cptdustmite

LD30

First time

Hi all!

My name’s Camille and I’m a 3D Developer from Australia. This will be my first time doing any game comp, let alone Ludum Dare. I usually have a bit of a problem with picking ideas that are too ambitious or require a lot of commitment, so I’m unsure as to whether I’ll get a “playable” game in the time frame rather than just an intro to a longer game. In any case, I’ll be very happy to get anything to show by the end of the weekend. This weekend I hope to get at least 10 hours of work done. Going to a LAN party as well where I’ll be sitting in the corner making my game, must avoid temptation, wish me luck!

My usual tool set:

Engine: Unity

Language: C#

IDE: Visual Studio

3D: Autodesk 3ds Max

2D: Adobe Photoshop

Audio: ?? Might be simple recordings + Audacity

As much as I love the look of 2D games (pixel art in particular) I don’t have much experience in coding it, so this game will likely be 3D and first person due to the limited time available.

As mentioned in my bio, things like immersion and mood are very important to me when I create something, here are some sci-fi examples I made:

10380191_10152382086711421_7116467375007076507_o
(Random 2D art I made in Photoshop with hill silhouettes traced off a photo)

Preview.mp4_snapshot_00.00_[2014.08.20_10.21.26]
(3D scene in Unity which was made by putting together some purchased terrain meshes, modified space skybox, lots of [very unoptimised] particle systems, and lighting – you can see a brief animated video here: https://dl.dropboxusercontent.com/u/63545395/Preview.mp4)

Let’s see how this goes!

My [desk] is ready

IMG_3739

Stole computer setup from work – check.
Comfy jammies – check.

I kind of wish LD started tonight – it’s 7pm over here in Western Australia, tonight is undisturbed, and I’m ready to get started. Guess I’ll have to wait :(

On the plus side, I now have these shiny dual 27s at home so I can conveniently watch the season finale of one of my “girly shows” on a nice big screen, before the comp begins and I feel too guilty to watch anything.

Tags: deskphoto

Postmortem (Graphics) – The Ghosts You Left Me

Here’s a bit of a look at how the graphics for The Ghosts You Left Me progressed.

[Timelapse video here]

Graphics-1

1. I first worked on the cryo pod, as this was the main point of interest for both the room and overall storyline mechanic. First I gathered some reference images of various cryo pods, abandoned rooms and sci fi rooms. The cryo pods ranged in shape from very rectangular, “industrial” looking ones, to curved and slick sci-fi ones. I settled on a look between the two, with a cylindrical shape as the base and form added around it with hoses and random-shapes-that-would-theoretically-do-fancy-medical-stuff. It took a good while to come up with the initial door shape in 3ds Max, I basically started all over twice after not liking what I came up with. Finally it started to take shape, and I played around with some bits of infrastructure around it – namely, the walkway. After a little bit of playing around I decided I liked the thought of the entire walkway floating in a large, tall room. I duplicated numerous cryo pods around and thought it made the room look much more interesting, rather than having just one. The room started to take shape just from trial and error and after about three hours or so I ended up with the mesh ready to import into Unity.

Graphics-2

2. Now the mesh… into Unity… fairly straightforward. Here’s how it looked on initial import with nothing changed. Some incorrectly flipped normals here zzz!

Graphics-3

3. I then went and added materials to all the objects. Seeing as I was limited on time, none of my models were going to be unwrapped, and I instead used simple diffuse/specular materials and relied on the lighting and particle effects to make them look nice. In the end these simple materials were actually enough to give the atmosphere that I wanted. Textures would ONLY have worked if they were done well, and in the time frame available that’s not really possible for me at my current levels; I think sub-par or standard textures would have actually detracted from the overall aesthetic. Either do it simply, or do it well – is my usual motto.

Graphics-4

4. I then briefly played around with some lighting – this is just using a standard directional light. The light coming in from the ceiling windows looked quite nice. It started to look quite dark (P.S. On the Ludum Dare blog it’ll look wayyy darker due to the white background around it… but full screen it’s not as bad)… but I thought this felt more natural somehow. It was an abandoned, empty room essentially. You had to feel alone, and it felt more realistic to have a minimal light source. At this stage it was starting to come together however it didn’t feel quite right yet, until…

Graphics-5

5. I started baking the lightmaps. This made the scene a lot more natural, in my opinion, as the previous lighting had all kinds of specular reflections which wouldn’t be there in real lighting. Now I’m actually quite a noob at this and it took a good few attempts at baking (slow zzz) until I got something I was okay with. Unfortunately I still don’t know how to get the lightmaps to be higher quality, as there is a lot of banding and low resolution artifacts in the final lightmapped scene which is quite noticeable. Still got a lot to learn. Anyway, the effect of the overall final scene was a combination of this lightmapping process in addition to some particle systems I added to give the room some dynamism and a bit more mood, instead of being completely static.

With regards to performance, this scene was actually not as bad as I thought it would end up (based on the naked eye, I did not run profiler or FPS tests) and webplayer compression did such a treat on the large lightmap sizes; however in a real deployment where I have more time I would definitely try to optimise things like the particle systems and the lightmap resolutions. The meshes themselves weren’t too bad with their poly counts and the room is quite minimal, but the objects could probably still be joined and batched.

Et voilà! There’s one I prepared earlier! :)

Hopefully this was interesting to some of you. I will be posting up more postmortems on the other aspects of development in the coming days.

– Camille

Tags: postmortem

Ludum Dare site redesign

I was bored today, and seeing as there’s talk about re-doing the website I thought I’d try a quick redesign – mostly just different skin, similar layout for the most part. I added on a scrollable bar of random game thumbnails at the top. Would love to have a forum too. Click for full size:

Ludum Dare Redesign 03

Notifications would be nice:

Notifications

This colour scheme looks oddly similar to my game’s, lol.

Ludum Dare 46

Current progress

Endling2.png

Current progress. Didn't get to work on the environment as much as I wanted to yet but it's getting there slowly!

Endling

Very tired, but I'm done!

I present to you, Endling.

A point-and-click story about a laboratory, the last of an entire alien species, and a moral dilemma...

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SS1-Endling.png

You can play it here: https://ldjam.com/events/ludum-dare/46/endling

Results - Endling

Not too bad out of 1383 solo entries!

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Thank you everyone who played and rated Endling!

You can play it here: https://ldjam.com/events/ludum-dare/46/endling

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