stromchin

LD26

Game is finished, but not polished yet.

Lasers and Explosions

Lasers and Explosions

Explosions!

Explosions!

Those blue dudes are going at each other

Those blue dudes are going at each other

And when youtube is done (in about an hour from this post), there will be a video here: http://www.youtube.com/watch?v=NRxijnn9R38

The game is finished, at least the minimum requirements for it to be a game. Now is time for polishing to make a better user experience.
And tweak those units so they are more balanced. I can’t believe I’m losing against this stupid AI so often…
Edit: I forgot to post the link! http://bitly.com/SquareWars

Finished Square Wars before the time limit

But we are still going to work on it, and probably take it to the android market.

Here is the entry:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12316

 

There was an earthquake before, kind of weak but long… I had forgotten how earthquakes felt in japan.  Anyways, it’s 2:45 AM here, so the post-mortem will have to wait until later.

It's funny to see how much the game idea has changed since the start

It’s funny to see how much the game idea has changed since the start

Square Wars – Post Mortem

Team SquareWars Postmortem

It didn't end up looking like that at all

It didn’t end up looking like that at all.

Check out the entry here.

What went right:
– We came up with an original gameplay mechanic that is simple, yet fun to play but also to translates well to pc and mobile interfaces.
– We honed on the core of the game almost immediately and stuck with it to the end.
– A quick sketch for the battle field gave us a good starting point of how the game would look.
– The initial was for to use a 2D top-down view for an old-school look. Halfway though, it became apparent that the look would be too simplistic, and was changed over to full 3D. This improved the look of the game and allowed us to add 3D specific features like the camera following the units which gives a better feel of the “action” in the battlefield.
– Unity proved a good tool for rapid game prototyping and production.
– Using a Google docs spreadsheet for managing tasks. Although we tried a bug tracker, a simple task list with multi-user editing is perfect for managing tasks as well as a brain dump for all good (and not so good) ideas and features for the game.
– We had lots of ideas about what the unit AI should do, and spend some time implementing infrastructure for supporting it. Luckily time constrains forced us to simplify, so most of the behaviours of units rely on a randomness, which produced surprisingly good results. In part it was also an experiment to see if players would be able to sense any intelligence behind the unit AI, something like a cheesy Turing test.
– The fact that we always planned to keep going on making this game a success even after LD was over. This helped us push back features that would have taken way too long for the 72 hour limit, otherwise we would have ran out of time. “Will the time spent implementing this be good enough for the increase in fun in the game compared to other features?”

What went wrong:
– The Visuals. Even with a favorable theme like “minimalism” the visual quality of the entries was higher expected. In the end graphics proved to be very important and we spent a fair amount of time improving the look of our game, but programmer art has its limits.
– Although on average turnaround in Unity is fast, there were many cases that things need to be done in a certain way.
This invariably means scouring the internet for a Unity-specific solution and generally wasting time on trivial things better spent working on the game itself.
– Source control. We used TortoiseHG and BitBucket for managing and sharing our assets and code. Although Mercurial is an excellent tool for source control, Unity’s reliance in part to binary scene assets which cannot be merged, file commits that generate unwanted branches, added with the complexity of the TortoiseHG UI become an occasional obstacle to our work-flow.
– Not enough time to actually  implement all that we wanted.
– The UI is not good, it’s functional and does what it’s supposed to do, but I wish we had had more time to actually make it nicer.
– In the end, one of us had made much better explosions (the current ones aren’t that good) but after trying them on the web player it would break the game, units wouldn’t die. A bug that made us go back one revision because just eliminating nice things from the explosions wouldn’t fix the problem. Same thing happened with reflected lasers (they don’t reflect in the final LD version).
– Unity, although great in some aspects, holds too many nice features for the pro version, which is pretty expensive actually. It also means that what you do is tied to their engine and not really portable to anywhere else.

What went weird:
– Shouting “Square Wars” repeatedly at the laptop to record a sample for the title screen. In the end sample was not used. (Best for all concerned!)

Conclusion: 
Overall it was surprising with how much of a game can get done in just a few days. Focusing on the core mechanics was very important, as well
as resisting the urge to implement things the proper way. Prioritizing everything by the how much they will improve the game as it is at that point in time is also critical, as this will prevent you from wasting time developing stuff which may or may not be used in end.

http://www.youtube.com/RpkhuqspuYA

Tags: postportem, unity, unity3d

Still slowly working towards a finished game.

Now that the pressure for the jam is off, I can take things slowly. Improving explosions was never a priority, but now I can take my time making them beautiful. I tried to make screenshots but it’s much better in movement. So I’ll post the 2 versions of the game (Unity web player versions):
Old explosions vs New explosions

They can still use more work though.
And here is the entry

 

Now they have reflections and the light vanishes slowly

Now they have reflections and the light vanishes slowly

LD28

I’m in again.

