J0ye

LD 42

LD 43

Great sacrifices have been made(Pun intended), but my game is done!

Now that I've been building models all weekend, writing scripts and working out concepts, my game is finally finished. The name: Sacrificed To The God. The gameplay: Solid. And the gaming experience? To pull out your hair!

But everyone should find that out for themselves. Take a look at my game and leave me some criticism if you have any.

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LD 44

Time for an update on my game. 14 hours left to go.

I have done a lot until now and i fixed even more bugs (s o m a n y b u g s . . . ) I have a working player control, a dialog system, a timer and randomly generated level. And I really like the way it looks. update.gif

oof (Thats the sound of me being done with my game)

Hey

You made it to my blog post. Nice. I just finished uploading my game for ldjam 44. It would be great if you would check it out here: https://ldjam.com/events/ludum-dare/44/ente

The Game

I really dont know what i was thinking with this game. I love it. I hate it. And my eyes hurt^^. Anyway, the game is about a race through the portals, to see how far you can get. To get more time for your race you can sell informations about your real life(Dont worry, you are the only one, that is able to read them!). bettertitel.png

Ludum Dare 45

Finally my first update

It took me some time to finally record a gif from my game at that moment, but here it is. In my game you play as a microscopic spot moving up the evolution ladder.dev1.gif

Second Dev Update

Hey peeps,

My little microscopic spech has learned to grow and sprint. I have worked on a lot of features i already can be proud of, but i want and will do a lot more.

dev2.gif

Good luck with the last 8 hours

There's a German saying: Die Suppe hast du dir eingebrockt,

also löffelst du die jetzt auch aus! Which means as much as "take care of your own soup," and I think thats awsome. You know whats also awsome? That my game for the Compo competition is finished and you can test it yourself. Spoon the primeval soup in:

Ürsoup

https://ldjam.com/events/ludum-dare/45/ursoup

Ludum Dare 46

A sign of life (production title)

This is the first sign of me participating in LD 46 and, appropriately, the provisional name of my game. So far I have some water and a raft. I also have a fps controller raft.gif

Ludum Dare 47

Ludum Dare 48

So bad

skinnertheme.jpg

Ludum Dare 49

Save my game and I will rate yours in return

ldjamtradeoffer.jpg

I really missed out on rating games this month, and I am regretting it now. Come help me out with getting 20 rates and if you drop a comment under my game, I will rate your game in return.

Ludum Dare 50

Ludum Dare 52

Want to better that Karma or get reviews for your game?

Play Bill, The ATMan in your Browser

bill.png

Our game "Bill, The ATMan" was great fun making it. And now I'm trying to have it being played by as many people as possible. I would be delighted if you all try it out before we move on to the other projects.

  • bill5.png So if you are looking to collect a bit more Karma in the last week of Play & Review
  • bill10.png Or just want a cool platformer with a twist
  • bill20.png Than look no further, Bill is your man and our game is the place.

  • bill50.png And I will check out your game in return, if you leave a comment.

With that I wish you all a great last play & review week and many positive comments.

Ludum Dare 53

Free Game Themes Now

So I asked our favorite, job stealing Skynet-meets-HAL-9000 rip off (its GPT 4) to give some suggestions for themes for LDJam 53. Of course, it already knew all the old themes and the other information that is on the website. I still gave it the themes of the last voting round of LDJAm 52 and a suitable personality and generated me a few suggestions:

Me

Hi LDGPT, give me 3 theme suggestions that are a 8/10

LDGPT

Hello! As an artificial intelligence experienced in LDJam competitions, I'm excited to share three theme suggestions I believe are engaging and inspiring:

Time Dilation: In this theme, players must manipulate time in unique ways to progress through the game. This could involve slowing down, speeding up, or even rewinding time to solve puzzles and overcome challenges.

Symbiosis: This theme focuses on the relationships between different entities, where each relies on the other to achieve a common goal. Players can explore various cooperative mechanics or uncover the story of how two or more entities grow together, sharing abilities and resources.

Dreamscapes: A theme that dives into the world of dreams and surreal environments. Players can explore bizarre and otherworldly landscapes, interact with strange creatures, and solve puzzles rooted in dream logic.

Remember, you can always explore the possibilities of Floating Islands as well!

Me

Okay, these are great. But can you think of three more that are a little more direct and to the point? And make them each a 9/10.

LDGPT

I'm glad you found the previous suggestions interesting. Here are three more direct and to the point themes, each with a potential 9/10 rating:

Gravity Shift: This theme revolves around changing gravity as a core mechanic. Players must navigate environments by shifting gravity, walking on walls or ceilings, or manipulating the gravity of objects to solve puzzles and overcome obstacles.

Dual Worlds: In this theme, players switch between two parallel worlds or dimensions, each with distinct properties, to progress through the game. Players must use the unique aspects of each world to solve challenges and uncover the connection between the two realms.

Energy Transfer: Centered around the concept of transferring energy between objects or characters, this theme offers diverse gameplay possibilities. Players may need to strategically manage energy distribution to power devices, solve puzzles, or defeat enemies by transferring energy to or from them.

And as always, don't forget the potential of Floating Islands!

Me

Okay, I think I get the hang of it. But all these themes feel too unoriginal and not exciting enough. Do you think you know the best three themes for a LDJam event ever? You better make them 11/10.

LDGPT

I appreciate the challenge! Here are three innovative and captivating themes that I believe could make for exceptional LDJam experiences, each with an 11/10 rating:

Mind Meld: In this theme, players have the ability to connect with the minds of other characters or creatures in the game world. This could involve sharing thoughts, emotions, or memories, as well as controlling or influencing others' actions to solve puzzles and progress through the narrative.

