Ludum Dare 37 December 9–12, 2016

Death Room – The End

We did it!

Menu Inicial

Our game is finished (for now) and we are very satisfied with the results. We did almost everything we wanted letting just some gameplay adjustments and details behind. Beside the deadline, we will continue working on this game till the end of this week cause we loved this game so much that we want it done anyway <3
We are also thinking on a mobile version o/

PLAY HERE

Previous Posts:
Protagonist and Art
Interface
3D Models & Textures

Are you afraid of spiders?

Here’s your chance at revenge.

Stomp the black spider that’s running amok in your bedroom!
(Unfinished jam entry)

wip3

Little Black Spider

Couldn’t quite finish my game, so there is only one spider to stomp. Quite pleased with the graphics and the way the spider scurries around the room.

Comments

Cerno_b
13. Dec 2016 · 04:01 UTC
It’s cute. Controls could be improved a bit and it’s not easy to see where the boot will land. Presentation is top-notch though. You should have entered nevertheless.

We did it! Dream Machine Complete!

HEY EVERYONE WE DID IT!!!!

LDJAM4

Dream Machine is a first person puzzle game about a guy who was trapped in his garage Check it out here!

As a side note follow me on my Twitch, I’m going to play LD games all week!

This was the hardest Jam I’ve had since I started doing game jams. I worked for a total of 52 hours in 3 days, and was the most ambitious project I’ve ever taken on, as well as being my FIRST 3D game! D:

Let me know what you think of it over on the LD Entry page!!

Thanks to Plnrnd, my partner on this project who did the 3D modeling, for not killing me when I got super annoying haha.

OHH AND HERES ANOTHER LINK, SRSLY GO PLAY!

“The Coffee Room”

Screen2

Yay, I finished my second LD \o\.

I’m not really happy with the result but it has been, once more, a wonderful experience. So here’s “The coffee room”, a wave-based beat them all.

Screen1http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=112394

 

What went wrong :

-I’m not familar with the beat em all genre, I was clearly lacking knowledge and the game lacks juice.
-Artwise it’s “meh” at best, I spent way too much time trying to make the assets work visually and I’ve made way too few of them the game feels pretty empty.
-Artwise again : I totally screw up the few animations I had to do, the walk-cycles are “okayish I guess” but the punch animations are…awfull. Dynamics have never been my strong suit but here’s a new low.
-The theme (coffee shop & demons) and the gameplay are lacking cohesion, It doesn’t feel right, I should have gone with a lighter approach.

What went right :

-Once again, I’m surprised by how much I can do codewise, even if it’s poor and ugly, it still works.
-There’s some assets that are not that bad, even if they are classic, individually they actually are decent.
-I love failing, it’s easier to see what you could have done and really think about it (and it keeps your head on the ground).  I’m pretty sure if I ever do another game like this in the future it’ll be far better (wich is pretty easy). And it’s knowledge I can apply to other genre.
-The theme itself is actually a good idea, I always wanted to make a game with some jazzy lounge influence. It’s not this one but I have a clearer idea on how I might do it.

And, of course, the timelapse for the third day :

Let’s go for LD38 now !

SHUT UP AND SLAM JAM Karate Basketball

Another LD down, what a ride! We made a NBA Jam style game with fly-kicks!

 

I’m really glad we got to make a sports game, it’s been on my list of things to try making since playing Tennes, and heightened by seeing Dan Marshall tweeting about Kickmen. They seemed like the sort of gameplay that’d be really fun to code. And it was too! Although boy I’m exhausted now. It’s probably the most complicated LD we’ve done from the programming side, with AI and whotnot, (it’s bugged all to hell i’m sure), but learned heaps, and so I’m pumped by how it turned out.

Anyway, if you like dunks and kicks, go have a play!

-Dave (one of the Sea Dads)

Comments

ashwin
03. Feb 2018 · 06:10 UTC
Thank you

We made CULLARENA! Runs, Shoots, Repeats!

Screenshot from CULLARENA

Screenshot from CULLARENA

Try it here! (More platforms soon… Sleep first!)

https://drive.google.com/file/d/0B-YxRiMn21EccTVTTF9UTVNiUmM/view?usp=sharing

Not quite as expected :(

Well, everything went wrong at the last minute. A serious bug broke the whole game and I had to remove the last part of it. Now it has no ending, a few weird bugs, no polish… I was too ambitious with this little project. So many ideas but not enough time. I spent too much time on the characters and its moves while the focus should’ve been the room!

