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Found 64 results

  1. Hello Wizard Jammers! I don't how active I will be with the devlog this time around, but I at least wanted to get something up here as I start up the project. This'll be my second Wizard Jam, my first being Wizard Jam 5 where I made a Twin Peaks first person exploration game. The Meme Scream is to be a first person arcade-ish game. The player will be walking through a crowded area (like a mall or something) and be trying to avoid running into NPC's that are wandering in the direction of the player. The hook is that there is a big phone in middle of the screen that is always fixed in the middle of the view, so using the mouse to look around and change direction will move the phone along with it, blocking the view. On the phone I want there to be a scrolling feed of images. There will be memes and news. Memes are good and must be selected and shared for points (and screams of joy), news is bad and if selected will deduct points. I'm thinking that the feed will be scrolling fast enough that picking memes instead of news will be difficult because of maneuvering through a crowd. Honestly I don't know how well this will work in execution, but we're going to find out!!!
  2. The game is now released and you can download it on! Thank you for checking it out! ---------- Original Post: ---------- After doing a first person game with attempted realistic graphics for WJ5, I want to do something different this time. Sooo... I'll try to make a third person game with some sort of stylized/lowpoly aesthetic. I haven't decided yet, but I think it's going to be mostly top down exploration stuff, maybe with some short platforming areas. Also something with mazes, because I like mazes. The title is borrowed from Idle Weekend episode "The World Ends (and Begins) With You". In terms of story and atmosphere I want to do something "darker" and personal, but abstract. Think of something along the lines of Inside, but with more color? I don't know yet, still very vague ideas here. Robots will of course be in there as well and you'll be able to speak to them, at least that's planned. Like WJ5 this will be an art-heavy thing for me as I'm still more on the environment art side of things, but I worked a bit on my understanding of c#, so let's see where this takes me. However, I will be using a third person controller asset from the store, but will try to do do the rest of the gameplay myself. I even have a puzzle in my mind that I think I'd be able to code ... at least theoretically. I also already experimented with a speechbubble system and that crashed Unity, so there we go I expect time to be the most crucial factor. Last time I had he whole two weeks off from work, this time it's the last week of the year. But then again it's the week between Christmas and New Year's, so there isn't as much time as I'd like to have. But I'm still optimistic that I can put something together!
  3. The Other Eggplant

    Well, the results are in... two days early! Weird how that works. But I can successfully say, with an almost overwhelming majority, that the winner of our poll is the title "The Other Eggplant," so, I hope you like eggplants. Without any further ado: The Other Eggplant Another game by the makers of Hamburger Mode. TO BE CLEAR: This is going to be slightly less ridiculous and over the top. That game was a total and unrequited, yet somehow hilariously charming mess. This is not that. This game has a STORY. And PLOT. And maybe even some sort of strange meaning to be found inside of it. Maybe, though. It's not like this is Citizen Kaine or anything. SO: This game takes place in a small tavern at a crossroads in the middle of nowhere. You, the player, are a traveller who was just passing through when a sudden psionic thunderstorm came out of nowhere and was extremely threatening. Fortunately, most buildings nowadays are warded against this sort of thing, so you fled to the safety of this tavern, along with basically anyone else who was around at the moment. The Game: Is a story based game, where you, the player, can take a different action every hour, for 9 hours (from noon to 9 PM) inside the tavern. Actions include talking to the different people who are also staying at the tavern, plotting your course, helping out around the tavern, and of course, napping. That’s just like… That’s a thing you can do. Anyways, there is no specific goal of the game, aside from learning more about the characters and trying to figure out what they are doing. However, at some point during this (probably halfway) some sort of big event will trigger that then means you have to solve a mystery, or maybe go looking for someone who's gone missing. I still haven't quite figured that out, but it would probably be pretty boring to just talk to people with no direction. “Now, Technomagie,” you might be thinking, “That doesn’t really have anything to do with your title and prompt for this here game jam!” Well, you’re right. Anyways, this game will be built in the RPG Maker MV engine, which, if you don’t know, is a game engine designed for primarily making old school Final Fantasy clones. I won’t be doing that. In fact, I don’t think this game will have any combat or dungeon crawling in it whatsoever. I would prefer to have a more visual perspective on this, as opposed to a Twine game. However, it will be important to note that it will be built using primarily images from the base engine, which in all honesty look pretty crappy. Characters: In the next couple of days, I will be beginning to post information about the main characters that you will encounter in this story. However, and I want to put this up here right now for this reason, I'm going to be adding extras into the game as essentially other people you can meet who are just hanging around the tavern. I want people who read this to reply below with an idea for one of these extras, and one or two lines of dialogue that you get when they're interacted with. These can be anything from shameless self-inserts, to dumb one-liner jokes, or anything in between. Think of this as your chance to be wild.
