Pling
~5 hours in and I have elevator doors that open and close. Yes, I'm definitely going to win, so you might just give up now lol
https://www.youtube.com/watch?v=odU7f7MhtNc
~5 hours in and I have elevator doors that open and close. Yes, I'm definitely going to win, so you might just give up now lol
https://www.youtube.com/watch?v=odU7f7MhtNc

Hello everyone, another mining sim is on the way! Already made some ore mining and selling system, elevator and Hub.
Tomorrow will work on entire map, Upgrade system, enemy's redraw some cave sprites and will play with player controller!
Wish you luck guys!
I have the main mechanic sort of working now! I just need to implement everything else...


Theodores Tumble - A teddy digs it.
Baby can you dig your man?
My art looks familliar...
Ok. I'm scared.
Animated version on Twitter:
https://twitter.com/deepnightfr/status/1386015143507673090

So, started early brainstorming potential ideeas, we ended up on a platformer , tryign to go for some story in the mix, hope i dont fail too much, so far we have basic movement impremented and some animations, having a really hard time coming up with some game mechanics as for now i only have some art.


Who can resist a cute smoll mole butt? XD
2 artworks to go and then i have to do allot of exporting in png’s....
Oh boi, its gonna be a long night.



credits: @enreh
This is my first attempt at making a 3D game, doing ok so far! I will probably lack some time to finish the whole thing, but I’m enjoying the trip.
It’s also my first game using Elm, an awesome language+framework for web apps, that happens to have nice libraries written for working with WebGL.
https://youtu.be/oxfno92_yJQ

Team: @robbzenone , @tankou
A little rough around the edges, but I'm in love with how it's turning out! :)


C H I L L A X

World npc movement happens when player moves - player can also stay still and let tick(s) pass.



https://www.youtube.com/watch?v=m2cP1HJHjDE
I would not survive Compo. Already so far - Migraine, Nearby tornadoes - but none thankfully
close, power blinking a few times threatening to go out, and a few more thunderstorms still in the day's forecast.
I've started building the world.


We are planning to do a mushroom growing game set in a post apocalyptic world. Here are my first design ideas:

In the meantime @kazrath was creating a test for growing roots and figuring out the algorithm and powerups. We hope to create a game with good gameplay! :)

Today I finished all of the basic game mechanics and graphics and now it’s time to add more content. Wish me luck :p
And yeah, I decided to make a really dark and moody game.

We don't really have time tomorrow & Monday so we're gonna update our LD page later and wait for others games to play :smile:

Heysan,
Digging through the depths of the earth, our frustrated hero-digger Jörgen Jörn, is trying to manage ressources and doing necessary chores, to keep the massive drill going.
From our brainstorm session earlier today:

The story of a water droplet speleologist who dreams of reaching the lithosphere. Be careful not to hit the rock, aerodynamics to the rescue! I will try to add a time attack feature.

I wouldn't be surprised if many people had the same idea. I hope to be able to deliver it potentially in compo if time permits.

After a whole day of work, that's all I have. I've been streaming on Twitch, but now i'm a little tired so I decided to stop. I'm planning to add some more elements to the background. What do you think of the graphics so far?
I'm in I'm a bit late but I'm in. This is my first jam so main things I'm hoping to get out is just to finish a project and I'm focusing a lot on the art this time so hopefully that actually works out for me somewhat. Good luck everyone!

I am afraid I'll be running out of root based puns before tomorrow. Well, at least the game is coming along nicely. I hope everyone is doing ok, there's still plenty of time !

The plans of having multiple levels and a story that actually make sense with the theme is long gone, but hopefully I can finish a single level and some playtesting before the end of tommorow.

It was rather inappropriate and I'm not proud of it...
I dreamed of polishing my game.
Even though absolutely 0 gameplay is in...
And worst of all.... I liked it
I was shown things I had never seen before, character walk animations went from legs rotating back and forth to 3 bone knees and everything fully accurately animated from references 2d sprite meshes...
Our levels will be assembled from hand-built modules.
What you see here are only 4 dummy modules - the final ones will look a lot busier and will have some nasty surprises for the player. ;)

It's a game! You can start, interact and win!
Obviously a lot of work left to do, but hitting this milestone is a really nice feeling and keeps me motivated. I've got a total of about 6 hours of work in so far.
Man. I'm so far behind. But I might be able to pull this off...
Using AFrame, Blender, and wishful thinking.


Exterior model of the Driller is done ヽ(͡◕ ͜ʖ ͡◕)ノ


Most of the major pathfinding is done now, next up I need to add the ability for these dwarfs to see ore, which means there needs to be ore first.
I might have time for a balrog after all.
We made our first build ! :clap: :clap:
Like you can see in this wonderful gif we got the possiblity to move, jump, air control, fail air control, fall (but game over is overrated (or just not implemented, you choose))
It was me, keeping you updated about our -UnTitled- Game !
Good Jam everyone !

Interior design is coming along nicely.

https://youtu.be/leWV7mG-vhE
I've added some basic gravity and collisions! Now to let the player go up small inclines without having to jump...

