Zephyr89

LD27

Hello

Using:Unity, Blender , Gimp;

ps. does anyone know if using standard assets from unity is fine?

Comments

SlothSoft
24. Aug 2013 · 03:55 UTC
100% your own
Zephyr89
24. Aug 2013 · 03:55 UTC
Afraid of that. Thanks.
mactinite
24. Aug 2013 · 03:56 UTC
Using the standard assets should be fine; they are publicly available. At least from what I understand.
Zephyr89
24. Aug 2013 · 04:00 UTC
Oh, that is confusing.

Now to dig my prefab out of the trash! :)
MrBlade
24. Aug 2013 · 04:11 UTC
Okay, I am going to break this down for you; Plain and simple:
Zephyr89
24. Aug 2013 · 04:17 UTC
Back in the trash it goes.
Zephyr89
24. Aug 2013 · 04:33 UTC
No longer needed, wrote my own player controller.
Zephyr89
24. Aug 2013 · 04:35 UTC
who needs to jump, eh?

First Prototype

Just finished the first draft of the control system and gun.

Anims are not final.

Unity web-player link: here

WASD to move, Mouse to look , click to shoot.

Gameplay demo

Basic gameplay is done for my game, it is a survival shooter that only lasts 10 seconds. However you can extend that time shooting the hordes of capsule-cube monsters that arise from the ground.

Click here!!! __[!!! Web-player !!!]__

WASD to move , mouse to look , click to shoot.

Post your score as a comment.

Screenshot coming soon [watch this space].

Comments

Zephyr89
24. Aug 2013 · 06:57 UTC
Got mobbed at 120

Can anyone see my entry?

I have a small feeling that no one can see my entry. It is called “10 seconds in hell”. It takes inperation from ( by which I mean rips-off) old style games like doom, wolf3d and the like.

Comments

24. Aug 2013 · 10:25 UTC
I can see it. It is getting to the witching hour where few of us can still focus.
Brucef
24. Aug 2013 · 10:25 UTC
i see it
Zephyr89
24. Aug 2013 · 10:27 UTC
Thanks, I is my first LD so, I don’t know if I did it right. Also, in my timezone it’s still good 4-ish

Starting level design…

Screen Shot 2013-08-24 at 10.34.25 PM

Better than nothing right.

 

Comments

Zephyr89
24. Aug 2013 · 15:15 UTC
I also have a compo entry, play it if you have time and give me some feedback, plz?

My motley crew

Screen Shot 2013-08-25 at 12.54.20 AM

done while waiting for a lightmap to bake.

 

 

Really need some sleep now… …running risk of… …spoiling code.

One last screen shot before i go to sleep, It’s 5 in the morning over here and an hour power-nap can do some real good.

Screene

also, my game is in a short but playable state in the 48-h compo. Check it out, it is called “10 seconds in hell”.

 

Comments

jerombd
24. Aug 2013 · 18:21 UTC
Great atmosphere!

My screen is broken.

My first thought here.

Screen Shot 2013-08-25 at 6.27.21 AM

 

small chip. Do you see it.                                                                               ///|||hint hint|||\\\

Look at all that lava.

Screen Shot 2013-08-25 at 7.45.18 AM

Making some new levels for “10 Seconds in hell”

 

How Long?

On average, how long is a compo game supposed to be? I am currently on the level design phase and have done 3 @ 3 min per level.

Comments

ShellfishGames
25. Aug 2013 · 03:58 UTC
I think that’s fine. While a little more can’t hurt, most people won’t spend more than a few minutes to test your game anyway – during the rating phase at least (there are exceptions obviously, but given that many people here will test around 20-100 games, there’s just no time to play each one for an hour). So if they’re even able to play it till the end and see the credits roll (given your game has credits :D), that’s probably a good thing.

Fonts?

Do fonts also have to be made in the designated time slot, it is just that it seems excessive. This is for the compo.

Comments

25. Aug 2013 · 04:02 UTC
If you read the rules you can read :
Zephyr89
25. Aug 2013 · 04:04 UTC
Sorry about that. I did read them I just missed it.

Did I miss anything?

Did I miss anything on my game as after I finish and go to sleep the contest will be over.

Webplayer

Linux

Could one of you very nice and kind linux devs tell me if my game works on your machines. This is for ubuntu 10.10 and up, only as far as I can tell from the Unity site.

Comments

AUniqueName
26. Aug 2013 · 06:12 UTC
Runs for me on Debian Wheezy. I had some weird lag errors (after about 3 seconds the screen would stop updating for about 7 seconds), but that could just be my computer.
rfgpfeiffer
26. Aug 2013 · 06:20 UTC
Runs for me on 64-bit Ubuntu 12.04 LTS. Runs too slow to play on my sandy bridge on-die GPU though.
Zephyr89
26. Aug 2013 · 06:29 UTC
Did you try running it at a lower resolution? That could help. Also turn the gfx options down to min( fastest ).

Unity standard assets?

Are you allowed to use the standard assets in the compo, as when I asked earlier people said no. I ask again because one of the games on the compo-list has a default skybox (that is 6 sky  textures) found in StandardAssets/Skyboxes.

 

Unity skybox:

Screen Shot 2013-08-26 at 2.47.12 PM

Entry:

Screen Shot 2013-08-26 at 2.46.55 PM

Link to the entry. To see if I missed anything. They are also using standard water3.

So could someone please answer my question about the rules.

Comments

Zephyr89
26. Aug 2013 · 08:51 UTC
Ok. Just saying, it’s not mine, I just wanted to be clear as that is my least fav skybox EVER.

How far can you push a typo?

Players of my game all have a problem that “The mouse sensetivity is too high”. I can turn it lower with a single variable change. Can I still do it in the compo rules?

 

Really need to know , Thanks in advance.

Comments

26. Aug 2013 · 08:16 UTC
Yes, I think changes made to do a better user experience are allowed, as far as they aren’t too big.
Miltage
26. Aug 2013 · 08:45 UTC
Simple, small fixes to make your game playable are alright, however adding/removing features or anything that changes the shape of the game is not.
Zephyr89
26. Aug 2013 · 08:49 UTC
thank you.