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Found 79 results

  1. WIZARD JAM X - Welcome Thread

    WIZARD JAM X - THE END OF WIZARD JAM https://itch.io/jam/wizard-jam-10 Hello and welcome to WIZARD JAM 10 — the finale of the long-running Idle Thumbs community-run game jam! Greetings Wizard Jam community! With the announcement of Wizard Jam 10, we want announce that Wizard Jam 10 will also be the final Wizard Jam. At the ripe old age of 10, we felt it will be better to give the event a grand send off instead of watching it slowly peter out. We trust the community will get on board with this idea, not as something to mourn, but something to celebrate. We have announced the dates far ahead of time so that even if you can't participate during the specified dates, you can do something beforehand. We've loved running Wizard Jam for the community, and hope you'll join in making this the grandest of finales. Thank you all! - Travis, Elvaq, Spenny, ZeroFiftyOne and Dinosaursssssss 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 emphasize 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. We're gonna be posting dev logs, forming teams, and chit chatting over here in the thread on the Idle Forums and the Idle Thumbs Reads Slack channel; come hang out! There're also lots of experienced game developers kicking around who'd be happy to offer advice and help you get what you need to make your game. Not in the Slack? You can join us by CLICKING HERE and join the #WizardJam room! We're here hanging out in between Wizard Jams too, come say hi! We have a twitter account, @wizard_jam, to help share everyone's progress or just let the fans follow along! Tag @wizard_jam or use the #wizardjam hashtag when you post progress updates so we can retweet your stuff! Wizard Jam - Friday, January 10th to Sunday, January 26th Showcase Weekend - Saturday, February 1st to Sunday, February 2nd 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). 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. Wizard Jam began out of a desire to help people get starting making games, so don't be shy! Aside from the next 2 administrative points, there are no rules. You don't HAVE to use an endorsement. You don't HAVE to make your entire game in the 2 weeks allotted. Most people will, but if you come in a little late, or get started a little early, or submit something unrelated to the podcast that's A-OK! Entries containing any form of harassment or hate-speech are not permitted. Anything crossing into this territory will be removed. If an entry is clearly from someone trying to use the jam page on Itch to promote an unrelated game, or any other sort of spam, we'll contact the submitter and the entry may be removed. Stay spicy!
  2. EDIT: The game is finally finished! PICO-8 BBS / itch.io Original Post:
  3. After trying my hand at a heavily authored "experience" last time, it's time to go back to what I like and know-ish: procedural generation. My plan is to have an infinite city where you walk along streets with buildings on both sides and occasional landmarks. I've done a little bit of prototyping and have a basic system for generating a curved road between two points with blocks of varying size as building placeholders. (and there already is a bug...) The big problem right now is how to generate points with connections between them that obey certain rules so the streets don't cross/intersect in weird ways. I've implemented Poisson disc sampling for picking points that are not too close together and now the best step seems to be using Delaunay triangulation to turn that into a net-type thing. Implementing a weird mathematical procedure seems pretty daunting. Further plans/challenges: generate a city-like map of points and lines properly connect streets at intersection points generate building facades out of parts add special features like open squares etc cull/hide streets you can't see for performance dynamically delete old and generate new sections of the city cutting scope for time reasons
  4. The game has been released! Check it out here: https://itch.io/jam/wizard-jam-9/rate/456934 https://jmolenaar.itch.io/motormouth _______________________________________________________________________________________________________ For this wizard jam I am working with a friend, who may also post some later updates in this thread. This will be his first game in Unity and my first time collaborating on a two-week project. To ensure that we can finish it, we have come up with a simple concept that should be very doable but could also be extended if we have time remaining.The basic idea is to have a 'simon says' main game mechanic where the player is presented with a series of instructions and then has to repeat them. As the game goes on the instructions could get more complicated or have to be completed faster. The visualization for the game is based on the endorsement of 'interacting with humans', from episode 7 of Important if True. The player supports a robot learning to talk and interact with humans. The concept is a bit like the 'First Contact' minigame from rhythm heaven, but it should be pretty different in practice since there is no rhythm element and the input uses different types of buttons. We hope to at least implement conversations and maybe also gestures and other ways of communication. To be clear, there is no real choice in how to communicate, it is just for visual interest and feedback indicating if the right buttons were used. In the mockup above the console and buttons are shown in the bottom of the screen. The buttons flash in sequence and the player presses them in the same order. The basic gameplay is currently implemented, but it is only a single fixed sequence with no loop or randomization. The slider and radial buttons are also not functional yet. We hope to have all the planned control types implemented by the end of this week, as well as having the animations, sounds, etc. hooked up so that we can run through a single complete sequence. After that we should also have a better idea of how we can best set up randomized instruction sequences.
