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Found 58 results

  1. I wasn't going to jam this time around, but I couldn't stay away. I decided to do something small as I knew I had limited time, and if posting a dev log after the submission date doesn't give it away I am not done yet. So, I am going to post some of the assets I've done so far, as I continue to refactor my code over and over in an effort to make the most flexible, and scaleable thing I can. (Because apparently I think that's necessary right now) The main point is I want to build a random item generator, similar to the system popularized by Diablo. Here is my sprite sheet thus far. I've been restricting my color palette to 16 colors, and recreating some of the more interesting item types in Diablo. The Hair one was necessary so I could actually roll an item called "Plaited Haircut of the Whale". Mullets are funny, but perhaps I should actually make it plaited. Hmm.
  2. [Released] George Fan

    Now available on itch.io: George Fan George Fan, creator of Plants vs. Zombies and Octogeddon, was the titular guest of Designer Notes Episode 28. George Fan: The Game is completely inspired by discussion from the episode. Designer Notes has become one of my favorite podcasts, and the George Fan episode is one that I particularly enjoyed. Soren and George had some good laughs, and I figured I could bash together a game out of it. Since I was crunched for time (and energy), I relied heavily on the Unity Asset store, and other free/affordable resources. This was my first jam to really do this outside of sounds, and I definitely couldn't have made a project even this simple without them. Thanks to all in the Idle Thumbs and Wizard Jam communities for holding this jam and supporting each other. Can't wait to play your games! P.S. If George Fan is reading this, I realize this probably seems weird. I apologize for that, but I assure you I just thought this would be a fun jam game to make and play. Also, listening to bits of this episode again made me download Plants vs. Zombies (the first one) again and I am more into it than any mobile game I've been into for years. Can't wait to see what you come out with next!
  3. 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.
  4. Get it and play it here: https://fartsatchel.itch.io/wordtris --------------------------------------------------------------------------------------------------------------------------------- Aka they came through the floor. I was indecisive. Meteos but with words. Make words to ignite them (red temp tiles), sending all letters above the completed word's letters up and out of the board. New letters come through the floor. Let the letters stack too high and you lose. I want to add special tiles (clears a line if used in a word, etc), power ups (bombs that you only get by using "B", "O", "M", and "B" tiles to form words), and an adaptive soundtrack like in mini metro. I've never done anything mulitplayer but a versus mode could be super fun. That's WAY down on the priority list though.
  5. [Dev Log] Mystery of the Ravens

    Hello! So this wizard jam me and @Synnah have decided to team up and work on an Unreal game together. Unreal both in terms of the engine we're using and our idea's basis in Norse mythology. We've been inspired by the recent God of War game as well as the prevalence of Marvel films which both draw heavily from Norse myth. Specifically there is a mechanic in the new God of War where you have ten seconds to move a *thing* between different nodes, which node the thing is currently in then has a specific effect on the level. For example opening a specific door. Which then closes again once the *thing* is removed. Here's a video if you've either played/watched GoW or don't care about spoilers. https://www.youtube.com/watch?v=sJnQOfk_JY8 Our plan is to use this as a basis for a 2.5D platform puzzle game. We'll post more once we getting going but for now here's a wip logo.
  6. 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.
  7. [Released] Buried Treasure

    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.
  8. 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!
  9. [Released] Betrayal and Manipulation

    [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!
  10. [dev log] A Wish Upon A Star

    The game is now released! You can find it here: https://fabiandenter.itch.io/wish-upon-a-star Hope you enjoy and have fun! ------------------------------------------------------- Original Post: ------------------------------------------------------- Hi, thanks for checking out my devlog! What I want to do: For this jam, I‘m trying to do a puzzle game with a few simple mechanics. It will mainly be „getting from point A to point B while overcoming an obstacle“, though I hope it will turn out more interesting than this description sounds! I’ve already got a few mechanics in my head, most of them are moving blocks around in order to create a way for the player character. For this to work, I‘ll need to look up Unity‘s navmesh, but folks in the slack already told me it‘s easy to work with, so I‘m optimistic. It definitely needs to be somewhat dynamic in that it regenerates itself after each action, I hope this is possible. This also means the movement will be point and click, which is something I wanted to do for a long time now. The levels themselves will be quite short and isolated and while I type this I‘m just realizing that I‘m describing Monument Valley without the perspective stuff. So that‘s my new theme prompt now 😄 Goals: - have a dynamic navmesh with point & click movement for the player - have multiple simple mechanics that allow the player to alter the path that needs to be taken to overcome an obstacle - have at least 10 small, isolated levels that contain one puzzle each - code everything gameplay-related myself/ without third-party assets/ of course with the help of Google and other people - make a simple character with an interesting shape - do gameplay first, add bells & whistles later All goals might be slightly adjusted depending on how everything goes. 😄 Good luck everyone!
  11. [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
  12. The Thumbs Project [Devlog?]

    Hello everyone! After having to drop out of last Wizard Jam due to unforeseen circumstances, I've been running without a goal for the last month or so. That's why I'm excited to detail a new project, which I'm tentatively calling "The Thumbs Project." Essentially, I'm going to be writing one short interactive story a week, each one based off of a title from Idle Thumbs. There are a couple of reasons I'm doing this: I need practice writing on a deadline, and what better deadline to practice than weekly installments? I need more practice with alternative forms of interactive fiction besides the traditional choose-your-own adventure format, and while there's definitely going to be plenty of those, I'm looking to try and broaden my horizons. Like I hinted at earlier, I felt bad about not being able to complete anything for Wizard Jam, even though I really like the idea of basing games off of Thumbs titles (There's so many good ones!) Right now, the most I can commit to is the first fifty episodes. Even then, that's a whole year of making fun-sized IF, assuming I manage to get it together to put one out every week. If I can do it, and I'm enjoying doing it, we might see about doing more, but right now that's too far in the future to get excited about. What do you guys think? Any questions or advice? Criticism is always appreciated. If you're interested, the first game Let the Games Begin will be going up on my itch.io page tomorrow afternoon (EST) here https://technomagie.itch.io
  13. The Genie of Hoisting is probably going to be about managing an island, simulated really simply. You'll be able to ask the Genie for "wishes" along the lines of "I wish that a plant were in this spot" or eventually "I wish all poo disappeared from the island". I haven't decided how frequently you get to wish. I had a couple days to get it going last week and have been able to chip at it for a few minutes here and there since then. Right now, I have a few entities rudimentarily modeled: - People - Poo - Plants - Meat They eat, they die, they decay, and plant life springs anew from critical masses of poop, just like in real nature (I assume). None of the wish stuff is there, and a lot more needs to be modeled. The events need to be presented in a far more graspable way. Then, maybe graphics?
  14. PING

    PING (now released) My Wizard Jam Oeuvre: Devil’s Snuff Box – Wizard Jam 2 (aka Winter Wizard Jam) Cool Blob Future – Wizard Jam 4 Suddenly, the King of France! – Wizard Jam 5 I also helped out on Eyes of Luigi for Wizard Jam 3, primarily making sure that Luigi’s singing was synced with Drake! Source Title: Idle Thumbs Episode 205: LPBs and HPBs [Low Ping Bastards and High Ping Bastards] Background: Growing up, I loved to play submarine combat games, particularly GATO and Silent Service II. Then there was Hunt for Red October, which had me completely entranced with submarine warfare, and particularly the use of sonar for navigation and combat. I’ve been interested in making a game about sonar, but don’t have the bandwidth, team, or knowledge to make a complete submarine warfare game. Enter Wizard Jam and an episode title conveniently containing the word “ping” in it. Surely I can try to capture some parts that I loved in those sub games without just copying a sub game. Well, maybe not so surely, which is one reason why I’ve waited this long to start a devlog. I’m feeling good about the concept now, so I’m finally getting this going! Game: You have been placed in a cobbled together underwater defense system to prevent the incoming assault on your home. Your station is a vertical tube, with the ability to monitor the four cardinal directions with active sonar (pings) and fire torpedoes at hostiles that encroach into your defense zone. Pinging targets and then evaluating which ping hits should be used to create a firing solution is how you must supplement the defense tube’s computer and defend your zone. Gameplay will involve visually evaluating the area through your portals, pinging in the different directions, and then evaluating the recorded data to destroy enemies. Here is a look at the current views within a zone. There will be more elements in the main zone soon, but everything is there to track and attack enemies now. The goal is to create a tense, always busy scenario where you are constantly swapping between viewpoints and performing actions with in-game interfaces. I accidentally settled on an aesthetic of “how I remember Myst.” I am not going to ruin my vision by doing research, but just try to make it have a similar electro-mechanical not-quite-right vibe to it all. I am hoping that gifs and updates that I post will slowly make everything more clear. I plan to have some in-game instructions and other elements to help players grasp what’s going on, which is… How You Can Help: If you are interested in any of the below, please feel free to send something to me. I am on the Idle Thumbs Slack, and I can send you my email address via the forums PM if you’d like. Let me know if you would like to contribute! I would really appreciate it. Candid photo of you, a pet, or someone you know and have their permission to put into a random WizJam game. A picture someone else took is preferred, as opposed to a selfie. I hope to use these as possible decorations in the tube to help keep players oriented. I might apply filters to your photos to make them look older, or similar processing, but I won’t do anything mean. Also, try to avoid having any sort of technology in the pictures… Like you on your mobile phone or draped across a sports car. One person to do voice work. Needs to be someone who sounds serious and commanding. Need not be male or female specifically. Think either a military person or maybe a slightly off-kilter genius/scientist type. Should mainly be a few intro lines and maybe a handful of other sayings. Thanks for reading and considering helping me out! I will start posting updates and gifs ASAP from stuff I have already done so you can get a better feel for this. The game has been released! Please give it a try! https://whogas.itch.io/ping
  15. Game is available here: https://theschap.itch.io/from-earth-to-pluto Overall I'm happy with where the physics model ended up in the limited time I had over the holidays to tweak it. I would still like to get some audio in, and work with the lines I'm drawing and the shaders more. Enjoy! ---------------------------------------------------------------------------------------------------------------- Wizard Jam time!!! Okay, so basically I want to make a golf game, because this is the year of golf games( Golf Story, Everybody's Golf, maybe more) and I found an episode that provided an aesthetic; Idle Thumbs 238: From Earth to Pluto. The general idea is this. I will model an exaggerated solar system in which you tee off on Earth, and must jump between planets and potentially other cosmic entities to reach the hole on Pluto. The physics in general are going to be strange in that you are playing space golf across mass distances, and gravity is all messed up, so I'm just going to model a familiar trajectory, but now that I think of it having things like black holes would give me some other game play options. New game development things I'm going to focus on: Scriptable Objects Materials/Shaders Here is what I have so far. I have basically gotten the power bar working, but there isn't an aim offset yet so that's coming next. Next items:(mostly for my benefit) Accuracy Offset Predicted distance/path before shot is taken UI to select different clubs Forces at play ie. solar winds, black holes, comets... All the art Menus and other UI Other game state stuff
  16. ICE Wave

    So for this jam I'm going to be revisiting the game I made for the third wizard jam, Rogue Robot Rogues. That game was originally made within a weekend and inspired entirely by me drawing two circles, one small inside the other and thinking what if the big one was some sort of wave. This expanded to the player controlling the security system (or Intrusion Countermeasures Electronics - ICE) for the mainframe of a company, armed with an EMP wave and a turret. In the intervening year and a bit, I have gotten much more into cyberpunk as a genre of sci-fi and after reading Neuromancer it got me thinking what life would be like to work for one of those companies, on the other side of the fight. "Techs down from the arcologies. [Case] supposed that meant the arena had the approval of some corporate recreational committee. He wondered briefly what it would be like, working all your life for one zaibatsu. Company housing, company hymn, company funeral." - Neuromancer The other main issue with Rogue Robot Rogues was the lack of depth in the gameplay with the only verbs available to the player being turning and shooting. For this redesign I'm focusing a lot more on the creation of the ICE itself with the finished experience hopefully closer to a real-time puzzle game, focusing on the performance of the ICE constructs that the player constructs to ice programs. The Team: Art, Design - Me, Sam (@Mythalore) Dev, Design - Harry (@HarryMcAlpine) Music - @Atlantic Sound Design - Toby So far we have the logo above and have managed to resurrect the code I had in progress for the new version of Rogue Robot Rogues, complete with a new art style that I created for NEON Shell as it was titled. Although we will most likely have to rewrite the system to support the new mechanics and update to Unity 2017.2.
  17. Concentric

