nesis

LD29

Submitted my first Ludum Dare game!

This game is a bit rushed, made in about 11-12 hours since this weekend was pretty busy already. I normally love making puzzle-platformer or FPS games for gamejams, but I wanted to try something new for this one. This one’s more abstract, and a little depressing – it’s a simple metaphor for juggling different aspects of your life “beneath the surface”, a thing which becomes increasingly challenging as you get older and find yourself dealing with more and more aspects of life.

If you’re wanting to check it out, you can find it here.

I’m going for a smooth, abstract, minimalist look, putting a focus on text and a rain of slowly rotating tiles. Anyone can feel free to give me their thoughts on it, I’d love to hear what you think! :)

Some progress screenshots:

Menu screen Juggling aspects of life Juggling aspects of life (2)

LD30

Looking for people to play test my game!

 

I’d love you to play my game Matters of Perspective, and let me know what you think. It’s important to me to make sure the mechanics are easy to understand, otherwise the game will be confusing rather than challenging.

This is a test level that won’t be in the final game, but it contains a lot of the puzzles I’ll be throwing at the player. The final game will give each puzzle its own level, for better pacing.

Also, what are your thoughts on secretes and Easter eggs in games like this? There’s plenty of space for me to add that kind of thing, but if it detracts from the player’s experience, I won’t do it.

Comments

24. Aug 2014 · 02:52 UTC
This is really cool! I enjoyed my quick playthrough with what is there currently! The only nitpick i have is there is some clipping issues, and maybe increase the mouse sensitivity. Also, when it comes to easter eggs, you could place on in that hole that you fall into if you don’t press the button! I feel like they won’t be too distracting, unless you make them REALLY big and crazy, or have a long path that only leads to an easter egg. Good luck!
MiniBobbo
24. Aug 2014 · 02:56 UTC
I’m assuming that the end is when you get to the little box? If so, I got to the end!

Hey, you! Play my game? :D

initial

I’m happy to say everyone who’s played my game so far has loved it. It’s such a good feeling to know people are enjoying something I’ve made! Please check out my game too, I’d love to hear your feedback :)

Downloads available for web, PC, Mac, and Linux.

Title
Matters of Perspective

Link
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=2726

Description
Hit E to swap between the worlds of 2D sidescroller and FPS to work your way through a mind-bending maze. (And click to hit buttons, but that’s made a little obvious in-game :p)
In-game notes have overtones of the connections felt in relationships, treating each person as their own world, with their own perspectives and views that enable positive connections with each other.

 

Matters of Perspective uploaded to itch.io!

I’ve uploaded Matters of Perspective to itch.io! Matters of Perspective is my Ludum Dare 30 game about changing perspective from sidescroller to third person to explore eerie rooms.

If you haven’t seen Matters of Perspective, please check it out and let me know what you think!

There has been a lot of positive feedback about Matters of Perspective. I also think the game mechanic can make for some very interesting puzzle-platforming. So, I’ve decided to keep developing Matters of Perspective post-compo! You can follow developments on my Twitter account, @llnesisll.

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Post-Compo Design Iteration

This post is about developing my game Matters of Perspective for after Ludum Dare. In it, I’ll talk about a quick level editor I made to save tons of time, and how I’m reworking 2D physics for better player experience.

If you haven’t seen my game Matters of Perspective, a game about changing perspective from sidescroll to perspective to explore eerie rooms, please do check it out and let me know what you think!

Even if you don’t rate it, any feedback in the comments is very valuable to me!

Here’s a quick gif showing a change in perspective:

Level Editing

I’ve spent some time figuring out the fastest way to iterate level designs. A fast iteration time means a better level design is approached much sooner. During Ludum Dare, I manually placed a ton of cubes (around 1500-2000!) in all the levels. Iterating those designs was painstakingly slow, and took roughly the last 16-20 hours of my time. After trying a few methods, I’ve settled on writing my own simple editor for level geometry.

With this new level editor, I threw together a large level in about 30 mins, iterating the design extremely easily. Iterating a level’s design includes improving navigability, layout, wall heights, directing the player’s view, hiding an easter egg, etc. Here’s an example of what I threw together:

physicsTesting1_1 physicsTesting1_2

 

It looks like creating good levels is going to be a heck of a lot easier than I thought 😀

Reworking 2D Physics

As you could expect, the physics in the compo version of the game were hackishly put together to have something playable, rather than something that was necessarily the best experience for the player. 2D sidescrolling was achieved with a SphereCollider, doing various 2D-style checks to make it work like a 2D character controller. The biggest problem with this approach is ensuring the sphere can pass through gaps as desired. At least once during play, players usually find the sphere catching on geometry that should be the foreground or background.

