damagefilter

Ludum Dare 46

We made it

By golly, we made it. Feed Pete, our LD jam entry is finished. These were intense days and it has been great fun again. Check out our submission, hm? :) https://ldjam.com/events/ludum-dare/46/feed-pete 4.png

We're looking forward to play all the submissions. Or at least as many as we can, hah. Phew. But first I'll need sleep. Holy cow.

The Development Pic Dump

We created many screen snips and a couple of gifs during the development of Feed Pete and now you will have to endure looking at all of them. Find Feed Pete here: https://ldjam.com/events/ludum-dare/46/feed-pete

First thing that happened was a state machine and a bit of code to make the evil blobs move. Back then it was all cubes of course... and when the time came to put the actual meshes on, the code was broken. aiemdood/emsmaller.gif

While I was doing that @phantom-lab created the code for what would become Pete and Emily. plantemmechanical/emdemo.gif

Meanwhile I started on a model for the player. Emily. But she had no name at that time. And also no head and slightly different proportions. emilyemheadless/emsmaller.png

At the end I added a maximum simple IK rig with extra bones to control the pony tail. Because everyone knows, we have bones in our hair. emily_rig.png The hair at that point was already pink but the AO texture was black where the hair vertices were. So it looks black. Duh.

Lets look at the first installment of Pete. uncannyempete.png Ah alright, that went wrong and I scrapped it before it got any worse. We had some more fruitless attempts. not/empete.png At the end, we got Pete, made out of an Icosphere object. pete_head.png

I added lips, leaves, stalk and pot after that. Rigged the poor chap, and done. Actually had to rig him twice because of the IK bone being connected to the jaw bones directly and that caused the jaws to tremble in-engine. plant_ik.gif

It had to be done ... firinemma/emlazaaah.png

Meanwhile @phantom-lab was super busy getting that "universal rendering pipeline" going. I'm still not convinced of that thing but where you go. But also started on implementing the new models and animations. emilyempete/eminemfirst/emaction.gif

And Petes scaling large-pete.png

Also that was the first time he put in the objects moving to the beat of the music (which at that point was a placeholder) dancing_boxes.gif

And not much later, bounce was added. By that time we had the first draft of the backing track from our man, Giuliano Cau. bouncy_flowers.gif

Meanwhile I made yummy looking food assets to replace the gray boxes. If you happen to recognize the Donut: Yes. It is THAT donut. foody_display.png

Now we had all the props we needed for the mechanics. yummyemyummy/emassets.gif

Time to create the world. By the time we got that far, it was sunday evening and we would work until 2am monday morning. Mind you, I had to go to work on monday. And I did. But I looked like a zombie. Good thing there's home office.

Time for the houses. I had a hard time with them, because I painted most of the stuff in Blender and, as you might know, Blenders paint tools do not have selections. I had to paint each window separately... housesaemand/emb.png

Figured that be to cumbersome and just exported the texture and put on the Windows in my painting app, which is called Affinity Photo and is quirky but really really good. And cheap. You should try it. Anyway.

While I was building houses, phantom made the happy pop drink. Which serves as power up prop. happy_pop.png

And when put next to Pete in his dying state, made it look like really really tired programmers. Like us. Basically. dying_pete.png

Well. Houses had to be placed. A ground texture had to be made. I opted for something that was quick to do and would look good and you might recognise it. You'll find similar textures in Animal Crossing. first_settlement.png

Did you know that the area is somewhat heart-shaped? More like a real heart but ... you get the drift. heart_shape.png

It's monday afternoon now. We got most of the stuff done. But the map looks empty and bland. My fiancé comes by and says, simply and plainly: Well. You lack garden bushes. And trees. And paths. Come on. Do paths.

Good. At least one of us knows how the outside world actually looks. I was still struggling with the paths though. dancing_world.gif

While I was working away on all that, phantom went and put sounds in the game. Everywhere. And also made the scoring code and display for Pete. You know this one ... pete_scoring.gif

About the paths though. They had to be there. I wanted them. Asset Store to the rescue, there was a spline tool. settlement_paths.png

And at that point it was monday evening and we have only about 5 hours left. Nothing fancy happened here. We made the UI and quickly rigged the endgame sequences with Unitys Timeline feature and the Cinemachine extension you get from the package manager.

And now we're done. if you're here, reading this, wow. You're one patient person. Thanks! While you're at it, please go and play Feed Pete. That's be awesome. Maybe give us a vote of yours. https://ldjam.com/events/ludum-dare/46/feed-pete

Cheers!

Ludum Dare 48

We made it yet again!

bbemjd/emcover.jpg

And again, those were some highly intense days. So much so, I couldn't be arsed to write about it until now. I was just too damn tired. In fact, I still am. But lets not fret about it. We made a cool game.

Check it out and leave some of your tasty votes for us, hm? :smiley: https://ldjam.com/events/ludum-dare/48/bunker-bjorn

shotemb/emsmall.jpg

Can't wait to play all your great entries this evening! It was all a great lot of fun again. Will do again. :heart: