LDJam user 410492

Ludum Dare 57

I'm in!

I never remember to do these. Been a game dev for a decade and never tried a jam, so here we go!

Engine: My custom engine, Kata Engine Language: C++/KataScript Tools: Blender, Photoshop, Ableton Live, Visual Studio

Can't wait to see the theme!

Let's do it!

I never remember to do these but got lucky from a reddit post today lol!

I'll be using my custom engine using C++ and KataScript! Coding in Visual Studio and making assets with Blender and Ableton Live!

Can't wait to see the theme!

Phew!

Barely got there, but the game is done!

DepthsScreen1.png DepthsScreen2.png DepthsScreen3.png DepthsScreen4.png DepthsScreen5.png

The Depths Post Mortem!

The Depths!

TheDepthsPromoShot.jpg

This was my first ever game jam, and I wanted to use my own game engine to make a 3D physics game, so I took the theme very literally, and made the first thing that came to mind. A deep sea exploration game. Despite, the straightforward take on the theme, I had a lot of fun building this game, and you'll hopefully have a great time exploring and playing with the ragdoll submarine and character physics!

What was planned vs completed:

The Initial Sketch

depths_title.png

I actually got basically everything in the sketch completed! See top pic for reference! The only thing that changed is I pivoted away from the sub having claws, I was originally thinking there would be a crane-game aspect to it. Probably I'll still add that because it sounds fun, but I spent so long building the submarine that I didn't want to mess with it anymore and didn't figure out a good way to get the treasure from the crane to the trunk, so I decided to make the character grabbing the treasure the main way to get it.

Features Completed

  • basic underwater environment
    • underwater shader
    • neutral buoyancy physics (hacked the gravity system)
  • seeded world generation
    • procedural rock and ground placement
    • spawn treasure on the sea floor and 'burried' deeeep in the depths
    • creature spawners
  • creatures
    • octopus
    • fish
    • models + rigging
  • creature behavior
    • peaceful wandering
    • aggressive targeting
  • swimming
  • grabbing treasure
  • submarine
    • models and rigging
    • vehicle controller
    • doors
    • headlights with shadows
    • engine and turbine sounds
    • bubbles (freaking spent way too much time on this lol)
  • interactables
    • sub repair station
    • treasure counter
    • unloader station
  • saves
    • autosave
    • profile select

Features Unfinished

  • variable world seed
    • no time to test every seed in a game jam, everyone is getting "my lol seed" as the seed XD
  • ancient ruins with lore
  • stealth
    • creatures care about noise
    • creatures have line of sight
  • creature behavior
    • better flocking
    • better wall avoidance
    • take damage
    • fix fin animation
  • sub customization
    • there's code to grab the sub parts and be able to swap parts out for upgrades (more powerful engine, etc) but I ran out of time to make the upgrades
  • traders
    • originally you were going to spend treasure to buy upgrades from traders but that whole system was taking too long
  • competing explorers
  • multiplayer
    • most things in the game are actually wired into the engine's multiplayer system but I did not want to deal with testing that for a game jam lol
  • items and inventory
    • harpoon to reel treasure
    • sub crane
  • wetsuit / air supply

Overall I'm really proud of how the game turned out and I'm definitely going to put more time into it for a 'full' release! https://katastudios.itch.io/ludum-dare-57

Bugs, bugs, bugs

TheDepthsPromoShot2.jpg

Turns out coding on no sleep results in bugs. Who would have thought?

Well here's what I've fixed so far!

  • Sea creatures no longer attempt to path onto land or into the sky
  • Setting the resolution scaling quality no longer breaks the menus and loading screens
  • Last patch broke the intro logo screen, fixes that break
  • Fixes incorrect disabling of Profile select menu option, disables menus for incomplete features (replays, inventory)
  • Grab with both hands should now work correctly
  • Fixes water shader rendering slowdown
  • Fixes fur color select slider not sliding well
  • Fixes sea creatures having wrong mass

Whew! That water shader issue especially was a big framerate killer, and now the game runs so much better!!

Thank you so much for rating!

FloppyCat_Depths.jpg

Wow! We've hit 30 ratings already! This is been my first game jam, and it's been an amazingly positive experience! I'm so happy that I actually finished a game and that people seem to like it! Additionally, this game runs in a custom C++ engine, so I'm proud af that it's working for almost everyone!

Who needs reviews?

Looking for more games to review before the jam ends tomorrow! Comment your game here and we'll play/rate/review it!

