You can export HTML from Godot 4 but only the standard version. It wont work from the .net version.
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This game is a masterpiece in simplicity. It is a short game, so the whole experience does end up feeling very guided. But that is also the clear intention, so that doesn't strike me as a bad thing. Made me cry, heavily, and question my life choices, so all-in-all a great game!
Yea, I seem to have a problem picking realistic scopes lol, thanks for giving it a try tho! For the fruit, you have to hold the left or right movement to shake the tree continuously, I know that was an issue on stream, it takes about 3 minutes to finish growing. Unfortunately I wasn't able to put enough fun things to do in the garden to make waiting entertaining.
I am really sorry, but UE4 is kind of crap when it comes to cross platform development. The only way I would be able to make a Linux build would be if I setup the project with Git and packaged it on a Linux computer, which I don't have :(
Today I dug deep and came up with an extremely revolutionary system that stores the values of a level up to be displayed back in animation, or updated in full! I also spent hours designing a completely original and never before seen UI layout to display them.
All in all, Sega should be quivering in their socks! No reason in particular as to why tho, this is a completely original game idea...
Hey there, I have been working on a little game for this jam in Unreal Engine, and after starting to work on the first minigame game mode I realized that there is actually a weird underlying hierarchy structure to objects and characters that I really need to iron down to avoid having to hard-code a bunch of edge case events. So finally, after days of "field research" I have nailed down what I call the Character Object System; a set of classes of varying depth, all deriving from the character class (so a character can be an object), that allow for layered interactions and carrying, and giving!
Due to the fact I am working on this alone, the graphics I am using are limited to assets I own already and this will end up feeling wildly different from my inspiration. However, as I said earlier there will be minigames, and the pets will grow up, which will lead to some interesting things...
Anyway, hope everyone is having a great jam!
Good evening, a week late but I am here to post another devlog! No pictures or video this time because I have been very busy, and developing the AI for the game has been a complete disaster. It started off fairly simple enough, but Unreal Engine's AI Perception has some serious flaws when used in blueprints that are stopping me from being able to add in some very crucial functionality. So where did it go wrong?
To start of, I made a simple AI that will add the player as a target when perceived, and follow endlessly. Which would obviously make the game extremely tedious, so I added in an investigation loop. So if the AI has a target, but the target has broken line of sight, it will take the targets last seen location and patrol there. If it can't find the target, it will clear the target and start to patrol around the house using waypoints. For reference, all of this was setup in about a half hour. It gave me a lot of motivation, and I called it there for the day as it was a good amount of functionality, and decided to end off by adding in sprinting.
Now, when I sat down the next day I was extremely happy and determined to add to my AI, and the only "crucial" thing missing is being able to open a door. Either if the player tries to hide but is obviously in sight, or if the player locks the AI in a room it needs to be able to get out. To get things started though, I decided to quickly add in noise perception. Added triggers to the doors and drawers, and the AI could now investigate a noise trigger if it's not actively chasing the player. After this point, the game development process turned into a horror game...
I spent 3 days, and I mean way more time than I would have liked during those 3 days trying to implement door compatibility. First task was to open a door if the player closes it right in the AI's face and breaks it's movement path. This was actually fairly simple and worked immediately. The calm before the storm. Next, was to have the AI open a door while at the player's last seen location, if one exists. So, I setup a task to search around the AI for doors and set the closest one to a Blackboard entry, and then trigger the door same as before. Didn't work. Not only did it not work, but it broke previous sections of the tree even though it's all isolated tasks.
I tried restructuring the tree the next day, and for some reason even the basic simple stuff I had already setup wasn't working anymore and that entire day was 6 giant steps backwards. Then I didn't touch it for a few days. I considered removing the AI and just focusing more on the atmospheric horror side of the game (which is still a thought I'm entertaining) but tried again... I don't even have words for how angry and frustrated this process has made me. Not to mention I am facing this constant bug with Unreal Engine where the right-click context menus completely disappear from time to time and the only fix is an engine restart. Apparently it's an issue with newer Nvidia drivers, but it really leaves me wondering how much I actually want to pursue developing games at this point in time. I can't exactly up and change software as I have $1000s worth of assets which are licensed for Unreal Engine, but recent updates seems to be breaking more than they fix.
Anyway, I do plan to release something for this jam, even if it's a slightly cheaper product than I was intending. Thanks for taking the time to indulge my torturous week, and hopefully, one way or another, I will be posting at the end of the week with a final concept and ready to start a week of marketing on the side!
Good evening, hope everyone is having a great jam so far! Today I was able to finish some initial setup for my game and I figured I would share a little more of my progress. Some of this may seem over-explanatory, but I am having fun okay.