This issue can be fixed by instead using the 2D physics system in Unity3D. However, this brings up another issue. The sidescrolling I want to do is all done on a horizontal plane, with gravity going down along the Z-axis. The sidescrolling built in to Unity3D’s 2D physics is all done on a vertical plane, with gravity going down along the Y-axis. To make matters more tricky, 3D colliders (like ones I could use to collide with a Sphere) don’t collide with 2D colliders at all, ever. In Unity, 2D and 3D are two totally separate physics systems.

To address this issue, I’ve used procedural generation. In the editor, 3D geometry and colliders are created (a rectangular prism with changeable size), then 2D colliders are generated during play. Depending on the player’s height, different 2D colliders are enabled and disabled, which ensures players won’t catch on “invisible” geometry as they run around in sidescroller mode.

LD31

I’m in for the next Ludum Dare!

Since the last Ludum Dare and my submission Matters of Perspective, I’ve learnt some things. Networking, and database storage / retrieval in Unity. Hopefully this will enable a unique social interaction in whatever game I make :)

Game name ideas, for awesome people

I’ve noticed a distinct lack of creativity in snow-themed game names. Feel free to use these, if you’re awesome enough.

– Snowman’s Land

– Snowmand and Conquer

– Snow Thy Enemy

– Snow Escape

– Snow-Mo Replay

– Put on a Snow

– Snowbody’s Business

– Snow-Away Passenger

– Snowledge is Power

 

Further suggestions welcome. Puns will prevail, I just snow it.

Get my Ludum Dare game, Mobius Dungeon!

Here’s an early build of Mobius Dungeon, testing ideas. Please give me all feedback you can think of!

 

DOWNLOAD

http://nesis.itch.io/mobius-dungeon.

 

ABOUT

This is a game about getting lost in a Legend of Zelda-style labyrinth, and blowing things up.

The game’s gimmick is simple – items you place in one room stay in the same place on-screen when you move to another room, giving you access to things you thought you couldn’t reach. Mix this with a strangely-linked rooms – think the Lost Woods in Ocarina of Time! – and you have a mind-bending dungeon ready to be explored and speedrun :)

 

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Try my game, Mobius Dungeon! The dungeon crawler with a twist.

Here’s an early build of Mobius Dungeon, testing ideas. Please give me all feedback you can think of!

ABOUT

This is a game about getting lost in a dungeon’s labyrinth, and finding your way through mind-bending puzzles.

DOWNLOAD (web, windows, mac, linux)

http://nesis.itch.io/mobius-dungeon

 

CLICK IMAGES FOR GIFS

 

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ItchioImage

 

The game has two gimmicks.

1) Items you place in one room stay in the same place on-screen when you move to another room, giving you access to things you thought you couldn’t reach.

2) Strangely-linked rooms – think the Lost Woods in Ocarina of Time!

Mix these two together with collectable powerups, and you have a mind-bending dungeon ready to be explored and speedrun :)

Play Mobius Dungeon, a game about being lost in a labyrinth and finding your way out!

You can play my game here.

Link me to your game, too. If you like, let me know and I’ll stream playing your game on Twitch.tv. If you have Twitter, tell me your handle and I’ll @ you when I start streaming your game. You can also follow me on Twitch to get notified when I start streaming. I’m also intending to upload the recorded stream to my YouTube channel.

Here are some quick preview pics of my game:

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And here’s a preview of just how many levels there are in the game, as seen in Unity3D…

soManyLevels_short

Comments

12. Dec 2014 · 03:39 UTC
Just thought I’d say that your game is super charming. I love everything about it, can’t wait to see you expand upon it post-compo.

LD32

Progress + Streaming on Twitch

I’ve just started streaming on Twitch here. Come say hi!

I’ve got an idea for a kooky physics-based weapon system. Hopefully it’ll fit right in with this here gif of some shader stuff I’ve made:

testingShaders

LD35

Link me your game – and play SandShifter!

Play my game SandShifter

ludumdare.com/compo/ludum-dare-35/?action=preview&uid=2726

SandShifter is a 3D puzzle platformer where you shift sand shapes to find your way through challenges in a mysterious desert temple.

SandShifter_1200x900

If you’d like me to play and rate your game, please link me to your game’s submission page (submit via my google form), and I’ll play it live on twitch.tv/llnesisll.

Good luck everyone! I hope your compos went well, and your jams are going well :)