  4. Go play the game here: Wizard Jam! I'm getting started a little early because there will be several days where I won't be able to cram in any jamming. This is what I have after a first rough brainstorm: A mining game in the style of Steamworld Dig, the world is made up of blocks, you can mine in 4 directions. Some blocks contain materials - not sure what you're doing with the materials yet, probably plotting the humans'/the robots' downfall. The top of the screen/world has a town where you deposit stuff/refuel/whatever. There also is a Danger Layer which is always visible and is triggered after a certain time. If that layer does not have enough(or not densely packed enough)blocks, it falls down and the Danger Layer moves up. You're gathering materials but at the same time have to avoid turning the ground supporting the town into a swiss cheese. You can spend resources to create scaffolds and such to hold up blocks. Bonus stuff for if there's extra time: - Some sort of story/framing/explanation of what is going on - Upgrades for your mining powers, carrying capacity... - Monsters/enemies/dangers. Might be essential to make things more challenging/fun. I've got a bit of experience working with tile-based games by now, so it doesn't feel too ambitious(...yeah, right). But I'm also strapped for time this jam...
  5. Hold On To Your Binary Utility for the Tethering of Theropods Overindulging in Non-dinosaurs "Welcome to the Isla Mago branch of Jurassic Park, valued member of the InGen family! Here at International Genetics Incorporated, we are devoted to the safety of our employees, which is why management is deeply saddened by your recent and incredibly unfortunate accident allegedly involving the Coelacanth Fish Pedicure exhibit. As per the stipulations laid out in your lawsuit, you have been granted the position of Chief Security Officer and B.U.T.T.O.N. Operator; your personal office is located in the most secure building on the island, and has convenient access to restroom and refreshments. We sincerely hope that this arrangement is satisfactory to you, and would again like to say that we are devoted to your comfort and safety while in our employment." Gameplay The gameplay of Hold On To Your B.U.T.T.O.N. is sort-of inspired by Five Nights at Freddies, and one of my favorite Jam games: Enviro-Bear 2000. Learning from past experiences with mass power outages, InGen has implemented a new, easily-operable failsafe device for this Jurassic Park facility. All of the security systems of the park - fences, doors, cameras, computers - are tied to the same electrical circuit, which is kept active by holding down the titular button on your desk (tied to a particular key on your keyboard). If the power shuts down, the dinosaurs will obviously take the opportunity to escape from their enclosures, gradually wandering into the control room where you and your tasty crew are. Simply keeping the key pressed for the allotted time is easy enough, in the beginning, but as you progress through the levels, more tasks requiring your input begin to pile up. With only one free hand, perhaps you'll need to shoo away an inquisitive compy blocking your view of the security feed, or enter a complicated Unix command to troubleshoot a downed section of fence. Can you fill out your time sheet before the day is out? What if you've had too much coffee and need to run to the little security officers' room down the hall? WHAT DO YOU DO IF THERE IS MORE THAN ONE B.U.T.T.O.N.? Stretch ideas + It might be easier to make this scary with 3D assets, but I don't have the expertise to create them in this time frame, and I'm actually sort of curious what I can manage with just 2D. Plus, I'm not sure I even want to go for much horror anyway. + Initially, monitor will just be a top-down view of the map, with your cameras marking the positions of things in their field of view. If I have time though, I'd obviously want to have a separate view to see the camera feeds directly. + In addition to the powered security, you have a small number of game wardens who try to tranquilize escaped dinosaurs. You don't know exactly where they are though - every minute or so, they'll radio their position and sightings in. So, your map would show the last known positions of the wardens and any dinos they spot, but you won't find out if they successfully subdued them until they make their next report (or they miss it...) + If I do go with the wardens idea, then that adds the additional task of having to tune your radio to their frequency to even get those check-ins. Highly professional concept art attached below
  6. "Akwardness and Harmony" A score capturing arcade where you traverse a map of happy faced and sad faced characters. It is inspired by empathy games such as Jay Tholen's "Dropsy," "Everything is going to be OK" by Alienmelon, and the sword fighting sequences in "Secret of Monkey Island." It is loosely following the theory of Cognitive Bias Modification (CBM). More on that at the end. Game Design: The player and NPC's are all governed by an internal mood meter that ranges from happy to sad, with potentially 1 to 5 states of intermediate states, neutral in the middle and lesser extremes of happy and sad. PC and NPCs all share one basic interaction verb, Speaking. Any two NPC's will automatically Speak to each other when they pass by each other. Speaking will modify the mood meter of the two (or more?) adjacent characters. Happy characters will increase the mood of a sad character. Sad character will increase the mood of a happy character. Neutral characters will have no effect. The player can also speak but be deliberate about when speaking. There would be different personality styles for different characters. This would effect how those characters mood meters automatically change over time, and how a character responds to speaking. Different personalty styles would be things such as Optimist, Pessimist, Introvert, Extrovert, or some combination there of. Optimists would have naturally growing moods, Pessimists would have naturally decaying moods. Extroverts would respond well to speaking, but Introverts would have a cool down period where speaking too much actually decreases their mood. Scoring: The game will be in rounds have a time limit and a score system. player can collect points by speaking to happy characters. No points are collected or deducted for speaking to neutral or sad characters, the idea is to enforce the player's happiness through seeking out happy faces and communication. Difficulty modes and level design: The game would have several difficulty modes. These modes are where the character plays the game in the different personality styles. Technical and