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ConanOfCimmeria

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A member registered Jan 14, 2024 · View creator page →

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I'll look into that, thanks for the tip!

I think I got WAY too ambitious given the short time frame we were given, and the project was nowhere near the state where I wanted it to be by the time the jam closed...

I'll work on it for maybe another month or two and when I'm happy with it I'll publish it :)

I only have three, maybe four days tops, that I will actually be able to do any work. My schedule is:

1) Make a demo level and main menu, bake lighting

2) Make and animate the final 2 enemies I need and set up enemy AI

3) Fix the issue I've been having with my main mechanic (dualwielding)

4) General polish & bugfixing

Time management is crucial in situations like these! Good luck to everyone!

DAY 7: Another frustrating day. I added a new weapon, the Gauss Rifle, which is my answer to the BFG. Next I wanted to be able to swap weapons with weapons on the ground, so I wrote a 1000-line script to do that. And... IT. DOESN'T. WORK.

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I can post some pictures here in a few days, as soon as I finish all the monsters :)

Although the gameplay isn't much like og Doom, more like Eternal or something like that... but I have kept a few touches of the original in there!

DAY 4: I got absolutely NOTHING done today because of soccer practice and school.

DAY 5: Ditto.  

DAY 6: Today was a blur of activity. I added health and armor to the player, which may not seem like a lot, but it took over two hours. The result is that you can take damage, die, and heal your health and armor from pickups that enemies will drop on death, or from the rare powerup. Speaking of which, I added three: Supercharge, Mega Armor, and Berserk. Supercharge and Mega Armor increase your health and armor to 200 each, while berserk locks you into using fists for 30 seconds... and boy, are those fists epic! Of course, to make fists I had to make arms to put them on. While doing so, I discovered the source of the mesh deformation bug; it was a problem with the rotational origins or something like that. Since I had arms, I redid the pistol's firing animation to use them because they don't look right floating in midair.

DAY 3: Progress today was... frustratingly slow, more than making up for my jumping the gun on Day 0. All I managed to do was add a pistol, chainsaw, and fix the bug with dualwielding. The problem wasn't in the code, I just got right and left mixed up on some of the weapons which meant that two weapons could sometimes be held in one slot at once.

That's a cool idea! Maybe at the cost of constantly losing health so it's like an addictive cycle...

Acerola Jam 0 community · Created a new topic DUMB - Devlog
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I've seen a few other people do this so why not, it might drum up a little interest...

DUMB is going to be a low-poly FPS VERY heavily inspired by Doom and featuring dual-wielding.

DAY 0: Yes, I was working on the game a little bit before the jam starts (Wednesday morning, EST) but I'm milking being sick while it lasts. Once I'm back to full health I'll only have two or three days a week to work on it so please take that into account. I want to stay competitive after all. That being said, I didn't do much in the way of coding, just made some weapon models (chaingun, shotgun, rocket launcher, plasma gun) in Blender and imported them to Unity where I wrote a short script that gave them some juicy sway when looking around.

DAY 1: I checked the theme first thing in the morning (Thursday)... hmmm. Aberration. That should be easy to incorporate from a plot standpoint but I'm not so sure about the gameplay aspect. I'll figure something out eventually. To procrasinate, I made some models for enemies and animated them. These include...

Chomper - A Pinky analog, a tough and fast melee enemy.

Wraith - It was going to be an Imp analog but I had issues with the legs deforming while trying to animate it inside Unity so I cut them off and made it a flying magic-using enemy. I really need to learn how to rig my Blender models, none of these enemies will have any bones.

Big Bruiser - My interpretation of the Baron of Hell if it were mixed with a Krogan from Mass Effect. This time the arms had the mesh deformation issue, so I cut them off and gave it twin shoulder-fired missile launchers in addition to spitting fireballs.

Mutant - A basic zombie that sometimes wields a weapon.

Spiky - Imp analog, throws fireballs and claws you.

This took up most of my time for the day but I also made a movement script that allows moving around, jumping, dashing, and air slamming. It's not at all polished and will probably take a lot of work to feel right.

DAY 2: I worked on making the dual-wielding work (yes I am a poet), namely in conjunction with keeping track of how much ammo (also added that today) each weapon has. Of course if we have ammo, the weapons need to be able to fire, so I did that as well as and spent about 30 minutes just firing them to test out the "feel". The shotgun in particular feels, looks, and sounds absolutely badass. Note for future reference, I need to add muzzle flashes and screen shake for extra juiciness. The day's not over yet, and I still have a bug to iron out with the dual wielding and some more weapons to make.

That's about it so far... if anyone has any suggestions regarding how I can incorporate the theme, I'd be glad to hear them!

All of the above!

Probably the biggest pointers are very literal script and variable names, comments that walk you through the code, and very organized layout. A script called "Bruh" with a DaMoovementFawrce variable is probably written by a human...

I was planning on making a Doomlike so that kinda fits already.

I have patched the control issue and am waiting for the jam to end to drop the update, which will also fix some other issues so stay tuned :)

The game uses the theme in 2 ways: Exchanging score for points in the Shop (open via pause menu) and exchanging firing weapons, boosting, and shielding for heat production. If you count the weapon types with different stats then that's 3 ways. But yeah, it's not really much of a "boss rush" specifically...

Sorry to hear that, but I think I know what may be causing the issue and have fixed it. Turns out there was a script in the menu that sometimes decides not to compile. If that's it, the fix will be live after the jam is over... if not, the best help I can offer is "turn it off and back on again", or check how you are extracting the files.

I did at least figure out the problem with heat... as it was, the single laser didn't produce enough heat to overcome the cooldown force. I beefed that up a bit as well as added a mouse sensitivity slider and a how to play menu. Now hopefully it'll let me update...

Yeah, I didn't have time to add all the bosses I wanted in before the jam closed, I was more focused on building a solid game.

I'll patch that and add some "How to Play" text then, and maybe a slider for mouse sensitivity in the pause menu. Expect an update within the hour!

When you unzip the folder and run the game, you should select "Extract all Files" if the option shows up. That's about the best I can figure.

By any chance did you upgrade your heat cooldown? You can upgrade it infinitely and if it's high enough you basically don't have to worry about heat anymore.

I think I may have given faulty instructions... I'll check and should have a fix fairly soon, by the end of the day at the very latest.

That's unfortunate... what platform are you on? How did you download the game?

It might be a problem on my end but it could be you did something wrong; I downloaded and played the game after uploading it to check for just that issue and it worked fine.

Right off the top of my head, how did you open the game? If you just open SparKade.exe outside of the folder then it won't work, you need to unzip the UnityPlayer and create a shortcut for Sparkade.exe.

Hopefully some of that helps :)

Here are some ideas:

If your game has farming, sell plants for money to purchase perks.

Defeating a boss allows you to exchange one of its attacks with yours or allows you to swap out the kind of bugs attacking.

That's about all I can think of right off the bat...

Half an hour? Whew.