
I’m no artist and art takes too long!
Tags: 2D, compo, game, LD33, ld48, Ludum Dare, progress, screenshot, unity, unity3d, update
Hello Ludum Darers!
Me and my friend @Quaternius are going to be collaborating together and enter the jam! This is a first time for me working in a team for Ludum Dare, so we hope this is going to be a blast! This is going to be my 9th LD, and 3rd for @Quaternius.
We decided to name out team: Qure (pronounced like "cure") it's basically our nicknames smashed together, short and simple.
@Quaternius is a great 3D artist and a composer who loves making low-poly stuff. He is also aspiring to be a full blown game dev and released 2 games on Google Play store.
I focused more on programming side and lately am into low-level stuff. I also released 1 game on Google Play Store and have a blog about coding, tech and such.
Possible tools we are going to use: * OSes: Arch Linux, Windows 7 * Engine: Unity 5.6 * IDE/Editor: Visual Studio Code, Vim, Visual Studio * Source Control: git, Bitbucket * 3D Art: Blender * 2D Art: GIMP, Photoshop, Aseprite, Inkscape * Audio: FL Studio, Audacity * Communications: Discord, Team Viewer
Good luck to everyone and remember to have fun! The prize is your game! Also, remember to eat :stew: and sleep :sleeping:!
Hello again Ludum Darers!

Qure team (me and @Quaternius) are reporting in as the 1st day is ending (well it might be ending for Quaternius, but it's the beginning of day 2 for me :stuckouttongue:).
Today's progress is very good on assets side, and good enough on code side. Even though I stubmled a bit on few bugs, most of them are gone now. Quaternius did tremendous job making tons of cute assets so we can start buildings proper levels as soon as I finish main mechanics.
Our game idea is simple: you are stuck in snow globe, find items that help you solve puzzles to break out! But here's a catch! :open_mouth: You can only move left and right, but no worries, a helpful hand from the sky can rotate the globe for you, and yet, you stay in place!
So here's a video showing our progress: https://www.youtube.com/watch?v=sEzeBUSME&t=0s
Alright, so that's that for now, We'll see ya'all later and good luck!

Hibernaculum is a simple game where to progress to next level you need to collect all the puzzle pieces and solve a riddle. The player can move only left or right, and is stuck in a snow globe. Thankfully the player also controls the rotation of the world, so one can position the world as best suited for the player character.
Go to our page HERE to play the game and share any feedback!
But, how did the development go? Well, today I am going to answer that question from my perspective.

As always, nothing can go 100% smoothly. Some bad stuff happened, and we should learn from it.
I rewrote the character controller 3 times during the the whole jam. The last one I didn't even use and reverted back to 2nd version. So why?
The 1st version's problem was ground detection. It was physically-based, used Rigidbody and a trigger under the player model to check if it's grounded. It worked great on flat ground, but on the hills/angled terrain the jumps were multiplied. The problem was of course that the trigger was still detecting ground on the angled terrain even when the player was visibly in air. Adding OnCollisionStay() event listener to calculate the terrain's angle helped a bit, but in the end it transformed into a hack and still didn't work properly. I think that the problem was in the accuracy of the single collider. Maybe if I'd use a raycasting technique and cast few rays in different directions from the feet of the player it would work better.
But instead of doing that, I remembered that Unity provides a CharacterController class and so I decided to rewrite and use it. After few failed attempts to simply reuse 3rd person controller from Unity's Standard Assets, I wrote it from scratch. Now CharacterController is not physically-based, but in the end it didn't matter. I faked the smooth jump with a timer and tweaked all the values till it felt nice. It worked.
So why did I rewrote it, and went back to it again? Well I thought Unity is broken or something, the CharacterController controller (that redundancy) could slide on top of colliders. Wait what? Yeah. After wasting hours trying to tweak the controller and messing with colliders I decided to rewrite it again. Thankfully in the middle of a rewrite I had an epiphany. It wasn't the controller problem. It was because my world was constrained Rigidbody. After changing the world to simply be a bunch of colliders everything worked!
So what's the lesson here?
CharacterController and Rigidbody interact with each other, I wouldn't have this problem;![char-controller-test-scene][img4]
So even though we designed our game pretty good and considered many things, we didn't think enough about puzzles. Even though they were like the next main mechanic after the world rotation. We decided on few possible puzzle ideas, and that player needs to collect pieces in the world and that's that. No actual puzzle design. We just sort of went with "we'll figure it out as we'll go". Now, sometimes that works, but I think if we'd settle on few puzzle ideas before hand we'd need not to rush in the end with riddle idea because implementing puzzles just wasn't happening with that little time left and no clear idea.
So the lesson here is: PLAN, PLAN and one more time PLAN ahead.
At least on Arch Linux.
1st of all, I really appreciate that Unity does the Linux version of the Editor at all. But it's not yet fully ready to be used in production. I won't go too deep into this coz it's not that exciting anyways. Here some examples of what happened to me while I was developing Hibernaculum:
OnGUI redraw errors inside the editor;Lesson here: test your development environment before actually using it to develop stuff.
Missing materials, empty models, scene merging... Sounds annoying yet? I did everything internet said to set up Unity for git, except the "don't use git and Unity" part. I guess they were right. I don't know why, and how those things happened, and frankly I don't want know. But it was very annoying. I think it was .meta files, and git incorrectly merging them? I'll need to test this more if I want to use Unity and git. But maybe, just maybe, I should learn another version control software. Broaden my horizon so to speak.
Lesson: Know your tools. (x2) and Test your development environment before actually using it. (x2)

