First time creating a game and first time modelling without a tutorial; I'll try to finish it tomorrow:
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!
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.
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.....
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 !

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
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.
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.
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.
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
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
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
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

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!