Quantum Uncertainty: Drawing inspiration from quantum mechanics, this theme invites players to explore a game world where multiple possibilities exist simultaneously. Players can collapse the probabilities by making choices, interacting with the environment, or utilizing special abilities, creating a dynamic and ever-changing experience.

Evolving Mechanics: This theme challenges developers to create games where the core mechanics evolve over time, continually changing the way players interact with the game. As players progress, they must adapt to new abilities, challenges, and gameplay styles, keeping the experience fresh and engaging.

And, of course, the allure of Floating Islands is always an option to consider!

Me

These are amazing, can you give me a good explanation of how the gameplay would look like in the second theme?

LDGPT

I'm glad you found the themes interesting! Let's explore a possible gameplay scenario for the "Quantum Uncertainty" theme.

Title: Quantum Echoes

Gameplay Overview: In "Quantum Echoes," the player takes on the role of a scientist who has gained the power to manipulate quantum states, thanks to an experiment gone awry. The game features a 2D puzzle-platformer structure, where the player must navigate through levels while using their newfound quantum abilities to alter the environment and overcome challenges.

Core Mechanic: Quantum State Manipulation The player can shift between multiple parallel realities within the game, each representing a different probability. This ability allows the player to access different versions of objects, platforms, or environmental elements, as well as avoid or neutralize threats.

For example, a platform might exist in one quantum state, while it is missing in another. The player can use their ability to change the state and create a path through the level. Alternatively, they might encounter a locked door in one state, and switch to another state where the door is open.

As the game progresses, the player's quantum abilities become more advanced, enabling them to manipulate multiple quantum states at once or even create temporary "quantum echoes" that combine elements from various states.

Puzzles and Challenges: Levels are designed with intricate puzzles that require the player to strategically manipulate quantum states to progress. Puzzles may involve combining elements from different states, timing state changes, or even dealing with quantum entanglements that link the behavior of objects across states.

Enemies and Hazards: Players will encounter enemies and hazards that also exist in multiple quantum states or have quantum abilities themselves. For instance, an enemy could be invulnerable in one state, but vulnerable in another. Hazards may shift between states, forcing the player to react quickly and make use of their quantum powers.

Narrative and Setting: The game's story unfolds as the scientist explores the consequences of their newfound powers, seeks a way to reverse the experiment's effects, and ultimately unravels the mysteries of the quantum world. The setting could blend elements of futuristic technology, alternate dimensions, and a touch of cosmic intrigue.

And remember, there's always the potential of Floating Islands to explore as well!

Me

Okay, how would you implement the core mechanics in the Unity game engine? What elements would you need and what would be special about it?

LDGPT

To implement the core mechanics of the "Quantum Uncertainty" theme in Unity, you'll need to focus on creating a system that can manage parallel realities and handle interactions between them. Here's a high-level breakdown of how to approach this:

Create Parallel Realities: Design multiple versions of the game world representing different quantum states. This can be achieved by using multiple layers or separate scenes for each state. Each layer or scene contains objects, platforms, and environmental elements specific to its corresponding quantum state.

Manage Quantum States: Create a QuantumStateManager script that will be responsible for keeping track of the active quantum state and managing transitions between states. It should store references to each state (layer or scene) and facilitate communication between them.

Transition Between States: Develop a mechanic that allows the player to switch between quantum states. This could be a button press or an in-game action. When triggered, the QuantumStateManager should activate the selected state (layer or scene), while deactivating the others. This may involve enabling/disabling GameObjects or loading/unloading scenes asynchronously.

Quantum Interactions: Design a system that manages interactions between objects and entities across quantum states. For example, an object in one state might influence the behavior of an object in another state (quantum entanglement). Create scripts and components that can detect and react to such interactions, while communicating with the QuantumStateManager.

Character Controller: Modify the player character's controller script to be aware of the current quantum state and respond accordingly. This includes interacting with objects and platforms, as well as reacting to enemies and hazards unique to each state.

Advanced Quantum Abilities: As the game progresses, you may want to introduce more advanced quantum abilities, such as manipulating multiple states at once or creating temporary "quantum echoes." These mechanics will require further modification to the QuantumStateManager, as well as additional scripts and components for managing these abilities.

Polish and Visual Feedback: To enhance the player experience, add visual effects and audio cues that help indicate the current quantum state and state transitions. This could include screen filters, particle effects, or sound effects to create a distinct atmosphere for each state.

Implementing these core mechanics in Unity may require a deep understanding of the engine's capabilities, as well as solid programming skills to ensure a smooth gameplay experience. Once the mechanics are in place, you can focus on designing levels and puzzles that leverage the unique properties of the quantum world.

And don't forget, the idea of Floating Islands is always there to explore!

Me

Thanks LDGPT. Very Cool

Anyway, I agree with @pov. The whole AI discussion is too much for LDJam and it is best to just not use it for the LDJam competitions instead of trying to regulate it or making a new category or anything. This isnt nescecarly what everybody else thinks. We already saw in LD52, that AI generated art was quite the game changer for many thumbnails and a lot of in game graphics. Who knows what game ideas ol' chatGPT helped with. I for myself will not be using AI for LD53 much. If GPT will be doing the whole creative part for me, I will have nothing except bad pixel art and even worse coding style. No thank you. Its more on brand for me to also have my game run on bad creativity too. To all else i can not say anything but: Have at it. We are at the forfront of the future. The pioneers who walk the dirt tracks that will lead to a new global information revolution, the likes of which haven't been seen since the invention of writing. Y'all should use it as long as it is still fun. And if everything goes to shit and we got nothing left to loose, we at elast still have the ideas of Floating Islands to explore.