zerofiftyone
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Posts posted by zerofiftyone
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This devlog has a documentary-esque vibe to it that I'm really enjoying. It's kind of fascinating?
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I love the style of this so much. You make art assets so quickly!
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5 hours ago, Salacious Snake said:Well, here it is: http://textadventures.co.uk/games/play/am4etg_fs0y_8tiwzdczcg
The itch page is just a link to this other hosting. Itch does some weird stuff with embedding twines that jacks up the formatting real bad. If anyone gives it a go, let me know if it works. If you're playing on a computer, there should be music (which doesn't work on mobile), and the font should be futuristic.
It's a modest outing, but I still feel accomplished for having actually finished one of these for once. I've started a ton of twines in the past, but I never saw them through.
Hey, congrats dude!
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Today I wasn't able to spend more than a few hours on this, but I did get a few things done:
- Colour schemes!
- The logic for the level timer
- Some of the logic for the item you have to pick up
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2 hours ago, root said:This looks dope! Your stuff always has this slick presentation quality that I love.
Thanks!
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4 hours ago, Mythalore said:Good luck zero!
How are you planning to vary the premade levels? More enemies than just those spiky snake ones, changing up the map?Yeah, both of those things. Gonna spend a day or so thinking about the most flexible way to implement enemies so that I don't come into contact with some of the same problems I had last time around.
Last night I started by spending some time putting together a kit for configuring level layouts. Just getting this and player movement done in a day feels pretty good, knowing how much of an ordeal it was in 2014. This is turning out to be a weirdly enjoyable exercise so far.
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This is looking so great already @fabian.
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Excited to see what this turns into!
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Hey @Squires, welcome to the forums! Your first day progress is looking good!
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8 minutes ago, zerofiftyone said:https://zerofiftyone.itch.io/concentric
This is released!! Have a lot to say about this but it'll have to wait as the time is approaching 3am and I need to go to bed. I'm glad to finally release it though. Hope you enjoy it.
For this Wizard Jam, I'm doing something a bit different. As a kind of experiment I wanted to go back to the first solo game I ever made (well.. attempted, I didn't even get close to finishing it), and see if I could remake it in two weeks. I thought it'd be a neat way of measuring the personal progress I've made in the intervening years; and also, it would just be nice to get the game out there and playable after so much time inside my head and in long-abandoned Unity project files. When I think back on the early days of my game development career (then hobby), I think of this game and the various hurdles I had to overcome to get even the most basic stuff things running on-screen. Maybe getting this game done and finally putting it to bed will be cathartic.
So this is Concentric. Back in 2014 I picked up a copy of Unity 4.3 with Playmaker and set out to make a tiny score-attack style game. The gameplay was something like a deconstructed Frogger. You control a small circle that can move along the ring you're occupying, or hop between rings. The objective is to collect pickups that spawn in the outer ring, and carry them back to the center of the screen. You had to do this whilst avoiding obstacles. The faster you were able to deliver the pickup back to the center, the more points you earned. Over time the game gets harder and harder until you die. I messed around with this in evenings and weekends for several months making not that much progress, in the way that you do when you're using a project to learn as a primary focus. I abandoned it in the summer of 2014, when Unreal Engine 4 became available and I jumped ship after learning about Blueprints. Below is the only footage I have of the old version. It was so far from being functional, let alone complete: there was no way to take damage or end the game, or progress through the level structure.
I often wonder about how it would have played if it was more functional. I ask myself: would it even be fun? Would the controls get confusing when played in real-world circumstances? I hope to find out in the next fortnight. You guys can hang out on this thread and find out with me if you like.
(Above: The only footage I have from the 2014 version of Concentric)For Wizard Jam, I'll probably end up making some minor design changes to the game; most notably I'm thinking of structuring the game around set pre-authored levels as opposed to an endless level that gets more difficult over time. I figure that it's an easier structure to get something playable and working early, which is going to be important given the short timeframe.
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Wow, that's quite the deadline you have there. Congrats on the soon to be born baby!
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That menu screen is great
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Welcome to the forums @crash!
Best of luck with the game and do let me know if you'd like to join the wizardjam Slack channel .
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Welcome to the forums @catherine!
Best of luck with the game and do let me know if you'd like to join the wizardjam Slack channel .
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OKAY! As of about an hour ago, this jam is now open! Here is the list of jam diversifiers:The diversifiers are an optional challenge for the jam. They're creative prompts, designed to help you design a game around a specific limitation (or set of limitations). You can choose as many (or as few) as you like and incorporate them into your game.- Talk is cheap - Make a game which is designed around having no written or spoken words whatsoever
- Performative Development - Stream your development process live using a streaming service such as Twitch.tv
- "2D's company, 3D's a crowd" - Make a 3D game using only 2D graphics
- Simple Input - Make a game that can be entirely played with only two buttons
- Crowd-sourced - Make a game using input from other people. Take on lots of mini-contributions which will be used in the game (e.g. sound recordings or photos), or alternatively let the community vote and decide on creative decisions
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Hello everyone! There will be another Wizard Jam in December! If you're new to the community, Wizard Jam is the community-run game jam we host twice a year.