Hey everyone! Off to a bit of a late start as usual, but I actually managed to submit themes, complete the slaughter and all 4 theme voting rounds, and do some brainstorming about the game I hope to make. I'm planning to participate in the Jam, however due to work constraints and scheduling, I may end up on the compo instead if I can finish in time.
Tools I'll be using: - Godot Engine (https://godotengine.org) : Free and open source for those who don't already know, and I've used it for several other projects, so I know my way around the environment. Plus it's super easy to build for Windows, Linux, and MacOS - SFXR (https://www.drpetter.se/project_sfxr.html) : for sound effects and was originally created for Ludum Dare 10 way back in 2007 :) - Aseprite, GIMP, Paint.net : Graphics (not yet fully decided on the style I want, so that style will determine what tool I want to use) - Not sure about music, I'm not very musically talented, but I have Bosca Ceoil and LMMS if I have enough time, may attempt to throw together some sounds
Good luck everyone, get plenty of rest, take breaks, have some snacks, and make something awesome! :)


Here is my checkpoint selection screen.
https://www.youtube.com/watch?v=ZxeTFkvMDjk
https://youtu.be/b4-wsUwHH9I
Current stage: - idea generating - done - Was too ambitious, started scaling game down done - idea refine + make a plan - done - code + early prototype - WIP - graphics - WIP - STILL HERE - stable alpha - - stable beta - - sounds + music - - polish - - Final Game -
Tomorrow will hook all this system with actual gameplay! See you soon!

The work is in full swing. Our game designer monitors the process and records documentation and new updates. The interface was made by the designers, and the programmers are writing the code to move the main character) We received several errors and are trying to fix it. We made the user interface and are now implementing it into the game. Delicious snack and ready to go for the night. I frame our atmosphere (photo)
After a long brainstorming session, Neon Glass team set out to make a tetris-based mining thingy!
While the gameplay part is still being shaped, we've already got some background prototyping done and it felt too cool not to share!

I've spend almost all day with planification and graphics and no code at all.
I'm using the good-old SpriteLib (1990 vibe!) for the characters with some editing, and extracting and adapting a tileset I found at Open Game Art.
Now I have to walk with my dog. Then I'll be one or two more hours, then dinner and to sleep...

I'm still taking this pretty casually, and I started the day off by starting a new project and porting what I had (which wasn't much, for better or worse) over to a fully 2D project, so I'm still not particularly far along. Initially I was going with a "2D in 3D space" approach, which I personally am fond of and more familiar with, but it was definitely going to cause too many problems later on.
I think going the full 2D route will make my life a lot easier if I actually reach the point of level creation, the tilemap system in Unity should make that much easier than trying to fiddle my way into functional 3D levels. Mind you I have very little idea how to make functional 2D levels either, but it seems more practical in the time constraints and it will certainly be a learning experience.
So my game is still extremely limited functionally, and it's... not the prettiest yet. I do hope to vastly improve on my 20 minutes of aimless pixel doodles, but hey, it actually looks vaguely game like now!

Since I cannot upload a video directly here, see this tweet: https://twitter.com/janimn/status/1386039167906373633
And if you wonder does it have anything to do with the theme... yes, it does. You go... uh, deeper and deeper in... space? I'll think of something tomorrow!
https://youtu.be/59TN8LmqvBg
Started to working on enviroment, i will add more little details, set up cut-scene number 2 , and will start to work on gameplay. Gl to all <3
This guys sure it's okey

Progress is slow, but at least we have a bit of pretty.

We have decided on an idea and are ready to make a game. Our team has heard a lot of criticism from our mentors, now we are ready to work on the visual part and make the first prototype. At this point, we need to find a great piece of music for a soulful gameplay. Our designers have proposed many concepts and are now working on the design. The rest of the team is working on the mechanics. We hope to finish before dark.GameJam3.jpg

I'm using the A* pathfinding algorithm, but it looks more like the drunk walk algorithm at the moment, if you catch my drift:

Still, it's taken me three hours of Googling and bug-fixing just to get to this point, so it'll do for now. Next job is to make the enemies killable, implement level progression, and start properly fleshing out the game world. Fixing the drunken AI is a job for tomorrow, once I have a fully-playable game.
How do we do source code sharing with these? should we put a README file or something, I'm confused. Because. I have 2 mainstays in my projects that help with tons of coding and make life far easier that I want to use, but I'm not sure how to share code which uses them, because couldn't someone just copy them from the source code and use them freely?


Fishes can be slapped. I created all major scenes for the game and quite a few graphics and sounds. Unfortunately it's not really fun yet, something is missing.

After a hard night/morning of refactoring and making my IK code more flexible, I finally have the basis of a game. And by that I mean there is one enemy, you can kill it, and it can kill you. Now I just have to add more enemy types and probably powerups and stuff. Gonna have to reach back into the deep recesses of my brain to remember how to do AI steering behaviors properly...
This guy just stays in one place and tries to touch you. Not too hard to defeat him since he doesn't have any range.

Originally your bullets were going to be able to damage yourself if you shot your tail, but I sort of did this by accident and liked it better. If you get long enough, banking your bullets off your own body might be a valid strategy. Even if not, it's certainly quite stylish!

