Day 1 Done

Have a nice one folks! Don't forget to get some sleep!

Have a nice one folks! Don't forget to get some sleep!

Ok so I have something that's kind of neat, I need to figure out a main objective and obstacle, but I think it has a certain charm.
A bit of a late start on production today, but at least I did more planning than I usually do. As is tradition for me, I started with the name first (Hot Signals In Your Area) and worked from there. I've got the basic mechanics done and just have to make it look and play more like a game. Hopefully it'll be unrecognizable from the current screenshot by the time I'm done.
After about 4 intense hours of brainstorming (and quite a few existential doubts about what on earth we were doing :sweat_smile: ), we finally found a direction we’re happy with… and we’re pretty excited about how it’s shaping up!
We don’t want to spoil anything just yet, but here’s a small screenshot to give you a glimpse.

We’d love to hear your thoughts: - What do you think about what you see? - What do you think the game is about?
All feedback is more than welcome at this stage!
My take on Simon.


Also, enjoy the random assortment of props in the background while we get all our assets set up. :wink:


(get it?)
Some more random screenshots I thought are worth sharing from "Mixed Signals", the Alien Dating Game we are working on! Coming to a Windows, and possibly Linux and HTML5 build near you.



As always, all assets made within the given timeframe. Thanks for checking the post!
(Please someone compliment @thunder's ~~hamst~~ guinea pig.)
This is my first game jam and my first game. On the first day I didn’t manage to do much, but I’ve already gained a lot of valuable experience. There are still many discoveries ahead.




Starting to look like a horror game
I've yet to implement the first puzzle, but the the first room layout is pretty much done. Before that I need to fix the scene tree implementation in my engine to support relative transforms and do a separate pass to detect whether the sensor has received the signal.


It's a simple and fun one. It's the first CHIP-8 game that I've ever made.
Please check out my entry "suno pi tomo tawa (Traffic Light)". Enjoy!
Had a busy day of well NOT working on things and still managed to get this tileset almost completed. Its close and then I can do foliage and paths and then get this into the game to roam around in.

If I target Compo my ass will burn on fire but it also will rock hard gezz should I just compo and forget about physical health at all?! I should! Should I? AHHHHHH :scream:
Well, I may not have announced I'm joining, but at least I got something working. Making a (fake) terminal based game like a few others seem to be, and have spent the better part of the day I had available setting up the player environment and some helper functions.
Now to take a nap, and then see how much gameplay I can implement in a few hours to see whether I end up being in the jam or the compo.


I've spent the last 3 hours working on my game's menu, wish me luck!
Day two of development has begun! Here’s what i managed to achieve on day one. Wishing everyone a great and productive day!


Thanks for trim sheet and modular assets

This is how our main character is going so far. Love you all <3


Day 1 of ECHO-7 — Ludum Dare 59 Compo
First day down. Started at 8am (local time :) ).
By end of day the core loop is already running and alive. Something is broadcasting from deep underground — and the creatures on the surface can hear your equipment.
Two music tracks finished in IPAD GarageBand — the daytime exploration track and the night combat loop. Both made from scratch during the jam. First time really using ipad garageband, was surprised how easy it was but also how annoying it is. :)
Sprites are hand-drawn and half are done.
12 nights of power remaining. The signal is getting stronger.
Shaders in along with some art ... not much time left, but it is working


Noooow i have something playable

You'll play as ESCAPE_OS, the newest state of the art Panic Protocol Artificial Intelligence for spaceships travelling to the dangerous bits of the galaxy. Your job is to make sure the corporations that made you keep a positive profit when an unfortunate accident happens and aliens attack the ship, so prioritize the company assets by saving the CEO's nephew and the engineers! Saving the occasional janitor is fine, but if you can make the social media manager dissapear then...
Things going great so far, managed to get a solid core loop with a LOT of fixes and balancing for the gameplay.
Which is a massive achievement for me as this is my first Compo and it looks like I'll be able to deliver something decent.
Going to sleep now, tomorrow I'll work on some final touches for additional game feel, implement audio, whatever polish I can fit in before the deadline (ideally some performance improvements) and then I'm done.
See ya tomorrow, take care of yourselves, drink water.
Accidentally discovered something that looked cool while trying to get the TV static shader to work. It is now a feature, not a bug.

All you can do is fly around, but I'm making progress... :)

Game wasn't coming along as I wanted it. Actually scope-wise I managed to make most of the mechanics work but they all feel clunky and unsatisfactory. I don't think I'll be able to fine-tune + create levels for a puzzle game + make everything prettier + SFX and music in time for the Compo, and I can't allow myself the extra day due to Uni.
So sadly I'm going to make the responsible decision and opt out of the competition right now and rest before returning to my Uni duties.

