Gipzo

LD32

We’re in!

Hello everyone!

We are two people in Minsk, that eager to participate in LD: me, as a programmer and my friend as game-designer.

Tools are ordinary: Unity 3D, Photoshop, sfxr and may be some online music generator :)

Good luck everybody!

Throwing buritos

Casually throwing buritos into zombies…

burito_1

Burrito Socorrista – postmortem

It is the first LD we participated in and second game jam. And we finally got finished jam game. And our first finished game overall 😉

Our game is Burrito Socorrista (or “Burrito Lifeguard” from google-translated Spanish). In this game you play as burrito-chef, who is fighting against zombies using his delicious cooked burrito. The game is rather challenging and even got online Scoreboard )

We carefully tried to implement all gameplay we came up with, draw wonderful textures and sprites, make attractive 3d-models… but failed in all except most part of gameplay :) (I guess we need a good artist)

You can check the game here.

And leave some feedback, please, even bad ones are accepted :)

P.S. Congrats to all people, who managed to finish their games in time.

 

LD36

The Operator Update

Finally found time to fix interesting bug in my game – The Operator.

In some cases time froze before the day end. It was hard to reproduce, but I managed to find out the problem:
For each day I have random amount of calls and if generated amount was too small and player finished all the calls before the end of the day – time stopped.

So I just increased calls for each day, so it is safe to play now :)

The game can be played in browser here.

Original Jam Entry can be found here.

P.S.

Found out that I’m not the only one that came to the switchboard idea and found 4 more games:

The Switch – Worker by Ghen
One-Armed Operator by skele_blade
The Operator by ForeignGuyMike
Switchboard Operator by Jordan Campbell

Ludum Dare 37

Finally, just before submission hour.

Well, it was tougher than last time, but I managed to release in time – Cure4Life :)

Cure4Life

Currently there are only MacOS and Win builds on Itch.io. Don’t know why, but I couldn’t build proper WebGL build, but will it add as soon as possible.

Tip for Unity WebGL builds

Cure4Life is available in WebGL!

I could not get mine build working, until I changed my music asset load type to Streaming:

tip

It was on Decompress on Load and my WebGL game couldn’t change scene from menu to game level and just hang chrome tab.
Changing to Streaming fixed everything :)

 

Axe Bug Fixed

After some heavy testing and code reviewing I finally fixed bug in my game where after some time players axe was not working.

heavy testing

So I uploaded new version of the game – check it out :)
Also I tweaked some numbers to allow all players (that are skilled enough) to finish the game and open all items.

As always, Jam builds are available on itch.io too.

Running out of hands

Hello darians,

I would like to share one neat trick with you from our game, Cure4Life.

Our artist didn’t have much experience in pixel art and in pixel art animation, unfortunately.

So we decided not to draw and animate player’s hands.
We thought that it would look OK as some pixel games look awesome without hands (Nuclear Throne, for example).

Well, we was wrong. This looks very bad in our art style:

no-hands2

So I tried to add some arms and it was way better:

with-hands

As I’m a bit lazy to animate it frame-by-frame. It is also difficult as you can rotate weapons in any direction.
I tried to use Unity’s LineRenderer to create thick black lines as arms. And add two sprites as hands.
It took about 10 minutes to setup and voilà – nice convincing arms, that are animated with any weapon :)

line-renderer

P.S. If you’re interested in details about our game – feel free to ask in game comments 😉

Tags: postmortem, unity3d

Comments

MrErdalUral
16. Dec 2016 · 10:22 UTC
I wish I had a chance to see this before the jam. We did some similar combat mechanic but not quite as good looking. Any chance you share the source?
16. Dec 2016 · 11:30 UTC
MrErdalUral, I don’t think source will do any help – it have a lot of spaghetti code :)

But I can share some details if you want to know 😉
16. Dec 2016 · 18:02 UTC
This feature is pretty cool and useful! Good job 😀

Swinging the axe – Attack Animation HowTo

Hello again,

I’m continuing postmortem posts about our game – Cure4Life.

And in this post I want to explain how we did axe attack animation.
Other weapons behave simpler as they don’t have any animation at all :)

title

Unity 5.5 project archive

Hierarchy

First, let me show how weapons are connected to the Player and how each Weapon is organised:

hierarchy

Hero has Weapons game object that is positioned in the middle of his chest.
This way Weapons object can be rotated to aim weapon in some particular direction:

weapon_rotation
(red dot is the pivot position of Weapons object)

This position is independent of weapon animation and it is also useful to know our weapon aiming to decide which enemies we hit :)

Inside Weapons game object we have separate objects for each weapon.
Each weapon contains separate object for it’s sprite and other effects.

For example this is Cure4Life hierarchy:

cure4life_hierarchy

Animation

Animation-wise axe is simple:

We have 3 animation:

  1. Idle – just one frame
  2. AxeSwing1 – axe swings from top to bottom
  3. AxeSwing2 – axe swings from bottom to the top

axe_swing_1    axe_swing_2

The interesting part is Animation controller.