  5. At the last minute, I've decided to take part in Wiz Jam 9! I've just realised that my sister's birthday is right near the end of it, so I'm taking this opportunity to make her a little game as a present. She loves her cocker spaniel so my immediate thought is a simple platformer with her dog as the player character, and the endorsement 'interacting with humans' will hopefully give me some ideas for mechanics. I'll probably use Construct 2, as it's free and hopefully quite easy to learn the basics of. I'll probably also change the name at some point, so my thread title is placeholder. Depending on how things go, I might put a call out for help with art and sound..!
  6. [EDIT] The game is now released! I have no idea if it'll break on everyone else's machine, but it seems to be doing okay on mine. Get it here: https://itch.io/jam/wizard-jam-9/rate/457257 -------------------------------------------- Hey everybody, I've been working on this for a bit now, but held off on posting anything because I wasn't sure if it was going to go anywhere. I'm still not sure, but I guess I'm holding myself accountable with this post. This is my first game jam, and my first time using Unity for anything other than a place to dump a bunch of text for other people to deal with (I'm the writer on Beacon, which uses Unity). Given my inexperience, I wanted to keep things very simple. The basic idea is to make a vaguely Papers Please-style game where you have to sit at a desk and sift through an ever-increasing pile of random tweets, pairing them up as iambic pentameter rhyming couplets – essentially being Pentametron in a shitty analogue office setting. I've got the basics up and running, with ~250 different iambic tweets that can print out with maybe 40 or so different possible rhymes, and a scanner/shredder to feed them into to submit them as pairs. Realistic next steps: • Add a basic scoring system to keep track of the ones you successfully pair up. • Add in a bunch of non-iambic pentameter tweets so that you're also tasked with counting out the beats in your head. Optimistic further goals: • Add in distractions and 'events' that will get in the way of you doing your job. • Sound effects. • Create a win state and fail state for the end of the work day. Pipe dream goals: • Create a weird wobbly physics arm and robot claw to replace the cursor. • Make it fun? • Mostly the weird physics arm.
  7. It's done: https://zirrrus.itch.io/tfe-wj8 ---------- I'll continue working on my previous entry. During the last jam I simply didn't have enough time and the result was pretty disappointing to me. I ended up just dropping the project and so I can just pick up where I left off. These are my current goals for this project: Basic, reusable systems for interaction with objects - basic framework still exists from last jam UI system for displaying subtitles, hover text etc with proper transitions - already made a bunch of progress(I sneakily did some pre-jamming) A simple starting cutscene/intro sequence - sequence of events is planned with some ideas on how to actually make them happen A somewhat cohesive narrative/quest - very basic structure is planned, might need to cut down the scope Learn how to make video game foliage - this is really difficult, actually...
