SilkyPantsDan

Ludum Dare 48

First time playing

I have no idea what I'm doing! So this should be fun. :rofl:

Following the trend, will be looking to use Unity, and unsure on the rest.

Unity + Github + Actions = "Easy" hosting \o/

In attempt to warm myself up for this weekend, I wanted to mess with Unity and GameCI to see if I can easily get an action workflow to publish a WebGL build directly to GH Pages on push to main.

Things are looking good so far (still waiting for the build to finish), and local testing was successful.

For anyone interested - I am hosting the public repository here: https://github.com/NextFaze/github-action-unity-example

Here we go!

So, Deeper and deeper..

I wish I could say we have so many starting points, but we do not. We have settled on a basic concept for now, but need to gauge if this is something we can achieve in the time allotted.

For anyone wanting to follow along - repository is here: https://github.com/NextFaze/ldjam48, and will be looking to stream the process when we really get rolling!

Level inception

c1PbJ.gif

To try stay clear from the mining theme, we decided to attempt some sort of "inception" based level system. 2 hrs in and I have a very very quick and dirty prototype going.

What I have learnt:

  • I'm going to need to write a custom controller to better handle the scale shifts
  • Level design is going to be both very interesting, and challenging
  • We might need to work on a way to keep track of where the player is.

Well, no time like the present!

Day one is drawing to a close..

Still continuing to make sense of our inception design, and adding some lovely graphics (thanks to @zaktage and Draw.IO)

Hoping to start really tightening up the game controls tomorrow, while @zaktage continues the awesome work with the level designs. Working title in mind, we might even get some basic UI running as well \o/

Screen Shot 2021-04-24 at 6.13.11 pm.png

Now it's time to clear up, try make a list for tomorrow, and get ready to do this all again

12 hours later - day one officially over now

It was a little past where we first said we'd stop, but we feel we have a solid base to build up from now. Time to sleep on it all and start a solid round of level design and tightening the controls tomorrow! (Although I am dreading the latter :S)

Screen Shot 2021-04-24 at 10.27.40 pm.png

Day 2 down - One more to go

Mechanics are all in, controls are tweaked, and all required building blocks are in place. Level designs are now in full swing as we get creating - but first we need to rest our very sore heads

image.png

Having MacOS app issues?

For anyone having permission issues with their MacOS games - try setting the exec permission inside the package

Screen Shot 2021-04-29 at 9.37.30 am.png

cd <PATH TO APP>/Contents/MacOS chmod u+x <EXEC FILE>

We noticed this for our entry - where we have been using GameCI to build all platforms (under a Linux docker image I believe). After setting the permission, the game would run fine - other than the MacOS "Are you sure you want to run this" dialog

So many great entries - and such a fun time! WHY DIDN'T I DO THIS SOONER!

I am absolutely floored by the stuff I've been checking out lately - and to sit back and realise this is what can be done in the span of 72 hours or less!

The one main take away I have gotten from this process - I need to stop spinning on my ideas and just get stuck in. throw it on the wall, make some basic gameplay, work on the iteration process, and see what comes out the other side.

For every game that I come across with amazing artwork I'll play another that has 'programmer art' (which to be honest is still awesome!) with just as much love and care in its mechanics. One things for sure - I've already marked in my calendar for October!

So, in this last fortnight - other than playing and rating - I've been making the task list for a full Fathomless Release, and continuing to work on the Github + Unity CI template that I had played with before the Jam. I am looking to extend it to not only build and release WebGL builds, but also to create Desktop builds as well and upload to a release inside Github. I hope this will help others in future game jams by removing one of the more tedious tasks of development.


For anyone that might have missed our entry, and has a love for difficult platformers, feel free to check out Fathomless and give feedback.

Screenshot_2021-05-03 Unity WebGL Player fathomless.png

Portal bug squashed! Now they have a hat :)

I was really hoping that I was the only one to trigger this, but it seems it was not to be - but I have just added a solution to (hopefully, I couldn't replicate in Unity afterwards) fix this game breaking bug. Now all the portals are sporting a nice new hat to stop you from dropping in from the top.

image.png

Thanks again to all for the feedback, as mentioned in the comments we are taking it all on board and looking to add into our post jam build for later release (along with further improvements and balancing). Looking at the hitboxes specifically, we will be tightening this on the player (We have been playing around with a fix at the moment, but we feel this fix is not in the spirit of the post jam commit rule and will hold onto it for the moment.

Other things on our list:

  • Additional platformer controls (i.e Celeste, SMB, etc)
  • More 'level inceptions' - long horizontal/vertical shapes, different entry/exits, levels in walls
  • Mobile/Gamepad controls (and builds)
  • Thinking about moving platform mechanics. This was initially a design decision (late in the jam) but something we are talking about.

If you missed our entry, and has a love for difficult platformers, feel free to check out Fathomless and give feedback.

Screenshot_2021-05-03 Unity WebGL Player fathomless.png