Hemuuuli

LD26

Time to start, no time to complain

Not my fav theme, but it will be interesting.

 

My toolbox includes: Unity, Blender, PaintShop Pro, Bfxr and Audacity.

I might need to add something more crazy to the list lika Alchemy because of the theme.

Defining art style & scale

LD26Pic1

Currently I am playing around with my art style. I want to rely on silhouettes and subtle animations.

I think it looks ok, the color of fog will change during gameplay. I am not sure yet how or why, but I will figure it out while devving.

I had some optimization problems because all of my sprites are animated via custom script attached to them and when you have thousands of those scripts running all the same time Unity doesn’t like it. They are still here, but I just scaled the gameplay area down to get better performance. No time to make fancy optmizations.

Wandering in wilderness

LD26Pic2

Current features:

– Dynamic weather system based on will of gods and player sacrifices

– Health & Stamina are affected by weather

– Inventory & Crafting & Resource gathering

– Stalking Deerman NPC (pictured above)

– Everything is animated and sounds are implemented

Time to think next programming goals!

Miasma – READY!

Misma1

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12944

The game is available for PC/Mac/Linux/Web

 

I am really happy with the result. It is a very atmospheric game and I really nailed the visuals.

The gameplay and balance are ok too, but I doubt no-one will finish the game, but it is a survival horror game with roguelike elements so the journey is more important than the destination.

Even if the theme wasn’t too good, I am eagerly waiting for voting and seeing what other people have created!

 

Time to sleep now. u.u

 

Comments

leonoel
28. Apr 2013 · 18:36 UTC
Realy nice job !

LD28

Tools for Dare

I think this is my third LD or fourth, whatever. Anyways it will be my last One Game A Month twitter challenge game as well as an awesome. We have a location for LD in my school and most of the people are doing jam there. I will takeover some corner and do the solo challenge. I love working in teams during jams but Ludum Dare for me is all about challenging myself compo is perfect for that.

My tools of trade are:

– Unity

– Photoshop

– Alchemy

– Blender

– Bfxr

– Audacity

Basic mechanics ready!

YOGO1

I am creating a stylized first person stealth game where you are searching for your one and only living relative.

 

Comments

AlanZucconi
14. Dec 2013 · 12:09 UTC
Very cool 😀 Which shaders did you use? 😀

UI and Satellite View ready

Shot1 Shot2

Comments

BluShine
15. Dec 2013 · 09:08 UTC
I have no idea what I’m looking at, but it’s awesome
JT-Games
15. Dec 2013 · 09:13 UTC
Wow that looks trippy xD

Son – A tale about a child looking for his only mom

Banner

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=12944

 

This Ludum Dare was awesome. I had fun time building the game and comparing progress with other jammers. The game also turned out super well. I don’t code fully functional stealth AI with sight & sound recongnizion every day. Creating and iterating levels was also fun experience. Reminded of my first steps into game creation by modding Quake and trying to create a stealh game with stock assets. 😀

LD29

Blueprints for a sinking ship

Ship Blueprints

This year I am making a horror game in old school PS1 style like Resident Evil or Dino Crisis. I joined together with couple of friends for the Jam. I have made couple of solo games already so I wanted a change in pace and do a more relaxed jam this time.

We have a tank controlled player with athmospheric fixed camera contols already moving. I am now modelling the ship seen above. Content creation will take most of the time. We are even planning to add full voice acting for the game.

Petteri can walk

PetteriOsaaKavella

Our character can walk.

Our game has static camera position.

Our shader has affine textures.

Our shader can give rounding errors to vertices.

Our game feels and looks like Resident Evil 1 on Playstation One.

Next our texture artist will start replacing my placeholder textures, our shader progarmmers tries to get dithering working, animator makes more animations, AI coder sleeps and I will continue modelling the world.

Commodore palet

ShipWalls

We are aiming to do a game with the limitations of Playstation one, but my lovely texture artist wanted to use Commodore palette for colors. So we are now making a PS1 style game that would have looked outdated even on PS1. 😀

Unity view

PetteriRakastaaUnitya

We have created a very solid pipeline for creating and using the assets in the game.

Here a small sneak peek of our newest room inside the editor.

Comments

CupcakeMedia
27. Apr 2014 · 14:04 UTC
Haha. Everything looks so organised. Man. My project looks like a warzone, and not entirely for the better.

Arghörhlyyäy!

PetteriEiPelkaa

Our first enemy encounter is soon ready!

Cut scenes and voice acting added!

PetteriOnLeikkausKuvassa

Deadline is closing in and fortunatly our game can now be played from beginning to the end.

Next menus, icons, default keys, better controller support, web player optimizations etc. to do.

Water Hazard Cover Art

waterhazard

We are aiming for the TRUE PS1 look in our game so we even created a cover for the game.

Please note that we aren’t ripping off Resident Evil at all.

Comments

28. Apr 2014 · 18:43 UTC
Any idea when you are finished? : ) I am really looking forward to play this one.

Water Hazard – Development continued!

PetteriTuijottaaLoparia

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=12944

Feedback for our game Water Hazard has been super positive so we decided to make an enhanced version of the game during this month. Here is a dark sneak peek of upcoming boss battle.

We are trying to add following features for enhanced version:

– 4 new rooms

– boss battle

– puzzle

– door transitions

– new dialogue

– fix visual and game breaking bugs (72h didn’t leave as much time for QA :D)

 

You can follow the development of the new build here:

https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=8206&sid=8506125875f947e2c251984cd381ce4f

We will release the game to Oculus share when it is ready.

 

waterhazard

LD30

Player its ready!

MyPlayerIsReady

I got my player working. Next I’ll put some brains inside the enemy so I can have a fight!

I am doing a first person dungeon crawler like King’s Field series (predecessor to Soul’s series) for the jam with some friends. I am trying to make world as connected as I can routewise. I adore From Software’s level design and I want to try to design similar level to their style for the game.

Procedual terrain textures and Enemy

TerrainAndEnemy

Now I have something that I can duel with! Unfortunately my enemy is still pretty dump but he’ll do just fine until I get model & animations.

 

I used Substance Designer to generate pretty terrain pieces for me.

Work flow went like this:

1) Generate diffuse, normal and height maps in Substance

2) Import height map into Blender and generate model from it

3) Create couple of different variations of the model using the same material (wall, corner, pillar etc.)

4) Import the model and substance into Unity

5) Admire procedurally generated textures with programmer friendly workflow <3