aurel

LD 40

LD40 - Here we come!

Our team is in for LD40! We're going to try tackling a more complicated 3D game.

Our Team

@aurel - Game Architecture

@linear - 3D Modeling and Coding Witchcraft

@thomas-kresge - Audio, Sound Effects

@angiekatneko - Art

@james-fisher - Level design and decoration

Our Tools

  • Unity3D - Game Engine
  • FMOD Studio - Sound
  • Lightwave - 3D Modeling
  • Visual Studio 2017 - Coding
  • Clip Studio Paint - Art
  • Photoshop - Art and UI
  • Gimp - Textures
  • ZBrush - 3D Modeling
  • SpeedTree (Maybe)
  • Discord - For the Chats
  • Gitlab - Repository for Files

Our Goal

Our goal is to make something fun, work on some interesting AI, mechanics, aesthetics, and general mood. We're all hoping to learn new things and implement things in different ways. For myself and @linear, this is our 5th full LD - excited to see how it all pans out. This is @thomas-kresge 's 3rd one, and everyone else's first one.

Here's hoping we get something done, despite the lack of sleep we're likely to have!

SCRAMBLED - Need a few ratings to hit the minimum

Time's running out. I was out of the country right after LD40 ended and didn't get a chance to rate games until yesterday and today, so we've been doing the mad rush to play and rate as many as we can in 2 days. However, it looks like with 15 hours remaining, we still need a few more eyes to take a look at our entry before time runs out.

Check out our game!

/begging

Scrambled - A Tale of Removed Features

It all began back on the first night. We knew we wanted to experiment with some new things we hadn't done: - We decided for the first time to not use Unity's Character Controller, and build our own, cobbled together with bits and pieces from different things I've learned over the years or written. - We wanted to try our hand at a flying enemy. - We wanted to implement swimming and underwater enemies. - We wanted to do something that was a bit more of a collect-a-thon. - We wanted to try something that involved actual named characters this time.

We had vision for a few enemies - the bird, and the bucket night, and some underwater creatures. Our 2D artist mocked them, and our 3D artist implemented them.

The Bird

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The Bucket Knight

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Those guys made it into the game. We had custom post processing for water, sound effects for jumping in and out of water, and that didn't make it in. We had a caravan, and a talking character that we cut at the last minute, and we had a swimming fish and underwater bombs that didn't make it in because we didn't have time to make underwater areas.

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We had a custom inventory written, with items such as an underwater diving helmet implemented, buckets, and torches, but we just didn't have time to build more than the initial level. We have about 30 assets and models we made during LD that didn't make it into the game: bridges, arches, decorators, etc.

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So we ended up with a game that is a strange amalgam of random things shoved into one level that we polished as well as we could with the time constraints we had. Start the game, collect 10 eggs, and bring them back to the pan. But be careful - every egg you pick up spawns more birds, and they will be getting angrier and angrier if you are carrying multiple eggs.

We're pretty happy with what we have. It's not what we set out to do, and we have a ton of unused content we want to use for a Post-LD polished version later on.

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It's not our best entry that we've done in the past couple of years, and there's clearly things that need improvement, but overall, for a first-person 3D game with 2 separate characters, music, voices, etc, we're pretty happy with what we got done in those 3 days.

Check out our game!

That said, if you don't rate SCRAMBLED, our game will be as dead as this poor bird :(

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LD 43

Dawn of the First Day - 60 Hours Remaining

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I suppose we never did a "we're in" post, but our team is technically doing this. We've got 2 programmers, but not enough artists, so it looks like I'll be the sole programmer until a bit later - one 2D artist, and one musician. So 4 of us this year.

The GIF That Wouldn't Upload To LD

https://gfycat.com/EachForsakenAmericancrow

https://thumbs.gfycat.com/EachForsakenAmericancrow-size_restricted.gif

^ It looks like I can't upload a gif because it's over 4MB, but I've taken out a few stills from the gif:

What are we making

We're making SCAPEGOAT - a game where you play as a cultist, trying to lead a goat to the sacrifice before the Gods angrily destroy the world. The problem is... the goat will be less than helpful. He will attempt to thwart your plans. He will bite you, run away, eat through ropes if you tie him up, and generally be a nuisance if you don't take proper care of him and use the mechanics we give you to get through to the final sacrifice.

At least... that's the idea. Let's see how much of that we actually get around to implementing.

