This pack looks gorgeous!
DeepFriedOreo
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Glad you enjoyed it, unfortunately I can't send you an ice pack for your head! That might be worth looking into when I finally wrap my head around C++ compilation. Right now I am struggling to get emscripten working for a web build, but I might also just port to Godot after the jam for a final build. Maybe I will look into mobile!
I really want to like Unreal. It's such a powerful piece of software, but it's almost too powerful, you know? For working on large games with a large team, it's fantastic. Now that I am doing a lot more stuff on my own, I have really grown to hate it. Plus with the huge file sizes, it's hard to get people to try it, and it never runs well on low-spec, or even medium-spec hardware.
I really like Godot, it's a good choice. I really love how it combines the idea of object-oriented structure, but then basically forces you into using those objects in a functional way. Combining that with C# would be pretty nice, and it might be updated now, but when I tried it a while ago the dot net version didn't support HTML5 yet.
This game is amazing. The art is adorable, the music really get's you in the mood for a good puzzle, and the levels deliver! I was trying level 2 wrong for longer than I'd like to admit, dang Nobs just wouldn't get to the right. Once I got the hang of the movement patters, though, the game really becomes a treat to work out. Will definitely check it out again when there's more levels!
Thank you for making this album available for use, it's such a nice range of awesome music! I cut down a couple songs to use as stingers for my retro-inspired game jam entry, they add just the feeling I was looking for: SnakeVerse.
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.
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!
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!
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?
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!