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Game Jam Progress - Post here! Sticky

A topic by Matthewpalaje created Jul 14, 2017 Views: 8,665 Replies: 304
Viewing posts 21 to 40 of 124 · Next page · Previous page · First page · Last page
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First time creating a game and first time modelling without a tutorial; I'll try to finish it tomorrow:

Looks awesome so far!

Submitted(+1)


first sneak peak ;)

Submitted

i just realized. i have already lost.

Why's that?

Submitted

i'm a really bad programmer xD

I want to know why you think that too, this looks awesome !

Submitted

i'm a bad programmer!!!

So am I, so just have to make the artwork that much better to compete! I think even just the particles I saw there makes your prototype look great! I'm having issues now of converting my original idea into a game, the whole scenario i have set myself in in awkward, but hey thats why i'm here, to fall into traps and learn how to get out of them and better myself doing so!

You can do it !
Programming is an art, that every1 can learn, and tehre are tons of tutorials and forum posts, which can help you onto your specific problem :)

Submitted

Hope you are still around! We are all rooting for you!

Submitted

i am i am...

Submitted(+1)

I like the wall tiles

Submitted

thanks

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Early version of player's apartment. It will be some kind of hub, so after every mission the player will come back here and from there he can choose the next mission/quest.

Now I'm prototyping core mechanics of the game. After that i can finally make a simple level to see what will work in it with that mechanics.

looks really slick!

OMG. That's a well cool looking room. Unreal?

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Unity :)

Amazing :o

Submitted

That's awesome man. good luck

Submitted

love  the minimalism! Seems like an apartment I would love to live in!

Day 2, lets have another animated pic...

This shows 4 'tiles', one is a glowing red fluid and 2 have torches with particle fire added along with lighting, etc

If you look closely you can see the multi-show system casting shadows and moving as the light moves.

Currently working on the timeline system - still no game yet though.....

Submitted

looks awesome.

(1 edit) (+1)

So today i start off with the Game Jam. Came up with some cool ideas over the last days. Unfortunately Matthew had the same basic idea. SO i will see how i'm going to make my game unique. The following picture is just a simple 2min voxel of one of my levels, to get the idea how i want to make it.

Good luck everyone !

Submitted

looks cool.

Unity?

I love the voxel waterfall! have you considered a few different coloured blocks in there to add some variation?

Thanks :)

and of course. This is just a miniature of the level, so later when the level is done in its' real version, i will have different colors :)

Today I managed to get something coherent when generating a level. Nothing fancy but it's a good start.

Submitted

i don't even know how to do that

ok. I'm assuming you have a basic array. 1(start),2(room),3(keyroom),4(room),5(room),6(boss)

this always gives you a linear progression 1-2, 2-3, 3-4, 4-5, 5-6

randomly pick from 3 to max-1 (3,4,5) and make it connect to two rooms previous. E.G.

room 3 is connected to room 1 and NOT room 2 (a branch)

This would give you some variance and not a linear progression (and more interesting to play)

That's a good idea Adam :) I'll see how I could create branching paths. I wish I could create loops as well but I don't think I'd get the time ^^' For now I just try to create a Mall (not a dungeon) and the game would be about finding the toilets in less than 30 seconds because you've eaten a bad burrito or something xD

Submitted (1 edit)

Come on show us completed dungeons. Can't wait to see it!

(1 edit) (+2)

Day 2 of creation: Finished my character mesh and have rigged it. There are some ugly problems that I'm not sure how to fix but they are not game breaking so not too important.

Submitted

Would love to see an update of this guy in a game engine! You got us all rooting for you!

Deleted 6 years ago

Wow really great work here!

Thanks!

Bugger - that's good! I'm going home...

Well done looks really good :)

Submitted

WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

There. There.

hahah wow wow wow :) this looks fun! great work!

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Thanks, demo is coming out soon.

Looks super awesome! 

Are there a deadline for uploading a 20-second clip for this week?

(1 edit)

Thanks!  I don't know if there is a deadline or not.

Submitted

Loving the graphics! Controls look tight as well!

If I may give a suggestion, AI will be very important as it is make or break whenever you have hordes of enemies. See left 4 dead and FEAR. What makes them so much fun is that the enemies spread properly and work together against you. They will try to surround, and they will try to get around cover. Look at Swarm AI and Utility AI methods.

Thank you.  Yes, I agree.  The AI needs lots of work.

(1 edit)

Well I think I'm pretty far behind some... but i spent most of today with some light coding and a butt load of prop modeling XD.  no textures yet (not even unwrapped) but its progress! 


Very nice.  Unwrapping UVW's is the best part!  lol  .... not.

Yeah. Doesnt help that i dont fully know what im doing >.< but thats never stopped me before! lol

Submitted(+2)

Progress was made over the weekend, actually have a game now. Have basic follow enemies, sword attacks, item pick ups (right now just another copy of sword), tied to secondary mouse, key with a lock on the boss door, adding and removing time on hit/enemy kill. Most of the programming work is out of the way, so now's my arduous task of 3d modelling. 