Still definitely gonna spend way too much time playing your games, much love <3
I'd love any feedback before the submission deadline ends :)
https://avivajpeyi.itch.io/dot-dash
Thanks!
A quick progress update:
Manage cables in the game is so satisfying!
Can't say the same about cables under my desk)

Just timed the ending I scripted, and it's about three and a half minutes long! Hopefully some people stay until the end. :sweat_smile:


This was the first day. Wonder what it will become ^_^
The first time I use ZBrush for a jam and it did not take ages.
Very chill process with some simple models for now but it has to become a bit more complex from now on...
With super professional game jam approach from @roitchie, @pegasys and @theoconfidor this game should be an interesting experience!


What should people actually influence? Not just another resource bar. The city is alive. It should push back.

Soul Beat is devlog #1

We started writing a post about the creation of Soul Beat. At first, we thought we'd do something about a blind dog, but then it became clear that wasn't enough; we needed to dig deeper.
You see no peace. You're in darkness. One signal and the surrounding space flashes for a moment: walls, danger, a path.
We asked ourselves: what signal would be most valuable to a lost person? Not just radar. Something personal. Something that's always with you.
The answer came by itself.
Since my last update, I have made everything become fully animated, and added interactable furniture which you can use to kill zombies.

Remember those classic shoot-’em-ups where you pilot a plane, fire straight ahead, and constantly fend off waves of enemies closing in on you? Well, our game takes that exact concept… but displays it on a radio screen! :D
We’re also looking into adding support for custom music, so you can play with your own tracks.
Intended genre: Incremental game.

Wishing everyone the best of luck in developing your own gaming masterpieces! :D
It's time to create 3D models. Not with Blender, but with Autodesk Inventor 😆 because I'm an industrial engineer.




Art by: Forshley (@forshley)
I’ve finished around 60% of my jam game, and I’d really appreciate any feedback while I still have one day left to make improvements. Please don’t rate it yet, as this is not the final version. Thank you!
try this on line:
https://bananadog1218.itch.io/rescuesignal



...but at least I'm having fun writing the absolutely worst character I've ever come up with!

Barber: "What can I do for you, mate?"
Me: Just fuck my shit up.

I’ve finally finished building the core gameplay and the location, and at the moment the game looks something like this. Now I’m going to focus on polishing and improving what’s already there.


The power came on after lunch so we gathered all our motivation together and went for it! More is to come...

I started adding graphics, and things are already looking a bit better (yes, this is graphics). I'm excited to see how it turns out in the end.
It doesn't have a name yet and I'm not even sure it's a fun game...
Gameplay video: https://youtu.be/ldubxK_BR8c
You play as the black circle and you need to rush out from your green home base and collect the tokens. When you leave your base it disappears BUT! You can send out a signal which points back to your base and to the nearest tokens. The signal even attracts the tokens to you. When you collect tokens and get back to your home base before the time runs out you get points. Yay!
Unfortunately there are enemies roaming around the world who want to stop you from stealing the tokens and they hate the signal you send out. When you activate it all the enemies are drawn to you. Fortunately they can't enter your base and you're safe there.
There's something strange about this place too. The colour keeps changing, which camouflages some of the enemies. You can only see them when your signal is active or when they get close. Probably your signal is messing something up...
Now for art and music.
sorry I couldn't resist making an oscilloscope!!

I am using godot 4.6.2 and aseprite :v:
And what we have from Day 1.

Naxt our plan:

Everyone productive day!
https://www.twitch.tv/iluvatargreat

First enemy ship design

A bit chiptune anthem-y song this time!
https://soundcloud.com/themanabreak/ld59-music

Day one down, two more two go. The dancer is almost ready! Still a LOT to do, but I'll take the win
When we started brain storming for the theme we remembered that plantets as well as stars emit natural Signals that could be captured and listened to as music. So the idea of the "Space Record Shop" born.
Since we are 4 People we quickly distributed tasks. One does the programming, one does the music, one does concept and I started on the art.
I created 3D models for the records and covers, as well as a cozy space interior.
Also many texture variations were created.
Most of the progress was created live on stream.
We already got our first sequence finalized and it sounds amazing. 24/27 to go...
We finished the view switching system as well as a basic signal scope systems that already allows you to layer sounds.
Today we continue with full throttle ahead! Good luck to all other jammers!
Finally, a different direction in the roadmap. We're moving on to level management. So now we can: - choose one level from 5 (for now) - level progress is saved each time we connect a connector/cable/visit a city - and restored upon reloading!
And speaking of which... If we use the "Pattern Observer," we're NECESSARILY using signals - so we're DEFINITELY in the #signal theme!!!

I am still not sure if this is fun but we will see.

