hernandack

LD 44

Let's go Opensource

so the theme is your life is currency, I think I gonna make something like survival game, well just woke up so some hours has passed for nothing on the dev but still it's better to have a concept first right. Oh, here we go, paper, Godot Engine 3.1 and Krita, or... blender? I'd say 2D gonna fits well in a limited time.

with the power of opensource softwares, let's have fun!

Concept for Tower Defense

concept Ludum Dare 44 Tower Defense.png

I'll stick with the theme, it's not a creative theme but I think it'll push the dev to their limits and that's what developing is.

So, if it's going to be a tower defense, then my concept is something like this. You as a player invaded by monster or enemies that want your unique blood because it can be used for building technologies like towers and walls and traps and so on. yet your blood is your life, and because there are invaders and you are a lonely single fighter guy, then the only option is to defend yourself by using your own blood!

Your objective is to keep alive! that's it, but how you could keeping yourself alive while you defend it by using your own life? well, currency management is your one way answer. there are shops and building store on the gui that you can buy and build your strategic deployment. it's a lane based tower defense so it needs to calculate where and when your guards should be deployed.

on the enemy side, they'll come steadily until a certain wave then they'll come in a group of badasses.

It's what I got on my mind, not that good but I think it's better than nothing.

The Canon

tower-canon.png

well, come up with this canon while sketching on Krita, I think I'll keep it simple. already doing the frozen canon, hmm more way to go.

Frosty and Cold Status

tower-frosty.png

The ice canon tower, will have an effect of making enemies got a cold status which slows down their movement by 30% lasts 2 seconds.

The Front Line Arena

game-arena.png

came up with this 5 lane arena for my Tower Defense. Not good tho but I'll keep it. Now let's build the mechanic.

First Progress

progress-1(4).gif

so on this first progress, I already have 4 towers, 3 enemies (no animation yet tho), some bullets with it's particle system, tower spawn, shoot and die mechanic including it's state to observes enemies on it's range which use block.

I also finish the bullet fx like Cold system that slows down enemy movement for 2 secs. done the pickups and hp handling, also the simple gui to purchase structures.

I'm tired now, so I think it's enough for today. I have more stufs to do so let's see on the next progress.

(I use vid to gif converter so the quality is really bad because to achieve 10 secs it's need more than 4mb and ld only accept under 4mb file)

Progress 2

progress-2.png

Arena is done, some fx is done including particle, game juice, pause, mute, etc. wave is done, 1 level is done including generated wave for each level and what monster should spawn at certain level. Towers are on the way but other structures aren't implemented yet although the mechanics already done for some.

my goal is focusing on Traps and make some assets again for variations. oh also really into music because current audio is just lame. One man job need more time I guess. Hope it's worthed.

Progress 3: Environment and Traps

progres-3.gif

On this Progress 3, I add environment to the game like lighting and stuffs. Also the trap is working now and on the gif (game isn't laggy, it just the recorder to fit 4mb size) you can see a sneak peak on what's done so far, well I only show one of the trap tho. I need more time to add some mechanic more to brings the what-I-want kinda to works properly.

Sadly I'm not in the mood to compose the music but I'll get it done in time, just wanna take a break for a moment first.

Last Progress Blog

progress-4.gif

This gonna be the last progress, on my working timer, I only in my 11 hours development time including audio and assets making, so it's a huge problem because I need more time to finish it but I have some bussiness to deal with. I think I'm not gonna release the full game but just the simple part of the game. Yet the full game is consists of story, upgrades, game world etc but I know I can't make it in time before deadline.

So this is it, a preview of 11 hours game dev that I already got some towers, enemies, enemies based on level, neverending arena until you die, traps, environment fx, music, and so on.

Although I could make it on Jam, not compo, I made all of the assets from scratch the day the ldjam start, so I think I will join the next jam with more time management and booking a free time other than work.

I'll upload my entry soon, thanks for the jam!

At Last, Done!!!

Front Line Fury is done with only 13 hours of developing time.

