Garazbolg2

LD 39

2nd Compo ! Starting to get the hang of it

So this is my second time trying the compo, the first time i made the mistake of doing a multiplayer online game ... Learned not to do that again.

I've been working daily with the Unity Engine for 3 years now (work in VR) and I love how i can still find new things to experiment with.

Mecanim

For this LD39 I mainly used the Mecanim Animator. Trying to find what could be done with less coding possible (700- lines of code). And this tool is powerfull !! You can do animation sure, but you can do all sorts of behavior/AI and it's also very intuitive.

For my game the monsters and the character are almost entirely done using Mecanim except for raycasts and audio. But the phone too. Screenshot3.png

Give it a try if you can. It does take more time to do certain things, and can get messy really fast. But at least its fun. Look at that beauty : Mecanim.png

2D Normals

I also got to play around with something that I wanted to do for a long time : 2D normal maps. For that I used a software called Sprite Illuminator, it's pretty intuitive but cost 40$. The result works quite well. And lighting is pretty important when you're doing a horror game. On the Unity part you can't use standard sprite shaders as these don't take lights into account. I think it would be smart from Unity to make 2D Lights, because trying to have 3D lights behave the way you want to in 2D is real puzzle. Normals.png

The amount of work needed to make every assets (graphics and sounds) still takes me too long, but a few other compo and I should be able to have either a faster production pipeline or the management knowledge to have appropriate scopes. Post3.gif

Finally, I had a really good time doing this Ludum Dare, so Thank you again to everybody that makes this reunion possible. If you want to see the product of the last 48h for me, go THERE

Thank you for reading, and good luck to everybody.

Ludum Dare 50

Improvised Compo

I haven't finished a game jam in a while, so I'm really happy to have been able to finish a compo (which I haven't done since LD39).

I didn't know the jam was this weekend so I started on this project pretty late (about 18 hours in). But I finished !

I have been wanting to try an idea I've had for an event manager, and though the implementation is lacking the result is nice to handle. The main point is that events get handled through a chain of responsability. If a handler wants to capture the event and prevent it from going further it can. The goal is to do damage handling and buffs easily, like a shield could capture damage, or like in my game : invulnerability is just a handler that captures Damage Events and nobody else has to know it exists. Pretty neat.

Anyway, have a screenshot or two :

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You can also try it there. Kay' Goodnight everybody

Fixed some bugs post-jam

After some feedback I fixed a few issues with my game, I didn't add any feature like enemies or recruit types, but more quality of life stuff. And fixed the last spell that was uncastable before. Full change log on github. You can post issues when (not if) you find one.

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This is my LD submission I'm most proud of, I think. If you haven't played it yet you can find it there

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The new battle screen is way more clear IMO :

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