Also added screen shake :) Unfortunately I now have to work on some homework that's due tomorrow, but I think I'm on a decent pace. Might not have much time to polish things up with sound and stuff though.
I'm sooo tired. Suprisingly so actually but the game is actually feature complete now, at least from a code perspective. Now I "just" need to add * The actual levels * The actual graphics * The actual sound effects * The music!
and pray that I don't find any breaking bugs...

Probably going to have to call it a night soon.. and hope I'll be able to complete it tomorrow.
Heres what I have for day one. Really happy with the visuals and the mood, but gameplays super boring at the moment. Lots of AI tweaks needed too to make him less annoying until the player gets deeper.
https://www.youtube.com/watch?v=OhqDps5CsDE
I've accomplished a good amount so far today. It should be possible to load multiple levels with screen transitions, and the camera is a bit better. I have also implemented some nice new mechanics for making some levels.


We also try to work the in game light ambiance btw.
https://youtu.be/Xa6mZe7qD0Y
went out with some friends, drank some beers and ate pizza. after an energy drink I'm back at home and I'll make some oceanic music, hopefully I'll implement some other gameplay features too. tomorrow I'll make all the different scenes and draw all the rest of the art (hoping i'll be on schedule).

Slay demons with your mind-controlled boomerang (but watch out, when you control the boomerang, your character can't move).
Didn't get to work over the course of last night when the theme was announced, but I got a nice chunk done early this morning. The concept is a survival highscore type game, where you get more points for the deeper sleep you're in. Things across your room keep happening waking you up more and more, and potentially waking up you up completely, ending your game. Most of the day was spent getting the boiler plate pygame code set up, and screwing around with how the game is going to be controlled. I ended up settling on A and D to move across the room, and the mouse to interact with objects. The rest of the day was spent drafting concepts and making some art, including the font.

If anyone needs some company, here's our links:
Lead writer: https://www.twitch.tv/mab_cat Coding: https://www.twitch.tv/saradamon

So I have enough of something that I can actually show it off, still a long way to go though. I have the bare essentials of my Match-3 completed with some nice animations. I've got the code written for "mining down" and scoring, just need to connect it to the gamestate and get something to make it look nice. Time for a food break before cracking back into it.
It also runs on mobile FYI


I still have no game ideas, but at least I have a mediocre main theme!
Zoomin'

Making some AI for our dungeon crawler/rouge-like game :D

The main character of our game has arrived! We have no idea what to name him (we're open to suggestions), but please bathe in his glory nonetheless.

We're taking the jam's theme literally this time. We've never made a procedurally generated game before, nor a game with any horror aspects to it, so we're really excited to see what we're able to create. Hope the jam is going well for everyone!
Spent today, as yesterday, hacking away at my SDL code and trying to make functional physics. Even though SDL is easy, what's not easy is creating a game with it. https://github.com/Unity123/2DEngine

long summers and short roads

I'm proud to show you my first gameplay test of "Deep Sleep - The Sandman" (even if the title card say Paradoxal Sleep).
The game is simple, you play the Sandman and you make your best to let Ron Piche (the sleeper) have a well deserved night of sleep.
You can : * Prevent an incovenience (dog barking, phone vibrating, neighboors partying) * Kill Bad dreams * Sing a Lullaby
The next step is to draw the Background and add some mechanics (I want Bad dreams to be meaner when the sleep is too deep).
https://youtu.be/DTw0b6jorRA
I'll be streaming my work from 2pm CST - 6pm CST, and again from 8pm - 10pm tonight at twitch.tv/nightroost Feel free to hangout or simply drop by anytime!

After a day of progress, i am now finally getting somewhere!
any sauce with that?

This time the theme was (fortunately for me) a little easier to design for. Attempting to make a game in Godot by myself the first time. I had some other ideas, but decided it's better to keep it simple. Now to add more juice!


First time creating a rhythmgame. It's been very interesting and I learned quiet a bit.
The part I'm really happy about, is how the triggers for the music are generated. I am using my DAW (Reaper) to create an extra midi track which defines, where and when each trigger is created. Each "lane" in the game correlates to one of four notes in the midi track. I then read the Midi file in Unity using a library called "drywetmidi" and use the note, the timing and the notelength to create synchronized triggers for the music I am creating in my DAW. It works really well!
It's been fun and I am happy with my progress so far. Here's a gif in crappy quality :)
https://i.imgur.com/yjZ6IVO.gif



Expand your bus empire deeper into the city!

https://www.youtube.com/watch?v=pW_3H2ER5ZU
Testing multiplayer, lets battle!!! Game is almost finished. All functionality is ready.
Say no more. Here is a list with free tools to create art or music!
https://docs.google.com/spreadsheets/d/1tfkBo2IWLHXkZDbIEFUyCWvLkumHYDWCxGHzb-Rmc-0
Here is a preview!

Why not both?
Underwater movement is done. Not making nearly as much progress as I'd like, but I'm happy with what I have so far!

Im streaming my second day of coding on Twitch. https://www.twitch.tv/kawaiidragonex