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Late entry, but I've now got a clear run of nothing on until the end of the jam so here I go! I want to make a Katamari-like game about lifting things. Any and all things. Premise is that there are two rival gyms in a city block. You are a weak bro at the smaller gym, who faces the prospect of losing his favourite place to lift. I know this is sounding like the comedy classic Dodgeball, but stay with me. Instead of dodging wrenches, you resolve to lift until you get so swole that you can lift their gym and toss it away like the trash it is. Enter gameplay! The idea is that the player will walk around an open environment trying to lift things. Pot plants, a small dog, stop signs, a car, trees, fire hydrants, etc. By doing so they will gain strength which expands the size/weight range of things they can lift, all the time getting more and more comically buff until eventually it's possible for them to lift the entire opposing gym building and throw it away. Foiling the player will be bros that wander the streets and will lift you, agar.io style, if they have greater strength than you. I'm thinking a time limit is the easiest way to introduce difficulty, especially for a jam game where I'm not sure I could program an opposing bro to compete. Challenges I know I'm going to face are: Getting enough objects in the scene to make it fun for the player to experiment picking stuff up; Designing the level so that there isn't just an obvious linear progression; Making the opposing bros not annoying; Keeping it a short and simple experience (max 20 minutes is the aim). So far I've managed to code up the picking-stuff-up bit, but now I need to start either smashing Blender to make a bunch of low-poly assets for insertion into the scene OR try to find the trashiest, most horribly clashing free environmental assets. Anyway, excited to finally join in the JAM.
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!