First Person Giant Monster Game by Xanjos
And here's Ludum Dare Entry Number 6 (and probably my worst one yet)!!
This time, instead of going with my usual engine choice of Unity, I decided to try and make something in Unreal Engine 4 (using Blueprints because of time constraints plus I suck at C++).
I decided to make a game where you play as a giant monster but in a first person view (i.e. everything looks smaller compared to you). Unfortunately, I had quite a lot of trouble trying to get stuff to work in Unreal Engine 4 (since I only had about 2 weeks of experience of it) so I ended up having to reduce my original scope in order to submit something playable on time (In fact, I was nearly on the verge of giving up on the jam).
In the end, I ended up with a rather generic move and shoot at stuff type of game although to be fair, some of the targets can be hard to hit since after all, you're a giant monster (which is kind of hilarious in hindsight if you think about it). It's not what I had envisioned in my mind and chances are, there's quite a few bugs (plus it looks a bit rushed) but at least it's sort of playable.
Only Windows builds are available at the moment unfortunately (since I don't have a Mac to build on that platform plus the instructions for packaging a UE4 game to Linux on Windows is complicated). I originally had a HTML5 build of the game but I had to take it out as some of the textures were missing (Turns out destructible meshes aren't supported on mobile/HTML5 platforms)
Instructions
Score as many points as possible by killing humans and destroying rocks
Controls
WASD keys - move
Mouse - Aim
Left Mouse Button - Shoot
ESC - Open up pause menu in game
Xbox controllers are supposedly supported
Most of the external assets in the game (models, textures, sounds etc.) are obtained from the optional starter content that comes with every new Unreal Engine project as well as from Mixamo.
This time, instead of going with my usual engine choice of Unity, I decided to try and make something in Unreal Engine 4 (using Blueprints because of time constraints plus I suck at C++).
I decided to make a game where you play as a giant monster but in a first person view (i.e. everything looks smaller compared to you). Unfortunately, I had quite a lot of trouble trying to get stuff to work in Unreal Engine 4 (since I only had about 2 weeks of experience of it) so I ended up having to reduce my original scope in order to submit something playable on time (In fact, I was nearly on the verge of giving up on the jam).
In the end, I ended up with a rather generic move and shoot at stuff type of game although to be fair, some of the targets can be hard to hit since after all, you're a giant monster (which is kind of hilarious in hindsight if you think about it). It's not what I had envisioned in my mind and chances are, there's quite a few bugs (plus it looks a bit rushed) but at least it's sort of playable.
Only Windows builds are available at the moment unfortunately (since I don't have a Mac to build on that platform plus the instructions for packaging a UE4 game to Linux on Windows is complicated). I originally had a HTML5 build of the game but I had to take it out as some of the textures were missing (Turns out destructible meshes aren't supported on mobile/HTML5 platforms)
Instructions
Score as many points as possible by killing humans and destroying rocks
Controls
WASD keys - move
Mouse - Aim
Left Mouse Button - Shoot
ESC - Open up pause menu in game
Xbox controllers are supposedly supported
Most of the external assets in the game (models, textures, sounds etc.) are obtained from the optional starter content that comes with every new Unreal Engine project as well as from Mixamo.
| Windows (64 bit) | http://bit.ly/1JwOxQ4 |
| Windows (32 bit) | http://bit.ly/1hXGp0T |
| GameJolt | http://gamejolt.com/games/first-person-giant-monster-game/88684# |
| itch.io | http://xanjos.itch.io/first-person-giant-monster-game |
| Post-Mortem | https://xanjos.wordpress.com/2015/09/02/first-person-giant-monster-game-post-mortem/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21201 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 2.84 | 850 |
| Fun(Jam) | 2.86 | 681 |
| Humor(Jam) | 2.60 | 634 |
| Innovation(Jam) | 2.67 | 791 |
| Mood(Jam) | 2.62 | 871 |
| Theme(Jam) | 3.73 | 309 |
I like seeing people try new stuff and not sticking to their comfort zone!
Next time it is ue4 + c++ for you :-P
Keep up the good work and never give up!
Not a bad concept, I would recommend this for women, because they can murder men all they want. I didn't quite undetstand how the rocks supposed to break but i was happy when they did. It's fun.
I ended up flying upwards forever when walking into some rubble, though.
I've got to congratulate you on moving out of your comfort zone for ludum dare, I don't think I could do that! ^_^
A little too tricky the hitboxes of the rock sharpnells... when the little men are within them they are "invunerables"..
Btw nice gameplay!
Well done!
Surprisingly tricky to hit those pesky humans, especially with debris getting in the way. If shrapnel could also kill them it might make blowing the rocks up more useful.
My own shadow made me laugh - looks like I'm some kind of giant, angry, rock-spitting moose? :D
I think with music could be better, but I loved it!!
The graphics looked excellent though
I had some fun with this one. Also... From some reason i found it incredibly funny XD
Joke asides (ok, i did fly endlessy to top), a nice idea, i really great shadow and finally a desktop-game which is not made with unity :P
I would recommend either moving your camera forward or remove anything of the player that would obstruct it, since it's kind of distracting seeing part of the monsters face while the camera moves. Also see if you can make the rubble not collide with the player, that way it's easier to move around after you break stuff.
Please, check the video of me playing and commenting: https://youtu.be/CEXUUzwEAa8
Your game is at 12:33
The screencasting software made my laptop to lag, but later without it the game run well.
I found that all of the humans seemed to run to one particular spot, so it was pretty easy to hit them when they got there. Like fish in a barrel.
It was a little hard to aim without a crosshair. Especially when I first started and I was shooting a big rock but was so close that my own boulders didn't even render.
Otherwise, I think I need to get a better laptop before next LD. Any Unreal Engine 4 game that I've played has been pretty choppy. Obviously not your fault, but I feel like my computer's inadequacies prevent me from giving your game a fair shake :(