psychopsam

LD23

Fantastic Journey

Time for bed – got work tomorrow.  Here’s my game.

Small World (PC and Mac)

It’s a 3d shooter set way down below at a microscopic level.  Will post more later, must sleep.

Tip for the start of the game :  Start blasting early!!!

 

 

Dev notes:

Game was written in LUA, with the ShiVa game engine.  Graphics were from The Game Creators default pack (The Colonel – main player) and the Scientist from the Modern 2 pack.

I created the terrain using Lightwave with a displacement map.

I modelled the laser bolt, spiker and the dust mite in Lightwave (the latter two using Nurbs and then froze them), and crunched them down using qemLoss3.

Sound effects were from my Turbo Flick game (on the App Store) and partially remixed using Audacity.  The sounds were original generated from SFXR.

The fresnel shader was built as part of the advanced material properties of ShiVa but it required that I tweak it a little to come up with the final effect.  Most objects also combine a normal map to add the fine detail.  I generated some normal maps from Lightwave using the Normal Map creator.  This works by having a hires mesh, a lo-res game ready mesh, then adding a UV map to the low res object, with the normal sourced from the hires model, but rendered on the lores UV map.

I also add a top down light and shadow, with focus set to a short depth of field to mimic the look of an electron microscope.

Any remaining 2D graphics were created using Corel, like the title and icon.



Here’s the first concept sketch I did on day one before I started creating the game, to get a feel for the lighting.

I hope you enjoy my entry, but also try the bug fixed version below. However that one below is not part of the submission, so judge the one above first, then try the update below.

 

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Post entry notes:  I’ve done a bug fix to make the game funner to play – like you don’t get spammed by the spikies as much.  If you’re playing the original submission just hold the back key and you will respawn back away from the bag guys once the dying sequences is complete.  But if you wanna try the game version that’s a bit tamer (please don’t judge this version below as part of Ludum Dare – that would be unfair) – then try the links below.

 

PC version

http://drewfx.com/ludumdare/SmallWorld-1.4.0.zip

Mac Version

http://drewfx.com/ludumdare/SmallWorld_1_4_0_Mac.zip

Comments

23. Apr 2012 · 18:16 UTC
I just rated your game, good graphics and lighting! 😀

LD25

My Dev setup and ideas

Here’s my obligatory dev setup photo.

myDevSetup

 

 

 

 

 

 

My ideas:

1. Smash a town.

2. Cause death.

3. Don’t stare into the light.

4. Devil.

5. Smash planets together.

That’s all I have so far.  Haven’t decided on it being 2d or 3d yet.

 

Making some progress

I still have the rest of the day and night to finish my game for the Jam.

Here’s some works in progress.  Screen snap showing “Mr Toothy”

The player will play Mr Toothy and eat as much as he can, while avoiding fishermen, rocks and getting “beached as Bru”.

MrToothy1

 

 

Also here’s some music based on “Jaws” that I wrote.

http://drewfx.com/ludumdare/MrToothyChorus.mp3

Mr Toothy gets a feed

I have implemented the food finder (little triangles on the screen) to show you where the people are.

Music reacts to game by jumping to exciting chorus when a man is close.

The shark now eats and animates.  The food goes down over time.  The score goes up and you get 50 for eating a man.

Not sure where to take it now.  Was thinking levels, and a bit of strategy to make sure you don’t run out of food (or you die).

Here’s a pic.

MyToothy2b

Time to wrap up.

Added some rocks to have things to avoid. Still needs loads of work but I’m going to submit it anyway.

It blocks you from getting outside the world, and respawns humans when eaten.  It’s a survival game.  I’m just working on the game over screen.

MyToothy3

LD26

Keen as mustard

This will be my 3rd Ludum Dare.

I made Small World (LD # 23)

Microscopic Epic Action!

..and My Toothy last time (LD #25)

Munch, munch, munch!

 

 

 

 

 

 

 

 

 

 

 

I’ll be using Unity, Lightwave, Corel, Corel Draw and GarageBand.

One mistake I hope to rectify this time is time management.  I intend to always be releasing every hour, plan features for 1 hour at a time, and have a beta ready in 24 hours, because last time all the good stuff (and showstopping bugs) came at around hour 40 never giving me enough time to do anything about it.

Comments

goerp
26. Apr 2013 · 07:29 UTC
wow, your shark game looks a lot better than my mini ld 41 entry.
psychopsam
26. Apr 2013 · 07:38 UTC
Thanks Goerp 😀 I liked making that game. I drew everything.

My Dev Setup

 

Wish I could get 3 displays out of my lappy, so I’ve rigged DisplayLink to show through my iPad, and opted for the two large LCD to work from.

Got a Mac in the wings ready to record music.

iOS, W7 and ‘droid if I get to a shipping state.

Unfortunately no time for surfing today 😀
devSetup

WIP – Nano

Here’s what I’ve got so far.

1.  I’ve figured out the state management – but yet to code it.

2.  Built a basic scene and added basic flight controls.

3.  Added a thrust sound.

4.  Wrote some music.  Originally I wanted to do an homage to TRON 1  music by Wendy Carlos but I came up with this instead – more of Journey / 80’s disco / Tangerine Dream / Jean Michel Jarre

Here…http://drewfx.com/ludumdare/ld26/Nano1c.mp3

5.  Created a title screen.

Here’s the title screen.

title

 

Here’s a sample of the gameplay.

