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Ludum Dares

a collection by Pigdev Studio · last updated 2017-10-18 14:55:13
UNTHRUSTY is an entry for Ludum Dare #39 themed as "Running out of Power".
Action
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Game made with Manchae and Maria from Asgard Studios, this game taught me some awesome aspects about Godot Engine such as:

  • Game States (pause, selection, game loop)
  • UI tricks and delegations
  • Noisy mechanics with randomness
  • Break the object complexity (from basic mechanics to polishment)

It also added a professional pipeline since Maria is a project manager, we used Trello to keep everything on the line and we actually finished the game with more than 24h from the deadline.

Action

Game made for a Compo entry, so everything was done by myself, which was nice as strange as it may sound.

With this game I learned lots of stuff about the game pipeline and the tools I use:

  • Godot Engine
    • How to use Tween for dynamic animations
    • How to use inherited scenes to effectively build the game
    • How to apply class inheritance in GDScript
    • Working with Cutout Animation
  • Inkscape
    • Applying math operations with vector drawing
    • Increased productivity with lots of shortcuts
    • Build a Sprite Sheet to be used effectivelly
    • Path effects like bend
  • LMMS
    • The built-in SFXR that helped me a lot to comprehend how to make a good use of synths and modulation
    • The FX table, which taught me how to separate the global effects of a project and reuse them.
Strategy

Game made with SuΓ’mi from Uruca Studio and Arlam JΓΊnior. This game taught me a lot about how Godot Engine handles Inputs and how to handle turn based games. 

  • How to generate and store a sequence of Keyboard Inputs for a combo
  • How to  handle if the player is correctly following the sequence
  • How to handle when the player pressed an incorrect key of the combo
  • How to create an judge to tell which player shall play this turn
  • Handling limited actions per turn
#illuminati #ludumdare36 #ancienttechnology
Shooter

This game is a compo entry. I was aiming to learn how Godot Engine handles physics, and this game taught me a lot about this. For instance:

  • How to use vectors to correctly apply movement
  • How to use RigidBody to move and handle collisions

But it also taught me a lot about how the Animation System of Godot:

  • How to make function calls as a "keyframe"
  • How to make sequences of animations, for instance the whole initial dialogue is a sequence of X animations instead of a big animation I broke it into small pieces
  • How to use animations to prototype some behaviors, for instance the movement of the alien spaceships.