erebusman

LD28

Tenatively in!

Providing work does not call me I plan on participating for the first time here.

I have recently picked up Unity 3D and am working on a title with a partner but this will be a quick solo weekend to see how far I can push my Unity skills as that will benefit me overall and have fun while participating in the challenge.

For art I’ll be using Adobe Photoshop , Adobe Illustrator, and my personal library of photos / source textures.

For models (if used) ill be using Silo 3D and Blender 3D

For sound I’ll be engineering on my iPad with several different sound apps as well as possibly Fruity Loops on my PC. I may also dip in to sfxr depending on what the theme is and my game ends up being.

For personal code libraries I have some button pressing code that I re-use for projects but otherwise I’m new to Unity so there wont be anything else to bring over. I’ll probably stick with Monodevelop although if things get rough I could break out VS 2010 profesional ; trying to get away from it though :)

Its unclear if Unity plugins are allowed like 2D Toolkit, PlayMaker etc? I’m going to assume so because they are not actually game code?  If not someone drop me a line so I can avoid them?  I don’t know either very well anyways so it wont be a tragedy to not use them but I don’t want to get disqualified if I use them and its a ‘no-no’!

The fastest game I ever made was about 3 weeks .. Leprechaun’s Luck for iOS/Android heres a screenshot so you don’t get bored at the wall of text:

Leprechaun’s Luck a game I did in about 3 weeks

 

Comments

13. Dec 2013 · 21:58 UTC
You can use any tools you have a legal right to use. Be careful about posting source, though. You might need to remove some editor scripts, so that you don’t accidentally redistribute the source to a commercial plugin.

Getting started thoughts

Getting started is tough when the theme doesn’t grab you. Blogged my thoughts here

One Minute of EVIL menus mocked up

 

 

 

So here’s a shot of my unity project with all the scenes (menus) that I’ll probably need for this game.

menus

.Yeah I know what your thinking ; why start with menu’s its one of the least important things to my game play?  I’ll tell you why .. IM TIRED!!

I always say : Do what you *can* do.  Right now I can do this 😉

Scene with props starting to come together

So my scene has a selection of props and is starting to look like I imagined it just a bit.

Going for some simple low poly graveyard props.  Your character will have only one minute of light available to navigate through the hazards and combat the inahibtants.

You may of course choose to turn your light off to conserve it at any time if you think you can survive in the dark …

scenewithprops1

Slept on it and my idea changed a bit!

As anticipated my Ludum Dare 28 idea matured and changed a bit once I slept on it.

 

I may end up changing the title as the primary game mechanic now is going to be that You Only Get One minute of light.

 

This will be enforced by some form of torch or lantern the character can carry about and turn off/on at will.

 

I did not like the limits of only 1 minute of gameplay but I liked the pressure of 1 minute of something so this is a good compromise.

 

Nothing Much To See Yet!

 

The rest of the game play that I imagined is still the same but the light mechanics are not as hard wired now and I think will be more fun.

 

Otherwise I want this to very much be a game about light and the lack of it.

 

Its unclear at this point if there will be *any* in game lighting that the player does not carry with them.

 

In one way I think this is cool, in another it would be cruddy because I do hate games where I can not see at *all*.

 

That is a balance thing that will tell through later.

My character model

Man it looks HORRIBLE but I made it in about an hour!

I will need to get him rigged up and animated in Blender in about 2 hours to keep myself on track.

character

Bad guy model

My bad guy is coming along quite well, better than my hero anyways.  Time constraints are rough!!!badguy

Not sure I’ll make it !

Even though I’ve tried to keep it very simple; 1 player avatar, and 1 enemy model (will be cloned of course) and about 1 dozen props .. I’m not sure I’m going to make it.

The real killer is going to be rigging and animation.

Hell I dont even have gameplay right now; trying to go ahead and get that done right now so I’ll have something even if its not animated models.

Looks pretty though:

lookgood

Gameplay achieved!

All right I have basic game play.   End condition doesnt actually end the game yet but that’ll be quick & easy tomorrow.

Still lots of things to do; rigging, animation, monster spawning properly , sounds & music :)

Screenshot :

gameplay

My todo list thats left

Well it looks like I’ll have something to submit but it may not be the game I would like to make; but then again who ever makes the game they would like to make in a mad rush in 2 days with a them they didn’t pick??!

What I think I have left to do at the moment:

  •  sounds
  •  fix menus to say proper things
  •  fix light meter to really be accurate 60 seconds
  •  fix zombie arms to be forward
  •  fix player arms to not be da vinci pose
  •  fix so damage cube doesnt show
  •  fix so weapon graphic shows instead

almostdone

Things I have to drop (no time)

  • animations for players
  • animations for monsters
  • death graphics /gibs or animations
  • object pooling
  • randomized levels
  • much more iterated and fine tuned game play

 

But I’ll have something so that’s a really good feeling!

 

Here’s my submission!

I changed the name to One Minute of Light , going with the theme You Only Get One ..

So many things I had to leave out, sound being the hardest hitter because I produced 12 sounds but did not have time to script them in. Animations would have helped a lot too! :)

http://infernohawke.com/ludum28/webbuild.html

 

light

LD31

Whoa I might do this!

I wasn’t sure I was in but I like this theme a LOT .. the constraints of one screen make this more doable in the time I have.

Brainstorming now!

I’m in ; tools will use!

Okay got my idea; circles around social justice issues current today. I haven’t named it yet though.

 

Will be using some of these (maybe not all if I don’t do any 3d then cut those out):

Photoshop

Unity 3D

Audacity

Figure

Blender 3D

Bxfr

Silo3D

MusicStudio

edit:  Oh I might also use Substance Designer!  Not sure if I’ll have time to do that but would be fun to design a substance for this if it works otu

Mocking out my UI for my idea

I started my new Unity project and have been laying out my UI for my idea.

Obviously not much going on yet but its nice how quick the UGUI can be put together!

It also looks decent enough I can probably use it for the final game unless I have extra time at the end to add UI polish .. but I doubt thats going to happen!

Level background texture in progress

I am designing with a retro-pixel style for this game to keep it ultra simple.

This is a work in progress of the ‘level’ texture for the game where the player will be at a cross roads in a city street area with a park in the upper left corner and some sort of shops or business areas in the other corners.

Using photoshop I’ve been able to get a nice ‘pixel’ effect very easily by doing some flat block out areas then:

  • apply noise filter (heavy)
  • apply Pixelate > Mosiac filter

I’m using with a  size of 12 squares as I want the pixels to be fairly large for this.  Then I’ll start tweaking some hand pixel touches here in a few minutes.

Scene composed

Okay so Ludum Dare 31 going well so far tonight!

I was able to create the basic player prefab, GUI layout, a level prefab, a enemy prefab, and a civilian prefab.  Here’s a quick shot of how it all came together in the unity editor:

I did create the first C# file but I’m tired enough after a long day of work I’m going to stop here and get a good nights rest and work on the first pass of game play tomorrow.

Signing out!

Comments

Jed T.
06. Dec 2014 · 04:13 UTC
Nice tiles! Keep it up :)

character sprites in

So I decided to go against the 3d objects I had as placeholders and did some quick character sprites (only one frame of animation right now but if time permits I can enhance that after I have core game play in)

Unintentionally they look a little bit south-parky to me, which I like. I may play that up a bit more if I’m able to spend more time on it later.

In any case now I’m ready to program in the core game play!

Player movement + npc movement in

I was able to get some basic player and NPC behavior scripts in and now the player can move, as well as the various NPC’s move across the scene as intended!

Going to take a break for a bit; combat will be programmed in next!