scope goals: This will be made in Game Maker 2. I've done a few tutorials that should help me get this amount of stuff done, character movement, interaction. I'm a complete novice so I'll probably end up with less that my basic scope goals for the jam. Basic scope: Move player around, speak with people. People stop when speaking. NPCs speak to each other automatically. NPCs do not speak to player. Get points, end time limit. Basic character art with simple color shifting to differentiate stuff. Simple animation cause I can't help myself Intermediate scope: Personality types for NPCs. more art, animation for environments and maybe different characters. Several Levels / Scenarios. Advanced scope: Playable personality types for player. Flavor text reactions. Saved local score board for different modes / levels / scenarios. Concept basis: Cognitive Behavorial Modification (CBM) involves software that feature a grid of frowning and smiling people, and you click on the smiling people as fast as possible in a limited amount of time. The concept is that a depressed or anxious person perceives threats in their environment, in the form of frowning people. By rewarding the user to increase their awareness of happy people in the environment, it is said that the user's outlook on life will become more optimistic. The CBM games I've toyed are dead simple, and I already see an improvement in my outlook on life having used them a little bit. Perhaps only by placebo effect of meditating on the idea, but placebo effects are real effects, self fulfilling prophecies and all. Ludo-narrative Problems: The trick with making a CBM style game is to ensure the game itself enhances the player's positive mood state, and does not actually cause a demoralizing effect in the player, via too much competition, or other strange social implications. In a way many games are already CBM modules, but focus on mood reduction, punishing world of frowning people. The design as I have above described has a potentially problematic implication, that the player is a sort of care taking cheer leader of the NPCs, and by having the player character running around trying to cheer people up, that could be an actually very annoying thing to certain people in real life. My hope is that the personality system could create an empathetic effect giving people space to feel the emotion they need to feel. One solution to help this dissonance could be flavor text bubbles that say things like "I feel better getting that off my chest" and such, to enforce that the happy faces are not literally happy and sad states, but are rather a reflection of a satisfaction state.
  7. Call of Saregnar RPG

    Hi everybody. I thought I'd share with you my old-school story-centric tactical role-playing game Call of Saregnar. It is a project I've been working on in my spare time for the last couple of years, and I expect many more years of development ahead. As an introduction, here's my vision: A Mature Story, A Believable World A deep and engaging story with charming characters unfolds over ten chapters filled with murder, mystery, intrigue and suspense. The world is low in fantasy, and magic is rare. Despite that, you will encounter some creatures coming straight from mythology, but giant rats and slimes have been evicted from this universe. In the game you take control of a small group of unique charactes, each with their own backstory, personality and ambitions. As you progress through the world, they may join or leave you and they do interact with each other, giving you clues and directions on your quests and help you unfold the intricate story. 1990’s Old School Look Call of Saregnar features a 1990’s inspired 2D + low-poly 3D look, so you can get immersed into what’s most important: the story and gameplay. Let your immagination do the heavy lifting! Oh, it also features real actors! Freedom to Explore Despite being a story-driven game, the world is always open for exploration, so there is nothing stopping you from exploring the whole map in the very first chapter! Tactical Turn-based Combat Combat is turn-based and each opposing party starts roughly at the opposite side of a grid-separated battlefield. The party that has the initiative, starts first, moving all of its characters. After one side has moved all of its characters, the opposing party gets to move. There are a number of highly-strategic spells to be used in combat, not just damage-dealing ones, so you have to plan accordingly if you want to succeed. Detailed Party Management The characters you play are alive, so it means that they get thirsty and hungry, they feel cold and heat, they can also fall ill and must be taken care of. Fortunately for you, micromanagement is not completely manual as characters will feed automatically, as long as they have the food in their inventories. When you're traveling through snow, it is best to have heavy clothes in your inventory or your characters will fall ill or worse. You'll also need to heal their illnesses manually, for example. Talking about clothing, boots do wear out, so be sure to watch the condition else your characters might end up walking barefoot. You should also regularly take care of your weapons - oiling the bowstrings and swords, repairing armor, etc… – as they get damaged. Character Development While your characters’ attributes rarely change, their skills advance on a per-use basis. Skills can also be learned from a trainer or by reading a book. Encounters In a land as rich as Merrentar, you can expect to run into a variety of events that will affect your journey. These events may go from falling into enemy ambushes, discovering particular interesting spots and places, meeting traveling merchants or bandits, perhaps wild creatures, wounded travelers, a neat trove of herbs, a set of game tracks... all of these events are greatly affected by the various party skills. Unique Magic System To gain divine favor from the gods, pray and give offerings in the form of money, food or other valuables. Divine favor is you magical pool from which you can cast unique highly-strategic spells. Items Although the game has fewer weapons and armors than the average RPG, each item is that much more detailed and fleshed out. Finding new equipment brings significant benefits as the difference between the old and new is now actually noticeable. Grey Matters CoS challenges you to think and pay close attention to everything you read, because often that's the only way to complete sidequests or even main objectives. There are no quest markers or objectives, only a quest log with your past conversations for reference. If you want to know more about my project, visit the game's page at Thanks for looking!
