While making this, I was so worried that I wouldn’t get it all to come out right, but it did in the end.
  • This is probably some of the most mellow music I’ve written, and I really enjoyed listening to it while playing the game.  I hope others do as well.
  • I made all of the sound effects myself through the microphone plus some sound editing, which I’ve done in the past.  I think I will continue to do this, since I’m starting to get pretty good at it.
  • I made a level editor to help speed the process.  Without it, it would have taken me much longer to make all the levels, and I wouldn’t have had time to make the 15 that I had.

THINGS THAT I DIDN’T LIKE:

  • The aforementioned level editor is very rudimentary, and always saves to the same filename (which has to be manually changed in order to be inserted into the game).  If I had more time, I would have made it more user-friendly and included it as part of the actual game.  I think including a level editor would have helped push the game up to the top.
  • It’s in the code to allow furniture that is pre-placed and can’t be moved, which could allow for interesting puzzles.  I didn’t have time to actually make any puzzles using the mechanic though; I was lucky enough to get the current 15 levels done in time for the compo to end.
  • I keep feeling like I made level 14 too hard.  People have beaten it though, so maybe I’m just being paranoid.
  • The way to tell the attributes of furniture is to hover over it or check on the slight color tint.  I think having actual different graphics would probably be preferable, but I didn’t have time for that.  It worked out, but it does add to the confusion.
  • I really wanted the sofas and chairs to auto-rotate to face properly, but I just didn’t have the time to implement it.
  • I also had a TV planned that had to be against a wall facing a sofa, but I cut it out after I realized that checking facing was going to be very difficult to accomplish with the way I had everything set up.

THINGS FOR THE FUTURE?:

  • This could make for a good completed game, maybe for mobile devices.  It just needs a facelift and a slew of additional puzzles and furniture types, and also some more furniture attributes.  I would definitely want to have the aforementioned TV put in.
  • Someone suggested to me that it might be possible to have levels procedurally generated.  I agree that it’s possible, and I might look into it if I decide to take this anywhere.
  • If I continue with this, finishing up the level editor is a must.  I’d really like people to be able to make their own puzzles and share them.

DarkLight – post compo update

DarkLight was my first game for LD, and if to be honestly this was my first game that was practically ready. In same time I recived some comments about shortcomings and unclear parts of the game. Main comments was that is nice idea and atmosphere but they didn’t understand what should do.

So I decided to “finish” it and correct this things, or better to say “update” this prototype to something what may be called the game.

Meet the latest version!

You can download it for Windows PostCompo, for Web the is some problems.

Play and Rate

DarkLight1

In this update I include more changes of the room and now it is 10, so I think you need at least 5 minutes to pass it to the end. Also I included subtitles and voices that should help you during the journey

DarkLight4  DarkLight2

But still I don’t have enough knowledge to show the end of the game. So if you are interesting on how it should end please contact with me :-)

I know it is not a lot, but I think you’ll like it, Merry Christmas and happy New Year!

Me, Amanda, Michael, and Leonard are back to play your games again! This time with special guest Clarence the bear!

We love developers, we love Ludum dare, and we love your games. We’re on our bean bags and fur rugs excitedly playing them. Join us  on twitch here https://www.twitch.tv/onlyslightly and send your games our way!

TVGS plays Ludum Dare 37 Playlist update #1

Hey, all! We here at Tech Valley Game Space (TVGS) started posting our live-stream recordings on our own Youtube account! You can check them out on this always-up-to-date playlist below:

All the Saturday stream videos are:

Check out my entry: Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Check Out My Entry: Horror Hotel – Room #13

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Check This Out!

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Check It!

I finished making the game about 30 mins before the Jam ended. Check it over here : http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=110057

HorrorHotelGif

This is my 2nd Ludum Dare and I’m more satisfied with this entry compared to the last one.

Forgive me if the art is horrible, but I tried my best.

Comments

TerraCottaFrog
22. Dec 2016 · 07:37 UTC
Please don’t spam the front page.
22. Dec 2016 · 17:02 UTC
Could you please not spam the front page, it’s just puts everyone off from your game.