Mixed Signals (using DOD) by GideonGriebenow

Controls
Q, E, LMB and RMB to rotate or apply abilities, 1 and 2 to activate / deactivate abilities.
Scripts attached if you want to have a look at a DOD example in practice.
Note: I used Data-Oriented-Design and the data is ready for using Burst-Compiled jobs (as an example). I will test this out after I get some sleep!
Story
We have recently discovered that distant Alien civilizations are sending various signals, as yet undeciphered but clearly structured, through the vast expanse of space.
We need to gather enough of this information to allow us to break their codes and reveal the mysteries their messages contain. We can only hope we manage to complete this in good time. Who knows what awaits us...
But we are not without hope. Recent breakthroughs have yielded compilers that seem to be increasingly successful in capturing the structure of different kinds of signals to increasing resolutions. If we can capture enough of these compiled signals with the corresponding receivers, our progress will be expediated. But be careful, capturing too many unintelligible signals through the incorrect receivers will corrupt our entire knowledge base.
Assets
Default Unity shader, TMPro and Unity Button - no external assets. The meshes were procedurally generated (my own code) and saved in Unity as assets as part of the Jam (in the 48 hours).
| Itch | https://re-cog-mission.itch.io/mixed-signals |
| Original URL | https://ldjam.com/events/ludum-dare/59/mixed-signals-using-dod |
Ratings
| Overall | 262th | 2.868⭐ | 36🧑⚖️ |
| Fun | 268th | 2.545⭐ | 35🧑⚖️ |
| Innovation | 172th | 3.25⭐ | 36🧑⚖️ |
| Theme | 236th | 3.015⭐ | 36🧑⚖️ |
| Graphics | 245th | 2.897⭐ | 36🧑⚖️ |
| Mood | 273th | 2.355⭐ | 33🧑⚖️ |
| Given | 29🗳️ | 45🗨️ |
Thanks for your time :)
I actually get a bit disoriented with the rotations - I regularly think it will rotate the other way. There's something about my brain expecting the same button to sometimes rotate clockwise and sometimes counter-clockwise. I think I create some kind of "reference point" and expect it to go "left or right" rather than considering the rotation / turning direction.
PS. I actually created and saved the meshes procedurally with a ScriptableObject using a "rotate an animation curve around the center, like "pottery".
Nice job
An example that comes to mind is in One finger death punch. When you mess up, time slows down for a while.
Or in the old zeldas you're invincible for a while after getting hit. (your sprite blinks)
Unlike some other comments, I didn’t find it boring, for a Game Jam game it’s fine, especially when you do all the work alone.
Well done :)
I see a lot of potential here for automation or for creating an algorithm to handle rotations and data transmission.
This would probably be a good direction to explore, where, as the game progresses through later levels, some actions could be configured automatically rather than switched manually.
@n-o-x @vilumpulump @breadstick @fifut
I definitely had more planned, but I think I scoped it well "in steps" to know when I should say "OK, take the last 4 hours and finish this off" rather than adding another "big step". And I finished with about 45 minutes left to figure out the build-and-upload process (since I'd not build for WebGL or uploaded a game jam entry before. I'm happy with how it went and that I could do this in 2 days.
Thanks again for your time!
To improve the browser build, I recommend disabling the outer expand button in the bottom right corner. The blue button worked for me while the clear button does not. Additionally, you probably want the game's Quit button to just back out to a start menu for browser builds.
For the gameplay, it would be nice to be able to control both receivers in the level 3 missions. Maybe with an extra keybinds like Z and C for the second receiver.
Congratulations on finishing your first Ludum Dare game, I look forward to seeing what you make in the future!
Fun to watch the 'ball machine do it's work'. As others have said, can be unfair that the emitters can produce impossible-to-catch patters. Nevertheless, it was fun to tinker with and satisfying to look at. Thanks for sharing!
The idea seems like it has potential but as-is I was switching between very bored in the early levels and overwhelmed in the later ones.
Sound/music would've made this look more polished, I think. And maybe an automatic level progression would be cool.
https://www.youtube.com/watch?v=wABtUhFtFEM
The stress test level looked insane, haha XD It was fun just to stare at that one.
@vidarn @richard-baltrusch Thanks for checking out my first jan entry!