jharler

LD 41

Can you handle my game? Captain Bauldy is waiting for you...

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Are you brave enough to venture into Captain Bauldy's Fun House? Do you have the brains to answer the children's educational questions and the ability to fight the overwhelming sense of dread and the desire to press ALT+F4 when things get spooky? If so, then you have to try out my game!

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I made Captain Bauldy's Fun House for the 48 hour compo and I'm very pleased with how it turned out. Earlier this year, I added PBR support to my custom C++ game library and purchased Surface Painter. This was the first chance I've got to use it in more than just a small sample scene. I was concerned that there might be performance problems with it, since it's not been thoroughly tested, but so far nobody has reported performance problems.

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As of now the reviews I've received are all pretty positive and it's been great fun watching streamers and let's players visit the good Captain. There are some mood-breaking bugs in the compo version (if you get too close to walls or try to break things), but there's a post-compo version available that fixes those and a few other issues.

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Do you dare brave visiting Captain Bauldy's Fun House? If so, please be sure to let me know how your visit went!

Play here: https://ldjam.com/events/ludum-dare/41/captain-bauldys-fun-house

Want to test your nerves?

Can you handle this game?

I've watched a lot of people play my game and every one of them got unnerved and a bit freaked out by it. Think you are brave enough to handle it?

Play Captain Bauldy's Fun House here:

https://ldjam.com/events/ludum-dare/41/captain-bauldys-fun-house

Review Snippets

I had to play till the end and the ending is superb

Damn, that was intense

Wow taht was awesome!

Absolutely great work you have done with this one

Good Luck!

If you rate and review, I'll do the same for your game. Thanks in advance and have fun with Captain Bauldy! 馃槇

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LD 42

In for my 9th!

I'm in for my 9th Ludum Dare and I'm as excited for this one as I was the first one! I'll be using my custom C++ game library and a variety of other tools, depending on what kind of game I make. I've spent the past 4 months improving my library's 3D capabilities and practicing my 3D modelling and sculpting skills, which means I'll probably end up making a 2D platformer or something...

I made a post on Reddit with some tips, so I thought I'd copy them here too:

  • Get enough sleep. My first time participating, I only slept 6 hours during the 48 hour compo. I was basically useless the following week and I'm certain my productivity over the weekend also suffered. There's an intense time crunch with the jam, but don't let your body suffer. Get up from the computer occasionally and rest your eyes as well.

  • Make sure you eat well. Don't load up on sugar and caffeine. Eat healthy and keep your mind sharp.

  • Spend some time brainstorming once the theme is announced. The theme is going to suck. It always does. Don't let that stop you, but also don't settle on the first idea you have. Think outside the box.

  • Once you've settled on an idea, lower your scope. Then lower it again. The weekend will fly by and you won't get nearly as much done as you'd like. The smaller your scope is, the more likely you'll have something to submit at the end. If you do end up having extra time, you can add additional features and polish.

  • Get your gameplay mechanics implemented as fast as you can. Once your gameplay is there, you have something you can submit. That takes a lot of pressure off. You can then spend the rest of the jam improving and polishing.

  • Stick to tools you know. There's nothing more frustrating than spending two or three of your 48/72 hours trying to figure out why this one particular thing isn't working the way you think it should. Experimenting with game mechanics is great and encouraged, but not new tools. Make sure your existing tools are ready to go and use what you're comfortable with. If you do decide to try new tools, accept that you may end up not submitting a game at the end of the contest.

  • Aim for a game that can be played to completion in 5 or 10 minutes. Most people won't play for longer than that anyway, and if your game is short, more people will see all of it. Also err on the side of being too easy vs being too hard, again, to maximize the amount of your game people will be able to play and see.

  • At the end of the contest, be sure to play and rate games. Give other people good, quality feedback and many will return the favor. Be honest in your review, but be kind. I always try to lead my review with something I like about the game before giving some constructive criticism if I see areas of improvement. You need at least 20 ratings to get ranked at the end of the judging period, and you'll get those by rating other games.

  • Most importantly, have fun! Game jams are for learning, fueling creativity and having fun. If you're too stressed out and not enjoying yourself, you're doing it wrong.

