MickM

Ludum Dare 46

In for first Ludum Dare (Compo)

Gday all,

Got time off work and wife happy to look after (keep distracted!) kids all weekend so I am in for my first Ludum Dare (Compo). Have done one global game jame (with an artist and designer) and a 4 hour jam making a game in a compute shader so this will be an interesting challenge.

Programming is fine but art, sound etc all will be... interesting! A bit of rehearsals in the evening with Blender and Gimp/Inkscape so I am sure it will be fiiiine. Also being smart about minimising art requirements.

Planning on going in all from scratch in Unity. Blender if I end up going 3D, Inkscape and Gimp for 2D/textures. Music/effects with Rytmik Ultimate (5 minute famil is more than enough right?), microhphone and some clumsy Audacity editing. Porbably stream to Twitch for company (even if they are just bots) Spotify for sanity.

Pretty happy with the themes. Only a few that I am keen on (ie. ideas wise) but I do like that most of them arent forcing genres so there is plenty of room to flex the creative muscle.

Keen to get stuck in... Good luck all!

The idea forms!

Wasn't happy with any ideas I had initially (fine ideas, but not much fun impact) Then the wife mentioned Tamagochi! So a few little twists on it and a design I am happy with... Time to start coding!

First screen in all its glory.... FirstScreen.png

That is placeholder art but also hitting about 80% of my ceiling. I will definitely consider possibly revisiting it... but not till the fun is in!

Mechanics!

Basic mechanics implemented and starting to cross interact. A bit more cross interaction to add then on to gameplay loop. And trying to art... painfully trying to art!

InitialMechanics.gif

I think I have found the fun....

So the game revolves around trying to juggle hunger, happiness and work. Simple mechanics with a bit of cross interaction.

Did some maths to balance the numbers behind each stat and..... well I think I have found the fun! Just spent way too long trying to juggle it all laughing all the time. Might be because I am close to it but its a good feeleing!

FirstFullMechanicsFun.png

End of day one

The intent for my game is juggling health, happiness and work for a little virtual pet to give it the longest life possible (starvation and sadness lowers life expectancy)

Full game loop is done and initial introduction integrated (skippable tutorial) as well as game over screen and restart. That finishes up the minimum product coding wise so tomorrow is all about art (of which I am terrible) and sound (I have not tried to create SFX before so should be an interesting day).

Tutorial (Sans any form of artwork...) - Basically allll the text in the debug info needs to get integrated into the UI in an easy to digest way. V0-1 tutorial.png

The main focus of the game will be fast paced priority juggling - maximum game length is ~6.5 minutes (if you can juggle happiness and hunger VERY well). It does mean there will have to be a nice polish user feedback (SFX and art) to make it fun rather than clunky but the framework is all event based so it is pretty trivial to hook in to add additional things (eg. sound, UI changes etc).

Good luck to everyone still working! See you all tomorrow.

Gameplay with art!

Full gameplay with user tutorial and finished "art"! I was keen on entering the Compo for the full challenge... Unfortunately I have never really done art... So this is an interesting challenge. I did use an open sourced font but everything else is done from scratch (Unity and Inkscape) Sound up next but that might be easier??

To refresh, the game idea is you are looking after a virtual pet but instead of just feeding and playing you have to get it to work for work credits to play and feed it. Keep it happy and well fed and it will live a longer life!

PROGRESS:

Tutorial: Intro.png

Gameplay (Your 'pet' changes appearance slightly based on hunger and happiness): V0-3 gameplay.png

I dont really like that it kind of feels like a 90s flash game but I guess its also what is needed to give me time to 'art', create passable SFX and add in the full polished experience.

Finished! (and ready for willing playtesters?)

Managed to get everything done to "V1.0". Generally happy coding but art etc is all COMPLETELY foreign to me so happy to get through it all. Game overview is looking after a virtual pet however you need to make it work to earn credits to play with it etc - work makes it sad so you have to juggle competing priorities to let it live as long and happy as possible.

40 art assets (All in Inkscape sprites, no animations)

24 SFX clips (microphone, tweaked with Audacity)

1 music track (Rytmik Ultimate)

22 C# scripts including an event manager with 27 events (wow that made things like SFX and tutorial etc easy)

I believe I have messed up the UI scaling so it only runs at 1920x1080 (need more testing) but overall happy. Time for bed now and revisit in the morning for the last 4-6 hours!

VERY much appreciate if anyone has capacity to have a quick run through and test it out although I assume everyone is flat out trying to finish. Regardless if so, Windows build: https://www.dropbox.com/s/0nlyr1mbaug4913/LD46-V1_0.zip?dl=1

Good luck to everyone!