I do solo for this time, made my own assets and musics, and really stuck with the theme but still make it. I know that this game is not as I was planned (like below average) but I hope you guys (and girls) can play and give some feedbacks. This is my first jam btw. Thank you!

here is my entry (Tower Defense 2D) : https://ldjam.com/events/ludum-dare/44/front-line-fury

First jam

first solo jam and only make it for 13 hours really made me dizzy. But because I have other things to do rather than developing so I think it's okay although not that impressive. so once again, here is my entry, a Tower Defense 2D that sticks with the theme Your life is currency which makes you to carefully defend yourself while also keeping yourself alive.

https://ldjam.com/events/ludum-dare/44/front-line-fury

Thank You

Thanks for the experiences and for all feedbacks from all of you on my first jam. Hope you all could finish the game in more ready version, and see you next time on the next ldjam.

here is my ldjam44 entry game (no revision after the first upload as for originality jam version) https://ldjam.com/events/ludum-dare/44/front-line-fury

Ludum Dare 57

Back to LDJam 57 after 5+ years

Wow, I just playing around with Steam and Discord last night and then somehow a flashback just jumping in front of me. Started from OpenGameArt, my itch io, then I remember this jam back from my submission for Ludum Dare #44. Somehow the timing is right, opening the LDJam site and found out that today is a new jam day, LDJam 57!

As I'm not that busy this April, I decided to join solo jam. Hopefully I can create new game after almost 6 years hiatus lol. Well, "Depths" would be fun theme, like a twisted story, psychological depths as in mental state, hmm a horror game? survival game?

As the jam is already started, I will try to incorporate Indonesian Folklore horror scene. Hmm yeah that would be it.

Sketch Level Design

Everything started by Greyboxing and a sketch of how the levels will be (just sketch to give better planning on the end product). So this is a sketch for the first level of my survival horror first person view using Godot. I don't want to use depths as a physical theme, so instead I come up with psychological mental depths from perspective of Rock Band member. Well, just hope that it gonna work, at least the skeleton of the game first.

Screenshot_2.jpg

Core Mechanic on Indonesian Survival Horror

Well, after hours of brainstorm and creating the core mechanics, I could say I got the base movement, inventory, user interaction with 3D objects, pickups / collectibles highlighter and files / clue reader working as intended. Need more adjustment before implementing the game level. So here is some of the prototype to test the mechanics (just the bare minimum, with no "asset" yet):

https://www.youtube.com/watch?v=xFuP4EPpOVI

It's time for Blender level design

Well, if I have longer time to finish the game, perhaps modular 3D assets and in-Godot-editor level design would be more appropriate and can give better realtime feedback. But since it's already day 2 and I still have a lot of homework to do, then Blender is my only reliable buddy here.

I want to create a cult mansion and basement with puzzles (if I have time), so far so good... I guess... not having high expectation on the texture. Noise map would be enough for now. And yeah, I simply create walls and tiles in modular way but it's not that kind of modular...

Screenshot_3.jpg

Plan B

It just 8 Hours left and it's already 00:00 (12AM) in my country and seems like I can't finish the game the way I planned it to be.

However, I got plan B, so instead of Indonesian Survival Horror game using Guns with stories of a "Schizophrenia" Bassist and "flashback memory" system on every triggers (Plan A) as well as finding all of the Player's band mates in basement + cult mansion, I scrapped all that with emergency "Plan B". At least now I now after almost 6 years not creating any game really does make my game dev skills very dull.

So the Plan B is (without spoilers): - Instead of "Band" member horror story, it becomes a "Mental & Psychological Depths" story about "Schizophrenia Audiophile" trapped in a room labyrinth - Player needs to escape the mansion using ambient Audio source (as he is audiophile) to find the correct path - There "might" be indonesian ghost, well, kinda if time is not pressuring me - If the player can't escape, each time the clock ticks, he will... ... ... ... ... ... well this is a rough base mesh of the map without the labyrinth puzzle (Godot 4 power!)

fail.jpg

The Uneasy Feeling When Testing

To be honest, my Midnight Amplifier game is not about surviving the Enemies as I didn't have the time to build the enemies as I was imagined on day 1. However, the uses of the shader and the sound somehow did get the creep of me but idk why. I just can't imagine how the actual game industry that creates legit Horror game cope with the atmosphere for both the visual and audio day by day like nope.

One thing that was really helpful to create the tension: 3 Dimensional Sound. Thankfully I used Godot instead of creating the 2D HTML5 browser game I was planning before as this "ambient sound" can makes the feeling become unsettling without doing anything else...

Here is something that should be there but... well just no time...

Screenshot_5.jpg

My Playthrough... but...

Here is my own playthrough of my LDJam57 entry Midnight Amplifier I just noticed that I put too much multiplier for the mental madness shader and yeah it does affect the eye a bit lmao...

https://www.youtube.com/watch?v=0g4iGx2xSlw

and you can play it here:

https://hernandack.itch.io/midnight-amplifier