This is pretty awesome, I am usually either simply okay with my idea, or don't like it in the end. This time the core idea was simple and unique enough. Even though it provided some difficulties in regards to level design (the whole "things should only be placed where player could reach them aka tangent of the circle"), I think it's pretty unique and cool one.
So this was the first time I worked in a team for Ludum Dare, and my first time Jamming not doing Compo. This means I could ignore all areas I am not good at, since I had the amazing talent of @Quaternius for Art and Music, and focus on coding. The Jam also offers more time which is always nice.
Working in a team is also why we picked a nice idea in the end. We brainstormed together and threw tons of ideas into the mix. Then we talked about our ideas in more detail to each other, and then rated them. In the end we had 2 ideas to choose from and we rated them again more in depth. That was the best brainstorming session I ever had.
I know I said that we didn't have clear and defined goals for puzzles, but everything else was there from the beginning. It's very refreshing to have a plan for Ludum Dare and simply stick to it. Even though we cut a lot of content in the end, and of course the whole puzzle fiasco, we had a clear idea of what the game is from the get go.
Unity's Asset Store is amazing. I was trying to code the shaders for the game, but we didn't like them and it was getting too complicated (I am not that good with shaders, let alone whole Unity's shader model), so getting onto Asset Store and finding what we liked for free was very liberating. Now, we could only do it because it was Jam, not Compo, but still it was nice.

In the end, it all was very nice experience. Especially considering I didn't want to participate at all and was demotivated at the time. But @Quaternius did the right call, and made me do it, and for that I am grateful.


Wheh, lot's of cool and awesome games were made! Played close to 20 today, think that's enough for me for today. Please consider playing ours?


Oh my god, thank you so much for your votes people, we really appreciate it. Me and @quaternius are going to speak about the future of this game, we'll analyze your feedback, and after that, we'll see where it'll lead us.


If you want to read the post-mortem me and @quaternius both did one:
I also like to share my "LD stats" after the results are in for each LD. This time I decided to host all the data on my website to not take real-estate here. So if you're curios head here: codebite.xyz/ld-stats
If you want just the gist of it, here's a chart:

Anyways, thank you guys for playing our game! Your games were amazing, and we loved to participate in this LD!
Cheers, @redpanda of Qure Team
Hey everybody!
So, I forgot about LD and didn't plan out the time, but I'll still work with what I have. Worked for 4 hours yesterday and will find some time today too. Let's see what can I implement!
The idea is a simple card game, so the hardest thing to do will be the AI to play against and, ofc balance.
Anyways, here's a screenshot:

Good luck and have fun!
So as I said in previous post, I started way to late (like at 11PM of the 1st day) and didn't have much time this day either so I am, sadly, dropping out. Good luck to all of you!
"So close, yet so far" - @Quaternius
Here's a concept art for the cards:

And here's the game so far:

I managed to go quite a bit though my list though, but AI and Graphics need much more time that I have.