Tools

We're working with - Unity 2018.3b012 - Modo for our 3D Modeling, - Maya for animation (Possibly) - FMOD Studio for Audio and Integration - Photoshop - Screen2Gif for recording gifs - Chronolapse for Timelapses - OBS for any videos we might make

We're testing out this LD with a tool we built for quick level design that we're hoping to get out onto the asset store in the next few months. If you're curious about the tool:

https://youtu.be/QOM_HVP6kSk

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We've got a really basic character controller working now, with all of the good stuff, movement, running, jumping, and the ever-coveted CROUCH. No first-person game is complete without crouch.

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Art Style

We've decided to take a step back this year and do a much simpler art style - instead of using high detail, photorealism, we've looked at how a lot of the older Zelda games do their level design and have basically decided to follow their art style - stretched, blended diffuse maps, no detail mapping, no normal maps, etc. It hurts a little bit to leave normal maps behind, but we wanted to do something more stylistically reminiscent of the older N64 - GameCube era games.

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We've even made some little Kokiri woods particles in the air! For Post-Processing we're going a bit less-than photo realistic, with bloom, and HUGE Ambient Occlusion to make up for the lack of detail, and subsequent lack of contrast everywhere.

Beginnings of AI and Placeholders

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Our 3D Modeler hasn't started making the goat so I threw together something in 4 minutes in a modeler that I'm using as a placeholder as I begin to write the goat brain logic. Please do not think that I do not know what a goat looks like. I'm wildly aware that is not a goat, as everyone on my team keeps reminding me of what goats look like.

Basic Music and Sounds

We've also got some basic music and sounds - but I can't really show them off in a gif right now.

60 Hours Remaining

With 60 hours to go we've got our work cut out for us. We've got lots of little mechanics, UI, music, audio, effects, models, voice acting to get done. Here's hoping we can finally get something with a bit of polish.

@aurel - Programming, UI Design, 3D Modeling, Texturing

@linear - Programming, 3D Modeling, Texturing, Material Maker

@angiekatneko - 2D Art, some 3D Modeling

@thomaskresge - Music and Sound Effects + Foley (have fun with the goat sounds man)

Dawn of the Second Day

I know it's not dawn anymore... but I just woke up due to staying up late last night.

Instead of doing a gif this morning, I did a youtube video walking through one of our test scenes showing off some random things that we've been making. We're going for a Zelda-style in the art and aesthetic, which means no normal maps and no shadows except on important things, which has been an interesting challenge. We're also using blended diffuse maps to get nice smooth blends between different textures.

https://www.youtube.com/watch?v=g4g4ccjJWCY

Anyway - we don't actually have the core gameplay down - interacting with your sacrificial goat, tying him up, feeding him, but a lot of the puzzle elements of the game are kind of ready for some level design tomorrow.

Progress report with ~25 hours left to go!

Goat Modeling, Rigging and Animation Completed (texturing left to do)

goat_walk.gif

Art assets implemented, animated, and sound has been added for some.

Player mechanics are ~80% of the way there. Tomorrow's going to be a fun day of level design as we have lots of new little areas to build our game out of.

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Mimicking the Aesthetic of Zelda: Twilight Princess - Art Guide for Scapegoat

We're pretty happy with our entry for LD43 this year, even though we didn't get to build the ending we wanted and had to scrape a bunch of content, this might be our least buggy entry. @linear and I have been doing Ludum Dare for a while, and LD43 was our... 7th Ludum Dare, I believe.

Check it out! Will you save the world? We'd love to hear your honest feedback about how our puzzles played out and how the game plays out!

scapegoat.jpg

https://ldjam.com/events/ludum-dare/43/scapegoat

A Different Art Style This Year

That said, I wanted to share what we did for an art style. In our past LDs, we took out all of the techniques we could think of... Parallax Occlusion Mapping? Check. Tesselation? Check. Complex shadows with custom shadow casters? Check. Detail Mapping? Check.

That said, it's hard to get that to look good during a Ludum, so we decided to go for an art style that is different for our team. We decided to analyze The Legend of Zelda: Twilight Princess to see how they do things. Thus, before LD even started, we produced an art guide for ourselves so that we could make sure we were on the same page as we build different assets and prefabs.

Scapegoat Art Guide - How to Mimic TP

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Our attempt

With only two people actually working in Unity proper, and myself doing most of the code and @linear doing most of the art, we couldn't get the EXACT results we wanted, but we think we did a decent job. We chose to sacrifice normal maps for the first time, which is pain when you've been generating normals for years, and relied wholly on Ambient Occlusion.

