Nikolaj

Ludum Dare 51

Stress test / first impressions

Well, the dust has settled after the submission. My kids came home from school and gave the final product a whirl. We started to finally see some slow downs on my desktop after a few hundred gnomes and skeletons were traipsing about. Not bad!

A couple immediate issues I am seeing:

  • No real end condition. Final numbers were too easy so the game goes on indefinitely. Would love to tweak this, but not really in the spirit of LDJ!
  • Right Mouse button based selection is not actually intuitive for most, and problematic on Macs.. sorry!
  • Gnomes detecting nearby enemies is buggy.. and they often go running off despite you telling them to where to go.. kind of an interesting subtlety.. those damn gnomes!
  • would have loved to have time to make additional unit types, etc.. like gnome wizards. Also add some landscape decoration like gravestones or old tress from which the skellies come.

Oh well, here is as maxxed out army screenshot! Still totally playable on PC with AMD Radeon 5, 2070 Super, 32GB ram... curious how others fare if they have the patience to go big!

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Ludum Dare 52

First Harvest

Ok we now have a tractor harvesting wheat... although admittedly the tractor is pulling a plow, and it should be a combine, but so this is a jam so inaccuracies are allowed, right? Using Godot 3.4

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Farm Island Is Published!

Ok, so it is a farming game, but there is no island (Jam game on the weekend, no time for Island assets.. etc etc). Also we should have a combine not a tractor with a plow thingy behind it, but whatever =]

Unfortunately it looks like it doesn't work on Safari due to MultiMeshInstance/GLES3 in Godot/WebGL2 (we needed GLES3 for multimeshinstancing of the crops), so sorry all you iOS testers, although I just pushed up touch support. Unfortunately itch seems to force it into portrait mode, so although it is playable on my Pixel, it needs to be landscape to get to a competitive speed...

.. which is to point out, We Have a LeaderBoard, so channel your youth lawn-mowing experience (or equivalent), and show us what you can do! Scoring is a combination of efficiency (distance traveled to harvest all the wheat), with a time bonus (1/time * fudgefactor) for those who go full throttle!

https://ldjam.com/events/ludum-dare/52/farm-island

:heart: :video_game: :v: :peace: !

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Things to Do Next Time

We had fun making Farm Island, but looking through the comments I am realizing a few things.

  1. The control scheme seemed intuitive to me, but was not to everyone. A quick Tutorial Graphic at the beginning would have been a huge help! You control the tractor by clicking/touching the general place you want to go. The further from the tractor, the faster your speed, but larger your turning radius.

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  1. We made a leaderboard with Firebase, but it would have been interesting to capture not just the overall efficiency, but also the patterns people use to mow.. even in testing this is definitely up for debate! My experience in my youth of mowing lawns maybe helped here, but I guess we don't ding your pay for leaving ruts on tight turn-arounds, so maybe not :rofl:

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  1. The sound we used for harvesting ultimately sounds kind of like white noise, so probably better to have left this out (because I am particularly proud of the tractor engine-revving sound, and fun midi music we made!)

  2. We used the nice little Tractor model from Kenney, but given the actual task at hand, a combine would have been more appropriate, and I somewhat regret not taking a few extra minutes to just make a lo-poly combined for authenticity.

  3. We used godot, but had to fight some issues with mesh instancing and webgl output for OSX. Given our familiarity with Three.js, and the simplicity of the game, I am pretty sure we could have put together a game where we were mowing a giant field with great performance. Either way Godot is a pleasure to use.

Everything we did is open source / MIT licensed, so for the curious, please check it out! Made for Godot 3.4:

Overall, it was a fun Jam, and we hope you all get a moment to try out Farm Island!!!

:heart: :video_game: :peace:

Ludum Dare 53

Ludum Dare 54

I'm In!

Obligatory I'm In post!

Likely Tools:
  • Code: THREE.js / Bitecs / Rapier.js / Netlify
  • Content: Blender / beepbox.co / Audacity / Krita
Biggest risks:
  • Family / kids / obligations :soccer: :martialartsuniform:
  • Finally decent swell in the water :surfer:

First Playable Demo!

