Alittle Work within the last 3 days. Still have a lot to do.
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.
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.
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;
Planned mechanics;
Note; these are the mechanics yet to be added, these are just mock up images...
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.
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:
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.
"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 :)
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 :/
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)
Some boilerplate-dwarves with interchangeable heads, also here's a flat-shaded one.
I might be giving the theme, I'm going for away here. ;)
Yeah, and imgur-links
Progress 1.
Hey, reading your post now I found out that my idea is not original at all, but oh well, I already started. By the way you guys are doing great stuff.
So, my game is about defeating zombies before they touch you. By rotating the mirrors to reflect the light beam. Your attack damage increases with the amount of bounces.
I already have the programming part done. I still need to work with the zombies pathfinding part tho.
But I just started doing some art with magicavoxel, and I thought I could post some basic progress here.
Hope you guys like :D, sorry for my english
I think I'am going to post my progress here aswell :D
My first Idea was to make a story based game where you are part of an indian tribe that thinks that if you look into your own eyes through a mirror, you get traped in your own soul. Some day you accidentally look into a mirror and you get traped in your soul. There you need to fight your inner Evil so you can escape from there. Sadly that Idea is too big to do for me because I didnt got so much time this month (lot of school etc.).
So I now made a much simpler game, inspired by the old "Asteroids" game.
The game concept is the same: Shoot the Asteroids. The new thing is that the lasers you shoot get deflected by the walls so you need to be careful that you dont get hit by them.
The Movement, the shooting, the reflection and the basic asteroid movement is finished. All the art assets are not yet finished and are only prototypes.
Looks amazing!
But u mentioned it took too long, so i got a little tip for you (you can use it or not, depens on what u wanan focus on and what u want to create in terms of game mechanics), which u already at least partially got yourself.
Keep the artwork level of items that do not have an actual function, like just standing around, low and put the time u gain into the important artwork (game chars, enemys, items u can actually use), because changing these later on can be much more work, than just changing some assets that have no function in terms of gamemechanics.
Idea: You are a 50s-70s James Bond-ish character and you have been sent to assassinate an enemy following a line. (With maybe a bodyguard?) And you have 30 sec to place up to {An undecided} amount of mirrors with the ability to ricochet your bullet. After that time, the target follows the invisible line and you lose if he is not dead by the time he gets to the end.
Help: Anyone have an idea for a name, I was thinking a 60ish spy movie title like 'The Vanquilizer' or something.
(This is my first game, and jam)
Thats a neat twist to the reflecting mirror ideas that a lot of us have. I like it a lot! I think you can make the environments progressively crazier (like using mirrors to ricochet bullets off other objects in the world, etc).
Tbh, I wouldnt worry about the name yet - get the basic mechanics working first and a name will come! (At least thats what Im hoping because I have no name or story for my game lol)
New progress update for my project is now available as well.
"Mirror Escape" Dev log 1: first successes
This also will be my first game made with Unreal Engine 4. I must say, using its C++ interface feels like traversing a very convoluted maze. Blueprints on the other hand are very easy to use and fast to learn. Not everything can be made with them though :(
Also if someone wants to help me with creation of 3D assets, I will be grateful. I know how to use Blender, but i'm not an artist by any definition(just look at that hand model :) )
Update 5
This should've been uploaded 2 days ago but I had to resolve some issues with my account. So this is my progress, so far..
You play as a spider that can teleport by shooting lasers. Kinda inspired from the Geometry Dash spider. There are also mirrors that reflect your laser, which enables you to reach other places you normally can't. There are other types of surfaces that you can't shoot your laser on, and this is where mirrors come really handy. This is all that I have at the moment, I'm still adding more puzzle-y elements to the game and also more types of mirrors.
Also I'm having a hard time coming up with a name, so if you have an idea, feel free to suggest.
Update 3
So I had some more spare time so I managed to redo my sprites, still missing a parallax background. I'm pretty happy with the look now so I'll keep moving with this style.
My coding time was dedicated to moving the level editing to pixel colour recognition, allowing me to design levels in photoshop, and better handling of intersections for the anti grav. Still on the mechanics to do is cutting and removing anti grav panels (looking forward to the fun math on optimised mesh triangles :)). I'm not sure yet, but I might do some basic enemies if I get time (patrol and shoot/chase within range).
Here's the vid:
I finally have something to show. This is my game so far. I still only have placeholder graphics. This is my endless dodger game. You are the blue cube on the right and the left blue cube is your reflection. You move up, down, right and left on the screen avoiding the monsters (other cubes for now) that are coming at the screen. Your reflection will moving up and down with you but will move left when you go right and move right when you go left. So far I have three types of monsters. Green cubes are goblins and also have a reflection on the left of the screen. A vampire (black cube) and does not have a reflection on the left. A ghost (white cubes) only have a reflection and no normal form on the right. If either you on the right or your reflection on the left get hit a monster the game is over.
I am still trying to figure out a good spawning rate for the monsters with a nice mix of them. I also have a few models to make in Magicalvoxel. I am no artist but I hope to come up with something that will pass. :)
Rayzor
so... it seems I've decided to join as well, even though i've missed the first third and originally didn't want to.
but then, yesterday night, I suddenly got an inspiration of how I would make one of my recurring nightmare dreams into a (not)game, and was like "yes, that's interesting and small, contained project, I've got to do that". and then I realized it fits the theme... so I figured, why not, let's try to jam it!
So the game will be a recreation of a nightmare I've been having since I was 8 years old.
...figuring out why it fits into the topic of "Mirror" will be... kind of equal to figuring out the point/message of the game.
So far I've got nothing specifically for it, but it's going to be low-poly, so previous night I've been playing around with/learning to make low poly stuff (related to a different game I'm prototyping), so to make this post not so boring by only having text, here's an unrelated screenshot of my low-poly experiments. Update with jam-relevant screenshots will follow next week :-D
(for anyone curious - the glow is animated, and the way it looks in motion is how I've always imagined Octarine, the color of magic from pratchett's Discworld, this neon, eye-pulling non-light, flowing around things as part liquid, part heavy gas...)
So i finally could start with my project (who doesn't like being a week late? :D).
Im going to use Unity 5 as my engine.
So far i managed to throw together a raycast system that alows me to reflect them (using mirrors).
This is ofc. going to be my main mechanic but this is not going to be the only thing in my game ;)
I'll try to post daily updates from now on and HOPE that i will get a game done in the time left.
- SadSmile
New update!
-New mechanic added: The Player can switch itself with another object! This functions almost like a mini time reversal mechanic where the player has 10 seconds before he is teleported back to the original location
-Added a door with two modes: proximity or linked to a switch
-Started the first level of the game
-Added a Main Menu with custom music from a composer - frank88188!
The progress on assets is going alright, just finished the first one, it took this long mostly cos I was figuring my way through Zbrush and Quixel and whatnot. Came out looking quite good imo!
I'd like to have made it more cartoony, but I dunno enough about Quixel to make that happen. If I have time I'll try to rejigger it, but if not, I can live with this.
looks pretty good :)
"I'd like to have made it more cartoony, but I dunno enough about Quixel to make that happen."
not in software but in how you do it. less detail and color variations/granules, less reliefs, more flats. would need to be drawn that way though, playing around with just effects on the finished texture might achieve the goal but i don't know how exactly to tell you, i'd have to play around with it for myself
Oh of course, what I meant was I don't have the know-how with the program to achieve such results, and I know it can be done, it would just need some custom materials and stuff like that. I frankly also dont have the time to figure out such considering how far into the jam we are lol. I could go and completely hand paint each texture myself and make it look exactly how I want it to, but with time being a factor, and Quixel being able to knock out a result like that in about ten minutes of fiddling, I'm happy with how it is currently. A more cartoony look is just a luxury at this point lol.
