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Found 63 results

  1. 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.
  2. 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.
  3. [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.
  4. [RELEASED] The Convergence Compulsion

    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!
  5. 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!
  6. [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!
  7. [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
  8. This thread is for recruiting team members! If you have a game idea and need help from a reader with a particular set of skills, post in this thread, preferably in the following format to make it easy for people to skim the thread and find you. You should also look for collaborators in the team seeking thread and come join the #wizardjam channel on the Idle Thumbs Slack channel and see if anyone can help out. Or just drop in and chit-chat with us while you're working on your game! And if you have enough members, please edit your post and note that. This is the recruiting/LFM thread; if you want to post what you're able to contribute and have someone else find you, use the team seeking/LFG thread. Format: Pitch: Game Pitch (Try and keep this to one or two sentences!) What I need: What you need (Artist, programmer, writer, etc) What I'm doing: What you're contributing 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: Pitch: I wanna make 'You, Fisher', a 3D stealth fishing game about casting lines without being spotted by security, and catching as many fish as possible before sunrise. I want to learn UE4 and C++ What I Need: 3D artist who can animate some fish (and help with design!) Audio person to make some sneaky music and fish noises. Smoky jazz? What I'm doing: Programming in UE4, Sam Fisher impressions 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: Here's my website with some gifs of other games I've made! www.puffin.biz I've been a fan of Splinter Cell since first seeing screenshots of their dynamic shadows in ~2005 and I have a Sam Fisher bust above my fireplace. I'd like the game to have a light stealth system, fully rigged realistic humanoid characters, and a dynamic music system that's entirely early-2000s style drum and bass but made exclusively out of samples of water splashing and seagull noises. Template: Pitch: What I need: 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.
  9. 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.
  10. WIZARD JAM 7 // Welcome Thread

    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
  11. Hey all! It's nearly time for the Showcase Weekend. This is something we tried for WJ5 to encourage people to give each other more feedback after the jam, and decided to keep going for this jam. If you're streaming the games on Twitch this weekend, feel free to promote your channel and streaming schedule in this thread.
  12. Hi everyone! My friends and I are new in game development so we decided to join Wizard Jam 6 for creating a game in the holiday. And the jam is our first jam site in itch.io. The topic that we choose is Idle Thumbs Episode 113 SHOOT THAT PIZZA. Our concept is player must deliver a pizza to each customer by typing a pizza order in time. Finally, We are happy so much when we completed this game. We hope our game can make you fun. itch.io (Win/Web versions available): https://itch.io/jam/wizard-jam-6/rate/210773 GitHub: https://github.com/seaiin/shoot-that-pizza
  13. General Interest

    This is my first time participating in Wizard Jam, and I randomly rolled Idle Thumbs Episode 193: General Interest. That sounded boring but my brain jumped to there being a literal General Interest who commands securities in battle, and the game concept came pretty quickly after that: So it's a basic RTS, controlled with left/right click. You command your securities to take over other securities by buying them, and securities gain interest every second. So the challenge is in figuring out what order to capture securities and making sure they don't default due to excessive risk. I just released it on itch so it's now available for playing on Windows. There's only 3 levels so I may come back to it later and build out the concept with more variety. My background is as a gameplay programmer for larger dev teams so the programming was pretty easy but everything else wasn't. This is written using Unreal Engine 4 as that's my background. This was my first time doing any modeling, animation, or material work and that ended up taking most of the time. I've confirmed I have no artistic skill, but I was able to model a dollar sign from scratch so at least I understand the process now This took about 24 hours spread over a week. Anyway I've been in the game industry for 10 years but this is actually my first game jam since college and the first one I ever made completely from scratch. So this was fun, and thanks to the organizers for getting this setup! I'm going to write a bit more about the technical side of making a game jam game in UE4 next week, I'll add that here when I've written it for future reference.
  14. Hey folks! This is my first Wizard Jam, and my first entry in a public game jam! Hope everyone had at least as much fun as I had trying out something new. I based mine on Important If True 21: The Real Monkeys. I took about a week off to enjoy the holiday so the scope is very low and I'm really just happy to have completed something for the jam. I tried my hand at two diversifiers: Talk Is Cheap and Simple Input. It was fun to try making an in-game tutorial without words! Warning: Audio is necessary for this game! Itch.io page, Win/Mac/Web versions available: https://pnevares.itch.io/the-real-monkeys Here's the Github repo if it's useful to anybody: https://github.com/pnevares/TheRealMonkeys Here's the Trello board I used to keep track of ideas, and what got left out of the released version: https://trello.com/b/q4wrT5Kn/wizard-jam-6
  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. The Mind-Tech Contingency