Nano WIP #1 (Youtube)

The basic idea of the game is to enter an area of subspace, flying around trying to find the offending molecule that is binding the other molecules in this area (they want to be unbound/un-tethered – and more importantly … free!)  The blue strandy things are strings, the yellow things are electrons, the grey things protons, and the red things neutrons.  Eventually I want to create molecular structures and  have the electrons spin around them.  You will have a gun to blow molecules apart.

Comments

berkano
27. Apr 2013 · 12:55 UTC
Loving the music, the game play looks cool too, looking forward to seeing the end product!!
27. Apr 2013 · 13:00 UTC
Awesome music. What software/equipment are you using to compose it?
psychopsam
27. Apr 2013 · 13:07 UTC
Using Garageband on a MacBook Pro 13″ with loops that came with it, plus some EastWest VST’s I bought recently from the Goliath pack. The main synth rhythm and lead is my own composition using the EastWest instruments. Swapping between a Korg Microkey 2 midi keyboard when I’m in the lounge with the family and an Axiom 49 keyboard when I’m in the study. Glad you like the music. I think I need to make a few more pieces to keep it quiet and varied for the player.

Life gets in the way

Well life got in the way so I’m not going to make the compo. But I am aiming for the jam now.

Been thinking about what to do next, so I’m going to show quantum foam as regular and influenced by an anti-matter particle floating around in subspace. The objective is to destroy the antimatter, but it breaks and reproduces easily once it eats an electron (x2), proton or neutron (x1). You can easily find the anti-matter particle (which is cloaked) by watching the quantum foam bend. When you shoot it, it stays visible for 2 seconds. Destroying all anti-matter restores the quantum foam to its usual random state, and the level is cleared.

Going to work on that now. (2 hours ago)

UPDATE:(now at time of post)

Latest video with the game stopped showing inert quantum soup, then I start it and the quantum soup in this case is stable (ie unpredictable) state. The spinning purple thing is antimatter. Now I have access to the mesh vertices I’m going to smooth out the soup and work out which verts to influence as the antimatter moves around.

Quantum Soup Demo on YouTube (how do I embed video?)

title2

Nano is available to play.

Pheeeeee–eeewww!  Done something…  Pretty happy with the game play.  I would really like to tweak the controls but time to release it.

A/D to yaw

W/S to pitch

Q/E to roll

LMB tap or hold to blast.

 

Windows  |  Mac

 

You must destroy the anti-matter(purple shapes).  The presence of anti-matter has “quietened” the quantum foam.

Anti-matter seeks out strings.  Then reproduces.

When all strings are converted the game is lost and you start again.

Destroy all anti-matter to restore chaos to the quantum foam.  5 levels so far then it resets.

TIP:  If you can’t find a stray anti-matter particles their presence distorts the quantum foam so look around for distortions then look up.
final1       final2

 

LD27

The Big Brown Cloud!

Hi I’m Lachy and this year I’ll be helping my dad with the status updates!

So the big brown cloud is about a normal person and there’s a  big fat guy in New York city and you’ve got 10 seconds to save 20 people from choking to death 

Big Brown Cloud posting 2

Mine’s about a big fat man called Theodore “Fat” Bumstead, bigger than an apartment block, on his way through town after town to eat all the children. “Get it ma belly” he roars, stomping down the street. The player starts with 10 seconds to direct the children out of the path of Fat Bumstead, and for every “flock” of children he “shepherds” away they get another 10 seconds to shepherd more. There are waves, but you get higher bonuses if you stay in the same wave longer.

I’m making it with perhaps Game Maker, or revert back to Unity with a 2D plugin.  Music will be done on my Mac again with Garage Band.  Images will be 2D sprites.

Oh and when the timer runs out, out comes the “brown cloud” from Fat Bumstead which “gases” everyone left in the streets.

The brown Cloud status update 4

I’ve created some features with Sketch Club on the iPad  like shops, houses, street corners and included the big fat Theo (mocked up pixel art at the moment) who farts when he walks. I’ve put it into Unity now I’m going to test it and see if it works. :O :)

ExampleStage

Bahhh… too tired!! Wanted to finish but didn’t

I tried, with the limited time I had.

I got to this point, with the peeps flocking to the red marker, but there’s another 2-3 hours of work to add to it and I just need to sleep.

Will finished it off tomorrow and put it up post-jam so you can play it anyway.

Peeps

LD28

Robots and 3D

I’m going to make a small part of a larger game idea I’ve been thinking of for years.

SUPER EPIC ROBOT BATTLES.

You’re in the middle of a robot manufacturing plant, you only get one robot suit and you only get one way out… blast everything to bits.

Concept pic next.

Rooms constructed

Only a little bit done tonight. Made room segments to cover a bunch of different combinations. Need to get them into Unity and make some robots next.rooms

Sunday Update – Maze is underway

Here’s a screenshot of the room components stuck together and lit in Unity.  I’m making a maze, and the player will be rewarded for going down dead ends, but “you only get one” way out.

RoomsInPlace

Robot Animated

Pretty rough but usable in my game, the robot is now animated.  It will be fun to ride in this and see what the viewpoint is like.

Sequence 01_5

Not so easy to pilot

Might take a while to get the hang of piloting a mech.  :D

Sequence 02_6

Robot modeled

The robot the player gets to control has been modeled here.  I think I’ll make slight variations on this for the robot mechs – perhaps there is no actual cockpit for the robots just a big brain box.  This still needs to be animated.

Robot1