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LD 40

Loading Screens

Working on loading screens right now. Dollar bar showing you the progress to your goal (and below you can see actual number). Each ring represent day of the week. One level -- one day. Green number (inside the ring) showing you the level you loading. levelLoading.png

We have some debates on colors and content of the loading screen. Feel free to criticise.

Our first Game Jam

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Hello! We are 2 passionate programmers and gamers. And we started creating games less than a year ago. It's our first time on such an intense and interesting Game Jam. And it was always our small dream to participate in Ludum Dare.

About the game

The game we created is called Evil Money. It's about the man who was robbed by an unknown person. Somebody stole his PC and now that somebody requires a ransom, $1 million. But the man never has seen so much money, so he decided to rob some. No guns, no nothing. Just his old car and one week to find $1 million.

Life without an artist

Bad for us we have no artist. So we always draw some sprites for our games, but we have no special skills, but we constantly improving over time. For this jam, we've prepared the only small bunch of sprites: HUD elements, loading screen, menu, dollars... we drew that. First two hours of jam we were thinking about graphics. We were sure we can't afford drawing all the sprites, so the first decision was to create all walls and floor in 3D. It saved us lots of time in level-designing phase. So we focused more on game features and details.

Working together is fun, hard and rewarding

The best thing we've got from the jam is an experience. Experience is better than any money or fancy prizes. Under this 72 hours, we've learned about our strong and weak sides. We've learned where should we improve. And this is the best thing when you finally see how you are acting in that type of situations.

72 hours teach you how to plan your work

We had some bad ideas at the start. But quick reactions to new problems and good job distribution helped us not to waste our precious time! Thanks Trello, which we use to track our tasks and divide them between us.

Thanks to all of you for reading my post (if you even read :smile:).

We are #6 in feedback!

Thanks to all of you who finds our feedback useful! We were working hard to create a good game within 72 hours, and we are working hard to give maximum community feedback for your games. It is our first jam, but we ain't feel like strangers here!

Check out our game

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We added a Web version!

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Web Version

Hi there! We added a WebGL version of our game so the more people can see what we've done for the Game Jam! Check this out!

PLAY WEB VERSION HERE

Our submission page

Bugfix

We also fixed minor bug when the door didn't close after some conditions were met

LD 42

How we lost half of the LD time and made a game in a hurry.

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Hello there! The LD #42 was the second LDJam we participated in. And we made a lot of mistakes before we even started to make a game.

How we lost >50% of LD time.

Before LD #42 even started I misread the information about the event and thought that it will start on 12 of August. So when I woke up we already wasted the whole day and 12 hours. LD started yesterday at 1 AM in local time, and today was already 13 PM. It was quite frustrating to realise that you have half of the time to make a game.

Fast ideas and time SHRINKING

Our game is called Shrinker. And we were shrinking our time quite hard.

First things first -- ideas. We managed to quickly agree on a basic game idea -- top-down shooter with shrinking arena. After that we realised that we got no time for fancy graphics, so we decided to move our concept into shapes. Together we made an idea of hp represented by shapes.

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We managed to save some time with that trick.

Problems we faced

The main problem was a WebGL build. It's so hard to debug WebGL in Unity that we spent nearly 10 hours to find out what was happening. First of all, the lava shader. Our first shader wasn't working. We didn't know why, but I think it's because of PBR material we used.

We got another lava shader, very simple and light. But it doesn't work too.

Finally, we decided to use a very, very simple shader with a little bit offsets.

The downgrade of lava was like that:

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The next problem was with AI. Navmesh agents didn't work in WebGL build. We spent 6 hours to find out why and got nothing. We were saved by WebAsm. When we changed asmjs to webasm, we got everything working just fine. Magic, huh?

Lessons we learned.

  • Double check the jam information.
  • Prepare BEFORE the jam starts, not after.
  • Automatize your build process, cause it takes a lot of time.
  • Always have builds for all of your target platforms.
  • Don't write shaders unless you certain about their WebGL behaviour.
  • Try to ditch time-consuming ideas from the start.

Thanks for reading!