  8. Trailer: Quick InfoRelease: October 2018 for PC / Mac / LinuxGenre: Life-SimPre-Alpha Prototype Demo: My Twitter (game updates and personal posts) | Game Twitter (game updates + screens only) SummaryMy name is Josh, and I'm a solo dev working on Village Monsters, a life-sim game taking gameplay inspiration from the likes of Animal Crossing and Shenmue, with visual and tonal inspirations from the Mother series.Village Monsters is set inside the world of an abandoned video game. Over time, the monsters that once served as enemies in a generic fantasy RPG grew tired of all the waiting around, and eventually decided to abandon the whole 'bad guy' thing entirely.They've thrown away their axes and fireball spells and now live a peaceful life in a sleepy little village in the 'country'.You are a player booting up the game for the first time in decades, finding yourself as the sole human living among this village of (mostly) affable monsters. FeaturesHere's an incomplete list of things you can do in Village Monsters: Purchase, furnish, and upgrade your very own house. Hang up some new wallpaper! Plant a garden! Sit atop a golden throne you found in the woods! Pick up a new hobby, like treasure hunting, cooking, critter catching, or fishing. Donate your findings and creations to the Historical Society of Monsters Meet a boatload of rambunctious and whimsical villagers with their own personalities, schedules, and problems to solve Experience total immersion thanks to a robust day/night cycle, seasonal changes, dynamic weather, and a packed calendar full of events and holidays Explore a bizarre digital world that’s been transformed by its abandonment Bring back the treasures from your expeditions to decorate your home and village Unravel a unique story through dialog, environments, descriptions, and other esoteric means Enjoy the deep satisfaction of dog ownership Discover a world brimming with lore where every area, villager, and item has context and background Solve mysterious and other quests, and enjoy rewards that can upgrade your house and village Complete a massive compendium full of collectibles and secrets News & UpdatesHey Idle Thumbs duders! I've actually followed Remo, Rodkin & the Boyz for like a decade now, which is weird to even realize, but I've never been one to post on the forum. For the past 5 years or so I've struggled with depression, anxiety, and at my lowest point contemplated some pretty dark shit. Late last year I reached my breaking point and vowed to turn my life around. Since then I've made a lot of life changes I won't bore you with, but the relevant one to this topic is that I saved up a bunch of money, quit my job, and have dedicated myself to achieving the dream I've had since I was 8 years old: make a living from creating video games. Village Monsters is my first attempt at just that, and I've been at it since January of this year.There's a pre-alpha demo that was released last Sunday (07/09/2017) that you can check out. I'd really only suggest taking a look if you're familiar and comfortable with this type of early gameplay, but as you might suspect I would absolutely love any feedback you haveI've begun the 'Long March to Alpha' which will last through the rest of the summer, and you can look forward to weekly devlogs posted here each weekend.Lemme know if you have any questions, comments, insults, or anything else!
  9. [Release] Sorrow and Horror

    Hey first time, long time, and all that. Not much of a dev log, but I just completed my first ever game for Wizard Jam 5 and it's available here: WASD to move Shift to run Mouse to shoot Zombies lurk hoping to turn you into a Far Cry 2 fan. Seek the darkness and escape!
  10. Howdy! I didn't want to post until I was sure I could actually put something together so.... check out this GIF! What's going on there? Why, it's a reality show simulation & management game of course! A little while back I binged hard on Terrace House (check it out on netflix) and so I kind of wanted to do something Sims-like to help teach myself some AI principles. @Mythalore described it on slack as "Big Brother Fortress" and that's just about perfect. Here's the pitch I drafted up before getting started: Not sure where the outer space angle came from but I'm running with it if I can get it in the game itself. From here, I need to build out the activity/waypoint findinga little bit more but I'm happy to have the basics of pathfinding and a set of needs in there already. Wanna help?? Does anyone have interest in doing art, sound, or music for the game? You can sort of see the direction I'm looking for in the color palette of the placeholder art but there's a lot we can do on all fronts if folks are motivated and into the idea. Drop me a line and I can get folks hooked up with the Trello and source control for the project
  11. Game link for all those game players out there (hi Ben_X): I'll do up a post-mortem tomorrow but for now I need sleep! Level instructions! Because I actually want people to finish this dumb game. Level 1 - Tickle the giant by timing your clicks when the white circles match the radius of the blue circles. Think Osu or Elite Beat Agents. Level 2 - Alternate pressing left and right. Feel the boredom of a young person doing menial tasks. Level 3 - Click on the teeth to remove them...slowly. There's a certain order to removing them, and you only get three mistakes before it resets! Level 4 - Click on the circle to start flaying, then follow the circle with your mouse. Keep within the radius of the circle! (± a little) Level 5 - Alternate mashing the up and down buttons to lift the contraption to the required height so that it can crack the heck out of those bones. Level 6 - ??? --- I made a promise to myself that I would use the random title generator and go with the very first title that came up. So boom, I'm going to be working on a game based on a gross terminal 7 title, Carved the eyes out of my head. I did a bit of a braindump session last night, starting when I was already a little tipsy, but even in the cold light of day I think it's a solid idea. I'll spoiler my thoughts here: tl;dr The player will control a member of a clan who have a symbiotic relationship with nature giants. The giants travel to the clan's grounds to die and have their organs be recycled as the clan's buildings, weaponry, base resources. The player will defend the giants from predators that would seek to kill them before they reach their destination. At the moment I'm leaning towards the giants being interconnected platforms that move in a set rotation or pattern, and the fun is jumping around this giant trying to defend it from a bunch of smaller enemies, but I'll have to see if that's achievable or fun. I think it could be as long as the player has enough tools to move around easily. Anyway, that's the idea. Now to try and figure out how to structure this to be interesting/fun/at all feasible in less than 2 weeks.