Also check out our game if you haven't already! https://ldjam.com/events/ludum-dare/57/ld57-game

DepthsPromo3.jpg

Ludum Dare 58

1 Hour Left!!!

I can't wait to do my second Ludum Dare!! Trying to take the theme a bit less literally this time, maybe make something kinda spooky?

By the way, here's my game from last time if you wanna kill some time before the jam starts!

https://katastudios.itch.io/ludum-dare-57

First day mostly wrapped!

RelicCollector.jpg

Added a lot of stuff! Some of it is visible in the picture!

We're going to be looting a castle!

It's Coming together!

Relica---Shopkeepers.jpg

It's halfway through and I've figured out a lot! The game is called "Relica" and you are a Relic Hunter. The Great King's Relic Collection has had a magical chain reaction and the kingdom need relic hunters to collect relics out of the archives to reduce magical pressure.

So far I've made: Moleman character, shopkeepers with dialogue, weapons, hats, the castle map, a bunch of random assets, a random generated roguelike dungeon map

todo: more/better monsters, more equipment, cutscenes/intro

Relica---Gen-Dungeon.jpg

Relica---Inside-Dungeon.jpg

Phew! I did it in time!!

RelicaScreen00.jpg

Relica is 'done'! Missed a few features, but got in more than last time and more than I expected! Again using my custom low level C++ engine!

Check it out here https://ldjam.com/events/ludum-dare/58/relica

Download from Itch (sorry no browser, windows only): https://katastudios.itch.io/relica

Features completed: - collectible relics - moleman characters - basic combat - shopkeepers with some personality - 1 utility item - 1 wearable cloak - 2 weapons - 4 hats - the castle map - shop assets - dungeon map - dungeon generation - nightmare wolf enemy - lil' guys (see title pic) - saving and loading progress - difficulty ramp - hats give beneficial status effects

Features not completed: - I wanted to tweak the wolf more to make it creepier and splay out more - multiplayer is partially implemented - more weapons would be nice - map generation is limited - didn't have time to fully implement the day cycle, ended up reduced to just incrementing the day after you leave the dungeon. - shop items have no rarity, everything is equally likely to show up - needs more bug testing lol

A preview of some merching: RelicaScreen01.jpg

The cursed castle: RelicaScreen02.jpg

Now it's 6AM and I got to get up in a few hours! Good night!

Bug fixes published, now looking for more games to play!

Relica-1.0.4_crop.jpg

Making a game jam game in your own engine is a lot of work! Made a lot of typos and silly bugs while programming tired. After getting some reviews and a chance to play more casually I've found and fixed many bugs. Didn't change any mechanics or goofy physics of course, but stuff like black textures and broken rendering should all be fixed now! If you're interested in a 3d dungeon crawler, check out Relica now! Just uploaded version 1.0.4! https://ldjam.com/events/ludum-dare/58/relica

Also always looking for more games to review + rate! Drop a comment with your game and I'll check it out!

Ludum Dare 59

I'm in, and can't wait!

Well it's time for another Ludum Dare! This will be my third time, and my goal is polish! The last two times, I took on somewhat overly-ambitious ideas and barely got the game complete in time. That said I am proud of those games (https://ldjam.com/users/katastudios/games) and am planning to again use my custom Kata Engine!

The Depths is an open world exploration and treasure hunting game. The world generation and submarine controls took the vast majority of my time so I never got time to make sub-building and upgrading.

Relica is a 3d roguelike in a castle with ever shifting procedural dungeons - again I ran out of time to make satisfying item progression because 3D combat, enemy design, and dungeon generation took most of the time.

So in addition to attempting a smaller scale this time, I also have help this time! My wife who is a wonderful artist and writer will be joining the team! Can't wait for the theme voting to wrap up so we can begin!!

Huh, signal...

Once again the theme somehow takes me by surprise even though I voted for it!

Lets see, a game about signals, are we sending, receiving, or maybe we're intercepting them?

Yeah let's try that!

FabricBuilding1.jpg

Getting somewhere!

https://youtu.be/w771CNznvLg

Alright, got some mechanics worked up and spent most of the night doing UI stuff for these usable PCs with email clients!

btw how are you guys making GIFs that fit the upload limit? I can't seem to get anything under 5mb lol!

AI pathing is working! Well mostly.

https://youtu.be/JGaaVgjCrc0

just spent way too long trying to figure out why the characters were trying to path to the roof, turns out I was just assuming the ceiling would be at least 4 meters high >.< 'edgelen' is 8 here: fabrig bug 1.png