  8. UPDATE: The game is finished and playable here: https://teljoor.itch.io/unmasking-the-brain-burglar And here is the jam entry page: https://itch.io/jam/wizard-jam-8/rate/361002 _________________________________________________________________ Time for another wizard jam! What I want to do this time is create a sort of puzzle game where the puzzle is the Brain Burglar's mask. You'll basically be pulling and prodding different parts of the face to reveal new parts and interactions and finally find the zipper to tear off the mask and move on to the next disguise. It is sort of inspired by the interrogations in the Ace Attorney game series and the game GNOG (though I am basing that on just the trailer, since I haven't yet had a chance to play it). I included limited facial animations with separate features in some of my previous games and I hope I can go a lot further with that here. So far I have ideas for four different phases/faces and at least three should hopefully make it in, with more if time allows. I will be reusing and extending the dialogue system I made for my wizard jam 6 game, The Rooster's Stupid Secret. I am also planning to reuse some of the detective characters from that game so I can quickly set up the premise, so it will be sort of a sequel. I hope to have the first two faces with all interactions and script more or less done by next weekend. Here is a gif of the first face I'm working on. The interactions are pretty basic right now, but hopefully I'll be able to include some real puzzles in later faces. I am using Unity again. It would probably work in 2D, but I am working in 3D with an orthographic camera since that's what I am used to.
  9. This title stood out to me this year, and gave me an idea for a kind of physics racing game where you sit on a gamer chair and slide down a hill, collecting cans of Mountain Dew (for a boost) and Doritos (for points). Tactics don't really come into it, but whatever. Here's what I've managed today: As ever, I'm using UE4. The main thing I'm going to have to work out this time is how to have physics-based movement that isn't a total disaster; you can't really tell from the GIF, but the ramps are really flaky. If you're not going fast enough the chair will tip over as soon as it hits them (Something about moving from one piece of collision to another messes with the physics), and even if you are going fast enough there's no guarantee you'll land okay. I'm going to have to look up some vehicle example projects and get some ideas about how to constrain the physics so they behave in a way that makes the game playable. EDIT: v1.0 is out now! v1.1 is out now! DOWNLOAD IT HERE!
  10. I came up with a bunch of possible ideas for this jam at the end of December, but right now this is the one that really catches my fancy. I had originally imagined something really fast paced, like Super Hexagon, where you rotate objects around to make them line up... or something. However, reflecting on that idea, I came up with a variation on it which I like much better. I'm thinking of a first-person puzzle game somewhat along the lines of The Incredible Machine: Each level has a goal that must be achieved by placing a few pieces of equipment or machinery, all based around the proper usage of SOUL ORBS. Soul orbs spray a steady flow of SOUL POWER in all directions: This power is tremendously useful, but before it can be used it must be concentrated. Thus, you place level elements to guide and channel this power where it is needed, by attracting or repelling, reflecting or focusing the soul particles. These then power machines which either are the objective of the level or affect the level in some other way. I'm hoping to get a basic prototype going within a few days, because what's actually going to make this project live or die is its level design. Right now I'm planning this as a solo project but if anyone else is interested I can adapt it to bring more people in. I'm hoping to stream some of the development, but I'm not sure when I'll start doing that -- regardless, if I do stream it, it will be at twitch.tv/problemmachine .
  11. I'm going to try and make something in 3D!!! Yay!! ....In Gamemaker 2! Boooo!! So yeah it'll be a challenge and I'll see if I can get anything done at all. What I wanna do is sorta ambitious and probably not gonna be called what I titled this thread. If I get anything playable I'll release it, but I'm thinking this may be a mad longer-term multi-jam project...like something I only mess with when jams be jammin'. Stay Spicy JamsPersons!