  12. After making a procedurally-generated pipe photography game for Wizard Jam 4, I'm back for more! I hope ya'll are ready to get hoisted, because LORD HOISTMAS is coming to town. In ancient times, man created a weapon known as the petard. This fearsome explosive was created to destroy walls and doors. But another spicy use was soon discovered: hoisting. 1000 years later, the immortal god-king LORD HOISTMAS rules over the humans. Hoisting has become a professional sport. Every year, we hold the Bagblast tournament, and only the greatest hoister will have the honor of challenging our LORD in the final match. Lord Hoistmas With Bagblast! An explosive bocce-like dystopian pro sports sim with arcade hexagon elements. Play it here: Diversifiers used: Hoisted: You can literally hoist yourself by your own petard. Limited Vocabulary: Your only verb is "throw". "You Just Played Yourself 🔑": Every round begins with your placement of the petard. While you are technically competing against an opponent, the real challenge is to throw your balls close to your original throw. A poor petard placement can make this task very difficult. Texture Thrift: Almost every texture in the game is re-used and re-colored at least once.
  13. For our WJ game, we decided to pick a game that we could finish with our very limited game dev chops. In Kill the Last Alien, four players find themselves at a dinner table towards the end of a delicious cooked alien mochi meal. With three aliens left on the plate, the four players compete to fill their stomachs. The game takes place over a series of rounds, with points being awarded to those quick enough to get the mochi. For now, here's a picture of the mochi!
  14. Story: Little Kevin did something stupid and is punished by an electronics ban. There is basically nothing left for him to keep himself busy now. Except for the old electronic race track of his father which his parents forgot about... Game Concept: two buttons used on gamepad: analog trigger for basic speed, turbo button for some bonus speed minimalistic 3d graphics perception of race track gets more intense with rising internalization Minimal scope of game: one race track simple story sequence at the beginning basic internalization effects: basic blurring, blending into more realistic graphics and sound some basic track elements: straight track, curves Nice to have: some more complicated track elements: height differences, looping, ... more sophisticated special effects: explosions(!), interesting perspectives, slow motion racing is actually fun multiplayer mode decent assets Background Story: I almost would not have participated in my first Wizard Jam because I had no idea what kind of game to make. Fortunately, my girl friend's dad got out his old Carrera race track for the visiting children. The core loop of pushing the 1-2 buttons was actually really fun. It really reminded me of the Trackmania games. I had an inspiration! It should be possible to make this game in two weeks time. Now I only had to find some episode title which looked good enough for this kind of game.