We added Fire trigger and set up Idle animation as default.
There are 3 transitions: Idle->AxeSwing2, AxeSwing2->AxeSwing1, AxeSwing1->AxeSwing2.
They all are configured the same:

axe_animation_trigger
No exit time, zero transition duration and they are activated on Fire trigger.
This way, each time Fire is triggered, animation will switch between AxeSwing1 and AxeSwing2:

animation_controller

Particle System

Another crucial part of attack animation is swing particles:

swing_particles

This is done mostly with default particle system and particle texture, which consists of 4 frames.

Here are axe’s swing particle system setting with some explanation:

particles_rotation

particles

particles_animation

particles_renderer

Making it Move

Activating animation and particle system is pretty simple:

Animator.SetTrigger ("Fire");
 Particles.Emit (Random.Range (1, 3));
 

Add some timeouts and input logic and we get this:

final_result

I hope this post is somewhat useful :)
Here full Unity 5.5 project archive – Download Sample Project.

P.S. Don’t forget to play, rate and comment our game – Cure4Life 😉

Tags: LD37, postmortem, unity

Cure4Life Postmortem

Hello again, fellow darians :)

I guess this is my final postmortem post for Cure4Life.
Mostly because I can’t come up with anything new to write about this game :)

Firstly, my two older postmortem posts about this game:

Running out of Hands
Swinging the Axe

In this post I want to show you how our game changed from beginning to the end.

Quick tip: Using some sort of CVS (Git, for example) is very useful for this kind of posts.
It is difficult to find some time and capture game while jam is in progress (and if you’re not making timelapse).
But it is pretty simple to make commits to CVS and then, after the jam, go back in time and make some gifs :)

Day 1

After discussing core gameplay I started making prototype without proper sprites.
Managed to make physics-based shotgun :)

oneroom_1

Removed some boxes as they block bunch of bullets.
Added some sort of room. Now our game fits the theme :)

oneroom_3

Added enemies, some basic enemy pathfinding and some loot :)
First pathfinding just tried to go in the direction of player, without any obstacle detection.

oneroom_4

Replaced pathfinding with proper one :)

oneroom_2

Finally got some sprites from Chimera. Looks ok, but hands…
Also axe looks like tail if it is behind player 😀

oneroom_5

…from here gifs are smaller due to file size limitation… 

Added some blood, and gibs, and blood stains. Made axe faster, just for fun 😀

oneroom_6

Added loot and popup labels when picking loot.

oneroom_7

Day 2

Added more labels 😀
Chimera gave me some weapon sprites too :)

By the way, incrementing numbers in label is not very difficult to do, just needed to add more data to labels to determine its type.

oneroom_8

Added hands! They look awesome :)

Also added label color coding.

oneroom_9

Random clip with overpowered shotgun.

I know that now it is very bad, we’re making proper post-jam version now with many balancing updates :)

oneroom_10

Day 3

Didn’t had much time on Monday due to work, so almost everything was finished in about 5 hours and I managed to make build when it was 7 minuts in countdown :) (It’s about 5 am my local time)

Added UI and Main menu.

Found some good music on Kevin MacLeod’s Site. Used it many times when I didn’t had any composers around.
Tried to make some SFX with BFXR. It sounds not very good, but it was fast to do:)

oneroom_11

Conclusion

It was fun LD this time. I was going to make some small game and submit it to Compo…
But when I entered my local real-world gathering I was immediately asked by Vitali (Chimera) “Are you a programmer?” and we started working 😀

P.S. Judging and commenting are still going – Cure4Life :)

Tags: postmortem, progress, unity3d

Cure4Life – Future

Hello friends,

We decided to continue game development and target mobile platforms :)

Also, we need more feedback: what do you think should be removed from this version, what features should be implemented etc.
Any feedback is appreciated, bad feedback is better :)

If you want to help or just to play – Play and Comment!

Preview

P.S. If you’re interested in postmortem – other posts about this game:

Running out of Hands
Swinging the Axe
Cure4Life Postmortem

Thank you for voting!

Thanks everybody who rated our game – Cure4Life.

Preview

Screen Shot 2017-01-03 at 15.15.28

I guess pretty fun game overall 😀

We will be back working on game after holidays. I will try to make posts about progress.

P.S. Also we need to change game title to something more fitting 😀

LD 38

Late "Finished" Post

The Village

Hooray! We've done it!

This time we tried to make cool strategy game with deep economic system...
Finished with throwing gold at travelers mechanic :grin:

What went right?

Well, we had two artists, which is nice :smile:
Also I improved my skills at particle systems :fireworks:

What went wrong?

Started making game without proper planning... again.
We had a lot of ideas and wanted to do everything, which lead to implementing nothing :confused:

So we have to scrap a lot if ideas on end of second day, so we have some gameplay.
Unfortunately, we've already lost a lot of time so we skipped audio step, which we wanted to do ourselves - using only our voices :unamused:

What is the result?

In the end we have this: LD Entry, itch.io

Any feedback is welcome! :nerd:

screenem3/emsmall.png

LD 41