I'm in!
Actually starting early tomorrow, I just wanted to come by and say hi and share some things about my project settings!
Game Engine: Unity 5.5
Language: C#
Editor: Visual Studio 2015
Graphics: Gimp 2.8.2
Music & Sound: Audacity, Magix
Actually starting early tomorrow, I just wanted to come by and say hi and share some things about my project settings!
Game Engine: Unity 5.5
Language: C#
Editor: Visual Studio 2015
Graphics: Gimp 2.8.2
Music & Sound: Audacity, Magix
Hands washed: check :heavycheckmark:
Breakfast eaten: check :heavycheckmark:
Desk cleaned: check :heavycheckmark:
Theme sucks: check :heavycheckmark:
Make a game: omw :tools:
I don't even know if I'll make it, I started with a lot of illusion but everytime I try to do something for the game, I stomp against a wall of uselessness "art". I simply can't manage to make any visuals for the game.
Testing a (seemingly) bad designed coroutine had a fatal error, editor crashed and had to relaunch everything. Almost 8 hours of work gone into the trash.
Less than 6 hours left I don't see myself neither with physical time nor the mental strenght to redo everything again and keep polishing it afterwards.
I post a screenshot of how far I got (which isn't much btw) just as a memento of my failings.

The game was about you as an elf, trapped inside a little snow globe by the evil Santa Claus.
After the utter disaster that was LDJam38 for me, I've decided to take a more calm approach to the event.
While I will be participating in LD39, this time I'll do it in "jam mode". I'll still be working alone and I won't (or I don't plan to) use external materials, I think the extra time and the possibility of using already crafted art could make for a better more learning-focused experience.
Project info:
Game Engine: Unity 5.6.1
Language: C#
Editor: Visual Studio 2017
Graphics: Gimp 2.8.2
Music & Sound: Audicity / Bosca Ceoil / sfxr
This time I've tried to keep things simplier (mechanically speaking), so the base game is pretty much up and running, it just needs the proper game manager (win/lose conditions, menu...) and the "puzzles" themselves.
Since this is a game of patterns, I expect the coding of that last bit to be somewhat easy and not very time-consuming; hope I'm not wrong :P
Anyway, here's a little WIP of how the game looks right now (I simply put the link because I am unable by any means to either upload it or get it to directly open on-view):
https://i.gyazo.com/d9e20752071a3a1c5b0cd5a3d96d31f2.mp4
(The game features some Public Domain images, a Lens Flare and a Milky Way asset packages).
Well... looks like I ran out of time in the end. I spent too much time doing unnecesary things and delayed the essentials of the game ;( Also, I may have taken this jam a little bit too calm, with pretty much a day and a half without doing anything at all. * Well, this time at least I come out of the experience with a positive mindset, I'm happy with the work I've done and I think I like this game idea, and will probably be expanding it on the next months.
As the last time, I leave a screenshot of the game right as it is now, still in development (but this time closer to a finished jam game) :D

P.S.: no, there's no way at all I can make a menu, input system, implement sounds and fix bugs in the "grace" hour that's left.
So far I've participated in LD38 and LD39, but I couldn't finish the game in any of them. Since I'll probably don't have a lot of time this weekend, I guess I'll be making a little something in Twine; at least to finish something this time :)
So I already decided on the game concept and developed it a bit, I think it'll work fine :D
Now it's time to get a well deserved sleep, and keep the wheel spinning tomorrow!
Already have the design and most of the mechanics ready in the document, the only thing left to do is actually make it!

This time I've planned everything. I've already got the concept, the backstory, the mechanics, the design, and even the checklist sorted out. Though I've used like 6 sheets to describe everything and capture my chain of thoughts to allow me to design faster :P
Since I'll be submitting to the Jam, I still have two more days to implement the mechanics (some of them are already started) and make the menus and intro/outro sequences. I'd love to add a narrator voice to the game, but I'm afraid it's not a must on a tight schedule :( so we'll see.

You might see little progress from the previous screenshot, but that's because it was a testing scene, while this is the level in progress; plus I've been making a little GDD.
As you can see not many of them have really made my brain tick, or at least not for now :P

I finished the initial brainstorming for the theme about an hour ago and thought it'd be cool to share thoughts on it, even if only out of curiosity :P
I'm from western europe, so starting early this saturday was a way more reasonable bet than staying up late until the theme was announced. I've already picked on a mixed idea and I'm finishing up the last design decisions before starting the hands-on work.
Wish me luck!

The game progress itself is still on the to-do list, but hey at least the core of the game (the terminal UI/manager and the interpreter) is already implemented!
I've been having some programming headaches this evening, but my little hacking game seems to be well on its way :P

PS: most of the texts are still placeholders
Duty called, so I'm starting a bit late today, but hey, better late than never amirite? ;) Still 16 glorious hours to go! :v:
I've been stuck all morning facing a horrible game-breaking bug :bug: , so much so that I've barely been able to make progress on the game itself :cry:
In the end I've kind of found a workaround :crab: and I've completely given up all hope of giving it a proper fix right now, so... I guess even if it's an ugly workaround, it's still better than having no game at all! :video_game:
Let's see if I can pull it off in the 11 hours left till submission :pray: .
Hey, since you're a solo-programmer participating in the Compo... how about making a terminal-based game on a 3D Engine with a high level language? What could go wrong? :upside_down:
Well, after spending most of the time building and testing the system, at least it's now fully functional, and all that's left to introduce is... well, the rest!
Story files, a few more PCs to connect to, a nice menu, some (arguably basic) soundtrack...) and it's done! Doesn't seem that hard dunnit? :stuckouttonguewinkingeye:

It's coming along nicer than I thought, but also a bit slower. Two hours to go and I might have to cut something... maybe the menu? Yeah who needs a menu anyway!
Now to open my last can of Monster and make the final sprint, how poetic!

It's been around 7h :clock5: since I called it a ~~day~~ night, and although I'll still need more bedtime :bed: to fully recover :sleepy: :, it's about time to start playing some Compo games! :video_game:
If you feel like, feel free to post about your game here as a comment and I'll try to play it this week and give a rating :smile:
It's up and running, feel free to play it (or replay it!) and tell me what you think :)
Codename::GreyHat is a text-based adventure made in Unity, mixing a bit of hacking, a bit of detective work, and a bit of log-based storytelling to try formulating a new approach to the theme, ~~while avoiding making any actual art~~.
-:bug::hammer: The scrolling issues are finally (mostly) fixed! I’ve also added a visual aide in the form of a small arrow in the bottom-right corner that indicates you when the input is off-scren due to a large command output :arrow_down:.
-:gear: I’ve also modified the UI elements to resize and position in relative fashion, instead of working in absolutes. This should provide compatibility with all screen resolutions. The build uses the native screen resolution at launch, so you shouldn’t have to worry about configurations :slight_smile:.
PS: the command clear is still a bit buggy, and since it's really only a commodity (or was supposed to be) I recommend not using it at all right now.