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Considering how we didn't use any Unity Terrain but all custom geometry, the ground blending turned out okay, but cliff blending took much longer to get a decent result:

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We tried to make sure that things such as levers and the goat were visible against the intentionally stretched background, but it turns out we didn't get the effect we wanted as too many people didn't see levers or keys scattered through the levels.

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In order to get the desired blending, we ended up creating a number of blending masks that we used even for detailing things:

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Different masks served different purposes, but a lot of the ground blending was done using basic photoshop filters applied to black and white clouds.

In order to give our space a nice vibe, we used a tree shadow spot light with fake tree branches and leaves, to imitate the effect of actual shadows from above (which didn't exist).

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Finally, our cavern sequences turned out to be really hard to see the goat in because of the purple-ish light we had emitted from the crystals and the goat's white fur. In the picture below, the goat is hardly visible, when in fact he ought to be higher detail density than the rest of the background. Alas, these are things we only noticed when watching others play our game after LD!

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And some things we made too detailed. For example, these mushrooms were just little decorators, but people kept thinking they were important. This is why consistency is important in detail level.

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Thoughts

All in all, there were definitely things we could have done a lot better with our graphics, but I think we found a nice art style that doesn't let us fall into the uncanny valley and is still doable in a short amount of time. The lesson we learned is that sacrificing graphical fidelity doesn't ruin the graphical aesthetic. Even if you have some seams and places where objects intersect a bit, it's not the end of the world for the atmosphere and play of the game. We're pretty happy with how things turned out aesthetically, but we are looking forward to improving for next time now that we've got this technique figured out.

Thanks for reading!

Check out our game! and please let us know what you think!

LD 44

We're in - 8th Time's The Charm!

This'll be our 8th LD for me and @linear as developers/artists, The 5th one we'll have done with @thomas-kresge as musician, and 3rd one with @angiekatneko.

We'll be working with:

  • @aurel - Programming, UI Design, 3D Modeling
  • @linear - Programming, 3D Modeling, 3D Texturing
  • @angiekatneko - 2D Art and 3D Texturing
  • @thomaskresge - Music and Sound Effects + Foley

We're working with a lot of tech:

  • Unity 2019.1.0f2
  • Modo for our 3D Modeling
  • Maya for Animation
  • FMOD Studio for Audio and Integration
  • Photoshop for 2D art and Texturing
  • Screen2Gif for recording gifs
  • Chronolapse for Timelapses
  • OBS for any videos we might make
  • Discord for communication
  • Trello for tracking bugs
  • Visual Studio for programming

Within Unity we're starting with a base "data" scriptable objects package we've created as well as a geometry intersection tool we wrote called Poseidon that will hopefully help us make levels.

Thoughts After My 8th Ludum Dare

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First of all...

Thanks to everyone who played our game and gave us feedback! As game developers ourselves, we're constantly trying to answer the question of... "What makes a game fun?" and what part of a game is "not fun" or "annoying" so that we can incorporate our learnings into the game we're actually working on.

*I don't want anyone to think we're upset about our scores - it's a competition with no prize and with a poorly designed scoring system. We understand that and are really thankful for the opportunity to work on a game that we had a blast making. I pulled two all-nighters for LD because I love doing it and because it's truly an amazing time. Doing LD for the past 5-6 years has been one of the things that have helped me grow and learn as a programmer and as an artist. *

Our results

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Conclusions

1. If you have more content, people have more things to criticize.

Every LD that's gone by we've attempted to make some form of first person 3D game with puzzle solving, some form of story telling, animations, combat, etc. We've played around with different form factors and every LD we plan a lot, but end up cutting out a large portion of the content we had planned to make. This jam was no different. However, this year we actually focused on content. We took feedback from previous jams and tried to make something that would be fun and enjoyable.

Our game had 5 unique islands with unique level design (levels), a tutorial, an overworld/hub, puzzles, 4 enemy types (all modeled, rigged, animated, and hand painted during the jam), 3 different weapons, an ambush/combat system, a hint mechanic, and interaction system. We had 4 different types of pickups. Everything was hand painted. We had sounds for almost everything, and music that gently switched between combat and exploration. We even had an actual ending goal for the game as well as multiple routes the player could choose from and everything was wide open.

We had audio ambiences, and flying birds off in the distance, swimming, different post-processing effects for when you are underwater/paused/drunk. We had 4 different types of crosshairs that changed whenever you equipped a different item, or if you were looking at an interactable item.

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I painted a map, used it to create a dynamic level loading system that could take us between areas, because we explicitly wanted more content in our game. It slowly unfurls across the screen, and then the player can "sail" to a different level. Could we have made a basic LIST OF LEVELS - yes, but we wanted to be stylized and do it nicely.