The first thing I did was create a class to serve as the base for all of my interactable objects. Directly in that base class I setup a "look at" function that will trigger a highlight whenever the player is looking at something they can interact with. This should happen inherently for every interactable.
After that, I went about creating a class for both doors and drawers, as these will be necessary for the game. They both work relatively the same and are setup with a variable that changes the mesh on construct, and an array to hold actors which will get parented on begin play (such as drawer contents or fridge door contents) meaning I shouldn't need to make any custom actors for these interactions. If needed, I can also add in callback triggers which will activate other like-minded actors (such as for double doors).
Once I had that setup I made a test UI that shows the value of all the objects collected by the player, and the interactable class that allows you to collect valuables. As the story of the game suggests, you are in the house looking for money and valuables so I wanted to get all of this simple stuff nailed down first. I realized almost right away that simply storing a reference to the actors wouldn't work if I wanted to destroy the actor references, so I made a data/structure setup to allow for easily dropping valuables in the scene, giving them an included name, and all their variables autofill. This way I can store an array of names and cycle through to add up the total value.
Finally, I have always wanted to setup a TV that turns on and off, and this will be important for my game as well so I figured I would do that now. Turns out it's actually super easy in UE4, so that took about 20 minutes including searching for a free white noise clip with sound that I can use commercially. I also went a step farther and got a clip of a TV being turned off, with sound. I am very excited with how it turned out!
I know I said finally, but I also made an openable toilet. Because why not.
Next week I will be getting started on the AI, and if all goes to plan, by the middle of the week I will be posting another devlog with progress on that. If you made it this far, thank you for taking the time to read my devlog. I look forward to reading yours!
Oh for sure! There is no lighting in the scene at all yet, just ambient so that I can see and walk around. Just meant so I can setup object interactions, test AI movements, all of that fun stuff :)
Good evening! I am a couple days late to starting this, but things have been pretty hectic and my main reason for joining the jam is to get myself out of a rut by taking my time and enjoying the process. So my progress may end up a little bell-curved, but I promise, no crunch!
Most of what I have done so far is in the vein of planning, the premise is a collect-a-thon/atmospheric horror game. Also yes, I am aware Halloween has passed.
The player will take the role of Edward (Eddy), a former teacher turned contract thief after a tragic illness became his daughter. After saving up enough money for the treatments he continued to take jobs for future security, but lately things have been getting dicey. After a heated argument it's decided that he will hang-it-up after this last job. It seems painfully simple and he can't pass it up.
There is also a lot of story I am not going to spoil up front, but just know that the game being presented is not necessarily the whole game.
I will be going at this solo, and although I will be making all of the logic and interactions from scratch, I am not really an artist. While setting up my schedule I have given myself a little bit of time to re-familiarize myself with the assets I will be using, and today I have finished putting together a little scene to test interactions, level flow, and other things quickly before setting up a finalized level. For anyone curious, this scene is setup using Synty's Low Poly Town assets.
I don't really have too much to show yet, but here is a preview of the test scene. Doesn't really give a feeling for the character controls, but it's made from scratch, and I promise it's very smooth!
This game is incredible! When I started playing it and heard the music I thought this was inspired by Squid Game, but this came out in April 2020? How did you come up with this? It's so good!
I am very confused, I feel like people are giving higher ratings based on how much they like developers. I have tried a lot of the games, and all of them took over 3 hours to make. Which, obviously that is fine, but my game was made in 2h 58m, and I was ranked #16 in that category, with my average score being 3.2... Am I not supposed to get 5 by default? Why is this?
Once the screen starts to fill up with fish, it seems that some of them get stuck in a state where they cannot be picked up, which makes it hard to merge them together... That said, I also got myself a new pet dolphin :D
If motion blur is turned on, that is a mistake on our part, I will look at turning that off when we release the fix coming soon for the gameplay stutter! There is a rotation delay on the mouse though, which definitely has been causing problems, and I have since reduced that. Hopefully it will combine to make the game much more enjoyable!
We are also looking at adding some cartoony post-processing, which should help bring the 2D and 3D art together. We are also going to be looking at adding in the days we have ready, as we do have multiple days of story finished, but we just really didn't have time to bring it all together in UE5.
Thanks for giving it a play, and hopefully we will be able to release more of the content soon! We definitely have been a little more relaxed now that the jam is over.
So yes, our environment artist did make all of the ship pieces in the jam timeframe! Our plan was to use post-processing to add a colorize and toon filter over the game, but due to the time constraint we have only just recently started working on that. It should be implemented when we release a fix for the stutter soon!