The amount of art work that went into it… I just can’t thank my art partner enough! And overall, the gameplay and design (even if short) feels right. It probably deserves a good post-jam version.

Rescape released!

Gif

…and playable here!

Gotta say — really happy with how this went down. Started off with a quick idea, but the first few days had doubt seeded deep. Nonetheless, a number of things ended up going quicker than expected, and I was still able to finish all the core gameplay and necessary assets in time.

Time to take a breather before heading off to play some games. Best of luck to everyone!

Comments

13. Dec 2016 · 07:49 UTC
Nice walk cycle

Success!

Roompocalypse
This is my second time participating in Ludum Dare, and I have to say, it was quite an enjoyable experience. The first time I participated, I did not finish my game. I learned from my mistakes and managed to finish my game this time around. The game could do with some more enemies, tower types, and levels, but overall, I feel like my attempt was successful. Unfortunately, I got sick on the first day, so I had lost a sizable chunk of my time. Still, I managed to finish my game. I have to say, I’m quite pleased with myself.

Programmer Looking for Programmer

Hey Community! I was wondering if there were any programmers who would like to participate in collaborating in an upcoming mini ludum dare. I am a programmer but I want to work on a project once where I do not do the programming and would like to document my experience with this. I am very curious and interested in this passenger seat experiment.

My contribution to the project will be in the design and gameplay mechanics. Depending on the project possibly artwork. I am also capable of producing chiptune sound effects. My cousin also contributes in these types of projects with me as well, and he is great at creating music. He made the music for our latest Ludum Dare entry and the music featured here.

If anyone is interested please leave a comment or message me and we can talk on Skype.

It was awesome!

27947-shot1-1481575530.png-eq-900-500 (1)

It`s my first LD and GJ. Thanks to my team! It was awesome!

Try it! Hero enters room and sees a lot of doors. But it is not a simple room with unusual doors. Can you find a way out and survive?

Small but interesting

This time i only dedicated 7 hours to develop the game because i was travelling. But i think the result is interesting. You have to jump and bounce off the walls (like in Super Meat Boy) to collect the green orbs and evade the red ones.

I hope you enjoy! Soon i will start to play some LD37 games!

Survive the Barbaric Vikings

Our second Ludumdare but this time we had less time but still had fun!

Things we learned

  • Creating weapons that the AI and player use exactly the same way. Don’t have to change anything specific for the AI or player.
  • Animations in Unity. Our doors were animated in Unity because they have their own colliders that move
  • Complex animations with layers etc.

We couldn’t get in everything we wanted but its still enjoyable with its infinite wave generator!

HOW FAR CAN YOU GET!

screenshot1 screenshot2 screenshot3 screenshot4

Click here to play our game

 

Tags: action, gamedev, GameJam, LD37, Ludumdare, Survive the Barbaric Vikings, top down, unity

Phew! Did it! (and slept while writing this post :/)

So, after skipping LD36, thankfully I did finish my game! 😀

It didn’t come out 100% as I wanted to (hey, but what turns out like that, eh?), but I’m satisfied with the results! :)

Rainy days here in São Paulo also helped me write the game a bit. 😛

You can play my game by clicking here or in the image below! :)

ld37-rainwater-mini-lossy

Thanks! Good Luck for Everyone!

Now, gotta rest and then play/judge later! :)

Comments

perfectfitz
13. Dec 2016 · 08:30 UTC
I’m about to stream your game on Twitch. I’ll record it and give my opinion!

Velocity Glyph – 5 years and Post Mortem

Original post here: https://sudojess.tumblr.com/post/154413889334/velocity-glyph-5-years-and-a-ludum-dare-37-post

after

This weekend (and Monday), I participated in Ludum Dare 37.

5 years ago, I also participated in Ludum Dare, for the first time.

A lot has changed in those 5 years, as it would. 5 years is a long time. I went from making games as a hobby, to actually managing a games studio, as well as working on them as a hobby. I get paid every day to make games and that’s incredible. For many people, it’s a dream. It was damn hard work getting here, and it’s even more difficult now than ever, of course I’m better prepared for that now.
I’m happy with where I am, I’m lucky to be here, and I’m really excited for what the next 5 years brings.

This time, I created an arcade racer, kinda Wipeout/Re-Volt inspired. a miniature hover racing game. I’m pretty impressed with the result.

You can vote on it here:

Ludum Dare 37

And you can download and play it for free here:
https://sudojess.itch.io/velocity-glyph

It’s funny to see how far I’ve come from my first LD, a pretty terrible platformer with awful graphics and controls. Performance was probably worse than Velocity Glyph too.

