Kuality Games

LD34

BoltStorm – A week after the jam

Hello everyone,

It’s been a week already since we made BoltStorm, hectic snake-like dungeon shooter. If you haven’t tried it yet, we recommend you do:

PLAY HERE!

Bolt Storm indeed!

We did some major bug fixes right after the jam and now we’re working on gameplay and visual fixes for problems reported by the players. As for any other jam game, BoltStorm still needs a lot of work. If you have any feedback that you’d like to give, please do so as it will help us improve the game.

So How did we start with BoltStorm? To keep it short, our goal initially was to come up with a small concept and polish it well. Three main points of focus were: Simplicity, Juiciness, Progression. We managed to focus on first 2 points, but the progression part was lacking as the time ran out. We had more plans regarding progression but we ended up with something very simple, where player grows in size and as they level up, game becomes gradually more difficult by throwing a lot of enemies at them. Maybe we will expand on that later on.

Kickback, Screenshake, Damage feedback, Permanence.. just a bit of juiciness.

What needs to be noted is that we took examples from Vlambeer’s Art of Screenshake. If you are an indie dev and haven’t heard of it, go watch it HERE! (by Jan Willem Nijman) You will be surprised to learn that simple visual feedback in your game can make a huge difference.

There’s more to write about, but that’s it for now. If you’re interested in our projects or how we make games, find us on Facebook or Twitter and ask anything you like! Meanwhile we’ll be playing and rating your games(maybe Stream too?). Send us your games!

Cheers.

Tags: BoltStorm, dungeon, juice, Knights, screenshake, shooter, simplicity, snake, vlambeer

LD35

Mushroom Muncher: Environment

Mushrom-Muncher-Cover-2k

Click on the image to play!

Hello everyone, Luka here from Kuality Games. Here’s a small post if you’re wondering how we made the environment for our game, Mushroom Muncher. I will be focusing on the texturing part that I did, by just explaining the basics.

Base/White-box:

First of course, we started off with the basics in Unity. Our designer Rafael set up a basic white-box of what was to be our main level in the game. Since we had time constraints because of the jam, we simplified things and decided that our level was supposed to be an arena where enemies would attack the player infinitely. This also reduced the amount of level design we had to do, as well as art assets. At this stage we had the basic level layout and overview of object scales/sizes.

Mushroom-Muncher_Whitebox

First white-box of Mushroom Muncher arena.

 

Texturing:

Most of the environment work was done through texturing. I decided to try Substance Designer for the first time and first thing we did was prepare base materials for our environment. Plan was to finish up materials at first and then apply them to the environment meshes that we would model, in Unity. This approach can be different of course, from the traditional “Model it, Fix the UV, Texture it in Photoshop/Gimp”. It didn’t seem like this approach saved a lot of time, but it did give us a lot of control and flexibility in terms of randomizing the look of textures in the game. By using substance materials, I was able to easily blend textures together and instantly randomize the look of Stones, Rocks and Dirt as well. So once the base materials were finished, I started to blend them together in Substance Designer and also exposed a lot of values that made it possible to edit materials in Unity, here’s the example of this:

Procedural texture properties (Unity's Inspector window)

Procedural texture properties (Unity’s Inspector window)

Here we can see couple of options where we first start off by choosing the surface (Ground or Cliff for example) and then we can start tweaking individual properties. You can see the example of this at work below:

Randomized Rock material - clean.

Randomized Rock material – clean.

Rock material - with dirt.

Rock material – with dirt.

As you can imagine tools such as Substance Designer in this case can be extremely powerful, for both big and small projects. I would recommend any game developer to try them. Here’s another example:

Stone- clean.

Stone- clean.

Stone - with striation.

Stone – with striation.

At this point base materials were done and they were ready to be used in Unity. Learning and preparation took most of the time, but it was worth it as at that point I could produce random and unique texture for our environment in matter of minutes.

 

Sculpting/Modeling:

This part was rather simple. Our artist Jenny first sculpted the base rocks in Zbrush, after that moved them to Maya where the low poly meshes were made and some Zbrush decimation errors were fixed. As a last part, she UV-mapped the rocks and exported them to Unity. Applying materials and assembling the scene was done in the game engine.

Mushroom-Muncher-Meshes

All of the base meshes we used in the environment including the ground sculpt.

In Unity:

After the meshes were prepared, we had everything ready in order to assemble the arena in Unity. Even though we had the ground sculpt prepared, we had to scrap it and go with the flat surface in order to avoid some of the gameplay problems we were having and particles intersecting with the ground. There could have been much more done about the ground, but in the game itself ground texture tiling wasn’t that visible and it didn’t make much of a difference in the end. We added some extra props quickly in order to make the arena a bit more interesting as we were running out of time.

Shot of the arena from the side.

Shot of the arena from the side.

 

Conclusion:

It was very interesting to work with Substance software for the first time and approach things differently, that is why I would recommend this to any artist/game developer out there. We did face some problems such as these procedural materials increasing the loading time of our game significantly, but that was due to bad optimization of these materials by me in Substance Designer itself. Even though optimization can help, these materials can still be quite heavy so that is something to consider.

In the end what we managed to create in three days still looks nice and doesn’t mess around with the gameplay, so I would consider that a success. If you have any questions feel free to ask on Twitter: @KualityLuka. You can also find us on Facebook.

Cheers.

Tags: environment, jam, LD35, MushroomMuncher, mushrooms, substance, unity, unity3d

LD 38

We're in! Pillagers are coming!

We are glad to be participating again in LD. This time it's just two of us making a game about Pillagers, we'll post more soon. Charge at the materials!:

https://media.giphy.com/media/3ohzdHx9IDk4lMBVN6/giphy.gif

So far so good, Working on Pillagers

'When they ask you how the first LD day went':

https://media.giphy.com/media/l0IynXVgwagYIxoL6/giphy.gif

So far we've been busy with art assets and core gameplay implementation. We wasted hours on concepting, different ideas but nothing specific came up so we decided to focus on this one idea that we liked most. Project Pillagers is born.

I spent quite some time on our characters yesterday. Wanted to try something new with simple art style, ended up with the first character that we weren't happy with, so decided to make another one that was more consistent in terms of the style. Here's before and after comparison shot:

http://i.imgur.com/ehhSAHP.png

Today we'll be focusing on actually testing gameplay (hah) and balancing. I'll be working on some environment art as well.

I've been checking out some projects on the page and so far well done guys! Some cool stuff popping up sometimes. Good luck today.

Cheers. -Luka.

LD 40

LD40: Barbarians & Alien Gods (Streaming)

Hey everyone! We haven't posted anything this LD but we have been making progress on our project about a Barbarian village and an alien God. With less than 13 hours to go, we're busy with implementing some of the important features and finishing up the art assets. Here's a screenshot of the game:

Scrn_Barbarians-WIP-2k.png

We're streaming as well, in case you'd like to join here:

https://www.twitch.tv/kualitygames

Good luck and cheers!