PowerSpark

LD34

Half Done?

I can’t name my game but I can make an item store:

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This’ll give the player some weapons and upgrades to slash better once I finish it.

24 hours to go! I’ll have to continue working to fully flesh this game out… it’s moving in the right direction!

Good luck with your games, devs!

Edo Arena’s TIMELAPSE

Hello everyone,

I’ve gotten around to editing my time lapse of this weekend. I really enjoy making these, so it means a lot if you take a look. Use this link to play the entry.

Thanks to anyone who has played the game!

Edo Arena – Post Mortem

So I think now that my schedule has calmed down a bit I’ll be writing my post mortem for Edo Arena. If you haven’t seen it yet watch my development time lapse!

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How it went

The process went surprisingly smoother than I expected for my first compo attempt. After spending much time messing around with potential ideas with two button controls, I settled on a fighting style game, with two button ideas like One Finger Death Punch. I wanted to make sure the models looked well enough so I went for a extra minimalist art style. After a few hours I had gameplay and pretty sword trails. :)

 

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From then on I continued by adding enemies. This took me a great deal of time to get the animations and feel to go well with the gameplay. The player soon flew around the screen the way I wanted. I added the upgrades shop for the rest of the second day, then added more enemies and power ups, made sounds, and polished the rest of the time.

 

 

 
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What went well

I am very happy with the crisp look of the stage– it may be strangely UV mapped but it looks very nice in Unity. The animations were well received and I obviously took good care of the particle systems. The enemy spawning and “AI” wasn’t anything special but it did the job. The weapon variety was good too and the upgrade shop was worth the extra work. I will hopefully be able to add to this game and make a Post-Compo version.

What went wrong

The overpricing in the upgrades created many problems, I’ll be them fixing for Post-Compo. The music isn’t too great, but I’m not upset about that considering it’s the second song I’ve made using LMMS. The animations were good but they could be much more accurate and varied for each weapon. The enemies were sometimes coming at the player from directly above, which is not ideal. Finally, things that I did not have time to add in included: additional weapons and buildings, final boss, and a credits menu.

 

That wraps up my Post Mortem, it’s been an awesome Ludum Dare 34 and I love playing your games! I expect to make a Post-Compo version to be released around the end of judging. Remember to play Edo Arena and follow me on Twitter.  Thanks for reading!

One Day Left: Edo Arena

Vote

Hey everyone!

Thank you to all who have played my game! I’ve enjoyed playing all your entries, but the rating period is almost over! I’d appreciate any final ratings and feedback before judging ends, I hope to get a few more votes in. Play Edo Arena.

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New animation stances

Sometime after the deadline (I’m not sure when, it’s not done yet) I will release Edo Arena’s post compo version. I didn’t have time to add much to this yet but my main goal is to tidy up the animations and item store. I hope to tweak the gameplay as well. However, I’m putting together an update for my bigger project so I can’t devote all I can to this post compo version. There will also be Mac and Linux standalone downloads.

Read my Post-Mortem here. If you haven’t seen the timelapse, take a quick look!

Thanks for reading and I hope you all get great results! ☺

Tags: compo, ld34, unity3d

3 Hours Left!

If you haven’t played my compo entry, now’s your chance!

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Edo Arena gameplay

I’ll be finishing up the post-compo version. Thanks for playing and good luck with results!

LD35

I’m In! Compo

Hey everybody, I plan to join Ludum Dare 35. This will be my fourth LD already, and my second compo! I use these tools:

Engine: Unity

Language: C#

Graphics: Blender, Gimp, Photoshop

Audio: LMMS, Audacity, SFXR

I’ll be making a timelapse of development, like my last LD. Stay up to date @PowerSparkGames, thanks for reading and good luck this LD!

First Night’s Results

So characters can be selected and told where to go basically.

I’m happy to have a character complete… I’m getting my sleep now. 😀

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Tags: 3D, progress, unity

Animation Work

Good morning, doing animation work for the characters. He doesn’t have a weapon yet…

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Submitted! Fugitive Shift~

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Play Fugitive Shift here! Going out for dinner, so if there’s any bugs I’ll have to fix them later. Thanks!