  12. Hey folks!! Hope you're all hype for WJ8 in a couple days! As @Dinosaursssssss mentioned in the welcome thread, we are going to have another showcase weekend on the Saturday/Sunday following the end of Wizard Jam 8. That means Saturday, February 2nd and Sunday, February 3rd. If you'd like to participate in this streamy event, please say so in this thread and I'll try to get everyone organized into a schedule. Just post your Twitch/Youtube/Mixer channel info and times that you'd be available to stream (all times in PST, the official time zone of Idle Thumbs). Please give a range of times and how long you'd be able to stream for (assuming at least 3-6 hours of jam games worth of Content based on previous jams) I'll reach out to you once I put everything into an algorithm* and figure out the ideal lineup. We also have a confirmed IT's very own Nick "Nick Breedon" Breckon will be streaming on the Thumbs Twitch channel at 2pm on Saturday the second so maybe avoid that slot, yeah? And if you'd like to stream but aren't sure how, I'm sure folks in this community can point to easy resources to set stuff up. You've got more than 3 weeks to practice!! Thanks all, this is the best community~ -elvaq *algorithm may or may not be mechanical turk
  13. RELEASED: The initial release has been posted! https://itch.io/jam/wizard-jam-8/rate/354978 Jon and I are starting to plan our game a little early. Our goal is to explore the joy of simulating machines with code, and translate that into a game. My best guess is that this is going to be some kind of factory simulator, probably in 2D or fixed angle 3D (think Cities: Skylines, Sim City, Roller Coaster Tycoon, etc.). I imagine the end result after 2 weeks work will be a very very basic (maybe just a "tutorial" section) factory where you build some small machines, some conveyers/transport infrastructure, and have an end result on the manufacturing line. Might do a candy factory, because we want it to be fun and approachable thematically, not a hardcore simulation game. There's also some free/good thumbs candy content: The gum disease Gingivitis Off-brand candy bars (Jokerz, Thumbs Up, Twilight, Bucaneer, etc.) Talk of Bubble Gum Tape, the endless pursuit of candy during childhood, gross candy corn, etc. Anyway, we'll see how it goes! UPDATE: The initial release has been posted! https://itch.io/jam/wizard-jam-8/rate/354978 (For some reason this image appears twice. Sorry.)
  14. Hey all, My piece for Wizard Jam will be in Twine made up with a bunch of Nick Breckon quotes. If you would like to help, just respond with your favorite Nick Breckon quote. I'll try to use however many that I can. Good luck to everyone in the Wizard Jam!
  15. Greetings! The easiest way I can come up with to describe the game I'm planning to make this Wizard Jam is, a breakout versus game where you control your own group of blocks and you are trying to get hit. I am still ironing out some gameplay stuff to see what is best for pacing and balance so things may change. As the title implies, at least to me, you are a sarcophagus falling down a giants esophagus. As you slide down towards the stomach your goal is to shoot objects in the environment that will assist you in digesting/destroying yourself before the other player is able to. At the beginning of the game you are tasked with building your esophagus 'clump' in whatever layout you want, however you are required to include a certain number of blocks. These blocks have a variety of functions, one allows you to fire a projectile to interact with other objects tumbling down, one acts as a traversal block which allows you to move around in the space, etc. I want to also include a single player mode but haven't quite figured out how that will work yet. Appropriately the aesthetic I am going for as I described in slack is "medieval gross". So, kinda dark and dirty, but because you are sliding down an esophagus it will be gross. I foresee the gameplay of this game to be a bit of an adventure, so I'm looking forward to discovering fun and also terrible experiences along the way. Hopefully I can remember to document them here!
  16. https://itch.io/jam/wizard-jam-8 Hello and welcome to WIZARD JAM, the bi-annual Idle Thumbs community-run game jam! 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. 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. Not in the Slack? You can join us by CLICKING HERE! We're here hanging out in between Wizard Jams too, come say hi! @Spenny also made two threads for finding team mates! Team Seeking and Team Recruiting We also have a twitter account now! Follow it to see some classic old Wizard Jam games and stay updated on what's going on: @wizard_jam. That's mostly run by @Travis, thanks Travis! Here's the itch.io page where you can join the jam and submit your games : https://itch.io/jam/wizard-jam-8 The wonderful @zerofiftyone has been kind enough to make some Wizard Jam splash screen images / logos that you can use in your game if you'd like! Wizard Jam Splash Screen (Grey) Wizard Jam Splash Screen (Transparent) He also made the many lovely images you see in this post (and also wrote most of the text) (and also ran the last...5? I think? Wizard Jams more or less solo). Thanks Ben!! Wizard Jam - Friday 11th January to Sunday 27th January Showcase Weekend - Saturday 2nd February to Sunday 3rd February 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). And if you're curious about what titles have been used in the past (there's no rule about duplicates, but maybe you're curious) @atte made this handy spreadsheet! 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. Wizard Jam began out of a desire to help people get starting making games, so don't be shy! Aside from the next 2 administrative points, there are no rules. You don't HAVE to use a podcast title. You don't HAVE to make your entire game in the 2 weeks allotted. Most people will, but if you come in a little late, or get started a little early, or submit something unrelated to the podcast that's A-OK! Entries containing any form of harassment or hate-speech are not permitted. Anything crossing into this territory will be removed. If an entry is clearly from someone trying to use the jam page on Itch to promote an unrelated game, we'll contact the submitter and the entry may be removed. 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 (which I'll edit into this post). And one more time, that submission page is : https://itch.io/jam/wizard-jam-8 Have fun! <3 Dino ____________________________________________________________________________________________________________________________________ Browse Past Wizard Jams: Wizard Jam (Apr 2015) Subforum Link Itch.io Link Winter Wizard Jam (Nov/Dec 2015) Subforum Link Itch.io Link Wizard Jam 2016 (May 2016) Subforum Link Itch.io Link Wizard Jam 4 (Nov/Dec 2016) Subforum Link Itch.io Link Wizard Jam 5 (Jun 2017) Subforum Link Itch.io Link Wizard Jam 6 (Dec 2017) Subforum Link Itch.io Link Wizard Jam 7 (June 2018) Subforum Link Itch.io Link
  17. UPDATE: The game has been released. You can play it at https://teljoor.itch.io/our-weird-monstrosity ___________________________________________________________________________________________________ For this jam I plan on making a kind of creature creator game based on the episode title 'Our Weird Monstrosity' (Idle Thumbs 300). I really enjoyed mixing facial features to create randomized faces in the game I made during wizard jam 4. This idea will hopefully let me do some more complex stuff in that direction. I am working in Unity and will be using the Doodle Studio 95 plugin to do the graphics. With the plugin I can draw animated textures directly in Unity, so I should be able to quickly get a prototype going. Below is an initial mockup of what the game would look like. You can drag body parts over from the menu on the right and attach them to the base body shape at preset anchor points, kind of like in dress-up games. This should be easy to do using Unity prefabs. It would be great if I could also add a show mode where you can have your monster run around after creating it. Perhaps there could also be some goals in that mode, like earning new monster parts or fighting computer-controlled monsters. I won't really consider that until the base editor is finished, though.
  18. You can play it now! https://zirrrus.itch.io/the-fresno-experiment - - - I've been tinkering on this since the start of the jam but don't have much to show yet. It's supposed to be a simple horror game, set in the foggy Fresno swamps(which I assume exist). You walk around and are stalked by a terrifying monster while collecting items/clues to solve a puzzle. That's the idea anyways. So far I have spent most of my time using Unity's tree creator to make some trees(which always end up looking way too vibrant and cheery the intended atmosphere): Played around and found pretty good settings for an ominous fog: And the monster: Right now it looks like I won't be able to make the game I had in mind originally but a heavily downscoped version should be possible.
  19. Double Update: Found a game-breaking bug where if you use the hacking tool, then press escape, sometimes you fall out of the level. You need to restart the game to fix it, though just press "continue game" to keep going where you left off! I will be fixing this ASAP. Released an new version with some fixes: -Added "sonic dome" visualization to throwable noise makers to make their effective radius more clear -Fixed game-breaking "hacking then press escape twice then stop hacking" bug -Made tool selection menu stay on screen a bit longer when selecting via number keys (does not delay when you can use tool) Update: The game is out: https://itch.io/jam/wizard-jam-7/rate/271712 And here's a spoilery youtube video of the game, if you're keen: Hi all, For Wizard Jam 7, I am going with "The Convergence Compulsion" (Important If True Episode 5: https://www.idlethumbs.net/importantiftrue/episodes/the-convergence-compulsion). The game will be some kind of first person walky/puzzly thing involving basic rooms to solve. I chose this episode because 1) Future-Dystopian Robot Garbage and 2) This game idea is sort of a convergence of a lot of games and idea parts into one glued together video game. My core goal of the jam is to prototype the basic mechanics of the game. By that I mean: Build the tutorial levels and see if this is anything at all. This is a game I want to make into a Real Thing™ in the near future, so this will basically be a 2-week proof of concept. I am hoping for some play testing feedback to validate the design and general feel. I want to decide if this idea is something or is it nothing. I want the game to have: Robots and Robotics (because organic things are hard for me to make) Some hacking, bit-jacking, signal-jamming, mainframey hollywood computer stuff Mild stealth elements (distract robots, line of sight basics, etc. Not a full hide in the dark and be quiet Thief system) Smallish, puzzle-driven rooms (get from start to finish in each room, accommodate quick play sessions). Quick Retry (see Hotline Miami, Quadrilateral Cowboy, surely many others) Sliding Scale failure (see https://www.pentadact.com/2015-09-13-things-about-metal-gear-solid-v-spoiler-free/) Sort of like a very lightweight version of Portal (see: Puzzle Rooms) with some Quadrilateral Cowboy-esque quasi-hacking and puzzle solving. With some of the "recon->plan->execute" feel from other games like Far Cries, Ghost Recon, etc. The genesis of this idea is my love for meta-game content in many games such as Far Cry 2 and 3's "Capture the outpost" type stuff, along with some action/tactical/strategy planning feelings from games like Ghost Recon and Rainbow Six. I want to allow the player to look at each room all they want, plan their approach, then try their plan. I want a small amount of RNG/Chaos so that plans can never be absolutely perfect, and have some sliding scale failure modes so that even when your plan goes to hell you might still laugh and have fun. I also want the game to be *just* this stuff. So instead of a 100 hour AAA open world shooter with really great meta game content, I want to just focus on the meta game content. Is this even a real thing? Does it makes sense? I don't know. Some sample intro/tutorial/scenario stuff I've thought about so far: You start in a room. You can see the exit ahead. There is a robotic turret between you and the exit, facing away from you. You have one [distraction device]. Throw the device to the left so the turret looks at it. Run past the turret to the exit. You start in a small hallway in a room and there is a turret looking at you, it begins to shoot at you, but hits the bullet proof glass (hey cool, there's bullet proof glass in this game). You learn that 1) Robots will shoot you if they see you 2) They can see you through glass 3) They cannot shoot through the glass. You move behind a solid wall to get into the main part of the room, and the robot stops shooting. You learn that robots won't shoot you if they can't see you. You get a [hacking device]. You approach a turret from the back so it can't see you, and hack into it, locking its aim at another robot. You undock from the turret and alert it to your presence, it starts to fire. It can't turn, so it shoots the other robot. I've been paper prototyping the levels and "guys" on graph paper with some generic board game bits. I hope to have something to show for it at the end of the 2 weeks. It won't be polished, but I hope it's fun. At the very least I want to know if this idea is worth investing more time into. We'll see!
