kilosaurus

LD 38

Den

Hi everybody !

Hard to wake up ?

This is our game and first attempt at Lundum Dare !

The game is not that good but we're proud of the graphics and atmosphere :)

Play it now at the game page

carton_titre.png

From the bottom of a den, a beast has been released.

Den is an exploration and ambiance game. You control an “half-fox-half cat-half wolf-half lemur-half many things” beast that crept out from it’s lair. Crawling through a network of tunnels and coming across some smaller and noisy things, it’s seeking to reach the outside world.

Controls

move : clic & drag scream : clic hit : long press quit : alt f4 :)

The guys behind it “La Mécanosaurus” : for La Mécanique du plastique & Kilosaurus working together in Paris. http://lamecaniqueduplastique.fr/ http://kilosaurus.com/

| 01.png | 02.png | 03.png | |---|---|---|

Links

  • The Game Page : den lundum dare
  • WebGL : http://kilosaur.us/8ZKWsr
  • PC : http://kilosaur.us/rxe299
  • Android : http://kilosaur.us/71MAgm

Den postmortem #5 : Development

The concept was to have a character that moved like a snake, with a large body and compression mechanisms. Like a long softbody which compresses itself in tight spaces and expands when there's enough room.

Rig

We quickly agreed on a procedural rig made in Unity. A set of Gameobjects linked together and moving according to the head.

At first we tried a mechanism based on physics, using physics joints. But the feeling was not there, the bones logically didn't following the path of the head but were just dragged like a rope. So we choose to register past positions and orientations of the head, and make every single bone take that path one after another. We enqueue previous positions based on displacement distance.

image.png

The white dots are the bones of the beast in this pic, and the video here illustrate the past data saving.

https://www.youtube.com/watch?v=XGq7U8yoSQc

In every grey dot of the video, we saved position, rotation, velocity and pass time of the head. The positions and rotations of the bones of the beast are then linearly interpolated between the past data points. Interpolated because we needed the bones to be placed at any custom distance of the head, due to the design of the beast.

Beast body compression

We wanted the beast to have a pseudo-soft-body reaction to its limited space, to emphase the closed space.

Before the final beast design was acted, when the beast was still composed of a few large body parts, we created the body compression by scaling the sprites. Every single bone were using raycasts, like antennas, to seek the dimensions of the space forward and determine how much a body part should shrink. This solution was dropped when the final design made of multiple small independent round parts came out.

To get the final compression and decompression effect, we finally attached every part of the beast to one of a procedural bone of the rig by using slider joints.

We could then play with the system :). And sadly for me the giant snake fox dragon didn't make it to the final game :(

image (1).png

https://www.youtube.com/watch?v=1M4sK9i__AA

Controls

The beast follows a target computed by the control system.

image (2).png

The red dot in this image is the beast move target.

As we wanted the game to have touchscreen compatibility, we implemented a virtual joystick to control the target. Like the ones you see on mobile video games, without a visual representation to keep the UI clean (and because it takes time to do a great one).

Tap & Longpress mechanisms are also due to the touchscreen compatibility.

Wind zones

Wind zones concept arrived at T minus 3 hours. We coded something quickly to break the boredom of long tunnels, using simple triggers that modify head velocity when the beast crosses them.

Finally

We definitively could avoid a lot of trouble by choosing not to go with a custom system and accommodate with a simpler joints-and-integrated-physics system, and embrace what would have emerged from that. The difficulties came mainly from the vagueness of our game design, which made us proceed step by step without clear objectives and needs.

-MAKING-OF-

I want to play arcade games

Hi everybody, I'd like to play & rate some arcade/action games

Better if its in browser ! Comment with your entry :)

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ps : you know how to find our game if you want to play/rate it

We're not cool

We try, but we're not :(

Since we are not, I feel I have to promote a bit the game here...

Sooooooooo, Have you met Den ?

carton_titre.png

You can play it here : https://ldjam.com/events/ludum-dare/38/den

Den Den Den Den

Den den den den den ?

Den den den !!

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DEN

PS : Im not a marketer
PSS : Im Developer
PSSS : So I am bad at writing
PSSSS : Everybody can see that
PSSSSS : Have you tried Den ?
PSSSSSS : A lot of games are awesome on this jam
PSSSSSSS : DEN
PSSSSSSSS : https://ldjam.com/events/ludum-dare/38/den

Hi everybody !

Last hours to play !

Have you experienced DEN ?

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https://ldjam.com/events/ludum-dare/38/den

Like some other did I'd like to post our stats ! so here it is :

metrics.PNG

and here are feedback friends :

metricsfbfriends2.PNG metricsfbfriends.PNG

It is partial cause feedback friends only reflects @lamecaniqueduplastique's participation!

ENJOY THE END OF THE VOTING PHASE !

Goodbye World

Since this is "almost" the end (again). I'd like to propose you our postmortems of the jam. We wrote 5 of them by theme !

-MAKING-OF-

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PS : We reviewed a lot of game, but you can still tell us in comment if you want us to review your game
PPS : DEN DEN DEN DEN
PPPS : https://ldjam.com/events/ludum-dare/38/den
PPPPS : Play Play Play Play Station

Thank you a lot !!!!!

I wanted to thank you all for the TONS of feedback you gave us !

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That was deeply instructive, and warming :D

Here are the stats :

denmetrics.PNG

And the feedback friends stats : (still partial since only @lamecaniqueduplastique stats are in it)

fbfirends1.PNG fbfriends2.PNG