Screens:

Tutorial V1-0 tutorial.png

Gameplay V1-0 gameplay.png

Death V1-0 gameOver.png

Ludum Dare 49

Compo Art Tools query

Gday all,

Some of the early concepts for themes I am throwing around involve a world map and I will use Wonderdraft to make it if so. Part of this tool is a bunch of "stamps" (eg. small lined peaks for mountains which are used to generate mountain ranges, tree shapes for forests etc) which come integrated in the tool, is this allowable within the compo rules? Or is the expectation that you create the individual stamps as well? The tool also has stanalone art stamps (eg. full buildings, pictures etc) which I would assume are clearly outside the spirit but I am not sure on the lower level stamps.

eg. Map from homepage https://2.bp.blogspot.com/-hJr62Mhgl2k/W7GGLGSIjYI/AAAAAAAAF1k/OoviekPvQXgjxUWxcp0XJ4r_vUqraUQAgCLcBGAs/s1600/featured-image.jpg

By extension is other black box generators (like village/terrain generators) acceptable? eg. https://watabou.itch.io/village-generator

I am assuming the use of these stamps may fall outside the expectation (and preparing myself to make them if needed) but if integrated tool assets are acceptable then I will be able to take one thing off the big TODO list for the day!

Unstable island gameplay loop done!

A productive day! Working on what is probably best described as a puzzler disguised as a building game.

InGameZoomedIn.png

A wise* man once raised the concern about islands tipping over with overpopulation... In this case he is right! (and worry about sinking while you are at it!) The game gives you a series of tasks which specify the quantity of each building you need to place. Just watch the water... Sounds simple eh. A story in pictures:

1 - So much room for activities.png

2 - uh oh.png

3 - Help.png

DEV TALK: Not using physics for this as I want control over the movement (ie. no runaway tipping). Early work on tuning weight distribution calculations and lean angles:

WeightBalanceTesting.png

Embedded images need to be jpg...

edit to update. I WAS having some trouble getting images embedded

guamHalfSize.jpg

Needs to be jpg. Problem solved

Unhitched Isles - Home stretch

A wise man once asked if we should be concerned about overpopulation tipping an island over. Turns out he was right!

guamHalfSize.jpg

The game loop involves placing buildings based off taskings WITHOUT tipping the island too far and losing your buildings to Neptune's depths!

I managed to finish well ahead of time so working on polish and refining. Currently have multiple game loops, full functioning menus (pause, options etc) and a game over screen that lets you hide the UI for screenshots. Pretty happy with the progress. There are a few polish things I will work on then look at potentially making a third island.

1 minute gameplay: https://youtu.be/Q1hsWHFgZ8w

Unhitched Isles development reflection

This was my second Ludum Dare and I am happy with how it turned out. The gameplay loop is fun (at least once you understand the intent) and I am reasonably happy with how the visuals turned out (for first attempt at 3D at least)

https://ldjam.com/events/ludum-dare/49/unhitched-isles

unhitchedIsles.jpg

My aim for my first Ludum Dare was to make a complete game (audio, tutorial, full loop) and focus on user feedback (Audio cues, animation cues, UI response etc). While I achieved that, the game itself was a little bland, reminiscant of 2000s flash games. ( https://ldjam.com/events/ludum-dare/46/virtual-pet-no-escape-from-life ) The art was also very clip-arty (although my first actual attempt at arting so certainly not disappointed, just didnt add to the game very much!)

The goals for this one were first and foremost to make a game that was fun to play, then make it nicer visually. I brainstormed a range of ideas but fortunately had recently re-stumbled across this little gem: https://www.youtube.com/watch?v=cesSRfXqS1Q

So the idea was born - light builder game on an unstable island!

Physics

First step was the mechanics and making sure it was fun! I didnt want to use built in physics as the problem with real world unstable systems is they tend to snowball - if you are trying to balance something, as soon as you put one thing down off centre, the whole thing will tip!

SO! Custom weight and balancing logic it was! The plan was for the island to tip towards the centre of gravity. This took a bit of time (and thankyou unity primatives!) but was helped significantly by using debug visuals which showed the impact of different weights and locations.

physicstesting.png

Once I tuned the balancing "physics" the testing started becoming pretty enjoyable. Good early sign!

First graphics!