I created a few interesting systems for the game, and here’s some details on how they work

Hovering:
h0vering

There are two components to hovering.
Firstly, ‘sticking’

Physical gravity is actually turned off for the project, each Racer gets its own version of local ‘gravity’, and every FixedUpdate, applies a downwards force to itself, ‘down’ being whatever it decides.
The racer is constantly casting a ray from each of its hover pads in the direction they’re facing. It averages down the normal of each ray hit and uses that as its definition of what down is.

I had a big problem at the start of being able to trick it into thinking ‘down’ was on the walls, if you rubbed against them hard enough, so I made gravity firstly Lerp between its current and desired definition of down, and secondly I don’t allow any drastic changes in gravity, as the tracks tend to curve smoothly anyway. It doesn’t work perfectly, but it’s a lot better than it was.

Secondly, the racers do actually hover above the ground, there’s no weird collision box magic going on, as well as applying a gravity force, they’re also applying an inverse force, allowing for a little over/undershooting of their desired distance, creating that distinctive bobbing effect. These values are slightly different for each kind of racer to make them feel a little different.

The same function that checks gravity also feeds the respawn system. If it can’t find any ground for 5 seconds, it respawns you at the last checkpoint. This was because the AI occasionally gets confused and thinks it can take shortcuts via the side of the track, and promptly falls to its death.

AI:

AI
The AI is pretty basic, but it does the job for the most part. I’m actually impressed with how well it works given the simplicity of it.

Basically, as you can see on the above screenshot, the AI casts a few rays, if one hits, it figures out a value between 0.2 and 1 for how far away it is, based on a curve, rather than a linear value, that way it turns harder a bit sooner than if it was right next to the wall.

If it detects walls in both directions, it figures out which way it should turn, and turns a reduced amount in that direction.

It tries to point vaguely in the direction of the next waypoint, but it takes a low priority, as the track curves around a bit, so pointing directly to it isn’t a great idea.

If it detects it’s facing a wall directly, it will slam in reverse to try to get away from the wall. It doesn’t always work, but it does solve a few issues. The AI makes it round the course 99% of the time now, in a competitive time. I have trouble winning against the AI sometimes, which is impressive for just 2 hours coding on the AI. There is no rubber banding or different values for the AI, it and the playercontroller send exactly the same info to the racer controller.

Game Feel:
feel

One of my goals right from the start was to make each racer feel different, while keeping a balance there. I think I’ve achieved that, and I’m quite happy with the result.

Each racer has slightly different thrust values, but nothing game breaking, the main key is the engine location. It actually applies thrust where the engines are, which makes the London, with its one powerful engine, feel a big more ‘slidy’ than say, the Moscow, with its 4 ‘push forward’ engines, that make acceleration feel a bit more punchy.

Turning doesn’t just happen on a dime either, it lerps to the turn value, by a different amount, and each racer corrects itself slightly different.

Racers also have unique hover force values, so some feel bouncier than others.

Finally, particles and Audio play a big part in game feel. I had some sounds lying around on a hard drive that I modified and cut together to create unique sounds for the London and Washington. Sadly I ran out of time so the Moscow uses the same sounds as the Washington.

There are engine startup noises, idle noises and ‘rev’ noises. The rev noises fade in and also increase in pitch as you get faster, making it feel like you’re really pushing the engines. There’s a slight delay on the noises too, which I found just felt a bit better, though I can’t explain why.

Conclusion:

Capture-2016-12-13_01-59-17
There’s so much I could say about this game, that I created in the 72 hours I spent on it, but I’ll leave it here. I had a lot of fun creating it, and I’d love to take it further in the future

I’d like to give a big shoutout to http://twitter.com/toastedkp who nearly killed himself getting these incredible models to me. I look forward to seeing everyone elses entries over the next few weeks of voting!

Comments

perfectfitz
13. Dec 2016 · 08:28 UTC
I’m about to test it live on Twitch.

Victory!

Whew!  This was my second real compo Dare and I’m slowly getting better at it, thank goodness.  I had a rough start on the first night (getting amped up is hard after a long work week!) but by Saturday things were humming along really well.  My game Cardinal Cell is balls-ugly, but I’m fairly pleased with how it came out.

I had an idea to incorporate the movement of 2048 into a fantasy battler for a little while now, but this was the first time I was able to put it into practice.  Excited about the idea and know where I want to go once I get out of this “One Room” and get some real art.  There’s a fair amount of possibility there.  I’m tired but it’s been a fun weekend overall.

Check it out by clicking below and giving it a vote!