Here's the main theme that our sound designer composed and the main screen our game artists drew! :sparkles:
https://drive.google.com/file/d/10GuLEGWV-5zRqmpzYMsKy2EsGoZ43M/view?usp=sharing

Good luck to everyone for this second day!! :dancer:

MADE A WORDS ADVENTURE GAME.......
HAHAHAHHA
I am already exhausted.The progress so far of two high school students.I am getting crazy.
I finally made the title screen of my game. It calls "Propagation" because you must propagate your signal to go forward

Good luck to everyone!
I have seen a lot of the games feature a screen front and center. (and even, usually a CRT)
Not complaining about this flavor of the theme's interpretation, as a Voices of the Void fan...
Spot Screen



Book Screen



For my first COMPO things are going pretty well actually, I've published a raw build for now - the game is technically playable, but today I am going to add some sound effects, more voice over, draw the CGs and ofc polish the game as much as I can! :)


So I didn't love the theme, and I sort of begrudgingly came up with this idea where you have a remote control and you can control stuff. Throughout the first day I was thinking, okay, the theme failed to inspire me, my game isn't fun, this LD is a bust.
But now, my game's actually at the point where I kinda don't hate it?
I've got most of the map filled out with puzzles, the controls are okay, there's a bit of animation... I think it's gonna be okay.
I still haven't made a start on the music. I should do that!
hope i can change the title later but aiming for compo
missed day 1 but thats fine ~>~
progress so far - ignore the 2000 warns :}
hope i can change the title later but aiming for compo
missed day 1 but thats fine ~>~
progress so farr - ignore the 3000 warns ;}


When I was looking at the final 16 themes, I got really interested by the idea of "Merge". I couldn't think of any ideas I wanted to do where Signal influenced the mechanics, so I stuck with my idea and now Signal is just to influence the goals in the game.

Build robots, uncover the island, and rebuild the communications tower so you can receive "The Signal". That's if I have enough time to get even half of that done :smile:
I alluded to it in my very first post, but I have a sleep disorder. Not like narcolepsy, but it means I sometimes get randomly tired and sleep is the only answer, or I am just randomly wide awake for 24 consecutive hours. That is very rare, a literal handful of occurances a year. Mostly, I just have a biological clock that is longer than 24 hours and not static (mostly 26 hours +/- 1 hour depending on the week). Both of those combined mean that I can easily keep a regular schedule, it just doesn't sync up with the rest of the world, and I have to set appropriate alarms for scheduled meetings and stuff if I have a once in a blue moon "sleepy week" where my body randomly wants me to go to sleep during the "day".
What is rather rare, though, is for me to sleep for very long when I actually do go to sleep. I usually sleep for 6-9 hours if I haven't slept in a while, and for about 3 hours if I crash during the "day".
I just slept for 23 hours consecutively with no breaks, because I didn't think I'd have to set an alarm. I have done basically nothing since my last post except cook food and sleep.
Needless to say, I don't think I'm going to get anything finished before the compo ends, and I can't extend into the jam either, because I have to work on Monday and have to be there for a meeting.
I'm gonna try to at least document my progress with a few screenshots towards the end, buuuuuut...
I'm probably not going to be able to finish. Good luck to everyone else, though.

I released my first game for a Jam! I hope you like it!
Try it!
Thank you for sharing your feedback! :-)
Our game Kuiper Space Rescue is going on nicely! I'm sharing the first gif of the weekend, without much context but hopefully it makes you want to try it out once the jam is over!


How are you after the fall?

streaming now at https://twitch.tv/alexrosegames

This time I've gone for a roguelike dungeon crawler kind of game, currently called SIGNA-L.
I'm overall really happy with how much I have done so far. I can, however, feel the motivation is starting to decrease, and distractions are getting harder to avoid...



Decided to call my platformer game Stop and Go. This title screen is not final btw. Will make a better one.

Ladies and gentlemen, we have a logo!

I forgot how fast the time flies during compo. Hope I make it :sweat_smile:


I'm working so hard that the chairs can't handle it.
Auto-save is working, complete with a "welcome back" message, and I've added a visualizer effect during dialogue scenes (it's a little rough but it's functional):

I'm having an odd issue where dialogue scenes are looping, hopefully I can fix it soon and get on with creating the rest of the cipher texts and dialogue scenes. Wish me luck!
A bit of the start screen for your feed.
P.S. Looks like I won’t have time to polish it. And I’d almost forgotten how annoying that asset reimport popup in Unity3D is >_<
I added a toggle that cycles through [1/1, 1/2, ..., 1/16] resolution scales. I'm surprised that even on a 1/16 resolution scale the experience is still decent, though long and thin objects like strands of grass suffer a lot due to aliasing. Reflections of small lights on curved surfaces certainly flicker a lot more, but not so much on flat surfaces.

Man i love fungi!!!

I finally finished my game. I have no more time to polish, but I hope it is a enjoyable game.
You enter a maze. Your goal to activate all the 4 radio towers in the maze. To open doors and chests, you need to guide the radio signal from the tower to the specific door or chest to open it.

Kitties, kitties, more kitties!


Can't stop tuning the generator instead

As always, you stop liking a project during its development. I will try my best.

As always, you stop liking a project during its development. I will try my best.