pixeye

LD 40

Shoot of their lumps

After 60 hours of nonstop working I've finally named the game. MY EYES AND SOUL BLEEDS but I am determined to finish this game by the end of the jam.

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Combo move! XD

I need to stop polishing and focus on the game ) ezgif.com-optimize (7).gif

Shoot off their lumps

Yes. I did it. My watch is over and now I can sleep in piece.

LINK

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We decided to finish "Shoot off their lumps" in the next 20 days XD

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First of all, thanks, everyone who left feedback about our game. We decided to DIG DEEPER. It might be very crazy, but we will try to finish our game in the next 20 days. It will be our Ludum dare extreme mode XD

What will it be in the end? The idea is about exploring derelict spaceships to find supplies and scraps to upgrade your ship. Each ship will have few terminals so you can hack into the ship systems and control doors, defense systems ( for example order drones to kill all creatures in the room ).

I won't make autogenerated level ( although it's fit here as we have rooms like in The Binding of Isaac ), instead I will try to make exciting levels with some scenarios and different mood. For example, you may explore the ship and suddenly find that doors you came from not working anymore, and you have to find a new way back to your vessel. Or asteroid is heading right into the ship, and you need to hurry up.

Right now I'm working on simple editor to ease my level making process.

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Day 1/20 of making "Shoot off their lumps"

The first day was pretty lazy, we still having rest from LudumDare. We designed player’s little ship ( this is the ship you escaped with in demo )

It’s your “base” and safe place. You decide from here where to go next, upgrade weapon and outfit from scraps, restore health and so on.

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Day 3/20 of making "Shoot off their lumps" art timelapse

Shoot off their lumps - our ldjam entry game that we decided to finish in one month. It's about exploring derelict vessels. Find out what happened to them and try to survive.

We've finished working on player's spaceship art. This is the base where you decide what to do next, upgrade your gear and rest between exploring other derelict vessels.

https://www.youtube.com/watch?v=Rquzg5X3LzY

I'll be adding it to the game soon, but right now I'm working on making proper ai, and movement input for the game as many asked in the feedbacks.

  1. I've added aiming to the game. So as your hero moves the sight is lost until you stand and wait for a sec.
  2. Bullet shell effect, just for fun :)
  3. Improved movements and changed rolling button from shift to space keyboard
  4. Hero can reload gun by continuing clicking LMB
  5. Added animation fire directions ( up and down )
  6. Monsters gain damage from any hits, BUT it's very ineffective to kill them by just shooting. The best way to kill a monster is to shoot off his lumps. In this case, he will die very fast, and you save a lot of bullets.

I'm planning to release a new demo after I finish enemies AI to test improvements:) Stay tuned!

https://www.youtube.com/watch?v=HG4FdYZ15OI

Work in progress

It's been a while since I've posted about our progress in making "Shoot off their lumps." So what has changed:

  • I've polished some visual effects. Now monsters die with different animations based on how you kill them. Also if you kill fiend standing nearby him you'll get sprinkled with blood and (()@#%( that was not easy to implement XD

  • Shooting mechanics changed a bit. Your hero automatically aims when standing still. But if you shoot very close to target it doesn't matter though as game respects the distance between your character and target.

  • Fiends can be executed by simple shooting but it takes waaay more time to destroy them in such way.

https://www.youtube.com/watch?v=Sij4sTS2wq4

So the game is made in Unity3d that is faar more better now for 2d featuring a lot of improvements such as 2d masking and atlasing textures out of the box.

Maybe the most interesting task for me by far was adding blood to the character when fiend gets killed. To achieve that I use a special blood mask:

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Then I made a special shader with a threshold to change how much blood I want to see on a character. This shader has the direction by texture mask to reveal blood ( it's a white mask if the pixel is white than draw blood from sprite otherwise show nothing ) - a simple concept.

After that I made blood masks for all directions my character faces ( not many: up and down ) - and the second version of a mask for special animations such as reloading gun as this mask didn't fit. And played with animations in unity3d a bit to be sure that mask moves along with the sprite.

I'm expecting to finish new demo somewhere this week.

Work in progress

So this is the evolution of my LDJAM entry for now. I've added melee weapon, polished movements, finish shooting mechanics with all visual effects. Next todo: throwing objects in enemies, AI. After that work done I would be able to provide new demo : )

https://youtu.be/Xlsw2a62wMs

Timelapse goodness!

staying consistent making game day&night XD

https://www.youtube.com/watch?v=o_GNHoFrkhs https://youtu.be/bsDZMYCgDLI

Emm

What's the point of all these Word Clouds spam?

A new demo of "Shoot off their lumps" .

Hi everyone! We renamed game to Cryoshock. This month we focused on creating battle mechanics. I would love to hear feedbacks from you guys. We worked really hard and want to provide our best so leave any thoughts/ideas about game aswell.

link

P.S. Happy New Year to everyone. I wish you only luck in hard but exciting journey of game creating :)

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So 258th.

As a programmer I would be happy to be 256th. NEVERMIND : ) I'm still polishing the game created for LD entry and you can check out progress by far : LINK

I highly appreciate any feedback and suggestions about the game! I've ended up making it with beat em up elements and removed mouse/aiming mechanics. Thanks everyone who voted, created awesome games and see ya in the new year : )

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