Here's my second video update:
I tweaked the laser projectiles to make reflections look smooth, and added a shield to the enemy drones (which will have to be disabled before being able to hurt them, in order to encourage the players to use trick shots instead of reflecting straight in front of them).
...so...
...it seems i just can't help myself and have to play around with ALL OF THE SUFF :-D . 3d modeling, coding, then making this video (even though what i recorded doing isn't worth making video about, let alone one trying to be as flashy as this)... i can do none of it really well because i get bored trying to focus on one of it for too long, but HELL YEAH IT WAS SO MUCH FUN, all of it! <3
O:-)
i hope you all had a wonderful day :)
Great video, it's been a huge motivation boost! It's also amazing how you guys came up with those great looking games that all look and feel unique!
Here's my take on the subject. It's my first time making a game (so it's my first jam as well), so I'm still in a very early stage, but hopefully I'll be able to catch up and finish it on time.
Progress made:
-I have improved effects, as to more clearly distinguish the mirror world from the normal one.
-Including a distortion Image effect.
-Developed a flexible state based ai that is comfortable handling the two worlds set up.
As an example, you can see what will be a guard in the finished game. The guard is patrolling, when he sees the player he enters into a chase. After the player changed into the mirror world the guard changed back to the patrol behavior.
Coming soon:
-Lose condition / Player Death
- A monster that will haunt you in the mirror world
- AI tells , for exmple a vision bar over the guard.
-Puzzles
-Art
-Menu
Was initially excited on doing a top down puzzler
However UE4 isn't really the easiest at making grid-like puzzles (or maybe its just my inability) and after cracking my head on making a pushable block with gravity and collision, I gave up :P
Pivoted to doing a FPS instead as I was totally new to animation and 3D art. Anything with physics and inexact puzzles were going to be easier to implement in UE4. Also totally inspired by @coquigames!
The gimmick is using the light gun to zip around at light speed but at a limited range, and how that ties in with the theme is that mirrors increase your range further. Still very early stage though, and 2 weeks feels like a really short time!
Also learnt to use Geforce experience and Shadowplay to capture video footage, and it is really cool!
Here I am, once again
feeling lost but now and then
I breath it in to let it go...
MAJOR UPDATES: - Switches "work", Tried out puzzle mechanic
MINOR UPDATES: - Mirrors now snap to the surface after you let them go.
KNOWN BUGS: - The game freaks out if the player jumps and tries to grab a mirror - Movement still feels kinda awkward - Falling from the stage breaks the game
PERSONAL NITPICKS: - Switch system feels awkward to work with.
have you looked into spawning two players that handle their own movement separately and the camera just switches the possessed player (using the possess node: https://docs.unrealengine.com/...) hopefully I was helpful :D
I had a similar issue a while back when I was switching between 3 characters. Basically the issue is that the movement mode for the Character class is static, so its shared between all characters on the level. So as you switch characters, the new movement mode is propagated to all children of the Character class (see the floating below).
The only "real" fix would be to modify the character class itself. I ended up restricting the switch to when the character is standing (Movement Mode Walking). Does your solution fix the issues on the vid?
I find this extremely impressive, and not just because (as I'll post a video about later tonight) I've been banging my head against the wall for three days trying to get my laser to work in reflecting like that, and stopping when it hits something nonreflective. ;-)
Seriously, that already looks very fun to play.
Update #2
Having a weird bug with lasers, where the debug lines render correctly but the particle systems of the laser beam do not render correctly at the start but once it hits an object then everything is fine. Still need to fix this as well as refraction in glass.
Other additions include weight and light switches and having a tractor beam functionality. Wish I could work on this more but work is getting in the way...
progress. the map now has full mouse over aware positions. So the correct position shows where you are pointing (the red map cell). Also the mirrored selection is shown as a cyan outline
models have been tweaked. there is now
- a rock (can't pass)
- grass (miss one turn)
- fence (blocks 2 exits
- tree (blocks one exit)
that looks great. But I imagine it takes a lot of time to make something like that. I do something different. I make only rough models right now and add the details later when I have finished everything. That way if I don't have enough time at the end some models don't have details but it doesn't matter as much.
Not sure what is happening, but I think the i counter in the for loop might be altered halfway (reduced?) resulting in the for loop not ending as it should. You might want to print out i to debug? Also its not clear how the program flow for the mirror effect via the break statement is working. Perhaps you want to post some of the code used?
Thanks! I posted in another thread with a link to my GitHub with the code, and adroitconceptions was able to help me solve the problem. (The logic of the loop was completely messed up.) There was a lot of extra stuff in there - manipulating the positioncount and so on - that was absolutely unnecessary.
Here's update #3 - implemented my first blender model - a ray gun. Spent way too much time figuring out how to make the charge-up animation work and the cooldown serves as a balancing against constant zooming/tractor beam abuse. Also showing off the object pickup system and zooming out into third person view.
The physics is still a little kooky but its a lot of fun figuring out how things interact for the puzzles (and what breaks the game).
So much to do, so little time!
Hi everyone,
Hoping someone can help me or at least give me some ideas on this issue I recently found - I'm using a standard physics handle to grab and drop a cube in my game. Everything works fine as long as I open my level directly in the editor. However, if I load my level from my main menu using Open Level, the cube doesn't move :(.
This is basically stopping me on my tracks - I would appreciate it if you could take a few minutes to look at the vid and see if you've seen this before.
Thanks!
Here is the result of my first few hours of work. (I'm afraid I'll only really have this weekend to work on it but wanted to see what I could do anyway.)
You play as a vampire who has no reflection but is able to switch at will between reality and the reflected world. Through stealth platforming and puzzle solving using the dual-world mechanic you must satisfy your blood lust. Some objects, like yourself, have no reflection whilst other exist only in the reflected world. At this stage I've put together this basic mechanic along with some initial pixel art work.
Starting to come together now. Along with a potential victim for the vampire, too busy admiring her own reflection to do anything about the peril she's in (or perhaps that's just a bad excuse for having not written any AI code yet...), the controls have been improved and crates can now be either pushed around or picked up and moved.
Some of the puzzle aspects now come into play. If you want to balance 3 crates on top of each other but 2 of them only exist in either the real world or the reflected world then you have to make sure the crate that exists in both worlds is in the center as the other 2 would simply pass through each other.
Other puzzles may involve jumping from a surface that only exists in one world, switching worlds in mid air, and then landing on a surface that only exists in the other world.
Looking forward to doing some more tomorrow!
I'm running out of time for this game jam but I've got enough features in place now that I've started constructing a playable level. New features include a cool effect when changing between worlds, sound effects, tweaked controls and collisions, highlighting objects that only exist in one world by rendering them with a special shader in the other world, and a light-based stealth system with lights that can also exist in both worlds or just one.
Thanks! My current plan is actually along the lines of the player being quite fragile - the AI will be equipped with crucifixes, holy water, stakes, etc. and if you get close to them with them aware of your presence they'll charge at and attack you (one-hit kill), forcing you to rely on stealth. At the very end of the video you can see I dropped down in the reflected world because there was no light on that side, allowing me to get right up to the target before switching back to feed / win the level.
Well, the time I have for this game jam has more or less drawn to a close. It certainly isn't finished but I'm pretty happy with how this project has turned out, especially considering how quickly it has come together and how out of practice I am, so I could see myself continuing work on this when I get a chance. I've finished the design for the level, added a final layer of polish, a basic set of tutorial messages that appear at appropriate moments, and the ability to "interact" with your victim. Not every feature I'd wanted but a fully playable level none the less.
It's been a lot of fun working on such an interesting theme and keeping up with the excellent progress everyone has been making, so thank you to everyone! :)
This is my new game! (I scrapped the old one because it was very boring)
This game, which I'm naming "Flip side", contains the 'flipping' mechanic which I am extremely proud of :D
The center-piece mechanic allows the player to 'flip' to the reverse side of designated platforms, the players view and gravity are reversed as well. Cubes can be picked up and placed on buttons to activate them, silver cubes can be 'flipped' alongside the player while gold cubes cannot. Buttons can activate moving platforms. And there are unstable platforms that fall (which I forgot to demo).
I spared your ears this time, there is no sound :P
Hopefully I can finish it in time. Please tell me what you think :)
Well, I think that I took on a challenge that was too big for me. I tried to learn SO many new things about making games while I was still in school and when I finally got to the summer break, there were only a few days left on the Game Jam. I think that I'll post the very small and incredibly buggy game that I managed to make but I had planned something mutch bigger.
I really don't know where to post this but I guess this is an update to my project.
Its... cancelled... ... ... pretty sad I know.
I just can't manage my time with school and this game. I also felt a bit uninterested. I just don't feel like I'm making it. It feels like some sort of homework/chore and I don't want to continue making something I'm not happy with anymore. Well I do have another idea in mind which is super simplistic compared to the previous one but I only got 4 days left, its weekdays, and the maximum time I can use the computer daily is around 2-4 hours? (if I don't have homework and go home super early maybe 5).
So yeah, if you expected something from me, well it's not gonna get out anymore. I'm really sorry. Anyways, I learned A LOT of things from this game jam. I learned that time management is a very important skill to finish a successful game and that you have to posses an extreme amount of patience, creativity and determination.
Aww :( your game looked so cool. I understand it turning into a chore, I scrapped my old game because it was boring. And I also understand terrible time management and also (for me atleast) an unclear vision.
Does your game have a menu? You could release an unfinished version.
Your work was both creative and interesting, best of luck to your schooling!
Didnt see your reply until now (sorry) :C
What you could do is:
1. Post just one long level and that would cut off so much work.
2. (if gameplay is feeling like a boring walking simulator) you could make "keys" that when touched deletes itself and adds 1 to a keys counter; so when the spiders linecast hits a "door" the player can click and delete it which removes 1 from the key counter, that would make levels not a strait path and I highly recommend it. :D
Extremely sorry for the late reply :C
Aliens invade the planet! With their superior laser weapons it should be easy to enslave humanity, is it? ... Not if they fight against mirrors!
Hi fellow game makers!
I'm working on a little game where you can reflect laser shots back to the attacker.
Some other participants had the same idea, but I didn't want to change it. I use the game jam as a reason to build a little game engine by myself to learn more about the inside mechanics. I use the LWJGL to get access to OpenGL from Java. Also, I started to learn Blender and made the terrain, the helicopter and the lighthouse with it.
Until now I added the following:
Unfortunately, I will not finish the game until the deadline, but I learned a lot!
Not doing a video this time, but level 2 completed (except for some final tweaks for presentation)! It's definitely more challenging... I made the solution but even I get turned around and have trouble solving it. Aggravated by the fact that there's no way for the player to see where the laser's going beyond how far they can run in five seconds. Not sure how to fix that without losing the lose condition. Not sure how to fix it, let alone if I have time.
Aaand with a less boring name, my submission is complete too:
https://itch.io/jam/mirrorgame...
I would appreciate your comments and feedback, this has been a terribly fun and educative experience and I can't wait to see what everyone comes up with!
EDIT: If you find any game-breaking bugs or the packaging does not work for you, I'll try to fix anything up in the time remaining, so don't hesitate to speak up :D
I haven't made any levels yet!!! :C
Also my menus look bland and ugly af :P
Only have half the sounds (and music).
And I havent made some meshes and some meshes are being shared :(
But I must tredge on to complete my first game! (besides Pong in Unity ;P)
I guess I'm getting a small taste of what "crunching" is like ;P
Glad some people have already finshed their games, and to those who haven't: whomever you are, I believe in you! You can finish this! We can do this together!
Finally got it done! You can check out the game here - https://coquigames.itch.io/ver....
At the end, I had to cut down from my original plan of having 10 levels to just 4 :/. I also ended up making the levels easier as I got comments on the difficulty of level 2. All in all, it was a great experience and I cant wait to try out the other games.
Please check out my game and let me know what you think :).
I couldn't resist and found some more time today so I have another update.
I have added a main menu with level selection, level flow (so completing level 1 automatically loads level 2), sorted out scene management to handle asynchronously loading levels, added animated light sources, improved performance and visuals by actually carrying out rendering at the correct resolution for the pixel art rather than the native resolution of the monitor, and started work on a second level where water is used in place of the mirror as the reflected world you can jump in and out of.
I hope to flesh out the 2nd level a little more tomorrow, still in time for the end of the jam, but am very happy with the advances made today. It is feeling like a "real" game now.
Made 3 levels, that was exhausting! If anyone wants to playtest this alpha build with no BGM and broken menu system you can check out https://randomphantom.itch.io/...
In the meantime I'll be spending the last day polishing this up, hopefully squeezing in a final level if I have the time.
Finally I've finished, and I'm also finished. LOL
https://adamstrange.itch.io/mi...
There are probably bugs and stray sheep. Sound has been included but not what I really wanted as the code just wasn't finished properly - No Libraries to help me, all custom written ;/
All and any suggestions welcome and I'll even tell you about the code if anyone want's to know...
Phew - I'm off for a lie down in a darkened room now....
...some people are finished.
...some people have 4 days left to do 60% of the project that's about 10%-20% of the size of others' projects in here anyway...
man, i hate bipolar disorder.
also, pretty good artstyle, looks like those whacky cartoony high-production-value flash games from around 2006-2012
(going by the menu screen at least, can't distract myself by playing stuff right now)
I finished my entry Miflected some days ago. Miflected is a puzzle game about mirrors you can play in your browser. You can play 20 different levels or create your own in the level editor.
Finally finished! Play Reflector here I'll hopefully make a video about it tomorrow. For now I'm going to go drop into bed as it's 2:30 AM haha.
Great work to everyone who joined in the jam. I'm so happy that we have over 30 entries! Can't wait to play your games :)
Finally, I finished '2 Ballz'. Hopefully you guy's like it.
Check out game - https://zicsus.itch.io/2ballz
HELLO EVERYONE!
So after i managed to reslove my problem with Itch i can proudly announce my game for the #mirrorgamejam
OSIRA AND THE TEMPLE OF LIGHT
Please check it out and please give feedback! (That's the most important thing to me!)
Rating: https://itch.io/jam/mirrorgame...
Game Page: https://sadsmilegames.itch.io/...
Finally, its done! Didn't manage to squeeze that final level in as there was so much to polish in terms of menus, audio and lighting. Now off to bed... Its windows for now, but I'll try building mac and linux versions tomorrow.
EDIT: Having packaging issues with linux, think I added something - "packaging a code based project for the current platform is not supported". With mac I am encountering issues as well (think its some missing RHI Rendercore dependency), so i guess there's probably not going to be a mac/linux build soon..
Can't wait to play all your entries! Here's mine: Rating Game Page
Finally I did it, submitted but really unhappy that i had to cut a lot of stuff just to get it submitted in time.
Hopefully i will be able to update it in time before the end of the jam. Blitz - Game Page
Ok, I'm done for now. I may well pick this up again later because I really like how its come together but, for the purposes of the jam, I'm finished. Didn't get through everything I would have liked to but I probably did get through a lot more than I expected for what was approximately 3-4 days work. I've had an absolute blast with this and I think learned some important things about how I work best which should aid me for future projects.
Anyway, I hope you enjoy it, even if it is short, and congratulations to everyone else who managed to get some really great looking entries together.