Tags: final

Compo Timelapse!

Hey guys, I finally uploaded this short timelapse of the development of Fugitive Shift 😀 Play the game here, and if you want, please check out the timelapse below. Thanks!

Post Compo Update 1.1.0

My game, Fugitive Shift, just received a post-compo patch! This has fixed problems and added better particles/effects. Also, dialogue has been improved so players have a better idea of what to do in each level. Please check it out!

 

PLAY HERE

 

Have fun!

Fugitive Shift, Compo Entry

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Control characters and shapeshift

Don’t be this guy     

 

If you’re interested, give it a go! Leave your feedback if you want. PLAY HERE

Thanks and have fun!

Last Day, Getting Featured

Hey everyone! I haven’t posted very much during this judging period as I have been busy with school. Haven’t written a post-mortem yet either… I’ll have to write it with my results post tonight.

The news is that Game Jolt has featured my game, Fugitive Shift, today! This is a first for me, and I’m very excited to see it. Check out my entry here, there’s only an hour left!
Featured

Thanks for reading, I wish you all great results 😀

Results and Post Mortem — Fugitive Shift

Ratings

Hooray for the solid scores 😀 It’s been an awesome Ludum Dare, and we all made some great games! I’ll make my post mortem here short.


 

Fugitive Shift Post-Mortem

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What is this

Fugitive Shift is a game about three prisoners in a sort of abstract world working together to escape. It plays like a sort of top down stealth game, where you may command each fugitive with mouse clicks. It is probably more of a puzzle game, however.

What I did wrong

Okay, the idea was ambitious. It was my best idea though, so I just stuck with it. It ended up making the game pretty complicated when it was released. Level-based games are what seem to be much more time-consuming for compo. Speaking of that, this game almost played out like my LD 33 entry, Hymn of the Sages. It was a slightly similar stealth game that I had to rush making levels for. I learned from that and tried to make the levels for Fugitive Shift more meaningful without spending too much time on them. I was able to finish faster than before, as Hymn of the Sages was a Jam entry. Finally, the main mistake I made was not getting enough playtesting in before releasing. Some parts of the game were unclear and difficult, and I wish to better them. It shows when you get a low score on theme, because people probably don’t make it past the first level where there’s no shapeshifting.

What I did better

Time management was something I held very importantly over the days of development. I had planned out what I needed to get made on many sticky notes. I wrote out my schedule. These are things I was too lazy to try before, and it’s something that I’ve learned can really help with the short amount of time. GUI is looking good too, thanks to Unity 5’s great UI system. I just needed more time for the menu screen. Something I’ve never done before is dialogue. I spent the final hour writing dialogue for the characters, so they would explain mechanics a bit. I am happy with that first step of mine.


 

If you’re interested, check out the development timelapse HERE

That’s all I really need to say about Fugitive Shift. I thank everyone who’s rated and given feedback, I really appreciate all of your pointers! I can hopefully make an improved version later on. Thanks for reading, see you next time! 😀

LD36

I’m out this time

I have events going on during the weekend of the jam, so after being in the past three Ludum Dares I won’t be a part of LD36 :c.

I’m slightly disappointed, since this Dare is community-run and I think it will be interesting. Nevertheless, good luck to all participating and have fun! :)

Looking forward to what comes out of this LD and participating in the revamped December Ludum Dare!

Ludum Dare 37

I’m In, 5th Time

I can participate this time around, only I’m not prepared at all… 😮 I’ll be brief

Tools – Unity, Blender, Gimp, Aseprite? (considering 2D in Unity), paper and such
Lots of work to do! I’m curious to see how the new website will run the event. Good luck everyone.

Tags: #gamedev #ludumdare #imin, LD37

Day 1 So Far

Simple AI finished, also now you can shoot with the mouse and some other things… Going good!

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Tags: progress

Comments

TerraCottaFrog
10. Dec 2016 · 21:00 UTC
Looking awesome :)