vexille

LD29

Everything is better when it’s last minute: I’m in!

Hey guys!

This is my first Ludum Dare entry, which is going to contrast interestingly with LD28. I’m one of the three co-founders and lead programmer of a small studio called Luderia, and in the last Ludum I wasn’t able to participate, so our Game Designer and Artist teamed up for it and ended up with Tall Grass. Now, the tables are turned! I’m the only one who can join in the fun, so I’ll make do by myself!

What I intend to use:

  • Code & Engine: Unity with C#. I’ll also be using Daikon Forge GUI because screw UI, seriously.
  • Graphics: Photoshop. I borrowed the Game Designer’s Wacom, so we’ll see what comes out of that! I’m thinking I might use some google images’ photos as collages or something.
  • Sound: So, everybody and their mothers are going to use sfxr, but I remember trying to make something useful out of it and failing miserably. I might give it another try, otherwise I’ll be going for free sound banks + Audacity.
  • Music: Either Reason or Ableton Live, with the help of my trusty MIDI controller.

And that’s it! Have fun everybody!

Progress report, nearly reaching the 24h mark

Not 24h straight, mind you, just 24h since LD started! In these hours there are included hours of trying to figure out the idea, drawing attempts, many hours of sleep and even more time than I’d like to admit coming up with a name. So, I give you:

DARKVISIONS

The game: it will be a horror platformer, inspired by cinematic platformers like Oddworld and Heart of Darkness. The twist being that there are enemies and items lurking in a parallel evil dimension, and there will be ways to trigger the crossing of those dimensions!

Going against all jam reasoning, I’m trying to keep the code clean and slightely reusable so that it may come useful later on when I add some enemies. Still, that means not much tangible progress to show off. So far, basic movement and ledge grabbing (ledge climbing pending):

LedgesIncludedPS

Also, some shoddy programmer-drawn concept art!

Shadowboy-Concept

End of day 2!

It’s 4:13am and I’m about to give it up for the day. I’ve been working on getting the animations working alright.

Brace for a ton of gifs!

IdleNWalkAnims

Basic animations: idle and walking.

RunningAnim

Running!

LedgeGrabbingAnim

Ledge grabbing starting to come together… sorta!

There were a few hiccups along the way…

OuchMyKnee

Climbing a le– OUCH MY KNEE!

SomethingsNotRight

Wheee!

AwesomeClimbingAnimation

I’m sure that’s how it’s supposed to work.

But ultimately, everything turned out alright!

AnimationAlmostOK

… Mostly.

And that’s it! By the way things look, there’s a slight possibility that I won’t finish in time. Worst case scenario, I’ll end up with a cool platformer base!

End of day 3 with 16h left

Phew, today was a long day, and I’ve made more progress than I expected. I have to work in the morning (aka in a few hours, considering it’s now 5am here,) so I tried to cram in as much as I could today, so that I have time to give the game some finishing touches before the end of the jam tomorrow night.

DoorBeforeAfter

A testament to progress: on the left, doors yesterday; on the right, doors today.

 

Core mechanics and a couple obstacles are done. Also there the all-seeying-eye thing that was supposed to look very mystic, but ended up just looking like a nacho [Gifs below]:

EvilDoors

Chant in the evil altars to please the Eye and reveal what’s… Beneath the Surface!

SpikeBoulders

Yes, this trap was blatantly stolen from Oddworld.

Things are really starting to come together really nicely! I still have to figure out what the hell am I gonna make for the character. Also sounds and hopefully some juicyness too.

Good night everyone, and good luck to all still in the jam!

Darkvision is finished and submitted!

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Click to play the game!

It’s been one hell of a ride, but I’ve managed to finish my first LD entry, without a second to spare! The game doesn’t have a menu, there are no sounds, and there’s a weird bug with Unity’s Web Player where if the game loses focus, your input won’t be registered anymore until you refresh the page, BUT it’s done and it’s awesome!

There are some more immediate things I want to get done, like better camera movement and for the lighting to fade along with everything else in the evil dimension, but the project has turned out so good that I intend to keep working on it. The foundations are set, now there’s a lot of different ways to expand!

Anyway, that’s enough talk, give it a go! Be sure to rate the game and if you have any feedback, don’t be shy! I’d love to hear what you thought about the game!

Great job to everyone who participated!

Darkvision – Post-mortem

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This was my first LD entry, and it was a really awesome experience! Even with all the bugs lack of polish that went in the submitted version, I really liked how it turned out and I do intend on keep working on it and see where that goes (so I guess this would be only an LD post-mortem.)

Darkvision is a horror platformer, inspired by classic cinematic platformers such as Oddworld and Heart of Darkness. Peer into an evil parallel dimension to reveal the way as well as hidden perils!

I’d say the biggest issue I faced was one of scope, which I’d assume is something fairly common in game jams, specially for the unexperienced (this was second time participating in a game jam.) Doing a cinematic platformer in itself was already a not-so-prudent decision, since the mechanics are fairly complex for a jam entry. And sure enough, it took me the whole saturday just to get it all working, even if lacking a lot of polish. Still, I had been meaning to do a cinematic platformer for a long time, so there’s that.

LedgeGrabbingAnim

Halfway through saturday and the character could grab ledges… but not climb them.

After the platforming mechanics were fairly stable, I went on to making a couple of traps (falling boulders and a deadly blood geiser) which opened up some possibilities for the level design. I was a bit worried about the visuals though, since I’m a programmer and I only draw a bit, but I definetly can’t paint (as in colors, depth, shadows, all that.) But I did find that working with textures had a very interesting result, specially after drawing a bit on top of them to simulate depth to the objects. Also using Unity’s lighting system, the game was even more prettified.

EvilDoors

By the end of day 2 the scenery was looking very spiffy. But the eye thing did look like a Dorito.

On monday I had to work during the day, so I only had about three hours to work on the game before submission. In those three hours I change the eye’s color, textured the character, fixed a bunch of little problems (like the fact that each body part of the character was too far apart from each other in the z axis, which screwed up with the lighting) and did 5 out of the 8 levels in the game. It was intense!

A quick rundown of everything that went on:

The good:

  • The whole thing was way too much fun!
  • Learned a lot from the feedback I got here.
  • It was also a very cool experience to work alone in this, as you have to juggle around with what needs to be done.
  • Learning about using textures this way was very good, and it might come in very handy for me in the future.
  • I got a good notion of how the lighting works in Unity (even if I still have a lot to learn)

The bad:

  • I really wish I’d managed to put in a few more levels.
  • It also kinda sucked that it didn’t have a menu screen or a tutorial (something simple, just the key images popping up in some places in the beginning.)
  • There were tons of little bugs and improvements, but there just wasn’t any time left!

A few lessons learned:

  • Using textures is an easy way for a non artist to make things look pretty!
  • Feedback, feedback, feedback! A lot of people who played the game didn’t realize what chanting to the orb did, the eye thing definetly wasn’t enough feedback. (To be fair I did plan to have some blood splatters and stuff that you’d only see in the evil dimension, but still.)
  • Before making an animation in Unity that changes the position of something, but very very sure you won’t have to change anything afterwards. I had to change the z value of all the body parts to fix the lighting problem, which meant I had to manually change all the values in all keyframes of all animations (you can’t tell Unity to ignore one axis of the transform, even if you’re not using it in the animation.)

All in all, it was freaking awesome, I can’t wait to participate in the next LD! Congrats to everyone who participated, even if you didn’t manage to finish.

If you haven’t played Darkvision yet, please give it a try and tell me what you think!

 

Tags: postmortem