Glockenspiel

LD28

Such Postmortom

So I finished my 48hr version and I will definitely be finishing this game off in the next week or so. I learned a nice amount about AI programming and animation in Unity2D.  The basic game mechanics were really nice. I’m very happy with the controls of the player and how the animations play out. The AI on the other hand, wasn’t completely finished. The Security guard’s isn’t finished and is kind of pointless. But I just threw him in as I spent so long drawing him.  Also I never got around to doing background or ground textures until the last minute.  if you are finding it too hard its because I made the players life very small because the game is extremely short and adding difficulty makes it a bit longer, the full game will have much more life than in this version.

dogegif

Game: http://www.ludumdare.com/compo/minild-48/?action=preview&uid=27122

Twitter: https://twitter.com/DogecoinGame

LD29

I’m in and its gonna be voxel

I have been working on a voxel engine inside of unity but rather than have the boring old cubes I’m trying to mix it up a bit by using hexagons. Possibly later into the engine i will make octogons with sqaures and i have a couple other ideas i have come up with and done out the maths for on paper. It still very early, the cube version is working almost entirely asides from one small bug were each chunk touches.

The hexagon block isn’t complete yet, I’m still working on the face selecting of which faces to draw, collision isn’t complete and uv mapping needs to get done (that’s why the blocks are all black).  The images are just some random blocks places, it doesn’t use perlin/simplex noise yet (basically they are algorithms similar/hybrid/the same as what minecraft uses for the terrain).

 

 

All of this is done very efficiently deciding only the minimum amount of triangles to be used for better frame rates, I currently am getting 70fps in unity with the current build having almost no difference in the frame time compared to an empty scene. (click on images to make them larger)

 

 

I will be using:

Engine: Unity3d  c#+ my engine (i will release the source a couple hours before it starts)

Sound: sfxr

Music: abundant-music.com

Textures: gimp

 

hexagon voxel engine in unity

Here is my engine i have been working on for this ludum dare. Anyone can feel free to use it. Its an early version that supports bot cubes and hexagons. Chunk management/culling  is not completed so you can have infinite  worlds.

(click to enlarge images)

 

 

 

 

 

 

 

 

 

 

 

 

I tried having 110k blocks (4.4m vertices, 2.1m triangles) and I still had 65 fps as seen in the screenshot. There is one thing bugging me that it ins’t 100% efficient as i had a little problem eliminating the faces which i didn’t need to draw. If I get that working in a future version it could result in drawing about half the amount of triangles and possibly more depending on the terrains bumpiness.

 

 

 

 

 

 

 

 

 

 

 

This is an example of one chunk (8x4x8)

 

 

Unity project

The project is quite complex and is kind of lower level programming with mesh vertices, triangles, uv mapping and collision triangles, rather than the (inefficent) prefab path of doing this. FYI it doesn’t have  a loading screen.

Download link:

https://www.dropbox.com/sh/z2vlqwh2jcu1m1j/bajKd5QZUC

 

 

 

Tags: voxel, voxel engine

20hrs in and I think I will do the 72hr ludum dare, I’m a bit more laid back about it this time. I have a rooms and walls generating from choosing 2 vectors and picking all the blocks needed from point a to b. which a and b are the opposite corners of the room. I think I will do a type of dungeon crawler game. I can implement random generation and add some combat with some ai. All of the voxels shown are hexagons.

Screenshot of an ugly textured room

2014_04_26_02

 

 

Some maths for the hexagons and selection of blocks for the room

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2Spookey4Me

 

 

 

 

 

 

Working on some lighting and sound defects, to set a good eerie mood. Outside doesn’t look the best, I’m still working on the fog.

spookey

 

 

It’s gonna be a dungeon horror game. Hopefully I can get randomly generation of the dungeon finished before the deadline.

 

A Voxel Horror game

Finished my game and I’m pretty happy with my first attempt at a 3d game. Its a voxel horror game, i ran out of time near the end to do more and different types or scares. I think I spent too much time on the voxel part and it made it more complicated being hexagon voxels rather than cube voxels.

 

Example of the hexagon Voxels

 

When I was play testing it, I kept forgetting the game is even voxels because I spent so much time setting up the atmosphere of dynamic sound effect and music which are constantly changing, such as breathing and footsteps. The game turned out pretty creepy at the end but the scares are a bit too basic and not too effective, which is a result of them being rushed at the end.

 

Click this image to go to the game

Click this image to go to the game

 

 

link: http://goo.gl/cHtgJL

Linux version (Voxel horror)

I have updated my game so now you can download the linux version, I have not tested it yet but hopefully unitys build is good enough. If you don’t know what this game is, it’s called The Music Box. Its a hexagon voxel horror game
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The Music Box Postmortem

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Postmortem 

About:

The music box is a hexagonal voxel horror

 

The good:

The atmosphere was set really well with the music and dynamic sounds such as breathing and footsteps.  The voxels turned out really well being hexagon shaped rather than the boring old cube shape and some times when I was play testing i completely forgot that this was voxel.

 

The bad:

This is gonna be a bit longer than the good. Even though the voxels looked nice I didn’t have enough time to vary the textures so most of the map is all one texture. The engine I set up for the voxels for this LD wasn’t finished. I still didn’t have an efficient way to place blocks.  So I had to do all of that during the jam. That and the sound took up too much time, as a result the scares were pretty poor due to time. I rushed one type of scare and reused it. The first scare is probably the most effective but the problem is the player can easily be looking the other way and not understand why there is a screaming sound. The gameplay also was pretty bland, you will understand why if you play it, I don’t want to spoil it.

Also some people end up dying near the end of the game because they got hurt too much in first scare and didn’t notice their hp dropping. I should have had a sound effect and an effect visually in the fps camera. I found a glitch late into development which I never got time to fix. Some of the doors would go out of control at times when they were open due to collision with a wall beside it. If the player got hit by the door it would either get time stuck in the ceiling or be shot though the roof and out of the map. Pretty funny at first until you figure out you have to start over. This glitch could have easily been avoided if I made a better way of placing the voxels and other objects. The theme of hexagonal voxel world should have stayed consistent throughout rather than having some smooth models and then some low poly ones.

 

Click image to go to page

Click image to go to page

 

what I learned:

-How to create triangles, uv map a primitive from scratch in unity

-How to make 3D models  in blender that are uv mapped

-I need to focus more on the result of the project before I start

-I must stick to graphical themes

 

 

 

Tags: ld29, postmortem, postmortem ld29

LD32

End of day 1

The pull and kick is done, I also have the the player and ai movement. So not too bad. I might try make some music loop before i go to sleep

 

LD35

Warping Ninja



 

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Shape shift through time and create a decoy to fool the enemy. Throw daggers and dash with your dual wielding swords.

How to play:
Step on the yellow portal, this will make you invulnerable and unable to attack for a few seconds. You will then return to the portal and a ghost will emulate the path you took during this shape shift. If your ghost is not visible to the enemy, the enemy will fire at you!

 

 

 

Play Here

 

Comments

Jexel
17. Apr 2016 · 22:37 UTC
Are you sure you’ve set up your links correctly? I’m getting directed to a pdf about esports.

New thumbnail and gif

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Play In Browser

 

I created a new thumbnail for my game and here is a gif of some of the gameplay. The game is getting a positive response so far asides from the graphics being a bit plain.

 

 

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IDEA!

 

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The Idea

I’m thinking about making this game into a 3D fps with the unreal engine

I’m looking for some feedback on this idea!

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