  20. UPDATE! Though the actual game is still far from finished you can play Build the Nublar: Evolved: Prologue, the world's first text-based dinosaur theme park builder, right now! ____________________________________________ ORIGINAL POST So, this is gonna be a weird one. For Wizard Jam 2 years ago I made a game called Build the Nublar. It was a pretty straightforward dinosaur theme park builder and you can play it over here: https://nkornek.itch.io/build-the-nublar For a long time I've actually wanted to come back to the game and flesh it out further, but I refused to just go with a straightforward "add more content" approach. I wanted to change the focus of the game as much as possible. Recently, I came up with an idea of how to do that. My favourite part of the original game was actually that it was impossible to succeed at for more than a few in-game days. No matter what you did eventually the dinosaurs would break out and start eating people, causing you to move irreversibly closer to bankruptcy. I realized that if I took this hidden system and made it the core loop of the game I could make something very unique: A theme park builder roguelike. So, here's the gist: You build your dinosaur theme park, survive as long as possible, and inevitably fail. Then, just like the real Jurassic Park, you come back a few years later and just rebuild right back on top of the ruins of your past attempt, with slightly better tech and potentially salvaging some of your old buildings. The catch: Any dinos that survived your previous attempt can re-emerge from the wilderness to ruin your day. The only problem: Somewhere in the past 2 years I lost all of the source files to the original game. SO I've started remaking the entire thing from scratch. Over the past few weeks I've been working to get some of the baseline systems up and running again, however I'm well aware that there's no chance of my getting all of these goals accomplished by the end of Wizard Jam. I mostly just want to use the next 2 weeks as a chance to really focus my free time towards advancing the project and getting as much as I can done. I may keep this dev log going long after the jam ends just to share progress as I go. ANYWAYS The game is looking pretty cool so far. Having two more years of experience doing programmer art means that the game will look significantly prettier than it did in the past. Here's some progress: I'm keeping the 2D cutout style for the characters and dinosaurs but this time they're rigged onto 3D meshes that can be fully animated. The effect is quite silly looking: The people now come in both Pants Wearing and Dress Wearing forms The snazzy new Visitor's center (This one is a static image but the little fires burn and the fans on the big A/C unity spin, it looks great) And there's still a lot more to come! I've mostly been working on back-end systems like camera control and building placement but now that those are mostly done I can spend the jam focused on making cool content. So stay tuned for updates!
  21. It's done: https://pdotjpg.itch.io/buried-treasure Hope you enjoy! Looking forward to feedback. ====== Based on this Idle Weekend episode. I spent about 2 hours looking through titles of all the podcasts yesterday and brainstorming, and somehow I wasn't getting any interesting ideas, so I settled on this pretty straightforward title. The game's gonna be exactly what it says on the tin: the player will be dumped into a small 3D environment and look for treasure, based on vague directions and crudely drawn treasure maps. I'm basically copying the treasure hunting quest chains in Skyrim and Red Dead Redemption. Those navigational puzzles were basically my favourite parts of those games. This project is also going to be as much about practicing 3D modelling and animation as it is about gamedev for me. My goals for this: A fully animated 3rd person character, and a camera to go along with it A small and pretty 3D environment that can facilitate 5-10 different treasure locations and has solid landmarking Haven't had a chance to work on this yet, but I'm hoping to have a character modelled and rigged up by tomorrow night.
  22. [RELEASE] The game is published on itch.io. I feel kinda bad that i missed the deadline but what can you do. If you guys play it, say what you think of it, i think the random element is maybe to much on the game, but is still quite fun. The awesome music is by @badatstuff I may update the game through the week to remove any bugs, or fix some small things. If you play it, tell me at what day did you manage to last! Now i'll check what everybody did in these 2 weeks! https://sharedcontrol.itch.io/betrayal-and-manipulation [ORIGINAL] Hey everyone! Cool to see everyone else's devlogs poppin here! I don't know if i will have a lot of time to work on this, but here is my idea for this Wizard Jam: Episode: BETRAYAL AND MANIPULATION (Three Moves Ahead 85) Idea: Some of the people in the city are secretly plotting a COUP against the local ruler. The problem is this city is full of SNITCHES who spy on theirs actions at night and send LETTERS with information to the local police on the next day. You are the MAILMAN of the city, and sympathize with the resistance, so you will have to MANIPULATE THE LETTERS so you don't atract heat to the coup planners. Game: Into the Breach with no combat. Imagine you get a letter saying "I saw some strange movement across the street" sent from a certain adress, and you change the adress to seem like it's accusing another person. Old map of Venice, which is kinda of the inspiration to the world of the game. Goals: - Push this idea further, the example i gave is the only thing thing i got right know. - Make a cool map with interesting ways the accusations can be made. - Not worry much about art and programming, and focus a lot on the design of this thing. - Have fun! NEED YOUR HELP: If you want to contribute with some music tunes, please hit me up!
