Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Game Jam Progress - Post here! Sticky

A topic by Matthewpalaje created Jun 01, 2017 Views: 12,629 Replies: 451
Viewing posts 41 to 60 of 177 · Next page · Previous page · First page · Last page
(2 edits)

  Alittle Work within the last 3 days. Still have a lot to do.

Submitted(+2)

I just started working this morning after thinking about design, and I whipped up a quick textured model for the little dudes who will be assaulting you in my game:

Deleted 2 years ago

This bug can have multiple reasons, but most of the time it happens bc the lightmapresolution of your mesh is not big enough. You should try a resolution of 1024 or 2048.

Deleted 2 years ago
(1 edit)



WIP

I like his beard :D

Submitted(+3)

http://imgur.com/a/NRK7z


I'm trying to make a 2D puzzel game where you  use mirrors to see and interact with things on the other wall. This is my first Jam so i am very excited! Good luck to everbody!

Submitted(+1)

Love this idea

Submitted

Thanks!

(+1)

Really nice idea!

Submitted

Thanks!

Submitted

Got the player character model and movement set up, along with the ability to deploy the mirror shield (which will be used to deflect evil drone lasers soon :D):

https://i.gyazo.com/cde5da31e1...

Pixeled some  basic groundtiles for the jam game. 

The game is going to be a metroid like game. with mirror tools as gameplay elements.

Submitted(+1)

I have a working Main Menu and Closing Screens including an animated response to clicking play.

(3 edits) (+3)

Some of the progress of my first day making my game. Not much finished yet but I do have the "base" player model and a few others done even if it's a really simple one (I'm a really bad artist, I can't even draw a straight line with the line tool).

Trying to make it a shooter with puzzle elements based around mirrors and reflection with dynamically changing game modes (similarly to how it's done in Nier: Automata).

(The breakable mirrors in the video will most likely not make it to the finished game, I just made them for fun since it was pretty much 2 clicks away, but I might use them in some puzzle where you have to destroy mirrors or you'll get shot at with reflected lasers). There's still a lot to be done and I don't really have a lot of time outside of weekends but I'm having fun so I'll try finishing it even if I miss the deadline.

That looks awesome!

Don't have a video this time around as I'm going to bed now but I'll leave this update log here. 

Created a shield system with two different types of shield, shield can be materialized by using a defensive skill and last for a few seconds only, normally they stay on the left side of the player but they can be moved in front which also disables shooting, increases the time the shield stays active and destroys the shield at the end. The laser shield reflects all laser attacks but is weak against physical attacks and breaks easily and the physical one is the reverse of that. 

Added some little extra "animation" (example: when you switch to top down mode the weapon which is normally on the right side of the player smoothly moves to the top and becomes like a head) and added an experimental sidescroller game mode which might not make it to the finished version but I have some cool level ideas so I'll try pushing it. 

The weapon has also gotten a new attack type other than a simple laser, you can now throw it at enemies (that will come in handy against enemies that can't be damaged using lasers, however you lose your weapon until it comes back to you which takes a varying amount of time depending on the distance it traveled). 


Tomorrow I'm planning on implementing some melee hits with the weapon and starting work on the AI.

Submitted(+1)

Here is my first prototype, mirrors can modify laser color and some switches require a specific color.

Submitted(+2)

UPDATE 2.

Not sure if I should be adding new posts or commenting, if adding a new post is wrong let me know.

Day 2 done! I've decided I like the idea enough to continue. I spent most of my time doing some pixel art for the character (I'm a programmer by trade so my art is a little sketchy and time consuming). I also fixed a few bugs  and put in a win condition (take the key to the door). I may elaborate on that if I get time come the end of the jam, but it should give me enough leeway to make some interesting puzzles. I'm still using some placeholder art (the door, the "DONE" at the end will lead to the next puzzle instead..).

My schedule is normally very patchy, fitting in with full time work, but I've been able to get more done than I expected this weekend.

Here's the progress vid!


Probably wont have another update until next week.

Update Post 3:

I've basically spent almost all this time making assets till now... I roughly work 2 hours a day on this project, still gotta maintain that social life.

Here's the rough list of things i've done;

  • Done the player movement script; this is a really simple script. One of the characters moves, for example - Right (A key), the other one - Left (still A key), this also contains basic jump mechanic, still need to tweak that though.
  • Started to make some levels; i am going for a 'World 1-1' sort of style.
  • Started to roughly sketch out the menu; level select and that sort of thing.
  • Added a little bit of personality to both characters;
    • The story is that... There once was a cube named 'Green' who lived in a gameboy colored world. But one day he was split into two 'Yellow' and 'Blue' (these colors make up green). Now he tries to get back together but everytime he tries, it fails (basically you end a level by getting back together, but instead of ending the game you go to the next level ). 'Yellow' is the optimistic part of 'Green', but 'Blue' is the pessimistic side ('Green' just doesnt give a ****). 