Physics and placement logic down, it was time to start modelling. I had been watching a bit of Imphenzia (https://www.youtube.com/c/Imphenzia) who is great at rapid low poly modelling so had an idea of basic techniques. The first model (which remained largely unchanged) had a deliberate hole in the middle - I knew I didnt want people to be able to place buildings directly in the middle of the island but wasnt sure what the reason would be so it just became a void! (This would later become a volcano)

island1.png

The next challenge was placement areas - this ended up being quite trivial. The workflow for visuals provided everything I needed. The "texturing" was the low poly trick of scaling UV faces to zero and placing on a colour. To get different areas (beach, minable stone etc) I would just group the faces on the UV map. If I needed extra definition, the knife tool and/or manual vert movement helped. Now that I had these faces seperate already - for logic I just separated the relevant faces into a new mesh in blender - just like that free selection collision meshes!

islandcrafting.png

Game logic

The original plan was to make a builder game with resources etc. It quickly became apparent that this might feel a bit clunky and the game is better served with - More direction - More chaos

While I had made mines, lumber yards etc I had not implemented the resource gathering mechanics so it was a trivial pivot to focussing on completing "tasks" and using resource placement etc as the challenge. This was a hugely beneficial change and allowed more time for rapid iteration in design/tuning.

Audio

The audio needs for this were pretty simple in general - button clicks and building sounds. The main area of concern was the ambient sounds; an island needs some soothing ocean souds right?! I figured seagulls and waves would be good but had no idea how to do either. I looked up seagull impersonations and had a go at that.... a bit of time in Audacity later and I had a bunch of surprisingly passable seagull sounds!

I was a bit stuck on the water until I read about a white noise idea. The implementation I did was: - Generate white noise in Audacity and duplicate the tracks - Add a high pass filter to track A and low pass (with minimal overlap) to track B - Add reasonably high frequency random amplitude modulation to track A - Add lower frequency random amplitude modulation to track B - Combine tracks - Get distracted for a few minutes listening to the sea sound and random "seagull" noises

I am happy with the audio in general but very happy with how the ambient audio turned out.

Making the "Game"

The "tasks" were made by scriptable objects and included a static "random" task generator. This allowed me to make a specific series of tasks to be completed in order (based on island design intent) then progress to random tasks in order to make an ongoing challenge.

I added logic to the islands to track the number of forests and logic within the task generator to ensure no lumber mill tasks would be generated above the forest capacity. Tasks can still be generated if forests are underwater but that is part of the challenge to the user to rebalance.

Summary

Overall I am extremely happy with this entry. I did spend a bit too long on the water shader and certainly could have added some UX tweaks (eg. warning sound as timer is getting low) but overall I am very satisfied. I am very strongly considering polishing it a bit and publishing it as a light fun game.

Adding additonal islands was trivial once the main game was set up and allowed me to set up islands that require different tactics and have different challenges.

Lessons Learned

Starter island. The starter island is largely unchanged from the initial test island and offers relatively free building. When you understand the mechanics it is reasonably easy and allows some pretty straightforward balancing. Unfortunately users dont have the benefit of a weekend of playtesting to work out the strategy so this island is actually harder going in than the other two. Probably the biggest regret is having Starter Atoll as the first island - this should have been placed at the end after the more handcrafted islands (which offer more visual direction)

Information to user. - Different buildings have different weight but from the gameplay I watched, not many people realised this. It seemed light a lightbulb moment for people that did (especially how heavy mines were) and it was great to see them attack it with renewed vigour but in a Ludum Dare, it is probably worth including this information up front. - UI tasks popped up with the new requirements with the persistent tracker showing the total required progress. While there was an audio que that buildings had been lost some people didnt realise this and would just build to the task that popped up without considering any lost buildings (which were displayed on the tracker) - An excellent suggestion on the UI provided in comments was to include a text UI element next to the cursor when you have a building selected to show Built/Required on the cursor. Building hotkeys helped a lot with rapid gameplay but this would have elevated it a step further - When buildings arent able to be placed there is just a cross on the cursor. It is probably better still have the building preview

Online Scoreboard. I added scoreboard online functionality as people wanted to compare scores. Hooking this in was a post jam update so many of the early playtests missed out on scores being recoreded. This was a fantastic addition and spurred a bit of community competition (someone even played it directly so they could try and beat a streamer's score). I was not thinking of high scores going in but I think in future I would always assume that high scores will be a key part and look to include online scoreboards.

Development Timelapse

Kinda fun to see it come together, unfortunately recording missed a few of the modelling parts:

https://www.youtube.com/watch?v=Za8BRLE-PIc

Good luck with results all!!!