Is it a mortal sin to use bought assets?
We have a pretty great idea but probably won't have time to model, rig and animate 7 low poly characters. Especially since our team has no dedicated blenderer. What do you guys think about premade assets?
We have a pretty great idea but probably won't have time to model, rig and animate 7 low poly characters. Especially since our team has no dedicated blenderer. What do you guys think about premade assets?
Hot damn was that one productive day. I'd say more than half of our work is done and our core gameplay is solid. Tomorrow is going to be all about particle effects and sound design. The main headaches of implementing an unusual turn based combat system are behind us. I can't say the code is pretty but it works flawlessly and is some of the fastest prototyping I've done. Very positive mood, now its time to get some sleep.
Well let this be a lesson. Just because you have 90% of the code working properly doesn't mean you can muddle through the last 10% for a whole day. Thanks to this we barely made it before our local jam deadline. We even added a menu scene in the last 5 minutes before. All in all this was a really fun experience and our team was happy with the end result. I hope you guys enjoy some tactical amphibian combat from time to time: https://ldjam.com/events/ludum-dare/45/amphibian-aura

Do you like frogs? How about frog warriors? How about frog warriors fighting foxes in a unique turn based combat system. Well we just fixed most of the bugs in Amphibian Aura so go ahead and give it a try!
https://ldjam.com/events/ludum-dare/45/amphibian-aura/

For those who were interested, we finally fixed the annoying save bug in our game, so it now works 100% of the time. No more frustration in your frog combat! Also boat technology. If you find it.
We just need one more review on our tactical amphibian combat simulator with nuclear destruction technology to reach exactly 40 reviews! Please have a look at the game, and once you're done playing it press right shift in combat for a previously unnanounced sneaky easter egg that very few have experienced.


Once our game had all the essential systems working, we knew we should start making levels.


We participated at a local jam site at the University of Tartu, so we took the opportunity to sit down in front of a whiteboard and discuss the ideas we had for the levels.
We knew we shouldn't plan to make the game too long just to get the story across, and we should limit ourselves to three levels at most.

These were our plans at first:
The first starts you in the city

The second level establishes more of the story and provides platforming challenges in the power plant itself

The third level ends the story at the reactor

During development, we spent a lot of time getting the look and sound of the game right, so we had to cut back on our goals for the levels. This is usually how it goes during gamejams though. In the end, we were proud to have made a game with a distinct story with a beginning, middle, and ending. I think the time we spent getting the look and feel of the game right paid off since everyone seems to be enjoying it so far. Still, we can't help but feel like there is potential for so much more in this game.
We already got the votes we need, but if you feel like checking it out here is the link.