Good luck and have fun everybody!

End of Day 1

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Got a lot of the required art assets to point where they can be placed in the game. Still a long way to go!

In this game you play as a person with a roommate who is participating in a Ludum Dare game jam. But your roommate is a slob. He drinks too much soda and coffee, he eats too many bags of chips and candy bars and he just throws his garbage on the floor! You have to clean up after him or you'll run out of clean space in your house! Of course, the further into the jam he gets, the more he consumes and the more garbage he produces! Will you be able to keep up?

That's the idea anyway. I think it will be fun, if I can pull it off!

Midday Update

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Look at this slob! He just throws all his garbage on the floor! I guess I'll need to clean it all up before we run out of clean space in this house!

Getting this guy animated and throwing the food took a bit longer than I expected. I'm still on track to finish on time, but there's a lot left to do. Time for another coffee.

Another Ludum Dare in the bag!

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Another exciting, but exhausting weekend. I had a great time, but I'm glad it's over. I'll be posting a follow up with some thoughts about how the weekend went later, but for now, here's a link to my game:

Ludum Dare to be Messy

If you try it, please leave some feedback and I'll do the same for your game when I recover.!

Ludum Dare to be Messy

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Your roommate is participating in Ludum Dare, but he's a slob so he just tosses his food on the floor. Your sanity can't take the loss of clean space in your home, so you have to pick up after him. How much garbage can you clean up before you go insane from the mess?

Play Ludum Dare to Be Messy!

LD 43

This will be my 10th Ludum Dare!

I'm in for my 10th Ludum Dare. Double digits! I'll be using my custom C++ game library and a variety of other tools, depending on what kind of game I make.

I've learned a lot over the previous nine LDs. Here are some tips for those of you who may be new to game jams:

  • Get enough sleep. My first time participating, I only slept 6 hours during the 48 hour compo. I was basically useless the following week and I'm certain my productivity over the weekend also suffered. There's an intense time crunch with the jam, but don't let your body suffer. Get up from the computer occasionally and rest your eyes as well.

  • Make sure you eat well. Don't load up on sugar and caffeine. Eat healthy and keep your mind sharp.

  • Spend some time brainstorming once the theme is announced. The theme is going to suck. It always does. Don't let that stop you, but also don't settle on the first idea you have. Think outside the box.

  • Once you've settled on an idea, lower your scope. Then lower it again. The weekend will fly by and you won't get nearly as much done as you'd like. The smaller your scope is, the more likely you'll have something to submit at the end. If you do end up having extra time, you can add additional features and polish.

  • Get your gameplay mechanics implemented as fast as you can. Once your gameplay is there, you have something you can submit. That takes a lot of pressure off. You can then spend the rest of the jam improving and polishing.

  • Stick to tools you know. There's nothing more frustrating than spending two or three of your 48/72 hours trying to figure out why this one particular thing isn't working the way you think it should. Experimenting with game mechanics is great and encouraged, but not new tools. Make sure your existing tools are ready to go and use what you're comfortable with. If you do decide to try new tools, accept that you may end up not submitting a game at the end of the contest.

  • Aim for a game that can be played to completion in 5 or 10 minutes. Most people won't play for longer than that anyway, and if your game is short, more people will see all of it. Also err on the side of being too easy vs being too hard, again, to maximize the amount of your game people will be able to play and see.

  • At the end of the contest, be sure to play and rate games. Give other people good, quality feedback and many will return the favor. Be honest in your review, but be kind. I always try to lead my review with something I like about the game before giving some constructive criticism if I see areas of improvement. You need at least 20 ratings to get ranked at the end of the judging period, and you'll get those by rating other games.

  • Most importantly, have fun! Game jams are for learning, fueling creativity and having fun. If you're too stressed out and not enjoying yourself, you're doing it wrong.

Good luck and have fun everybody!

End of Day 1

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My volcano sculpt is coming along nicely. Sacrifices must be made. The volcano god must be appeased. You wouldn't like him when he's angry...

My game involves you, a well-meaning villager who lives at the base of the volcano, who must carry a sacrifice to throw into the volcano. Unfortunately, the path to the mouth of the volcano is dangerous and filled with all sorts of obstacles you must avoid. Can you make it to the top and save your village?

