Taugeshtu

LD22

Present Continious

Here’s sort if “in-progress” post. Hope I’ll finish this in time 😀

Well, I’m not going to cover any major details about gameplay and story, right now I’ll just tell you that Present Continious is first-person and I’ve just finished placing waypoint in about 40% of level:

And that’s supposed to be a “teaser” screenshot 😀

And now I’m going to make some Actions in game. Should add sort of “playability”, and possibly – even “replayability”! Cheers

 

 

Tags: Present Continious

Comments

TehWut
18. Dec 2011 · 15:21 UTC
Wow, you spend alot of time on this.
TehWut
18. Dec 2011 · 15:21 UTC
Well I can’t really say that…… We all had the same amount of time! how about I say you used your time wisely :)

Present Continious: actionworking

Making actions for game… What they would look like is secret, which actions they are – secret too. Hope not too many secrets 😀

I’ll had to find some time to make script, responsible for crowd moving, but that’s not a priority now.
And one more thing – I’ll try to record sounds using my cell phone or mp3 player… Weird, but it could work. I’m totally lame at soundmaking, and I really know how game could be transformed with sounds.

The time! I really had to be carefull in feature making – I got to upload sources and game, and it takes noticable ammount of time because of my sloooooow connection.

So, core meks, core meks and core meks again!
Oh, and I also did 2 sprites for actions, but that’s secret 😀
Goals and time:

  1. Actions, 4 of them to do (at least), 1 done = 1 hour;
  2. Crowd script = 1 hour 30 mins;
  3. Improove physics = 15 mins;
  4. Record sounds = 20 mins;
  5. Beginning and ending = 1 hour;
  6. “Arm” = 20 mins;
  7. Uploading = 30 hour.
Well, I think I got chanse to be in time, but I’m so tired – that’s a problem. Coffee doesn’t work for me properly..

Tags: Present Continious

LD23

Second attempt :D

Hi there!

First of all, I appologize for any inevitable spelling and grammar errors.

I’m going to participate in this madness again. Since I’ve failed last time (I ended up being average), I’ve learned about timing and the danger of woke up parents late night 😀

Anyway! Seems like we’ll have something like “sandbox (possibly with craft) in space” as a theme, so this time I won’t record horrible quality “my first english monologue”. I’ll use music creation software I’m familiar with instead! (yea, I know that ejay sucks :D)

Other “mines” I stepped on last time were:

  • OMFG-HUGE planes (cut-scenes and stuff);
  • Using Unity indie instead of pro-trial 😀 ;
  • Wasting time making unnecessary features – I tried to made a wallruns and walljumps, but scene was too poor to make player even try them 😀 And they broke walking completely.

Which leads me to question:

What kind of game should I make? 

Obviously, it should be something with free ending. Preferably without ending at all, because a good story tends to be a time-consuming black hole. (I mean realisation of it in a 3d-game. Besides, I’m a rubbish story-writer)

Other conclusion I came to was “game has to have joyful gameplay“. As far as I can see, I’m good enough at making “strange places” to explore, but it’s hard for me to make something attractive on reflexes level. I try to make games that are supposed to make player think (sometimes not the way he usually think), but it’s time-consuming when you try to make it good. That’s why I never made a good game with “brain-play”.
Puzzles or quests could be very fun, but only when done right and with enough ammount of love – I can’t do it within 48 hours.

And the last, but not least – “keep it simple, stupid!” I always failed with that part just because I keep in mind parts of the game I haven’t made yet (and therefore which weren’t made ever :D) – I know more about my game than the player, that’s why I measure game different, and players says “Ugh?! What’s that?”

What I’ll keep:

  • Strange hard-surface worlds;
  • Gameplay I want, not the one that’s popular;
  • Trust in my player – I’m pretty f*cking sure he knows that WASD is to move and will try to jump with spacebar.

Yes. Sounds like a plan. Of failure. Because it’s mutually exclusive points. But I’ll follow all of them and see what came out 😀

And what’s your plan? 

Comments

19. Apr 2012 · 11:16 UTC
WASD for movement… there are keyboard (such as French keyboards, if I recall) that are laid out differently in that part. 😛
Harteroider
19. Apr 2012 · 13:07 UTC
Dear Taugeshtu, you’re better then Notch! Your ideas are great! Good luck!

Preparing for LD

So, as I told I’m going to make something with stretchable gameplay time, and still weird. What’s the best way to do it?

Sandbox.