The reason I went with left-mouse for interact is because it is typically what I see being used in indie horror games here on itch, and is a preferred method of mine as it allows for q/e to be used for strafing, or other interactions as well since the game doesn't have any combat. The controls are listed on the game page. In a full game I would like to use context UI similar to what you would see in Zelda, and I may look at implementing that in the fix as well, as I really do think they look nice.
Thank you for the detailed response, and for giving the game a try!
Yes, we had planned to have multiple days, but unfortunately with the time crunch we had to tease the broken ship (planned for the horror element) with the ending sequence because we just didn't have time to pull it all together. We definitely did learn a lot, and are still working to release a more playable version once we can pin point exactly what is causing the stutter (though we decided to use UE5 just for fun, so it could even just be the engine).
Thanks for giving it a try!
We definitely were not able to get everything in on time, and it's definitely understandable that you would be let-down by the framerate, there wasn't a whole lot of time for optimization. That being said, I made the UI, so thank you :D
Hey, yea we had a multi-day sequence planned where on day 2 everything breaks down (the fly through at the end was a preview), and the cooking mechanic is where the player would manage keeping everyone on the ship fed, or bad things happen... We just didn't have time to implement it all. As well, for the framerate, we just didn't have time to optimize everything as we really did pull off a little more than we could chew... Thank you for giving it a go :)
I am sorry about the darkness! It was pointed out to me by the artist I was working with that I should brighten it, but you definitely aren't the first to say it still wasn't bright enough. I may release an update after the rating with more ambient lighting in case anyone is interested!
I had so much fun playing through this game for the endings! The controls felt juicy, and the story was entertaining and very well executed. When your game start's off it feels so epic. I felt like I was strapping in for a huge adventure, and then when I ended up following the obvious path it was quite funny. Great game!
I am glad to hear it was so enjoyable! I did have more planned like notes to find in the drawers and stuff for people who wanted to look, as well there were also going to be multiple nights, but just due to the time constraints of trying to polish everything I really had to prioritize and cut it down. Which unfortunately meant I had to cut a lot of the narrative for the sake of having a game at all. If it interests you:
In the whole arch, the character having to wake up and go to the bathroom symbolizes his need to be relieved of his burden. However, after doing so he goes for water. After trying to relieve himself, he still wants more. Maybe he doesn't even want it, but he needs it. He can't live without it.
Yea, the art is amazing! Big thank you to the artist, DreamingOfLostRuins for that! I am sorry it was so dark, I actually cranked the ambient light last minute, but I guess for some monitors it's still not enough. I am glad you enjoyed it though! She just wanted to say "Hi." :( lol
Thank you so much! Yea, unfortunately the narrative parts were mostly missing, but the "unreliable" aspect is not just the character's confusion, but their over all mixed feelings toward the "her". There were originally going to be multiple nights, and the first was going to introduce "her" as a more neutral character before getting creepy with the faces.
Okay, thank you for the response! Literally all I have in this project are meshes, and a map that I had setup to test some layout ideas (disconnected, will not be the final map). I didn't make any of the actual logic until this morning, so I guess that is all good then :)
Hello, I feel weird making the first topic on here with what feels like a dumb question, but as I currently work a full-time job over parts of the weekend I feel obligated to ask for my own sanity.
Yesterday during the day on my lunch break I had started a project to do some obstacle testing, and I only had time to make 1, that I still had to fix this morning. I was just wondering, would it be against the spirit of the jam to just make my game using this project? I really haven't done much, but based on my time constraints I just really don't want to spend the next hour copying everything into another project...
If it would be preferred I start from scratch for the jam though, I am happy to do that. Please let me know!
Was checking out the sprites carefully because I wanted to see what the resolution was (though I noticed there is already a comment that asked, lol) and just wanted to let you know that there is a bit of an oddity in your last screenshot. Where the path is going south from the house, one of the trees is cut off and only half the sprite is there.
I am confused, my game used 4 colors total, and my total use of limitation was 3.8... Were people rating it higher if you used exactly 5? I was giving everyone who used 5 or fewer full points, as that was the ruling. Just wanna know for next time how this works.
Hey, thanks for giving it a play. I am actually very familiar with Pico-8, and know how to use the tracker quite well. I really didn't spend a lot of time working on this, and chose snake as my base game due to time constraint. For a reference of the music I make in Pico-8, check out this project: https://majestikstudios.itch.io/optimization-quest
Thank you for giving the game a try! I agree about the controls, but as far as Pico 8 is concerned I actually don't know how I could have made it better. The snake moves on a tick, and the input is setup using a buffer. So you can press whatever you want during the tick countdown, any number of buttons, and when the tick happens it will automatically use the last button in the buffer and clear it. So it only saves one button, which is why it starts so slow. When it gets fast that does become a little less reliable though because the ticks are so fast, it might have 2 ticks before it reads a buffer input.