So, um, where are you going with that sheep?

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The gameplay is starting to fall into place. I spent way too long on sculpting the volcano, and I lost at least an hour's worth of animation when Blender screwed up my animations, but hopefully there's still enough time to add in the gameplay elements I want to add. Back to work!

Another successful Ludum Dare!

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Click here to play VOLCANO RUSH!

Saturday evening I wasn't sure if I'd finish, but everything came together today. I'm pretty happy with how this turned out. It's pretty challenging, but I feel the special payoff in the end makes it worth trying to conquer. If you try my game, please comment and I'll try yours. Thanks!

(In case you don't feel like playing the game, I have uploaded a playthrough on the project page, though I highly recommend trying it yourself)

Volcano Rush Post Mortem

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Play Volcano Rush Now!

Volcano Rush is a game where you play a villager who must carry a sheep to the mouth of the volcano in order to sacrifice it to the angry volcano god. The path to the mouth is a dangerous one, filled with obstacles that must be avoided.

Just like last December's LD, this one started with the annual Christmas parade on Friday night with the family. I did not sit down to work on my game until more than an hour after the theme had been announced. I spent about 30-45 minutes throwing around ideas until I came up with one I liked. I pictured a little Mayan-inspired villager running up a path on a volcano, jumping over lava and avoiding a variety of other obstacles in his way. My first task was to create a volcano for the villager to run up. I fired up ZBrush and got started. I spent the next 2 hours making a nice looking volcano before heading to bed.

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The next morning, I woke up early and got started on the volcano again. An hour later it hit me. My sculpted version of the volcano was somewhere in the neighborhood of 30 million polygons. Even with the standard process of baking a normal map to use with a lower poly model, this volcano was going to look bad when zoomed in the required amount for gameplay. I decided to go with a low poly look. So I lowered the poly count down to a bit over 100k polygons and transferred it over to Blender, where I split the volcano into 16 more manageable parts and added it to my game.

The next step was to figure out how to get the player to run around the volcano, following the path. I wanted simple "go forward" and "go backward" controls. No complicated 3D movement. So I opted to create a quad-strip in Blender that is used to create a series of path points on the mountain and the player can then use that to traverse the mountain. It works pretty well, though because his movement is coded as a path index and a percentage of the way to the next index, movement speed can be inconsistent if the path points aren't the same distance apart.

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Once I had the path generation working, I had to create a player, so I fired up ZBrush and sculpted out a little Mayan villager. Once he was sculpted, I transferred it over to Blender for UVing, rigging and animation. Once UVed and rigged, I spent over an hour creating an idle and a run animation for him and exported it to my game. Once there, I got the character running back and forth and decided I didn't like something in one of the animations, so I went and changed it. The updated animations were wrong in my game, so I went back to Blender and somehow both my animations got completely screwed up. I have no idea what I did or if it was just Blender screwing up, but unfortunately, I had to go back to the pre-animation version of my character and redo the animations from scratch. I could not dedicate the same amount of time to the new versions, so they don't look as nice as the originals.

Now my villager needed something to carry, so it was back to ZBrush to sculpt a sheep. That was pretty easy. Then I needed to get collisions with the flowing lava. My first implementation was to generate an octree of triangles from the lava mesh and use that for collision tests against the player's OBB. It worked, but by the end of the compo, I switched to using placeholder geometry for the collision triangles (instead of thousands of triangles, there are now dozens). It should work much better that way on slower computers.

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I now had a player who could run, jump and if he hit the lava flows, he started over at the beginning. It was pretty close to something I could submit at that point, so I went ahead and created a title screen. Once I had a title screen that transferred you to the game, I called it a day for Saturday.

I was up bright and early Sunday morning and started working on the win condition. I won't spoil what happens when you reach the top of the volcano, but I think it's pretty good and worth the effort to get to. My game had a title screen, it had game play, and win and lose conditions. Now it needed sound effects. I did some quick jump exertion noises and a silly comment he makes when you lose. Then I fired up FL Studio to make the background music. I knew I wanted a drum heavy tribal sound, so I found some interesting drum instruments and played with it until I had something reasonable. Once that was done, I added a smoke particle emitter for the mouth of the volcano.