Starting out with what I had from a previous unfinished game.
Well, not the same files, but the same idea. I just want to do something with this!
Just some grids and hope for a theme that I can shoehorn in this.
I can’t even draw a sticky guy, so I have to resort to … whatever this is

getting ready for everything

getting ready for everything

I will be using unity3d obviously.

I have no idea what to make

I’m thinking of basing it loosely on the theme and just make the game I have in my head.
I expect everyone to make platformers or shooters where you get one life and that’s it.

I hope you guys prove me wrong.

the big cube is something, the little cube is something else. maybe something brings stuff to those boxes, maybe not.

the big cube is something, the little cube is something else. maybe something brings stuff to those boxes, maybe not.

Comments

MrProsser
14. Dec 2013 · 01:57 UTC
I also fear this theme will be nothing but those, but I hope there will be some surprises. I know that is where my first went, but I really did not want to make a game based on that specific idea.
14. Dec 2013 · 01:58 UTC
Last time people predicted everyone will make WarioWare clones. Didn’t happen. Don’t underestimate the Ludum Dare community!

Now the little guy moves and throws trees around

Thank you Unity! that was a piece of cake.
You can move around and throw trees, but at least it’s something. The camera follows the guy around but doesn’t change angle, so it looks like a remote controlled robot.
I plan on making this little guy more dynamic, and giving him tools to grab the trees and take them back to the “storage cube”
I’m also back to orthographic view. I’m still not sure of which one will be nicer in the end though

Now with tree demolishing!

Now with tree demolishing!

http://bitly.com/LostRobots

And now I’m going to take a rest.

Changed Water, screwed with shadows

shadows looked better before, but I wanted some sun reflection on the water (SPECULAR FTW!!!)

I’m not making much progress, specially considering the theme… but at least I’m having fun

http://bitly.com/LostRobots

Modified water and broke shadows a bit

Modified water and broke shadows a bit

Update – Networking is working!

http://bitly.com/LostRobots

Badly, and locally only for now, and the camera broke… but it’s working!
Now I just need to make the movement smoother, and connect to remote servers, and fix the camera

and then I can continue making the game fun…

2 little fellows kicking trees

2 little fellows kicking trees

If for some reason you want to try networking, open 2 instances, in one you start the server, in the other one you join the server, and select “stage 1″

Made a .gif

http://bitly.com/LostRobots

gif of networking working. I’m actually 2 of those guys, but the other guy entered my server and we danced around for like 15 minutes.
My first .gif so I hope it works.
(image quality in the actual game is better obviously, but I had to make the gif small)

 

it's fun to just run in circles with others

it’s fun to just run in circles with others

LD30

Good morning from Japan, I’ll be joining this one.

This time I will hopefully have the whole weekend!

P8230190

I will be using unity3D, developing it for webplayer and android. Whatever it is in the end.

If I don’t like the theme, I will just try to pick up some old project and finish it.

 

Tags: LD30

Switching to UE4

I changed my mind after seeing the theme. I will use UE4.

Too bad that web support is not perfect yet. But hopefully people will still try it even if it’s not compiled for the web

 

I will use free assets from http://kenney.itch.io/kenney-donation, and going for the JAM

I use Unreal 3 at work, but haven’t had much time to practice with Unreal 4, so good luck to me!

Tags: LD#50, ue4

Comments

agmcleod
23. Aug 2014 · 00:50 UTC
Ah nice. Would love to try UE4 sometime. Im not big into 3d, so i havent really found myself needing it.

Perspective or Orthographic?

Perspective Or OrthographicI might go with “why not both?” and have an option in some menu or something. Anyways, too soon to decide, many more important things to do. But at this pace I don’t think I will finish.

Tags: LD30, screenshot

Comments

jedilemons
24. Aug 2014 · 00:06 UTC
From this screenshot I’d say the perspective looks better, but yeah, why not both! ;D

LD32

Team RoboTS is IN (for the jam)!

Kind of made up group specifically for this Ludum Dare.

Our goal will be to finish a game, even if it sucks.

Team members: 

– stromchin (Blueprinter)
– marcos-c (Graphics)
– boogiepop (Sound)

Tools we will use:

– Unreal Engine 4
– Photoshop
– Modo
– cubase

 

 

Tags: LD #32, ue4

Need more progress

Needs more progress!

Needs more progress!

Still can’t have any fun with this game yet, fun has to be delivered by today (Japan time)

Comments

terpin
19. Apr 2015 · 01:08 UTC
This is amazing and strange. I love it!

LD34

I’m also in

I have no idea what I will do. If I can’t think of anything interesting at least I’ll use the time to learn more!

LD35

I’m in!

Ready to drink lots of water!

LD 42

I'm maybe in

I don't have a lot of time so I don't believe I will be able to finish anything this round. I will still try to participate as much as possible!