Next will be other weapons, enemies and bosses.
Submitted (2 edits)

Very Zelda like! I like it. Give us some good puzzles!

What a cool way to handle random generation for game jams! My issue with random maps is that they always take so long to get right and which makes you settle on "good enough" when you run out of time. Your way gets rid of all the stuff that goes wrong like corners, hallways, etc! Good thinking

Preview for this week:

Didn't come as far as I hoped, but some simple mechanics are implemented along with some nice models with animation. Next week, I will focus on implementing the combat system which will become important.  As of now the player can only run and collect these chalices, which is a placeholder for various loot within the dungeon. The goal will be to collect this loot while fighting off the monsters in the dungeon. The loot can be used to buy upgrades etc. after the 30 second dungeon run.

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Looks great! I really like the art style.

Thank you! Hopefully I can also make the gameplay fun - there is not so much right now, but there will be!

Submitted

Love the skeletons! Makes me with I did my game in 3D 😑

Will there be combat or is it more a frantic puzzle game?

There will be combat. I'm inspired by Heretic and  Hexen, so it's going to be simple like that :)

Submitted(+1)

This is what ive done so far

Looks good! Seems like you've come pretty far already :)

Submitted

looks good!

Maybe either have more keys or mark the key chests differently so players have to decide whether to go for more chests or not.  Give them something to think about 😂

By the way those numbers following you are absolutely spooky!

Submitted

update 2

Submitted (1 edit) (+2)

My progress so far :D I know this isn't 20 seconds long and it isn't on youtube so I completely understand if this doesn't get put in the spotlight.

https://migiesmith.tumblr.com/post/163886674505/made-some-more-progress-on-my-ga...

EDIT: Shorter, 20 seconds, clip showing new mechanics 

(+1)

Awesome, looks really good :D

Submitted(+1)

How does the game work? Looks like something I'd love to play!

Submitted

The mechanics of the tiles are detailed in the Tumblr post I linked. Essentially you use WASD or the arrow keys to slide the player character into tiles. Doing so allows you to pickup items, attack enemies or trigger special effects (eg lightning storm). If you are not currently on a quest, a quest tile will spawn which once used gives you 30 seconds to complete a tasks. Completing quests is currently the only way to increase your score.


Rather long but hope that helps :D

(+1)

it's something... yay?

Cool, looks retro.  What's your 30 second quest?

Oh, forgot about that it was going to be like an objective list in the mission and you have 30 seconds for each (so that the missions can be longer than 30 seconds)

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So (after a weekend break) here's todays WIP Pic:


alarm clock in the background showing time ticking down and yep the clock goes nuts...

'red' things are a test of 3d clicking. possibly how you will place tiles. but not sure yet.

And centre is a card! Originally these were going to be 2d. but I decided on 3d with hand drawn 2d graphics. they fit much better using this style...

I like the fact they are hand drawn but NOT flat. they have a lovely 3d quality to them. Not sure how they will all fit together though

Submitted (1 edit)

The cards do look nice. How did you paint them, Krita?m

By the way you are crazy for attempting a custom engine 😂 Good luck to you!

originally they were done in photoshop as 2d art. I was going to use the same system here, but went totally 3d. I took the 2d elements I previously did and added them to my 3d asset sheet. All the graphics are a single 64x64pixel sprites packed into 16x16 (256 in all). I use some custom shaders to decide which is the starting graphic and the size and width.

I also used a custom written sprite editor to draw some of the the other textures. There is a custom 3d app that takes everything and also allows me to create lowpoly models and texture map them very fast.

The shaders also allow me to use different colours when rendering so most of the graphics are in grey. Using this way means I can use the same graphics in different colours giving totally unique looks without loads more work

Submitted (1 edit) (+2)

This is a month-long game jam, so we thought to go a bit ambitious:
So here are the first screenshot of our WIP Multiplayer Roguelike ARPG!

The theme of this jam is 30 second quest. We are thinking to have dungeon environments be filled with Aether, which is toxic to humans. If you breath it in for more than 30 seconds you start taking very rapid damage. However, you can hold it off using certain artifacts, spells, abilities, and items. This adds another level of strategic thinking to the mix.

The game will play sort of Dark Soul-sy in its pacing. You really have to think about attacks, and when to defend. Difficulty is definitely something we are focusing on in terms of balance. There will be a need to learn enemy attack patterns. On the art, a lot of focus is being put on enemies telegraphing their attacks.

Art style is rather simple at the moment. The minimalism is real in this one! We have not done our "beautification" yet, but we will be keeping this simple style. It simplifies animation, content creation, and eliminates the need for up/down animation (because of a lack of legs).

At the moment, we are working on the base systems, then finishing the town, then we will be working on dungeons. Still undecided if we will be tackling random dungeon generation or PCG for this jam. One month is still too short!

Stay tuned for weekly updates!

http://imgur.com/gallery/TjpSE

Looks Awesome, can't wait to see the final game

(2 edits) (+1)

More Update Finally made my character >.< Not as good as i hoped but he's rigged and ready to animate :D yay! 


Submitted(+1)

he looks absolutely evil 👍🏼

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Looks sick. gj! 

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