At this point I had a complete game, but it wasn't very challenging or fun. I needed more obstacles. My first thought was a boulder that bounced down the path after you, so I re-used the smoke particle mesh to be the rock and started coding it. The first step was to get the rock bouncing, so I got it bouncing in place. I tested and by itself that seemed pretty interesting. So instead of taking the time to make the rock bounce down the path, I left it as is. That left me enough time to work on another obstacle. My initial idea was a bird that flew over and dropped something at you, but I didn't have time for that. Instead, I decided to have something moving that you had to jump over. So I re-used the rock mesh again and made a rock that slides back and forth on the ground. I realize that both of these traps make little sense in terms of the real world, but they work for an interesting challenge in the game.

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So now I had two obstacles and about three hours left before the deadline. I decided to do a little polish. I improved the lava shader and added in a bloom effect. It looks so much better than it did. I added the ability to mute the music. I also optimized the lava flow collisions and fine tuned the trap placement a bit. That brought me to the deadline. I was exhausted, but I was done.

Overall, I'm pretty pleased with this entry. If you decide to try Volcano Rush, please let me know what you think. If you rate and comment on the game, I'll do the same for you. Thanks for reading and for playing!

Play Volcano Rush Now!

If you request ratings, give them yourself!

There are a lot of people begging for plays and ratings (myself included), but there are some who are asking for ratings but aren't giving them out. FOR SHAME! If you ask for ratings, have the common decency to play some games and give ratings yourself. It's very selfish and in poor taste to ask for ratings while not giving any. This is a community. Get involved, give constructive criticism so we can all improve our skills!

LD 44

25 hour mark

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I'm having great fun with particles! My game is coming along nicely. I'm making a horror-ish game. I'm very happy with the aesthetics and at one point I even scared myself with the monster I made. I haven't even added ambient sounds, music or effects yet.

Tomorrow is my daughter's 8th birthday, so no LD for me, at least until she goes to bed. For the first time ever, I'll be working Monday and submitting a Jam game. I need to step it up a notch to compete with all you teams out there.

Good luck to all!

Can you survive the Labyrinth of Souls?

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Synopsis:

Can you free yourself from the Labyrinth of Souls before the guardians claim your soul? Do you have the nerve to stand up to the guardians? Try for yourself in this terrifying game. Be warned, however, failure could prove most unfortunate.

Controls:

  • WASD - Movement
  • Mouse - Look
  • Shift - Sprint (be careful, you have a sprint meter and will have to walk when it runs out)

Tools:

Made in Unity, ZBrush, Photoshop, Blender, Substance Painter, Audacity and FL Studio.

Can you handle the Labyrinth?

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Think you're brave enough to attempt the Labyrinth of Souls? Experience the terror for yourself in what one reviewer termed a AAA game (a lofty compliment for sure for this sole developer)! Try to rescue enough souls to free yourself from the labyrinth before the guardians lay claim to your soul.

I'm currently playing and rating games. If you play mine and leave some feedback, I'll do the same for you. I'm looking forward to reading your thoughts.

WARNING: This game may be too intense for some players. Attempt it at your own risk...

Sneak peak of post jam in-development version

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I've gotten a lot of positive feedback on my entry, Labyrinth of Souls, but there was a lot of room for improvement. I've been working hard this week to improve the visuals and the audio of the game and HOLY COW is it ever so much more intense now. Above you can see a sneak peak of the player about to enter the soul altar chamber. Be careful, you never know what might be lurking around in these halls...

I hope everyone has a great weekend. Thanks to all who have played, rated and commented on games this week. You've helped other developers and deserve some kudos. So... KUDOS!

Labyrinth of Souls REMASTERED

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I received a lot of great feedback on my game, Labyrinth of Souls. I felt the game had a lot of potential, so I took that feedback and spent the past two weeks or so improving the experience. Now the game is far more terrifying than before and I am very pleased with how it turned out.

If you're looking for an edge of your seat terrifying horror experience, please give this new version a shot and let me know what you think. Thanks!

PLAY THE REMASTERED VERSION HERE

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Ludum Dare 45