  23. https://itch.io/jam/wizard-jam-7 Hello and welcome! Wizard Jam is the bi-annual Idle Thumbs community-run game jam. 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. 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. Wizard Jam - Friday 8th June to Sunday 24th June Showcase Weekend - Saturday 30th June to Sunday 1st July 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) 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. 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-7] --------------------------------------------------------------------------------- Browse Past Wizard Jams: Wizard Jam (Apr 2015) Subforum Link Itch.io Link Winter Wizard Jam (Nov/Dec 2015) Subforum Link Itch.io Link Wizard Jam 2016 (May 2016) Subforum Link Itch.io Link Wizard Jam 4 (Nov/Dec 2016) Subforum Link Itch.io Link Wizard Jam 5 (Jun 2017) Subforum Link Itch.io Link Wizard Jam 6 (Dec 2017) Subforum Link Itch.io Link
  24. [Dev Log] - CloudWalker

    First time to try to build something non-tutorial for me. Ugliness is expected. My basic goal is to create an unoriginal yet functional 2D game foundation in Unity, building the art and coding on my own. (I'll grab open resources for sounds and music.) I'm hoping this will match fairly well with my limited Unity and Aseprite skills, which mainly consist of some simple 2D tutorials and whatnot that I've worked through in the past month or so. The tutorials have been great, but it's a lot of hand-holding. I think my next step is to just make something functional on my own without following along and doing what I'm watching someone else do. Working Title: CloudWalker I was poking about the podcast titles looking for a theme and saw one called "Living in the Cloud." Boom! Perfect. I'm going with a game called CloudWalker, which will be a 2D Puzzle/Platformer set on clouds. The goal of each level will be to go higher and reach some sort of objective. (If I can weave a story into this somehow it'd be better, but that's a fill in the blank for now.) For a mechanic twist, I want to see if I can play with the idea of what it would be like to have clouds for ground. So maybe standing on a cloud square for x seconds causes the cloud to vanish. Or moving off of a cloud square does the same. And perhaps jumping on a cloud square causes that one to vanish and the two next to it to rise up. I think this will be a good stretch for my very basic Unity/C# skills. I'd like to work in elements to increase the players ability to climb higher (jumping force, the ability to freeze a cloud square to prevent it from vanishing, and perhaps some sort of ladder type tool). I'd also like to work in random elements to remove clouds (lightning, rain, wind). WizardJam 7 Goals Get the player-ground mechanic working with at least 3 player-induced changes: standing, leaving, jumping Incorporate 3 player skill ups Incorporate 1+ ground shifting mechanics due to weather: wind, rain, and/or lightning. Create the player sprite, cloud sprites, and other needed sprites (power ups, weather mechanics, etc.) Build 12 levels of the game Add background music, background art, and sounds Get the whole thing working
  25. This thread is for folks seeking a team to work with! If you have a particular set of skills and want to contribute to someone else's game, post in this thread, preferably in the following format to make it easy for people to skim the thread and find you. You can also drop by the #wizardjam channel on the Idle Thumbs Slack and chat with people to find teammates. Or just drop in and chit-chat with us while you're working on your game! And if you find a team, please edit your post and note that. This is the team seeking/LFG thread; if you have a game idea and want to recruit people, use the recruiting/LFM thread. Format: What I'm Doing: What you're able to contribute and your experience level Contact Info: Your contact info (PM, email, whatever) And optionally: Time Zone: It's probably easier to work with people who aren't 12 hours off from you? But maybe it's fine. Portfolio: A link to your portfolio / website / whatever if you have one, so people can check your style. Then whatever else you want. Example: What I'm Doing: Programming; I'm a web developer and don't know any game engines but would like to learn. Contact info: PM me on the forums or message me on the Idle Thumbs Slack Time Zone: EST (UTC -5) but I'm usually up late Portfolio: I've never made a video game but here's my website! www.puffin.biz I've been programming for a long time and am a terrible artist, I'd like to team up with someone who has a little Unity experience that can help teach me and also do art. Willing to work 24 hours a day for 2 weeks straight and my cat can do a perfect Wario impression. Template: Pitch: What I'm doing: Contact Info: Time Zone: Portfolio: --------------------- Thanks to @Dinosaursssssss for writing the original set of team building threads this was based upon.