Tribbs

Ludum Dare 37

We’re in.

While we might lose one of our two programmers for most of the first day, we’re looking to achieve something in the 72 hour jam.

 

Tools:

  • Unity 5.5
  • Visual Studio
  • 3ds Max
  • Photoshop
  • sfxr (probably)

Let’s see how this goes!
Best of luck to everyone.

(?)Squid Game(?)

So after about 14 hours, we’ve accomplish… ~something~

The core idea is down, as well as core movement functionality. That you can see here.

 

We’re all tired and finished for the night. It’s super nice to see everyones progress so far, some really cool ideas this year!

 

Bonus: Leg Explosions!

PS. Please help us with names for this little dude!

 

Still Going Strong

SQUIDDY is alive and well. We’ve taken strides with our progress today, however it seems we’ve all slipped into a sleep deprived delusion.

 

Lots of polish tomorrow!

Submitted | Squiddy is here!

So… our jam is over. It was a pretty crazy few days. We weren’t huge fans of the theme to begin with, we were hoping for Upgrade Yourself, Chain Reaction or Only 5 Minutes but alas. Fate wasn’t on our side. That all being said, after a few (six) hours of chatting about ideas, we began working on a 2.5D platformer.

Title(Small)Gameplay

The original idea was to write a maze generator, drop the player at the start of the maze and have them run, jump and dodge to the end. We would have generated traps and obstacles throughout the maze to add variety to each time it plays. However, while writing the movement code, we very quickly decided against a common platformer and attempt to achieve movement similar to Super Mario’s water levels. What we ended up with is pretty good (I think).

 
With this new idea in place, we began steering away from procedural generated levels and opted for a hand designed world, giving us the ability to design trap placement and collectable locations ahead of time, which gave us a further sense of the old school platformer in which we were targeting.

Gameplay4

Things that went wrong:

  • We overscoped on art, given that we started with two programmers and one artist.
  • We ran into multiple version control issues.
  • We lost a team member, with no warning or communication, half way through.

 

 

 

Things that went right:

  • The overall style and gameplay feels pretty nice (we think).
  • We made something we’re proud of.
  • We successfully made a game in under 72 hours (woo hoo!)

Gameplay2

 

 

Have a look at our submission, Squiddy. Leave a comment, start a conversation and have fun! :)

I look forward to the rest of the submission, happy jamming to the final people. :)

 

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=83538