    Here's the itch.io page. You can find a direct link to the twine here. And a tumblr post with the full credits of all my stolen content here. This was fun! I've started a few twines in the past (mostly for Wizard Jams), but this is the first time I've seen something through to what I'd consider a complete state. In the spirit of jamming, the soundtrack (which will only play on PCs, not on mobile) was a pretty rough one-take kind of thing, but I like the way it came out. It takes a while to get to the part with the hot beats, so hopefully people don't play through the twine too fast to hear it!
  17. My previous 2 wizard jam games have both been 2D, but this time I want to do something in 3D using Unity. I've used Unity before, but I never finished anything with it, so I hope I can learn a few things in the process. The basic idea is that you play as an investigator trying to find out the rooster's secret after he has been implicated in some crime. You interact with other characters and search the rooster's apartment for clues. At the end the secret turns out to be completely inconsequential. I'm aiming to have the base game done by the end of next weekend. To that end, I'll limit the scope to a one-room mystery with one interactable character in the room. There will probably be a few puzzles, the answers to which will combine to reveal a secret compartment or something. So far I've got basic 3d movement/mouse look and billboarded sprites for interactable characters. This is a rough list of what I hope to implement. I'll probably have to cut some corners as I go along. dialogue system interactable objects simple collision detection to limit player movement a full environment for the rooster's apartment music 3 puzzles (probably just popup graphics with multiple-choice answer buttons triggered by interacting with an object) graphics/narration dialogue for the start and end of the game
  18. 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.
  19. Happy Holidays! Inspired by this festive season, I've decided to create an Overcooked-style, task management game, where the goal is to get your chores done while keeping the pesky yule lads at bay. In order to keep scope reasonable I will likely only include 1 or 2 types of chores, but am considering adding a twist that will allow you to "cut corners", getting your work done faster, but increasing the likelihood of a visit from Gryla, the child-eating mother of the yule-lads. (source: Important if True 20: Christmas is Cancelled) Edit: Christmas is Canceled has been released and you can download it here - https://squires.itch.io/christmas-is-cancelled The Christmas holiday is upon the wintery Scandinavian countryside, and you've been tasked by your mother with preparing the sausages for the festivities. Unbeknownst to her though, the Yule Lads of lore are more than just bed time stories, and some of them have arrived to frustrate your sausage preparation duties.
  20. 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.)
  21. 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.
  22. 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!!!
  23. 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!
  24. 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.
  25. Hello everyone! There will be another Wizard Jam in December! If you're new to the community, Wizard Jam is the community-run game jam we host twice a year. Wizard Jam is not a contest; the main emphasis is to celebrate the Thumbs community through sharing and collaboration over the course of a fortnight. We write devlogs and post GIFs. We offer support and volunteer music, sounds and other assets. We play each other's games and stream them. It's a lot of fun. The other thing we try to emphasise is encouraging people to try making something new and unfamiliar; or to try game development for the first time entirely (quite a few of the entries we've had in the past are from complete first-timers to gamedev!). We run the jam over the course of two weeks to give people the room to try something weird and see how it turns out. Wizard Jam - Friday 15th December to Sunday 31st December Showcase Weekend - Saturday 6th January to Sunday 7th January Choose an episode title from any show on the Idle Thumbs podcast network and use it as a theme prompt for your game. Use this site to browse through show titles: http://randomthumbs.danjohnmoran.com/ (Thanks to Broxxar, Panzorfork & matt.ishii for providing the site) The diversifiers are an optional challenge for the jam. They're creative prompts, designed to help you design a game around a specific limitation (or set of limitations). You can choose as many (or as few) as you like and incorporate them into your game. Talk is cheap - Make a game which is designed around having no written or spoken words whatsoever Performative Development - Stream your development process live using a streaming service such as Twitch.tv "2D's company, 3D's a crowd" - Make a 3D game using only 2D graphics Simple Input - Make a game that can be entirely played with only two buttons Crowd-sourced - Make a game using input from other people. Take on lots of mini-contributions which will be used in the game (e.g. sound recordings or photos), or alternatively let the community vote and decide on creative decisions This jam is not a competition, and there is no minimum level of game development experience needed to join. People from all backgrounds are welcome to participate. If you're new to gamedev, let us know! Join us on the forums and on Slack; where you'll find help, advice and encouragement from the community. Entries containing any form of harassment or hate-speech are not permitted. Anything crossing into this territory will be removed. Use this subforum to make development log threads, recruit folks, and chat about development related stuff! There's also the game development subforum and the #wizardjam slack channel. If you aren't a already a member of the slack group and would like an invite, send me a private message at @zerofiftyone and I will make sure you get access. After the jam finishes, we'll be hosting Showcase Weekend; an opportunity for everybody to step back from the game making process and look at what everyone else has made; with an emphasis on giving feedback and comments to fellow creators. It's covered in the schedule below, and there'll be more details to follow. HERE'S THE PAGE WHERE YOU CAN SUBMIT YOUR GAME : [https://itch.io/jam/wizard-jam-6] ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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