Don’t look at me so! We all knew this was inevitable 😀
Anyway! I got couple of thoughts on “how it will look” and “how it will be played”. Here’s the first point:

And as for gameplay – I think I’ll hold details. What I definitely want to put in my game is “crafting on the walls” – whatever that means.

I’m still not sure what kind of “dangers” player will see… Hope I’ll make enought toys 😀

So, my tool selection and personal “lib”

Hi again!

I think I have decent concept by now, and I clearly know what I need for that:

  1. Unity;
  2. Photoshop;
  3. SketchUp;
  4. Paint;
  5. Techno eJay;

I know, that’s kinda weird tools. But I’m familiar with them (except for Techno, I used to use Dance eJay, but never tried Techno… Still, could be worse).

Aaaaand my “lib”. It’s not a lib in fact, it’s just two scripts I made a while ago, which could create and control cubic “columns” landscape. I’m gonna need it, so here they are for your advantage too:

Pad logics
Grid logics

I also want to share with you with my quite horrible “audio analyzer” script:

Spectrum analyzer

Good luck everyone!

Gridiots: how it starts!

Okay, here’s what I have so far:

Not much, really. I will add cubic coloumns soon.

I was planning blue palette from the start, but wanted to try some others as well, and the result gave me an idea of “territory control”. Could be implemented, but I’m not sure about it yet.

And yes, it is water. On the sky. Uh-huh.

GRIDiots: time to make it!

Hello. I’m working on this piece of tris and that’s what I want to show you:

It’s a survival game where you “craft” stuff by placing it on the floor in right order. It’s a game about internal GPU world, and this one is highly advanced GPU – it’s water cooled!

I’ll make some creatures (gridiots) soon.

Gridiots are out!

Hey, look! That gridy GPU world is calling you!

Pssss: you can find more there.

GRIDiots are out!

Yes, you can try it. You can disassemble and assemble, you can build structures and kill gridiots.

Look, he hails you! Play it. PLAY IT NOW.

Timelapse is processing.

Self-rating Ludum Dare :D

What. The. Hell.

I can’t rate my own game (which is normal), but I get my own game in “play and rate” section 😀 Kinda funny…

LD29

Side B, Track 1: aftermath.

Hi everyone :)

I guess it’s about time I share with you my thoughts on what went well and what went wrong, and what I can do with it the next time.
Also, I’ll try to give some insights on making games using Unity.
Sooo… What I attempted:

Motorbike shooter.
Core concept was plain and simple, but I kinda underestimated the task of writing bike physics. Ended up spending about 75% of my time on it 😀
Insight: learn to use Physics.SphereCast, that thing is a beast when working with physics-based stuff. It’s also a nice idea to write visualiser for those, or you can use/rewrite to C# mine: https://bitbucket.org/Taugeshtu/assistings

Level made out of tiles, which can be flipped, after what player can ride upside down. That went all right, I’m no stranger to per-entity variable gravity. One thing that I would’ve added if I had more time would be static batching. Another possible optimisation would be to have colliders only appear near bikes.
Insight: to toy around with gravity all you need is set your rigidbody not to use gravity, add a script to it with something like rigidbody.AddForce( -Vector3.up *Physics.gravity.magnitude, ForceMode.Acceleration ) in FixedUpdate() and you’re good to go. Another thing worth mentioning is: you don’t want to move/apply forces to physical objects inside Update(), and you don’t want to collect your input data inside FixedUpdate(). Grab the input in Update(), store it in private variables, apply in FixedUpdate(). That’ll save you from several glitches :)

Art.
My usual art pipeline includes SketchUp for hard-surface and Sculptris for organics/textures. It served me well this LD, though I didn’t needed Sculptris this time around. Unfortunately, I don’t really have any insight for you on this side regarding unity.

That’s pretty much it as far as game goes, but there were several issues with my workflow as well I’d like to write down:
Sleep management. I think it would be ideal for me to wake up next time right when LD starts, so that I can have one sleep session and not be exhausted as I was this time.

LD 40

Arctic Ded Mazay (ADM) - Day 1 milestone.

So, I have a little game about penguins going! In this game you are tasked with helping penguins survive by chopping off pieces of iceberg you all are on: 3.gif

On next: monsters that will come to try to eat those poor penguins, option to kill monsters, game end/win state.

ADM - Gameplay, finally!

It's about damn time I dug my claws into the actual gameplay logic :D Spent waaay too much time on iceberg splitting

https://cdn.discordapp.com/attachments/350706474613342208/387028014720090113/6.gif