    For this Wizard Jam, I'm doing something a bit different. As a kind of experiment I wanted to go back to the first solo game I ever made (well.. attempted, I didn't even get close to finishing it), and see if I could remake it in two weeks. I thought it'd be a neat way of measuring the personal progress I've made in the intervening years; and also, it would just be nice to get the game out there and playable after so much time inside my head and in long-abandoned Unity project files. When I think back on the early days of my game development career (then hobby), I think of this game and the various hurdles I had to overcome to get even the most basic stuff things running on-screen. Maybe getting this game done and finally putting it to bed will be cathartic. So this is Concentric. Back in 2014 I picked up a copy of Unity 4.3 with Playmaker and set out to make a tiny score-attack style game. The gameplay was something like a deconstructed Frogger. You control a small circle that can move along the ring you're occupying, or hop between rings. The objective is to collect pickups that spawn in the outer ring, and carry them back to the center of the screen. You had to do this whilst avoiding obstacles. The faster you were able to deliver the pickup back to the center, the more points you earned. Over time the game gets harder and harder until you die. I messed around with this in evenings and weekends for several months making not that much progress, in the way that you do when you're using a project to learn as a primary focus. I abandoned it in the summer of 2014, when Unreal Engine 4 became available and I jumped ship after learning about Blueprints. Below is the only footage I have of the old version. It was so far from being functional, let alone complete: there was no way to take damage or end the game, or progress through the level structure. I often wonder about how it would have played if it was more functional. I ask myself: would it even be fun? Would the controls get confusing when played in real-world circumstances? I hope to find out in the next fortnight. You guys can hang out on this thread and find out with me if you like. (Above: The only footage I have from the 2014 version of Concentric) For Wizard Jam, I'll probably end up making some minor design changes to the game; most notably I'm thinking of structuring the game around set pre-authored levels as opposed to an endless level that gets more difficult over time. I figure that it's an easier structure to get something playable and working early, which is going to be important given the short timeframe.
  18. You're not racist against Warroids or anything. Listen, they had a really rough time in the war. Like, seriously. But it's just this specific Warroid: your next-door neighbour. What's his problem? Why's he gotta be such a dick? (About me: I'm a first-time poster, first-time Wizard Jammer, convinced to do it by a friend as a fun project over the holiday break. Trying to decide if the title is an HR violation if I mentioned this game at my day job, but if it's good enough for the podcast, it's good enough for me.)
  19. Hi all! This is my first forum post, my first Wizard Jam, and my first game jam. I will be trying to make Fight Garbage with Garbage, a short, first-person, bullet-hell game where you use a never-ending spew of trash to battle a colossal garbage can. I will be making the game in Unity, as I have some experience experimenting with the engine. I have plenty of experience with object-oriented programming, and absolutely no experience in modelling or drawing. I may end up asking for some of those mini-contributions that were mentioned in the welcome post; for instance, lots of drawings of miscellaneous garbage. I may not succeed. Either way, the net amount of garbage on this earth is about to increase.
  20. 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!!!
  21. The game is now released and you can download it on itch.io! https://fabiandenter.itch.io/the-world-begins-with-you 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!
  22. 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.
  23. Go play the game here: https://zirrrus.itch.io/jau 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...
  24. 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
  25. "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.