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A jam submission

Lost IslandView game page

MegaJam 2018
Submitted by Gatthias — 46 seconds before the deadline
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Lost Island's itch.io page

Team Name
CosmicRush

Gameplay Instructions
Base Movement - ZQSD or Left Joystick
Look Around - Mouse or Right Joystick
Action - E or Gamepad Face Button Right (circle / B)
Sprint - Left shift (unfortunatly you can't run yet on a gamepad, my bad..)
Jump - Space Bar or Gamepad Face Button Bottom (cross / A)
Lock (only for some movement types) - Mouse Right Button or Gamepad Right Shoulder
Menu - Tab or Gamepad Left Shoulder

Game was meant to have a small layer of multiplayer interaction, parts of code are here but it's probably been shaked as a tree as it's not yet reified into user interface. Playing with launch options might do some fun though for local gaming.

And there is no sound. You know, because that's just the way it is...

As a tip, choose your own best adventuresque music and play alongside.
Tip 2 : Try to avoid falling, or getting stuck "too soon" in rapids !

What platform is your game built for?

Windows

List any content that was created before the jam that was included in the final submission.
Most environnement assets are taken from various packs (many were even Epic by nature).

The main character is probably one of the most known versatile character in the world by now, I'm looking at you cleanlined ue4_mannequin.

Animal Guardians were taken from the packs Animal Variety Pack (free for the month !) and Animal Pack Ultra from the same author Protofactor. It basically made my jam, I "only" had to make the bread which would host it

The very little architecture present in game is from the Infinity Blade Grassland Pack, as well as the grass mesh asset (one of the few assets modified a tiny bit to fit use).

All water effects are from the Water Materials pack by tharlevfx.

As well as the well known Grass and Basalt material from the Starter Pack.

Taking it the other way around this was all done by my self exclusively during the jam :

- Everything game idea and mechanics related
- All game logic implementation (c++ / bp)
- Custom movement mechanics and interactions
- The landscape. I didn't reinvent the wheel with a new ALandscape but worked (and learned (and enjoyed)) my way through Houdini and its various links with UE4 the whole week. Probably one of the most rewarding experience of this week's work. Big thank you to SideFX and Epic for this.
- The level placement and construction
- The thrilling ending sequence
- The missing sound
- The bad jokes (blame my lack of sleep)

And in the end not really featured here, I started working a week before on a plugin using compute shaders to place procedural assets according to advanced and customizables density rules right on the GPU to be used (mostly) at runtime, inspired by the GDC presentation of procedural generation in Horizon Zero Dawn. Small hiccup and bad time management lead it to not lend in the Jam release, taking most trees along the wa. It was close, but they're now flying by at the speed of time.
You know, time.

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