  15. Premise You have been tasked by Gilgamesh to defend one Babylonian city from invading forces. The game will be a 2D tower defense-ish game, where you as a player can build things as well as attack things yourself. Enemies spawn on one side of a square map, you have to prevent them from destroying your wall on the opposite side. Things you can do: Shooting arrows from your bow Looting gold from fallen enemies Building/buying walls to force enemies to take a longer path Building/buying walls with some defenses mounted on them (archers, polybolos or hwachas or something) We will go for a low resolution pixely art style. The Team Me: I am a software developer with 5 years of C# experience. I have made one game before, together with VagueBagel, for WizJam4. VagueBagel: A software developer with several years of experience in C++, C#, and many more. We're both fairly new to game development. Challenges I am busy one of the weekends so I only get this weekend, and the final weekend to work on this. We don't know how to make any assets. Want to help? We would like help with the following. PM me if you want to help with something on the list Music Sound effects 2D art work
  16. The War of the Broses: A Dynastic Fraternity Battle Simulator Players take control of one of the great (frat) houses battling for popularity on campus. The game has two components: Over-world: Takes place on a map of the college campus (think the GOT map) where players manage a roster of characters, recruit new characters, haze (train) recruits, commit campus hi-jinks increasing their popularity but also increasing their chances of catching the faculty's attention, battling rival houses, and throwing parties. While I am especially psyched about this portion of the game, development on it will begin if I have enough left over after working on the next component. Throwdown: This is the real meat of the game. Players control two mobs, which are made up of characters from their house roster. Each character falls into three categories, ranged, melee and support. Before each battle, you'll organize your mob (think the pre-battle setup in a Total War game), strategically placing units to maximize their effeciency. Your placement of units matter. Putting ranged units in your front line would be a bad idea because they are especially weak to melee units. Units: Melee: Will attack any unit they bump into. Ranged: Hurl beer cans towards an opposing mob if they are in range. Support: Heal and increase the attack/defense of surrounding units. On the battlefield you control your mob with the right analog stick/WASD and the left analog stick/arrow keys like a bumper boat. Push in any direction to make your mob rotate towards and move in that direction. To attack you simply bounce your mob against an opposing mob. The objective each battle will change, but they will usually focus on simple objectives (defeating your opponent, capturing all the kegs, etc). Commander Abilities: Players will also have commander abilities that will allow them to buff their mobs in unique ways. So far I have three, and I am looking for a fourth. Puke and Rally: Your mob throws up in unison and without all that booze weighing them down, they gain a bonus in movement speed. Spot Me Bro!: "I wasn't even pulling. That was all you, bro." All of your support units are 150% more efficient. Keg Stand: Your mob makes a final stand and is immobilized. With new found liquid courage they are able to attack and defend with new vigor. ???: I'm still trying to figure this one out (you'd think after attending ASU I'd have more bro-isms in my back pocket!). I'd love to hear everyone's suggestions for this one, whether it's just a name or the actual ability mechanics. Closing: Welp, that's pretty much what I have so far. I'll be updating this thread periodically with screenshots and descriptions of what I'm working on. I know that I said in my introductory post that I would be working on this one alone, but I would like to reach out for some work in these key areas. 2D Art: Overworld map, character profiles, house insignias, misc menu art. Music: Medieval battle music and lighter music for the overworld. Voice Work: Anyone interested in bro-ing down and recording some lines? Thanks for stopping by and best of luck to everyone jamming!
  17. [Dev Log] The Return, Part 1

    When I was fifteen, my best friend disappeared. Wizard Jam seems as good a time as any to finally express my feelings about Alexis. Alexis' History When I was a teenager, and living in Athens, Greece as an ex-pat, my best friend disappeared. This was years ago -- years before the Olympics -- when terrorist groups like November 17th were still on the streets. I want to be clear, this was not a normal occurrence in Athens, but it was not as surprising as it might have been in the States. There was a girl at my school -- where we had armed guards at the gates -- who had been kidnapped when she was younger. Still, she was an anomoly. I need to stop talking about this kidnapping and murder stuff. That's not what happened, anyways. At least, that's not what I think. The week before Alexis disappeared he seemed strange. Different. He had only lived in Athens for a year, and he was asking tons of questions about the train, and buses. He knew that I frequented the monthly 2600 meetings off of Omonia Square -- downtown -- where he was never allowed to go. So he was asking all these questions about getting to the ports, and hopping Islands, and how much it cost for a hotel for a night. The next thing, he's gone and his parents say he's got a backpack and half his room is missing and the other half has turned upside down. The police were called. They never found him. I spent the year we stayed in Greece after he vanished perpetually seeing him out of the corner of my eye. I hardly slept. My mom requested she be reassigned back to the States early. The Ambitious Plan That's Left My Heart Ever since I put on a Oculus at a bus demo during The International, I've had this lingering belief that I could use the power of VR to find Alexis. My eyes, as always, are bigger than my stomach. I've envisioned a white, clean, VR world where I could explain my history with Alexis in voice over. The game would then use photogrammetry to show locations where Alexis used to spend time. I'd have to go back to Greece and recreate the scenes. In another VR experience, I'd take all my pictures of Alexis, and catalog them by the angle they were taken at, so that a player could walk around a VR Alexis, and you could see him from every angle. I know this would not be a way of recreating a real person. It wouldn't even capture the detail of a 3D model, but it seems like the right way to present who he was back then. Of course, what if Alexis doesn't want to be found? Honestly, playing The Beginner's Guide helped me see that what I wanted to do wasn't just selfish, but it was wrong. But I still have the desire to make something to express my longing for his one day return. The Game The plan is to create a Twine game, since I need to actually accomplish this within two weeks. It will be about the events in the days leading up to Alexis' departure, and the years following it, from the perspective of those he left behind. The crux of the game: Their hopeless preparations for his return. A Message for Alexis If you're reading this: I want you to know that I love you. I miss you. And if the details leave you unsure this is directed at you: Your name was not Alexis. T. J.
  18. All the glorious cyberpunk technobabble that Jake hates.
  19. GET HOISTED Get Hoisted is released! Well actually there's been a version of the game up on since the Jam's submission deadline, but it was missing the end screen to say who won, and there was no AI so you had to be playing with 3 other people for the full hoisting experience... but I grinded out those last two features so now I can happily advertise that this game is actually playable! There are a few wonky bugs/oddities but all in all Get Hoisted came together really well. Let me know what you think, and definitely let me know if you play any multiplayer with some friends, would love to hear about your experiences! And a great big thanks to BadAtStuff for doing such a fantastic job with the music and sound effects! Original Post (start of dev log).
  20. So this is somewhat based on an idea I originally had while watching Westworld, specifically the scene in which whoeveritwas (Hopkins? Can't remember!) tells Mauve that she's a robot and where they show this dialogue-tree-style interface that's supposed to explain how she creates language. I'm not sure if it would actually work similar to that in reality but it led me to consider how a (very simple) robot might perceive the world, identify objects, and learn how to interact with them. What we came up with, is, I don't know, something between Creatures, if anyone remembers that series, and yet another puzzle game. I'm probably explaining this in the worst way possible so here's an example: - You've got yourself a robot! - Robot can scan items and perceive adjectives, like colors and basic shapes. - Robot finds berries of different colors, probes them, and learns they are harmless. - Robot has to solve a puzzle in which it is confronted with a fire. - Robot scans fire, learns of fluid shape and recognizes the color, which it remembers from the berries to be safe. - Robot considers fire to be a safe item, interacts with it, and "dies". - Player has to find a way to show robot that fire is not safe, by weakening the robot's trust in the adjective "orange", for example. The game is kind of split in two parts: - The world which the player can interact with, in which he / she crafts and shows items to the robot for it to learn something. - The levels / puzzles which the robot is sent into all by itself and in which it has to reach some kind of target for the player to progress. In the long run, the player could upgrade the robot with new body parts / software which let it perceive new adjectives (aggregate states, temperature, noises) and take out new actions (at the beginning Robot can just move and touch, so maybe it could learn to chop, or hack, or push). Maybe the player could even somehow teach it simple puzzle solutions like lighting a fire or pushing a box onto a button, stuff like that. At first, we wanted to give this a more Thumbsian twist by making the robot evil and you actually having to build levels to trick / kill it, but we felt like going with the nicer option, although the other concept might be a bit more straigth-forward. Like with Cheatin' Hitman last time, my wife and I will be working together on this one, and hopefully get something done. We'll go on vacation next week, so I'm not sure what we will end up with, but we'll try! Thanks for creating the jam and good luck to everyone!
  21. [RELEASED] Good... Bye

    Good... Bye So this will be my third wizard jam but my first working with the unreal engine as I want to try something new and break away from unity. It'll also be my first, released 3D game so I'm intending to scope as low as possible by focusing on single rooms and developing levels one at a time. Pitch In Good... Bye you play as Agent Swan who was captured by a super villain, as she tried to evade a series of overly elaborate death traps which come in the form of escape room puzzles motivated by deadly things such as a laser grid or poisonous gas. Basically think James Bond but with something closer to Dr Evil from Austin Powers as the villain, so like 'mad' but sort of comically annoyed at the agent. I currently have plans for three rooms but we'll see how things go. The game will be an fps with minimal interaction and platforming elements in order to keep things simple, instead I'm going to be focusing on narrative and theming as much as possible. Concept Here's concept art for the laser grid room as it currently stands. This will involve solving a puzzle in order to unlock the button to open the door before the laser grid passes the button. The Current Team Game design, programming, and basic 3D modeling: Mythalore Illustration: stesug Music: Joel Whitaker Sound Design: Toby Misselbrook Personal Learning/Stretch Goals for this Jam Using Unreal Engine 3D assets and gameplay VR support (???) Gonna try and update this at least every weekend.
  22. It's an itchio! The game is released, but I'll keep polishing it up during this week. The game page: The WJ entry page: Original post with lots of outdated information below: Let the Jams begin! It's a tower defense game with enemies based on all of your favourite jelly-related things! jelly enemies Not too sure about these yet, especially the locomotion. One idea is that the basic jellies and jellyfish are pushing the other objects like siege equipment. This can lead to problems where all the pushing jellies get killed and the other things just sit there. Upping the HP of the pushers over time might be able to solve that. basic jelly/jelly(jello) mold - "slimes", move but have no abilities, different kinds/sizes with varying HP toast with jelly - the toast absorbs some of the damage jelly-filled donut - has a little bit of armor before its HP are reduced jar of jelly - has lots of armor and reflects a bit of damage(to your towers or other jellies nearby), turns into regular jelly once armor is gone jellyfish - is faster(?), has an ink-related ability(disable tower temporarily? cloak nearby jellies?) royal jelly - sends out bees when damaged? could be some sort of boss petroleum jelly - damaging(or just killing?) it causes the surrounding jellies to heal slightly towers All the towers are shooting pieces of *********(Ananas comosus), kiwi, mango and other fruit that prevent gelatin from setting. These will probably be upgradable(if there is time). Not sure yet if these can be damaged by the jellies. simple pea shooter - does low amount of damage per second to a single target machine gun turret - does a high amount of damage for a short time, then has to reload mortar - slow firing speed, single shots of high damage against a target with some splash damage to nearby enemies splash - short range, does a very low amount of damage per second to all jellies in range map Tile-based. For now it'll just be a linear meandering path with no branching. If I have the time I'll first add some random generation and then try to maybe implement multiple paths. I still need to decide if the tower's range and their splash damage will be based on an actual spherical radius or a certain number of tiles around them. help If you want to help out, at this point I could use some suggestions for jelly-related things. And at some point I'll need a fun, wobbly piece of music for the game.
