Caladrius

Ludum Dare 46

50 Second 100% Speedrun

Was sent across this video from a friend's boyfriend, and I'm frankly at a loss for words

https://streamable.com/oxass0?fbclid=IwAR0cAFydjDMcYIYAs5npbLlrlj1vIs8ImgegjadkH4vafcp3Z3BYTnrnHws

Think you can beat his time? https://ldjam.com/events/ludum-dare/46/bubbles-saves-grandma

(For reference, my best time is 1:26 and I physically cannot get it any lower)

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Bubbles Saves Grandma - Bugfixes and Quality of Life Galore!

Grandma.png Bubbles Saves Grandma has had some great reception, and through careful consideration of user feedback from both the Ludum Dare community and external players, I've been able to put together a list of the most commonly requested quality of life changes and the most complained about problems.

Today, I finally ofund the time in my schedule to put an hour in and tweaked the game a bit, and now it should be much more fun and a whole lot more playable!

Changes: - "R" key now resets the game immediately - highly requested by speedrunners - Bubbles will no longer hang desperately to edges only to later fall - he will be able to jump up! - The jump's consistency has been improved, and you should now always jump when you expect to - "Super jump" bug fixed - A voice clip has been added to the bathroom letting you know the sink is your destination, as some users found this room quite tricky to work out - Finally, the most requested feature of all: Bubbles has now decided it's ok to look back sometimes - Pressing S will now actually slow Bubbles down! I'm worried this might make the game too easy, but I'm excited to see feedback

Please let me know if there are any glaring issues or new bugs introduced with this version!

Thank you for joining Bubbles on this journey!

https://ldjam.com/events/ludum-dare/46/bubbles-saves-grandma

https://caladrius.itch.io/bubbles-saves-grandma

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SAVE GRANDMA

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OH LORD OH JEEZ OH NO OH DARN SHE'S TAKEN A TUMBLE GET TO THE PANIC BUTTON AT ALL COST MATERIAL POSSESSIONS MEAN NOTHING IN THE FACE OF MORTALITY

https://ldjam.com/events/ludum-dare/46/bubbles-saves-grandma

Ludum Dare 47

Cleaning up Hubert! Last Train Home bugfix changelog 1

LastTrainHome.png - A score of 400 was combining the 400/500 score title. This is now corrected - Previously a score of 1000 was completely impossible due to the "Seconds to door" timer continuing to count during the endgame. Max score is now completely achievable! - Some props were spawning inside chairs. This has been corrected. Luggage.png - NPC chatter continued to play in the end screen. This was not intended behaviour and has been fixed - A few object UVs were very messy and the correct Albedo/Metallic settings weren't set, so we had shiny bags and matte bottles. These have all been cleaned up and look much better now Textures.png

Ludum Dare 48

Tuesday Bugfix Changelog

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I uploaded a set of bugfixes yesterday and forgot to upload a changelog so, here it is...

  • Main menu no longer captures the mouse when exiting the game
  • Background fade-in no longer transparent enough to see the main menu on launch
  • WebGL mouse warning added
  • Ending room geometry fixed to prevent falling through the floor or seeing the skybox
  • Ending screen image now scales properly
  • Bottom floor disabled by default to increase framerate
  • Improved occlusion culling
  • Lantern light no longer disappears when on terrain slopes
  • Missing sounds for jumping and landing added
  • Player arm and lantern no longer clips into level geometry
  • Goblin skeletons no longer fall through floors
  • Main menu music updated (Pre-mix version was accidentally included)
  • Player object is no longer set to not delete on loading a new scene

Thanks for playing!

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Burst Vein final bugfix changelog!

GameLogo.png - Player uphill slope limit adjusted to prevent getting stuck on terrain - Keys now rotate on the correct axis and speed when picking up - Night sky light now correctly displaying, outside was previously pitch black - Torches no longer broken and flashing when player is close - Fire particle now correctly scales by distance. No more giant flares! - Goblin skeletons now have the correct material - Major mouselook bugs fixed - should now run much cleaner in WebGL - Easter egg notes were being regarded as gameplay-important so are now properly hidden - Password notes have been moved to be more obvious as some players were struggling to find them - One additional note hidden to support with onboarding an obscure puzzle element - "Sotaroni" easter egg text replaced with something a bit less inside jokey. Didn't expect so many people to find it!

We're going to be considering this the definitive version now, as through watching multiple streamers playing the game and rigorously playtesting ourselves, we believe every major bug and positioning issue has now been fixed. Thank you to everybody who gave us such detailed feedback and bug reports; we hope you enjoy playing the definitive version of Burst Vein for the remainder of LD48!

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Ludum Dare 49

Dreams really do come true

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Thank you so much to everybody who played and rated MIFFED. For the most part we at the Tamanegi Collective always try to make a funny and entertaining game since most of our team are amateurs not capable of highly polished professional work; we've been working towards top 10 humour for 2 years now so this has been an extremely pleasant surprise to wake up to!

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A geriatric thank you from the MIFFED team!

Here's to top 5 funniest next time

Ludum Dare 50

Stone Sabbath Bugfix Changelog

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The lonely fisherman seems to free his mind at night...

Stone Sabbath is a PS1 and Dark Souls inspired game based on Cornish Mythology

As with any Ludum Dare project, the amount of bugs found after final upload eclipsed the euophoria of finally uploading our game. So now, after a day of rest and an evening of fixing bugs, I present to you our 1.1 changelog:

  • "Escape" to exit game was not previously working
  • Fixed a few holes that allowed you to fall out the world
  • Some sets of stairs were randomly duplicated and breaking collisions
  • A sequence break allowed you to skip half the level. Not anmyore.
  • Enemies now follow you up stairs. They will follow you from start to finish now.
  • Enemy colliders now disable after death, stopping them from blocking you into corners
  • Enemies now no longer push you around, climb on top of you, or teleport behind you.
  • Huge laundry list of game flow issues fixed. Replaying the game just outright did not work before.
  • Campfires were only respawning you 50% of the time now. I like to think that's at 100% now.
  • Removed debug code on Giant boss fight, which previously allowed it to be killed in 3 hits.
  • Enemies are no longer able to damage you while in their death animation
  • Enemies can no longer hit behind them
  • Music had bagpipes in the wrong place. Sorted.
  • Menu readability problems ironed out. Font completely replaced.
  • Piskies and Knockers now have textures
  • Most sound effects that were previously bugged and not firing off are now working
  • Giant health bar and praying UI animation now working as intended

There are still a few bugs to go, bur we're all very satisfied with this as a 1.1 release. Godspeed!

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Stone Sabbath soundtrack on YouTube!

Almost every single review of our game "Stone Sabbath" has praised the music, so our lead musician Erik Bria has dropped the soundtrack on YouTube along with download links!

Overworld Theme

https://www.youtube.com/watch?v=Z5qws5a0SGg Download Link: https://drive.google.com/file/d/1FvzdBpnqlgic7D9WvgYliw6CjEsQDNuE/view

Giant Boss Theme

https://www.youtube.com/watch?v=Rd06jgZblAA Download Link https://drive.google.com/file/d/1QlSVPBDMzwO3MOXJrf1l3aeIXl3Q3p5u/view

Play Stone Sabbath here!

https://ldjam.com/events/ludum-dare/50/stone-sabbath

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Stone Sabbath 2.0 Bugfix Changelog

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The legendary bards, Bradley and Marcus. Causing trouble as usual.

Stone Sabbath is a PS1 and Dark Souls inspired game based on Cornish Mythology

Thanks to everybody who played the game and gave us valuable feedback. Bugs have been fixed, and a couple of key issues have been ironed out to improve things across the board. Our team are now thankfully looking at an empty Trello board for the first time since this project started, and we can hopefully call this version finished!

  • Main character animations fixed. No more janky hard cuts between animation stats
  • Combat rebalanced so enemies don't go down too easily, and attacks can actually be punished.
  • Knocker speed increased so at least one enemy can keep up with Loor
  • Several positions you could softlock yourself have been closed off
  • Invisible walls tightened up fix sequence breaking and more softlocks
  • Final boss health bar now finally disappears when killing him
  • Stairs can now be climbed. Oops. That was an oversight.
  • Broken moonlight shrines now working
  • Moonlight shrines no longer disappear on death
  • Moonlight shrine glow tripled in size to draw attention
  • Game fail state can actually happen now. Timer just sat at 00:00 on previous build
  • Shortcut door can no longer be accessed from the front by mashing E
  • Attack hitboxes can no longer hit twice
  • Attack animations tightened up so the hit timings actually make sense
  • Doors no longer flicker
  • Reworked occlusion culling and far clipping plane to improve framerate
  • Enemies no longer look for you when you're nowhere near them, reducing raycasts per frame
  • Camera no longer jitters while walking through fog doors
  • Missing fog door sound effect fixed
  • Enemies actually attack you often now rather than just staring at you
  • Grain silo collider added. Can't just walk through it anymore
  • Missing Men-an-tol model added to the merry maiden circle for consistency with menu screens
  • A campfire and pathway has been added by the church, as well as minor changes to the layout and Moonlight shrine location to guide people to the end of the game, as previously people were getting lost.

Thank you for playing Stone Sabbath!

https://ldjam.com/events/ludum-dare/50/stone-sabbath

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Directing a big team: a Tamanegi Collective study

One of the most common things I've had pointed out to me recently is the size of my Ludum Dare team. We started as a small team of 4 (An artist, UI designer, Muscian, and Programmer) and over the last two years we've expanded threefold as friends see what we're doing and want to get involved themselves, so I figured I'd drop some insights into how we run things that may help others out as their own teams expand just so you don't end up with a "Too many cooks" situation!

The Team

Our team structure is simple. We have three key directors; a creative director, an art director, and an audio director. These three directors take charge of key aspects of the project and manage several team members all at once. This ensures the people with the least experience all know who they can ask questions to and nobody is having to worry about work being done outside of their own sub-team.

Our skill levels vary wildly across the team. Some of us have several years of experience, while others did literally one day of Blender training the day before the jam started. We want this to be a fun 0 pressure learning environment for everybody involved, and it's a great way for people to get hands-on game development experience in fields they've wanted to experiment with.

The Project

Step 1: The lead-up

We plan our next jams ahead the MOMENT one finishes. This ensures we can all book time off work and align with eachother to ensure everybody that wants to take part will definitely be taking part. I encourage a process of iteration and improvement, so we discuss where the pain points of the project were and make a plan of action to offset these in the future. This has so far taken the form of bringing new people into the team, shuffling the team roles around, changing elements of our workflow, and finding educational resources to help improve skills that caused a block in the project workflow previously.

Generally the next few months are quite quiet in the project Discord. A few posts here and there on our non-LDJam projects, but we try not to stress about the next jam.

This changes when the final month approaches. This is a month of steady planning and preparation where we decide which tools we'll be using, and doing a double check on the full team make-up to ensure we DEFINITELY have the full team aligned and we can mitigate if key players are missing. Calendar events are set, source control is set up, a OneDrive folder is shared to the team, a whiteboard template is created, a Trello board is prepared, an empty Unity project is templated with our usual tools (LeanTween, Peek, UModeler) and a scene for each Unity developer to build their components in isolation, and everybody ensures they're on the same version of Unity. Strong preparation means the moment you have your idea in placed, you can all get to work.

Finally, a wishlist is put together of all the things people would LIKE to end up making with the hopes we can align our final game idea to match. This very rarely pans out, but it's nice to know where everybody's passions or worries lie.

Step 2: Ideation

In my opinion this is absolutely the most important part of any game jam project, so getting a process down that encourages creativity and speaking up from every member of the team to lock in an idea as soon as possible is key. We all hop on Discord and Figma on the morning of the jam, nice and refreshed (This time the jam started at 2am, so we all got to work planning at 7am instead of staying up). We handle our ideation in several steps, and try to keep these steps within a time limit:

  • Locking in an initial idea, 30 minutes - 1 hour: Depending on the theme, this idea can be locked in either straight away, or a best possible idea from the pool of pitched ideas will be selected after an hour has passed so we don't waste too much time trying to come up with a PERFECT idea
  • Pillars Discussion, 15 minutes: What IS our game? What ISN'T our game? By selecting 5 pillars and 5 anti-pillars, we keep Gameplay, Music, and Art discussions on track without introducing too many chaotic elements or feature creep.
  • Finalise Music, Art Style, Gameplay Features, 1 hour: A choice of direction for all of our teams is locked in, as well as any stretch goals being marked as a middle or low priority task that we can pull from if we run out of work that needs doing early.
  • Task allocation & Greyboxing Plan, 15 minutes: The directors hand out tasks to the team, populating the Trello board and assigning people to each card. A plan is set in place for how we can have a full Greybox complete by the end of Day 1

Here's a look at our Figma whiteboard from the LD50 session so you can get a look at how we landed on Stone Sabbath. I think we did a great job sticking to the pillars for the most part!

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Step 3: Development

I'm pleased to say that development mostly goes off smoothly. People know who to talk to, problems are isolated and ironed out quickly, and communication remains a constant. There are often 5+ people in a discord channel working together at any given time, so emergent problems are quickly known to the whole team. We try to hop on for a 9am meeting on the next two days of the jam to discuss the day's plan and mitigate if problems are foreseen. Our plan is always to go:

  • Day 1: Greyboxing: Barebones art, levels, and gameplay
  • Day 2: Minimum Viable Product: Ending the day with a game we would be happy to submit, even if it's janky and messy
  • Day 3: Polish: A whole day dedicated to cleaning up rough edges, making things look nicer, adding features from the stretch goals, and getting things ready so we have a game we can say we're proud of.

Of course, things don't always turn out this way. With our previous games Burst Vein and MIFFED there was absolutely no time for polish, as getting those games across the finishing line took our all in the first place. I'm pleased to say that our process finally seems to be refined enough to get the polish day we've always wanted with Stone Sabbath, and I like to think that the final result really shows the fruits of that day.

Step 4: Wrapping up

Once the game is submitted we all take part in Play+Rate as a unit, sharing the coolest games we find with each other in the Discord and just having a really fun time with it. I encourage the team to drop a post-mortem report of:

  • What they enjoyed
  • What they found challenging
  • What they disliked
  • What they felt they did well
  • Where they think they could improve
  • What they would do differently next time
  • What they would like to change about our process next time

This information all helps to smooth out the edges and makes sure we don't repeat the same mistakes. There's also an optional step where people will ask me for a personalised performance review, which helps them to isolate their own weak points they might not be aware of. The improvement from jam to jam is absolutely undeniable, and I'm extremely proud of every member of the team. With how well Stone Sabbath went I truly believe that the team is ready as ever to make a full-scale game outside of a jam environment.

Step 5: Conclusion

DiscordChannels.png A look at how many Discord channels we use for organisation

When managing a team for a game jam, no matter how professionally you attempt to run it, it's absolutely imperative that things stay fun for your team. Remove pressure wherever you can, design the project around people's strengths, and don't force people aggressively outside their comfort zones. Don’t encourage all-nighters, make sure people are well rested and getting sleep, breaks, and support when they need them, and overall just be nice to be around. If you're the main organiser of a full team of people it can be very easy to let things get on top of you, but you need to maintain perspective and remember that this should be fun for YOU as well. If you're not having a good time with your friends you're just making a dry professional portfolio piece, and there's no joy in that whatsoever.

Thanks for reading. Maybe go check out our game Stone Sabbath! Also let me know in the comments your own experiences with doing a jam in a big team, would love to know if there are any unique challenges you've come across that we have yet to learn of

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https://ldjam.com/events/ludum-dare/50/stone-sabbath

Next post will be a selection of concept art from Stone Sabbath

Stone Sabbath Concepts

Loor concept art, basic model, & final appearance in-game

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Loor's initial concept designs were put to a vote by the team, and elements of the most popular picks were combined to create the final design

Scythe concepts & final appearance in-game

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While some liberties had to be taken with the chunkiness of the scythe to match the in-game aesthetic, the core of the "Moonlight Scythe" was retained in the final version.

Level design & Final Map Overview

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While we initially had some scaling issues, the final result ended up being very close to the original plan. It worked out great even after rebalancing for a better gameplay experience.

Unbelievable piece of Stone Sabbath fanart

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It's not every day I can say something I've worked on has been given life by such a talented artist (let alone a game jam project!), but it's a thing I truly cherish when it does happen.

This beautiful piece by the incomparable @ Scribble_Knight- drop a follow!

Ludum Dare 51

DecaDare now (just about) playable in your browser

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So normally we at the Tamanegi Collective prioritise WebGL builds as our first build, but with new technical implementations come new discoveries. Discoveries such as: WebGL does not like "WaitForCompletion()" when working with addressables! Who knew?

So fast forward today, where I've spent the last 7 hours reworking my scene manager to finally accept it, and we're FINALLY there with a WebGL build! With a catch.... A huge load time on the first playthrough. It really pours when it rains huh. Don't get me started on having to bake lighting in nearly every single scene because the WebGL builds looked like the construct in the Matrix

Along with this WebGL build, I dropped in a few key bugfixes that were causing issues for players:

  • Sound and Music audio settings should now be working
  • "Whack-a-Tentacle" minigame feedback animations now initiate properly
  • Can no longer catch yourself in an endless loop of the beast staring you down when stealing his beer
  • Text in the bardic dance-off more descriptive
  • The seagull has grown stronger. Please stop feeding him.

It should be said that the WebGL build is by no means the optimal way to play the game. I just like to give it as an option for people that don't like to flood their folders with random games as well as giving access to other platforms. If you're on Windows, enjoy the game, and want to give endless mode a try to go for a high score, I highly recommend the Windows build!

Take part in the DecaDare show!

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Ludum Dare 54

Skypiercer 2.0 Post-Jam Changelog

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  • Fixed broken audio sliders
  • Fixed saturation levels across the project. No more blinding green grass!
  • Fixed fade at the end not transitioning correctly
  • Final quest marker now correctly shows
  • Removed the ground floor window-ledge skip
  • Implemented shadows into the main shader
  • Adjusted player height to be more consistent with environment props
  • Added options menu ingame (accessed via Escape key) to change volume and exit game
  • 15% increase to player movement speed
  • Added an extra line of dialogue to help explain the bell puzzle
  • WebGL is closer to completion, but still some significant bugs to iron out

Thanks to everybody who left us such detailed feedback. We've actioned everything that seemed consistent, agreeable, and not out of scope to amend on a Ludum Dare entry without significantly altering our intention.