    Planned mechanics;

    Note; these are the mechanics yet to be added, these are just mock up images...

    Uhh i like it !

    (1 edit) (+2)

    My multiple world set up is coming along well, with some neat effects.

    I am still looking for teammates, if someone wants to participate.

    Submitted

    Wow, this effect looks really good!

    Neat!

    Submitted

    Now I have some little guys buzzing around, taking aim at you:

    https://i.gyazo.com/ffc3871c2f...

    Looking super cool there dude!

    Submitted(+1)

    Update 4!

    • Fixed the mirror bouncing
    • Added rotation to the mirrors
    • Added new meshes - tiles, cubes and a wall

    Awesome work!

    It's like : when you post something every1 knows there has been big improvements and a lot of new stuff implamented since the last post :D

    Submitted(+1)

    Haha thanks man!

    Looking great !

    (+1)

    Thanks to being stuck on that reflection problem there's less progress being made that I'd like, but I did recently foray into some basic UMG stuff, the buttons there actually work and you need to be selecting the light shaft to even fire the ray and it stops when another button is selected (basic radio button behavior as well. I just need to get the projectile for the fireball working, and then set up objects for those spells to hit and I can safely call the base prototype done and can move on to asset creation lol.

    And yeah, I had the ray firing back at myself on purpose to show it's been fixed lol.

    Submitted

    Cool to see progress! Im using the projectile component for my bounces - if you need help, let me know :)

    Thanks for the offer, I eventually got there myself with the fireball projectile I'm using. Pretty happy with the result lol

    First Movement ^^ yay.  And made a test Sprite for the Player

    Hello everyone!

    It's the end of day 4 and I'm just behind schedule, but I hit a major milestone so I thought I would share it with everyone. My game is going to be a walking simulator, where you can explore a run down, abandon house and a brighter, mirrored version of it, by traversing through mirrors in the game, finding and listening to cassette tapes left by the previous tenants, and potentially solving some puzzles in the two dimensions. Here's a snapshot of one of the mirror portals in action:

    http://imgur.com/a/Y6O45

    I like how it's looking! still one bug (which if anyone can help me out with would be amazing, i can't seem to figure out how to change the direction of the players velocity when they go through the portal. not a major bug but just kind of annoying) but the visuals are what I think is really important and so I'm glad that they're looking like they are this early on. 

    I've also worked out basically the held item controls for the game, and have worked out  a way to "inspect" the held object (kind of ripped from skyrim) so that the player can read letters or find clues hidden under objects or whatnot, I'm not sure yet exactly how the mechanic will be used but I'm sure it will come in handy when building the world, so I can make letters hide messages under objects and such.

    From now on it'll be a mad dash to make all the assets I'm going to need (I have like 3 pages of detailed mesh's), writing a script for the tapes, finding voice actors, and making a the world come to life. There's a lot of work to do still, (If you want to help out, feel free to let me know, I'll take all the help I can get) , but I'm really excited! I'll post again once I've started designing levels, and once I can get some nice looking renders out there.

    Submitted

    "I like how it's looking! still one bug (which if anyone can help me out with would be amazing, i can't seem to figure out how to change the direction of the players velocity when they go through the portal.... "

    Im going by memory here, but if I recall correctly, you can Get Player Controller -> Set controller rotation. Then use the portal's yaw to set the controller yaw and you should be facing the right direction when you go thru the portal :)

    Thats not the problem, the person is facing the right way, but their speed is still in the same direction. I plan to rework it a little bit so that you have to be standing still anyways, but it's a strange bug!

    Not sure if that will work but try to use RotateVectorAroundAxis on the player velocity and for angle use the number you get when you compare the two Z rotations of the portals. If you are also rotating some portals in X/Y you would also have to do the same for them.

    (1 edit)

    Everyone's projects are looking so cool!

    here is  a bit of mine so far: http://imgur.com/WO5vXdt

    I'm making a 3d first person adventure puzzle game where you reflect light through mirrors onto "receivers" to activate doors, moving platforms, etc..

    The mirror reflection mechanic is looking a bit like Kyles :/

    aweosome !

    Thanks :)

    (1 edit) (+1)

    This is my first progress report on my game.

    I am making a puzzle game where you move a ball (with WASD) and also move the surface the ball is rolling on (with the arrow keys) The mirror part factors in because the arrow key controls are mirrored (up is down, right is left, etc.). The goal is to rotate the ball and the surface to get the ball toward the exit (the translucent ball in the video)

    Submitted

    Cool concept!

    Thanks!

    Viewing posts 41 to 60 of 177 · Next page · Previous page · First page · Last page