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Found 6 results

  1. [RELEASE] Disastris!

    Hey everyone! Group of friends and I finished our first Wizard Jam game. Play Tetris while other users submit blocks through http://endingthealphabet.xyz/. Loosely inspired by the jackbox series and designed to be played over a twitch stream. Hopefully we can get a big crowd of people submitting blocks over next weekend, time to be determined!
  2. [Released] Signature Moves

    [UPDATE] Signature Moves is now released! https://squires.itch.io/signature-moves This is my first game I'm "releasing" into the wild so any feedback (especially what still needs work) is greatly appreciated. [ORIGINAL POST] Hello all, This is my first Wizard Jam, and in fact, my first game jam in general, so I'm basically just following other's lead in making a dev log. I'm a full-time graphic designer, who's dabbled in Gamemaker over the past year or two, so my main goal is to keep the scope of the game limited to things that I already have some idea of how to do. That way I can actually finish it. Enough about me though. In light of my inexperience with coding, I've decided to go with the classic top-down shooter structure. The central mechanic that I started with is that the player does not move his/her character directly (via WASD or arrow keys, for example). Rather, any movement takes place as a result of the player's abilities (Signature Moves if you will), such as the knockback of firing a gun. I was inspired by immersive sims like Dishonored, to experiment with the combination of different mechanics, which I concepted over the weekend. Right now I have a pretty good idea of 8 Signature Moves I would like to include, but am going to hold off on describing them in depth until they're mostly finalized and implemented. Once the Signature Moves are working, the next step is creating enemies, which shouldn't be too difficult, as my plan is just to create an enemy type for each of the player's abilities. That will hopefully leave me this coming weekend to finalize some of the more complex game elements, like how the Signature Moves are selected, leaving the last 5 days for polish, creating a simple progression system, and doing all the things that took me longer to do than I thought they would. I'm not sure if I'll be able to post daily updates, seeing as my first post is already well after the jam started, but I will do my best to do a write up at each of the milestones I described above.
  3. Howdy! I didn't want to post until I was sure I could actually put something together so.... check out this GIF! What's going on there? Why, it's a reality show simulation & management game of course! A little while back I binged hard on Terrace House (check it out on netflix) and so I kind of wanted to do something Sims-like to help teach myself some AI principles. @Mythalore described it on slack as "Big Brother Fortress" and that's just about perfect. Here's the pitch I drafted up before getting started: Not sure where the outer space angle came from but I'm running with it if I can get it in the game itself. From here, I need to build out the activity/waypoint findinga little bit more but I'm happy to have the basics of pathfinding and a set of needs in there already. Wanna help?? Does anyone have interest in doing art, sound, or music for the game? You can sort of see the direction I'm looking for in the color palette of the placeholder art but there's a lot we can do on all fronts if folks are motivated and into the idea. Drop me a line and I can get folks hooked up with the Trello and source control for the project
  4. The objective of the game is to delivering advertisement pamphlets by mail to people who don't want it. The player must travers a small neighbourhood and deliver several pamphlets right to peoples’ doorsteps. The way there is somewhat hazardous, with dogs and robot mowers in the way. The game looks and plays like a classic Zelda game. The player can walk in eight directions, talk to NPCs and must complete missions for them to progress. As I am planning to use a lot of the assets and behaviours from this game in a larger project I am working on, everything will take place in one level. The player can walk around and is only limited by "hard gates". For example, will a street be blocked by a police car, which can be moved if the player helps a suspicious individual in the neighbourhood. Because I want to use the assets later, the world is built to be flexible. The world consists of several sectors. These are one screen in Zelda games. Each sector also holds a set number of squares. To continue the analogy with Zelda, Link takes up one square in the classic games. Each square has a list of possible assets it can hold, for example a hedge or a mailbox. The parameters of the world can be changed and everything within it will follow. If the world scales, the assets will follow and I won’t have to align everything again. By building the world this way I hope it will save time when the detail designing of the level starts. Each number represents a sector. The lines between them divides the NavMesh, with confines NPCs to one sector. The parameters for the game world. Each square's content can be changed. Sector one with empty squares. Sector one with some squares with hedges.
  5. [DevLog] Human Behavior

    So this is somewhat based on an idea I originally had while watching Westworld, specifically the scene in which whoeveritwas (Hopkins? Can't remember!) tells Mauve that she's a robot and where they show this dialogue-tree-style interface that's supposed to explain how she creates language. I'm not sure if it would actually work similar to that in reality but it led me to consider how a (very simple) robot might perceive the world, identify objects, and learn how to interact with them. What we came up with, is, I don't know, something between Creatures, if anyone remembers that series, and yet another puzzle game. I'm probably explaining this in the worst way possible so here's an example: - You've got yourself a robot! - Robot can scan items and perceive adjectives, like colors and basic shapes. - Robot finds berries of different colors, probes them, and learns they are harmless. - Robot has to solve a puzzle in which it is confronted with a fire. - Robot scans fire, learns of fluid shape and recognizes the color, which it remembers from the berries to be safe. - Robot considers fire to be a safe item, interacts with it, and "dies". - Player has to find a way to show robot that fire is not safe, by weakening the robot's trust in the adjective "orange", for example. The game is kind of split in two parts: - The world which the player can interact with, in which he / she crafts and shows items to the robot for it to learn something. - The levels / puzzles which the robot is sent into all by itself and in which it has to reach some kind of target for the player to progress. In the long run, the player could upgrade the robot with new body parts / software which let it perceive new adjectives (aggregate states, temperature, noises) and take out new actions (at the beginning Robot can just move and touch, so maybe it could learn to chop, or hack, or push). Maybe the player could even somehow teach it simple puzzle solutions like lighting a fire or pushing a box onto a button, stuff like that. At first, we wanted to give this a more Thumbsian twist by making the robot evil and you actually having to build levels to trick / kill it, but we felt like going with the nicer option, although the other concept might be a bit more straigth-forward. Like with Cheatin' Hitman last time, my wife and I will be working together on this one, and hopefully get something done. We'll go on vacation next week, so I'm not sure what we will end up with, but we'll try! Thanks for creating the jam and good luck to everyone!
  6. Premise You have been tasked by Gilgamesh to defend one Babylonian city from invading forces. The game will be a 2D tower defense-ish game, where you as a player can build things as well as attack things yourself. Enemies spawn on one side of a square map, you have to prevent them from destroying your wall on the opposite side. Things you can do: Shooting arrows from your bow Looting gold from fallen enemies Building/buying walls to force enemies to take a longer path Building/buying walls with some defenses mounted on them (archers, polybolos or hwachas or something) We will go for a low resolution pixely art style. The Team Me: I am a software developer with 5 years of C# experience. I have made one game before, together with VagueBagel, for WizJam4. VagueBagel: A software developer with several years of experience in C++, C#, and many more. We're both fairly new to game development. Challenges I am busy one of the weekends so I only get this weekend, and the final weekend to work on this. We don't know how to make any assets. Want to help? We would like help with the following. PM me if you want to help with something on the list Music Sound effects 2D art work