Wizard Jam is not a contest; the main emphasis is to celebrate the Thumbs community through sharing and collaboration over the course of a fortnight. We write devlogs and post GIFs. We offer support and volunteer music, sounds and other assets. We play each other's games and stream them. It's a lot of fun.
The other thing we try to emphasise is encouraging people to try making something new and unfamiliar; or to try game development for the first time entirely (quite a few of the entries we've had in the past are from complete first-timers to gamedev!). We run the jam over the course of two weeks to give people the room to try something weird and see how it turns out.
Wizard Jam - Friday 15th December to Sunday 31st December
Showcase Weekend - Saturday 6th January to Sunday 7th January
Choose an episode title from any show on the Idle Thumbs podcast network and use it as a theme prompt for your game. Use this site to browse through show titles: http://randomthumbs.danjohnmoran.com/ (Thanks to Broxxar, Panzorfork & matt.ishii for providing the site)The diversifiers are an optional challenge for the jam. They're creative prompts, designed to help you design a game around a specific limitation (or set of limitations). You can choose as many (or as few) as you like and incorporate them into your game.- Talk is cheap - Make a game which is designed around having no written or spoken words whatsoever
- Performative Development - Stream your development process live using a streaming service such as Twitch.tv
- "2D's company, 3D's a crowd" - Make a 3D game using only 2D graphics
- Simple Input - Make a game that can be entirely played with only two buttons
- Crowd-sourced - Make a game using input from other people. Take on lots of mini-contributions which will be used in the game (e.g. sound recordings or photos), or alternatively let the community vote and decide on creative decisions
- This jam is not a competition, and there is no minimum level of game development experience needed to join. People from all backgrounds are welcome to participate. If you're new to gamedev, let us know! Join us on the forums and on Slack; where you'll find help, advice and encouragement from the community.
- Entries containing any form of harassment or hate-speech are not permitted. Anything crossing into this territory will be removed.
Use this subforum to make development log threads, recruit folks, and chat about development related stuff! There's also the game development subforum and the #wizardjam slack channel. If you aren't a already a member of the slack group and would like an invite, send me a private message at @zerofiftyone and I will make sure you get access.After the jam finishes, we'll be hosting Showcase Weekend; an opportunity for everybody to step back from the game making process and look at what everyone else has made; with an emphasis on giving feedback and comments to fellow creators. It's covered in the schedule below, and there'll be more details to follow.HERE'S THE PAGE WHERE YOU CAN SUBMIT YOUR GAME : [https://itch.io/jam/wizard-jam-6]
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Browse Past Wizard Jams:
Wizard Jam (Apr 2015)
Winter Wizard Jam (Nov/Dec 2015)
Wizard Jam 2016 (May 2016)
Wizard Jam 4 (Nov/Dec 2016)
Wizard Jam 5 (Jun 2017)
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Congrats dude! Looking forward to playing this soon.
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EVADER is featured in this week's PC Gamer freeware column! Wild!
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6 hours ago, WickedCestus said:Hi! I'm still playing the game and enjoying it a lot. I have noticed something that I'm not sure is a bug or not. Whenever you destroy a snake enemy from tail-to-head instead of head-to-tail, the next wave seems to spawn a second or two later than usual. This has happened to me quite a few times to the point that I think it might have something to do with the scripting relating to this enemy type. Am I crazy? Has anyone noticed this too? @zerofiftyone do you see any reason why this would be? Thanks again for the cool game!
Some people pointed that out over the weekend. I'm not sure what causes it but I'll look into it!
6 hours ago, WickedCestus said:Also I just beat the #1 high score by 6000 points. Good luck everyone!
Please record a video of one of your crazy high score runs, I need to see this!
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13 hours ago, infamous space turtle said:Those high scores are insane, im like 50th. Love it though, good to see it being played a ton. Also your music is always dope Zero so proppsss !
Thanks! I'm not a huge music guy but I learn a little bit more every time I make a game. That reminds me, I uploaded the tracks I made for this game on Soundcloud and then forgot to put them here.
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The polished feel and visual design in this game are both really coherent and nice. I can totally imagine seeing a version of this as a premium iOS game.
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The animated UI assets in this were really cool and well made, and made me wish I could made stuff with that style and character.
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Hey, your game is featured on Warp Door: http://warpdoor.com/2017/06/21/super-pools-n-ghosts-hamburger-mode-edition-sunless/
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This is a really nice vignette; so atmospheric and pleasant! I felt like I could just walk around listening to that music for ages. I liked the scene transitions with the echo-y fade out a lot.
Concentric
in Wizard Jam 6 Archive
Posted
It's been a slow few days but I've been working on this in any spare moments I have. Most recently, I got through a bunch of game structure stuff that means I was able to set up menus like pause and level select screens. One thing I wanted from the outset was a seamless transition from menu to gameplay. It took me a while to figure out how I was going to present it; I ended up making a mockup in Photoshop which I brought back into the editor and sort of "traced over".