  23. RELEASED The game is avaiable on! Post feedback and hiscores! ORIGINAL Hello wizard jammers! My title is BEWARE OF FALLING SAMURAI from Three moves ahead episode 165. The idea is to make an arcade game in the vein of Downwell, where you are going down levels, jumping in peoples faces and slashing them. I want the player to be always moving, so there will be no platforms, you will break falls by sliding down walls like the image below. To make this impossible for me, i will try to make everything with traditional animation with only two colors to give it an manga/anime feel. I'll try to prototype some mechanics tomorrow and keep posting progresss!
  24. Hey everyone! I've decided that I am going to jam again this year and I have a pretty solid idea of what I want to do this time around too; it will hopefully also be more relevant to the title as well, my wizard jam 4 entry was an OK first attempt I guess considering I did everything minus the music. Live From the Past Anyways, I'm going to make a game based on the Important if True 2: Fight Garbage with Garbage. Pitch Fight Garbage with Garbage is going to be a competitive garbage cleanup game, where you and another player have your plot of land on a single 3rd of the screen (Player 1 on the left, Player 2 on the right) and it is your duty to get rid of your garbage. The garbage will be split into two types, recyclables and garbage, and it is your job to make sure you fill your recycling dumpster(tm) with as many recyclable items as possible before the timer runs out, while also keeping your plot of land as free from garbage in general as possible. To do that you need to use your garbage disposal cannon(GDC) to throw your unwanted garbage into the other players plot of land. The other player has to do the exact same thing. Rules There will be a time limit (say 60 seconds), and at regular intervals new items will spawn in the middle 3rd of the map and will slide to either plot at random. The player is able to pick up items from their plot and either deposit it in the recycling dumpster or add it to the cannon as ammunition. The GDC is on a rail that moves on the vertical axis only and it requires the player to mount it to move, aim and fire the garbage the player was holding. It will be possible to fire the garbage directly into the other players recycling, which causes a severe penalty to the player at the end of the round. Thrown garbage can be blocked by either the GDC or the player themselves, which will be handy to block shots being aimed at the dumpster. Garbage that has fallen into the dumpster cannot be removed (might change). At the end of the round, the dumpster items will be counted, giving points to each player for good items and deducting points for garbage found in the dumpster. Points will also be deducted for garbage and recyclables left on the plot. I fully expect players to end up with negative point scores at the end of rounds and I will l surely tweak this once I am actually in the thick of it... Mockup Bad Paint image is bad, but I think it more or less gets the point across of what I've been explaining above. P1 (blue square) is on the left and P2 (red square) is on the right, the center is a no-mans-land that spawns the items, players, have to pickup the items on the floor and make use of the appropriately. The Arrows represent the GDC of either player. The stars represent the recyclable item and the brown fart thing (it was a speech bubble I swear) represents the garbage. There will potentially be quite a bit of art assets to draw, which is going to be interesting to say the least as I am not terribly good at drawing but I definitely like to give it a go . I will aim to make the game 2 player at first, but I will ideally like to do something AI related to allow you to play single player against the CPU. although I realize that the AI, might just be a dumb, pickup first item you see type of thing, but something cleverer would be nice... Like last time, I will try and keep my progress going here as it keeps me motivated and makes me have to do something to show all of you, which I hope you'll enjoy! Thanks for reading all the way through!
  25. Hello! Monika here from Boomzap, creators of strategy game Legends of Callasia. It was our first game in that genre and it was a huge learning experience for us, so now we're working on our next strategy game. Last Regiment is a fantasy-themed strategy game with single-player campaigns and simultaneous turn-based multiplayer wherein all players plan and resolve their moves at the same time. It takes the best parts of Legends of Callasia, makes a bunch of neat changes for a faster, deeper, and more strategic game, and allows player to design their own levels through its built-in map editor. The game is still in its alpha stage, but we are opening its development progress and livestreaming it on Twitch! The weekly dev stream starts on April 19 10PM EST at Most, if not all, of the art we'll be making for this game are hand-drawn and digitally painted. Here's Olivia, our lead character. If you can guess from this close-up image, we are building the game in a fantasy world set in the mid 1700s. I'll be posting our progress here, with screenshots and wips, after our first stream. For more details, you can visit the following links: Website/Blog: Discord: Facebook: Twitter: Twitch: IndieDB: Reddit: Steam Group: