Oceanosaurus

LD 40

The Wreck of the Pulstar-VIII

Happy that I finally could make it to the deadline, after having all sorts of last minute troubles. Well, what could one expect from a Ludum Dare entry!

This time I tried to create a game by myself, a short Sci-Fi Triller Adventure, with lots of different outcomes involving many decisions and a bit of strategy. You're the captain and have been protecting your crew for a long time but... there's just room for to if you want to make it to your destination.

I made the game using Gimp, Ren'py and Audacity.

https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii

Hope you enjoy it and congratulations to all participants!

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The Wreck of the Pulstar-VIII First gameplays

The Wreck of the Pulstar-VII is a short Sci-fi thriller, in which a Captain has to get rid of most of his crew in order to complete his mission. There's quite a lot of branching, decision making and a few puzzles, that can lead you to disastrous endings or make you succeed in your mission.

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Originally there were 9 characters planned, but I could only manage to get 5 in the game. You can reach a "good ending" by saving one or none of your crew, but what I've found great is that a friend manage to kill one of the crew members in a way I didn't think about.

It's too bad I didn't think of introducing analytics (not sure even if I would know how to), just to get to know which is the most and least killed character ;)

You can try the game here:

https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii

Any comments are more than welcome!

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The Wreck of the Pulstar-VIII - Making the Characters

Hey there! I wanted to dedicate a post to share how I created the characters for my short sci-fi adventure "The Wreck of the Pulstar VII".

Since I had little time and it was just me making the game, I decided to go for a very low resolution and a pixel art style, yet having enough pixels to create expressive characters. The game was designed at a base resolution of 320x180 and the characters are 100x100 pixels in size.

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To create the characters I started with a pretty simple lineart drawing, to define the shape and basic structure of the face and body. After that I added a color layer and, finally, some shadowing in order to give some volume to the sprite. this shadowing is basically a layer with low opacity colored in black and white.

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That was the "neutral" expression for each character, looking to define a bit their personality. Here Amy, the doctor, shows confidence in herself.

After that I crated 3 more expressions for each character (surprised, angry and sad), in order to mke them more live alike according to each situation. I wanted to make them move their lips while talking but, unfortunately, I didn't have enough time for that!

Well, hope you enjoyed this bit of how I made the game :) Oh, and I used Gimp for Mac, it's a really nice editor and completely free.

You can play the game here, would love to read some feedback!: https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii

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The Wreck of the Pulstar VII - Creating the environment

So a few days ago I wrote a short post talking about the process I followed to create the game's characters (which you can check out here https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii/$69531 ) and today I'd like to talk about how I created the environments for the adventure.

All the adventrue takes place in a spaceship and there is a total of 6 rooms in the game: the captain's room, the kitchen, the radio room, the infirmary, the engine room and a central hub.

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To create each one, I started with some outline to define the space, taking some visual references for a rom structure.

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After that I added a color layer. In order to keep a coherent style between all the rooms and knowing that I was working with a deadline and pixel art, I went to Kuler to look for a color palette that could fit well in a spaceship and could use it for all the rooms.

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The last step was adding a final layer of shadowing, using a 25% transparency and just black and white. This helped to create some volume.

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The window was left with transparency, in order to add a scrolling layer representing outer space. When the engine is on the layer scrolls, but it also stops when the player decides to shut it down to solve some puzzle.

A lot more of detail could be added to the final drawing (in this one room in particular, some more leds, lights, screen text and buttons would have been great, but unfortunately I didn't have enough time making the game by myself.

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Hope you enjoyed this post and I would love if you could play the game and provide some feedback :) You can play the adventure here: https://ldjam.com/events/ludum-dare/40/the-wreck-of-the-pulstar-viii

LD 43

Alpaca's Redemption is published!

Well, we finally managed to finish our LD43 entry: Alpaca's Redemption!

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The Mighty Alpaca warrior fought well during the war, but also caused great suffering. It’s time for redemption!

Alpaca can jump, dash, climb, swing and even change gravity, but all of this abilities must be offered one by one as a sacrifice to the Alpaca Gods in the Alpos Tower.

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Please check the game here: https://ldjam.com/events/ludum-dare/43/alpacas-redemption

Playable in HTML5, Windows and Mac! We'd love to read your feedback and congratulations on your entries!