Ok, i decided to pivot to Godot 4 because.. thinking of limited space made me think of watching the garbage trucks navigating my neighborhood and how they manage not to mash up all the cars.. so why not!

Quick mockup in Godot 4.. good enough for first night. Next up will be making camera work right, add some lovely flopping garbage lids, music, custom assets, car alarms, houses and such..... whew.. we'll see how far i get :grimacing:

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Trash Truck Hero gets closer..

Found some productivity time today, enough to build a neighborhood, figure out scoring, add a dangly lid, and fine-tune the gripper arm.

Todos are:
  1. Deduct points if the trash can gets knocked over
  2. Add sounds (doing the compo, so not sure how to do this without freesound for truck sounds)
  3. Intro / Tutorial / Score screen
  4. Some additional environmental things to make it feel just a bit better (trash coming out of cans, different cars, hydrants to run over, etc)
  5. Gripper not detached from the truck :rolling_eyes:
  6. Muzak
  7. Test web export more, push to netlify
Nice to haves:
  1. More environmental things (angry homeowners)
  2. Nicer models (but realistically this one is probably just gonna be Godot Primitives)
  3. Something other than "time trial" mode

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Trash Truck Hero has arrived!

Didn't quite get all my todos (not fire hydrant to run over, sorry), but managed some music and sound effects! Whew, a big push and lots of fun! Hope people enjoy it.

Sadly no high scores leaderboard, but hopefully people will publish their scores!

Can't wait to see what everyone else has made!!

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It's Trash Day!

Clean up your neighborhood in Trash Truck Hero, where you get to try out your waste management driving skills by deftly extracting debris from the Limited Space residents seem to give you! Really, it's actually pretty fun. Also, it's an HTML5 Game that takes <2 minutes to complete a round (or even less if you are not concerned about actually collecting trash).

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Yes, I didn't have time to do make my 3d models in Blender, so all the 3d objects are just cobbled together Godot Primitives, but that has a certain charm!

Ludum Dare 55

going to try to learn rust

Perhaps not the best way, but this will hopefully be a crash course on Rust with Bevy Engine. I've been reading the rust book over the last 2 weeks, and got a bevy dev environment going.. so we'll see!

Keeping the goals minimal: 1. Make something with Rust/Bevy 2. Make it 3d 3. Release as WASM

A little progress..

Slow progress with Rust/Bevy, but getting somewhere.. The wizard can run away from the goblins, but needs to start summoning some support!

A testament to Bevy/Rust that this is only ~150loc!

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Progress, but slow

Some progress in what appears to be the same game almost everyone is making =P Sok because i am getting a bit more familiar with Rust, which was the goal! Bevy continues to be pretty slick, although I am missing Godot's sheer productivity..

You of course are an innocent necromancer looking to you know, raise a dead neighbor to do some light duty labor as an eternal slave, nbd.. but then all these little nasty goblins (green cubes) decide to raid the party. Some quick maneuvering, clubbing strikes with your staff, occasional (tbi) fire dart spell, and of course the quick summoning of a demon (red ball) here and there will help you fend off those buggers!

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Ludum Dare 56

Initial concept..

The initial idea.. something involving falling eggs and gnomes with a trampoline catching them before they break open and release .tiny creatures! Clearly an idea formed late at night!

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Ludum Dare 58

butterfly collecting

Very time constrained, but having some fun with Godot in between shuttling kids around to events.

So far have some butterflies flapping up and down .. need to make the net work to catch them next..

Using Kenney's trees in the bg.

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Ludum Dare 59

Concept .. or at least theme

Time is limited so i might not get much farther, but my general concept is around 18th century signaling of naval ships with flags (ref: "The Signal-book for the Ships of War" - 1799, although i am sure to alter what the flags actually do for gameplay purposes) .. working a bit in Godot at least i have a ship and buttons with flags (although the buttons are very much 21st century actions for now). Might get something more tomorrow ¯_(ツ)_/¯

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