Now, I know that MORE CONTENT != BETTER QUALITY. In fact, we even attempted to go for a lower graphical fidelity style just so that we could make more areas. I'll admit that modeling, rigging, animating, and texturing a MONKEY by hand during the jam meant that it turned out a little bit creepier than we wanted. I know that there were tons of things we didn't get around to explaining.

That said, it seems that every jam our games get more and more complicated with more and more content, and with more content, two things happen: - More things can go wrong (the testing matrix for bugs gets more complex) - More things are not perfect, and thus great candidates to nitpick at.

If I played a game where somebody moves a box around a maze and gets to the end of the maze... and that was the whole game, there really would be very much to criticize. The game is small, and might even be fun, but when leaving feedback on the game, if the game was super polished, there wouldn't be anything to deduct points from.

It's really easy to take points off in your head, from a game that has lots of things you can nitpick at. Somebody told us they'd give us a higher score if the monsters weren't so scary. Others said the game was too dark. Others said they don't like combat, and others that they didn't like collecting pickups and for that, we lost points. It's really easy to lose points when you have a lot of stuff that people can dislike, because the rating is subjective.

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2. People can sometimes be really bad at following instructions

Many of the people we watched on stream ignored a lot of the hint messages we peppered throughout the game and then complained that they didn't know where to go or what to do. Others said the game was too dark, despite the fact that we had brightness controls in the settings menu.

This feedback is INCREDIBLY valuable, because it highlights something about how discoverable our menus are, or how good our hints are, or how well we direct the player in certain directions to help them know what to do, maybe with lights, or pickup trails, etc. Watching people struggle at the game helps you learn a lot about how to improve.

We explicitly made a collect-a-thon this year because we've had this problem in the past, so we tried to guide the player around our maps with pickups, but it turns out that our level design is not the very best when you build all of the levels at the very end and there is not enough time to balance/play-test everything.

But goodness gracious - despite having tons of instructions in game, on our LD page, on our itch.io page, people keep missing really basic things and then getting frustrated/stuck, and our score takes a hit. :(

3. Ludum Dare scoring is extremely biased against longer games.

Our goal was to have content, and we did that, but I know of very few people who actually got to the end of our game. Our ending was crappy and basically a victory screen with a total score (time limitations, ya know). Our game was little bit longer, sure, but it's easily beatable in 30 minutes, and all of the best levels are near the end.

It's very obvious, looking at the top games, that Ludum Dare skews toward arcade style games. Don't get me wrong - a lot of those games DEFINITELY deserve their place for their level of polish, quality, innovation, etc. But the scoring system rewards players for making small, bite-sized games that are easy to play, and wipe your hands clean of after you've rated them. Most of those games can be finished completely in under 5 minutes.

Once again, I'm not upset about my score, because it really wasn't the best of games, but you see your game ranked at the same level as a side-scroller that you use WASD to get to the exit, or somebody's "press left and right to catch falling items" game. These are fine, but the LD scoring is biased toward these arcade style games with scores, or puzzle style games with like 5 levels that you can finish in a few minutes. It's an unfortunate fact of how the scoring works for this competition.

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4. An increasing reward system implies that very few people actually get a chance to experience the coolest and most interesting parts of your game.

This is a problem we've had in the past for some of our past jams, but this LD, it was very visible. Our coolest weapon, the Hand Cannon, nobody talked about, which made it pretty obvious that very few people actually put in the 10-20 minutes it takes to get to that portion of the game.

Our final level (Pyramid Island) was our best designed level, with tons of secrets, lots of discoverables, lots of looping pathways, a really interesting setting, etc, but since it was at the end of the game, almost nobody played it.

In general, when we want to reward the player with different mechanics that you unlock across the course of the game, it seems like LD is not the place to make those kinds of games, particularly because of point #3.

5. The theme is supposed to inspire your game, not tell you what kind of game to make.

The theme is optional, but for some reason, people keeping picking themes that will force everyone to make basically the same kind of game. This Ludum Dare had basically 5 kinds of games:

  • Games where you make money doing something
  • Games where you do something and lose health/lives as a result of progressing the game
  • Games where currency heals you
  • Games where you literally are money
  • Games where you waste your life away in terms of years

This at least is okay..., but if, say, Tiny Town had won, everyone would have made a game... about a Tiny Town? Or sometimes the theme attempts to force a specific genre or adds some form of horrible limitation that makes all of the games basically the same.

