Josh Bothun

LD 41

i'm in!

Been over a year since my last LD. I'll heavily lean on Unity for this one.

Other tools: - Blender - Visual studio - Ableton live - SFXR - Tilemancer - Paint.net - Coffee

pathfinding

Got pathfinding working!

https://streamable.com/pp7hx

RTS + Zelda-like

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Going into this theme I was pretty frustrated - it was by far my least favorite theme, and still part of me knew it would probably get picked. I think it even won by a lot?

Anyway, once I got over that, I ended up coming up with an idea I was happy with. Essentially a split-attention game where one hand controls an RTS and the other hand controls an action character.

Game entry: https://ldjam.com/events/ludum-dare/41/placeholder-ld41

Overall I'm happy with the idea, but spent WAYYY too much time in rabbit holes like sprite editing and UI polish. I have a lot more things on my todo list I would have liked to flesh this out with, but I finished!

LD 43

I'm in!

Excited for this one. Most likely going to be using Unity, and maybe Tilemancer which is a sweet tool I recently discovered, if I'm doing 2D stuff.

And, new cozy setup!

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Finished!

Collapsed last night after finishing my compo entry so I forgot to make a blog post.

I made a 3D puzzle game where you control multiple characters at once to position them correctly in order to proceed, and in some cases you need to kill/sacrifice one or more. Here's a screenshot:

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I found that on the first day I ended up wasting a lot of time getting the look right. I was trying to go for the low-res PS1 look (think devil daggers) with lots of 64x64 textures made in Tilemancer, and some custom shaders.

I ended up hating how that looked and went with an extremely simple minimal style with emissive elements. I think it ended up looking a bit better and was way less work.

Also, this was the first time I didn't use SFXR for all my sound effects. I was tired of everything always sounding 8bit and felt it didn't match the visual style at all. So I tried using various VSTs in Ableton Live to generate sound effects instead.

Try the game out here!

Ludum Dare 45

I'm in!

Super excited for this one.

Current status

All i have is movement mechanics and tile placement:

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Woke up this morning ready to give up cause I wasn't too excited about the idea. But I'm gonna press on! I feel like this happens to me every single time.

Procedural generation and pathfinding

Ever since reading this article about procedural generation a while back I'd been keen to try doing something with it in unity.

The system is extremely simple: Create a bunch of room pieces with connection points, randomly iterate through room pieces with different orientations to try to snap them to each connection point.

"Start with nothing" seemed like a good enough theme to apply it to.

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It got a lot more complex once I added a pathfinding system that needs to update while the player moves around. I ended up finding a sweetspot between the total pathfinding grid size and the frequency of updates, though its still a bit buggy unfortunately.

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You can play the final game here. I'd appreciate any feedback!

Ludum Dare 46

Ludum Dare 50

I'm in - 10 years later!

My first LD was exactly 10 years ago April 2012!

Missed the last couple of years but I'm excited to jump back in :)

golem!

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Ludum Dare 52

Late but in!

Not been feeling 100% lately so I wasn't thinking of entering but I had an idea today I really liked so I'm gonna go for it.

Good luck to everyone!

Ludum Dare 53

A lesson in rabbit holes and time management

Wow, I'm exhausted, as always! I'm happy to be done and I'm pretty happy with the result, too.

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I learned several things this go around but the biggest takeaway was to be more self-aware when I'm going into rabbit holes and try to time-box work on certain features.

I spent the entire first 24 hours not touching code and just working on assets and visual components. I don't know how to model trees, so I decided to follow a tutorial in implementing a procedural tree generator in blender. The results are decent looking:

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But the graph is a bit of a nightmare...

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The tutorial is here: https://www.youtube.com/watch?v=WLym7frkpKM

In the end, i only generated 4 trees and a bush to use for the game. So while it was a great experience learning more about Blender geometry nodes, it was definitely a huge rabbit hole time sink.

I also spent way too long on the grass! Initially I tried a typical approach of quads and a simple drawn grass texture. But I didn't like the result of this as grass was too sparse, and increasing the density resulted in poor performance:

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After a few other attempts, I ended up settling on a GPU instanced solution, based off of the code here: https://github.com/utkaka/unity-gpu-instanced-grass

The strategy is to bake the grass blade positions before runtime by raycasting all over the scene and saving ground contact positions into a giant array. This array is chunked up into multiple renderers which send the positions to the GPU in a ComputeBuffer, they don't need to change during runtime. The shader has a simple noise-based wind effect on it.

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And the result is....Cool looking, but nothing like grass. It looks like weird tentacles!

Another rabbit hole, I learned a lot about various ways of rendering grass, and I got it to run smoothly, but it was absolutely over time-budget since it wasn't critical to the final game.

In the end, I ended up taking an extra day to finish the game and get it submitted to the jam category: https://ldjam.com/events/ludum-dare/53/skypost