LDJam user 11093

LD30

First Ludum dare over here

Hi there, I’m in:

 

Engine: Unity

Tools: 2D Toolkit for manage 2D sprites in unity, Pixen for sprites.

Comments

22. Aug 2014 · 19:55 UTC
Welcome and good luck!

LD31

Doom Zone Post-mortem

About Doom Zone

Doom Zone is a top down shooter with Smash TV reminiscenses (360º aim & shoot, power ups, traps, great number of enemies, etc) solo and multiplayer oriented.

Nothing too complicated to achieve with 2 persons and 72 hours, or that is what we thougt.

 

The Team:

  • Jonay Rosales González: Programmer, Game Design and character modelling.
  • Esciron: 3D Props, Textures and Music/SFX

 

Idea’s Birth:

having in count the LD’s theme, our Idea was kinda simple (maybe too simple?), but effective:

  1. Visuals: having in count both of us aren’t kinda good at 2D art (my last LD entry: Three Rude Dudes should confirm it, or maybe the opposite). We tried to simulate Playstation (PSX) visual with some post process effects (Real time  shadows, deferred rendering and bloom). The visual results on projectiles and different particle effects are kinda good. The overall scenario and character aren’t too detailed due to camera’s distance. So it was easy put dozens of enemies and elements on screen.
  2. Presentation: we wanted to show all the stuff in only one screen in the best way possible: Transition between the main menu and the game should be kick-ass, telling the player “Is Time To kick asses, NOW”
  3.  Multiplayer: until 4 players locally can play the game, but seems the implementation wasn’t too good (See what went wrong for more info).
  4. Music: My LD’s pal, Esciron is good at electronic music, SFX and all that stuff, so by instance we can have for Doom Zone a really good soundtrack.
  5. GamePlay: simple as pie: kill al enemies and return to the platform to start another wave, until game over is showned. we made 6 levels on this LD that spawns randomly. Our level generator can add more levels easily and without much haste.
  6. Enemies: 3 types of enemies.
    1. Kamikazes, the ones that blow aways with near you.
    2. Snipers go around the scenario, stops, aims and shoots you.
    3. Trappers: put mines and shoot their rocket launcher at you.
  7. Traps: 3 types of traps.
    1. Turret: shoot missiles at you.
    2. Laser beams: when activates, all that touches is destroyed.
    3. Fire traps, spits fire when opened.
  8. Items:
    1. 3 weapons:
      1. normal,
      2. spread gun
      3. rocket launcher.
    2. Invincibility: you’re untouchable during 5 seconds.
    3. YEEXplosion: a brutal explosion that kills all on the scenario.
    4. Life Up: you know what does.
    5. Bonus: gives you 5000 points.

DAY ONE (Visual development):

  1. Creating characters: 4 characters with polycount < 300
  2. Creating props: main scenario, traps, etc
  3. Creating proyectiles
  4. Adding character animation set-up
  5. basic gameplay coding

DAY TWO(Code development):

  1. Creating GUI Elements
  2. Making OST, voices and SFX
  3. Coding ALL gameplay

DAY THREE (Last Day):

  1. Code Game Flow (in-game, main menu, pause and game over logic)
  2. last art and music additions
  3. adding levels
  4. debugging (few hours before submission) and crossing fingers

 

What went right:

  • Visuals:
    • Old school look with a little bit of HD effects enchancement achieved nicely
    • transition between main menu to game/game over to main menu sensation is really great
  • Gampelay:
    • enemy behaves as they must
    • sensation of killing enemies is cool
    • great variety of items
    • different situations

What went wrong:

  • we haven’t much time to debug. Maybe we’ve added too much stuff for a 72h entry
  • Bizzare way to select controller/join players pressing a button on main menu
  • characters are hard to see when there are lots of enemies on screen. even worse on some scenarios
  • bad art choices due to the few amount of time.
  • 80% of the in-game bugs derived on a plugin for make enemies break into pieces.

 

The Future:

The game is in a state that we can polish, improve and convert it into a more interesting game. So is a matter of time we launch a post-compo version of this game Soon.

You can play and rate Doom Zone Here

Itchy Games Twitter: @ItchyGames

Itchy Games Facebook

Tags: ld31, ldjam, postmortem

Ludum Dare 45

I may be in!

2019-10-04 Ludumdare 45 previous entries thumbnail.png I should use: - Unity 3D WebGL - C# / Visual Studio - UModeler - Bfxr / Audacity

Happy weekend to all ;)

Ludum Dare 51

I'm in!

2022-09-30 Ludumdare 51 previous entries thumbnail.png I should use: - Unity3D WebGL - C# / Visual Studio Community 2022 - UModeler (if I go 3D) - Gimp / Inkscape (if I go 2D) - Bfxr / Audacity

Happy weekend to all ;)

Changed category from Compo (unfinished) to EXTRA

rect896.png

I've just discovered that it is possible to change my entry category to Extra until the end of the rating period.

I was very frustrated with my initial unfinished Compo entry. Finally, I've used some time of the last weekends and continued the development.

Features of the extra version : - Added animations (Idle, Move, Attack, Hurt, Die) - Reworked combat system (attack, defense, bonus, malus …) - Added icons to display HP, defense, attack … - Added minimalist sounds - Added Help screen LD51Extra3.jpg https://ldjam.com/events/ludum-dare/51/timed-turn-based-strategy-game

Feel free to test and comment this new version. I will now take time to review a maximum of others entries.

Ludum Dare 52

I'm in!

2023-01-06 Ludumdare 52 previous entries thumbnail.png I plan to use:

  • Unity3D WebGL
  • C# / Visual Studio Community 2023
  • Blender3D Low Poly models inspired by Imphenzia tutorials
  • Bfxr / Audacity

Happy weekend to all ;)

Ho noooooo, I've asked ChatGPT...

OMG I went astray, I sold my soul to the devil, I asked ChatGPT what game I could do with this theme! Untitled.png And one of the answers was brilliant!!!!!!!

Ludum Dare 54

I'm in

2023-09-27 Ludumdare 54 previous entries thumbnail.png I plan to use:

  • Phaser HTML5 framework
  • TypeScript / Visual Studio Code / Rollup
  • Gimp / Inkscape with the help of 2DGameArtGURU
  • Leshy SFMaker / Audacity

My Extra entry is released: Shoot'n Trade

I like to use LUDUM DARE to challenge myself and try new things. It's not a good idea if you want a nice result and high rating, but it can be a great opportunity if you want to boost yourself to explore new possibilities.

So I've tried to make something in TypeScript with Phaser 3. I've discovered this language and framework three weeks ago!

Of course, the Compo and Jam timings were exceeded. But after two weekends and a few evenings, the result is here, and I've made a big leap in my knowledge of theses tools. I'm very happy with both, even if TypeScript has added a few complications (less Phaser examples, and the need of more tools in comparison to Javascript).
I've also discover the AI Copilot, and for me, the "whao" effect was even greater than ChatGPT last year. It's really great for learning new languages and frameworks.

So the result is a little Shoot'em Up, playable in your web browser, and available with source code.

Play Shoot'n Trade in your web browser

Use the limited space of your ship to embark cannons, shields or merchandises.
Fight your way against aliens waves.
Resell your remaining merchandise after each wave to make profit and buy more space.

ld54-screenshot-fight1.png

ld54-screenshot-shop.png

Play Shoot'n Trade in your web browser

Ludum Dare 55

Ludum Dare 56