The theme is supposed to be inspirational, and help guide the direction of the game, rather than prescriptive (telling you literally what kind of game to make). Yet, when we take the theme figuratively and make a game about a pirate who's lost all of his treasure that he's spent his whole life collecting (AND we add in the mechanic that picking up coins heals you), we score in the bottom 25% of the theme category. People gave us a lot of feedback saying they didn't see how it fits into the theme, despite us literally writing it in the text of the game in about 3 different places.

This happens every time we go for a more "inspired" approach to the theme. I'd love it if people would either: a) Vote for themes that inspire games, rather than limit them b) Look for the subtlety in the interpretation of the theme

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6. Ludum Dare is incredible.

Despite my jeremiad against LD above, I still love it. I think it's like going to the gym for game developers - helping me to grow my muscles for game dev. Every time I do LD, I learn a ton, get better at understanding game architecture, and have a blast play other peoples' games.

There's something about this jam in particular that is really special, and I look forward to working with all of you guys in October!

Feedback Word Cloud

As it seems to be LD tradition, and this is my 8th jam, here's our feedback as a word cloud:

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Ludum Dare 47

We're in! (10th time's the charm)

This'll be our 10th LD for myself and @linear as developers/artists, The 7th one we'll have done with @thomas-kresge as musician, and 5rd one with @angiekatneko.

We'll be working with:

  • @aurel - Programming, UI Design, 3D Modeling
  • @linear - Programming, 3D Modeling, 3D Texturing
  • @angiekatneko - 2D Art and 3D Texturing
  • @thomaskresge - Music and Sound Effects + Foley

We're working with a lot of tech:

  • Unity 2020.1.6f1
  • Modo for our 3D Modeling
  • Maya for Animation
  • FMOD Studio for Audio and Integration
  • Sibelius & Cubase for Sound and Music
  • Photoshop for 2D art and Texturing
  • Screen2Gif for recording gifs
  • Chronolapse for Timelapses
  • OBS for any videos we might make
  • Discord for communication
  • Asana for tracking bugs
  • Visual Studio for programming

Within Unity we're starting with a base "data" scriptable objects package we've created as well as a geometry intersection tool we wrote called Poseidon that will hopefully help us make levels.

St. Exton's Night - Only a few votes away!

Our team originally thought we had a lot more time for rating, didn't realize the rating window had shortened from past jams:

exton.gif Mac/Windows Builds on itch.io

You play as Selena the cat, sent to rescue a town that's been trapped in a perpetual cycle of festivities and death. Every night the villagers are back at it, celebrating their town's hero, St. Exton. But evil forces are lurking and will cause panic and pandemonium.

Your job is to break the cycle of endless nights of partying and death. Evil spirits arrive after about a minute... and will kill the villagers and turn them into ghosts. Villagers get scared when they see ghosts. Your job is to collect the ghosts, kill the spirits, and return the ghosts to the shrines in order to resurrect the bodies of the villagers.

If the panic level goes too high, the game ends. If all 5 evil spirits have been killed, the town is saved.

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Give it a shot! Mac/Windows Builds on itch.io

Ludum Dare 48

We're In (11th Time!)

This'll be our 11th LD for myself and @linear as developers/artists, The 8th one we'll have done with @thomas-kresge as musician, and 6th one with @angiekatneko.

We'll be working with:

  • @aurel - Programming, UI Design, 3D Modeling
  • @linear - 3D Modeling, 3D Texturing
  • @angiekatneko - 2D Art and 3D Texturing
  • @thomas-kresge - Music and Sound Effects + Foley
  • @emrecengel - Programming

We're working with a lot of tech:

  • Unity 2020.3.5f1
  • Modo for our 3D Modeling
  • Maya for Animation
  • FMOD Studio for Audio and Integration
  • Sibelius & Cubase for Sound and Music
  • Photoshop for 2D art and Texturing
  • Screen2Gif for recording gifs
  • Chronolapse for Timelapses
  • OBS for any videos we might make
  • Discord for communication
  • Asana for tracking bugs
  • Visual Studio for programming

Within Unity we're starting with a base "data" scriptable objects package we've created as well as a geometry intersection tool we wrote called Poseidon that will hopefully help us make levels.

Still need a few more votes.

For some reason, we thought there was an extra week of playing + rating, and thought I'd have more time to play/rate games when I came back from vacation. We still need a few more votes on our game: "Plunder of Goblin's Grove"

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It's a fairly quick 3D first-person game, even if it's not fully complete (as most jam games are :smile: ) - if you've got a moment, we'd love to get your feedback!

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https://ldjam.com/events/ludum-dare/48/plunder-of-goblins-grove