Aeroteque, LD35

01

Our Ludum Dare 35 entry – the game where pie-charts are not so boring.

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Day 1.
The initial idea was to make a rhythmical first-person view platformer game. You move by hopping on islands that all form on a vague path which leads to some kind of destination. Each island becomes less and less polygonal through time and gradually disappears. The animations and island transformations are somehow synced to the music rhythm. The plan was to make basic prototype on day one, completed gameplay on day two and add polish on day three. As usual, things didn’t go according to the plan.
What was done: Idea, basic player controller and graphics of the islands.

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Day 2.
Main day for graphics, modelling, trying out everything that could make gameplay smooth and the picture at least engaging.
What was done: Modelling of more islands and some decorations, code of procedural generation and music synchronization.

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Day 3.
Music, polish and tweaks day. Till the very end we were not happy with the gameplay, especially the player controls. But you are the judges, so we decided to give the away as it is, even though it has rough and vague moments.
What was done: Music, code of UI and effects, lots of fiddling with player controls parameters, micro testing.

03

What went right.
The core idea was kept, which is great.

The gameplay mechanic of ‘trampoline simulator’ is fresh and actually very fun!
Also, not being in the same room (not even in the same time zone) makes creating games much more difficult, but we probably did a good job at it.

What went wrong.
Although during the brainstorm we had foreseen a few potential pitfalls of experiencing a hard gameplay, we gave it a try. Fine tuning of the gameplay was maintained on the last day, last hours of jam particularly, which was risky. The controls became our weak side at Ludum Dare once again.

04

SO,
Please give a try Aeroteque [WEBGL | LD Page] – our burst of creativity at 90 bpm. Let us know what you think!

Flight Kit On Unity Asset Store

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Flight Kit, a complete flight simulator with emphasis on great look and fun gameplay, is now available at Unity Asset Store.

Feaures
• Includes COLR – a set of custom shaders for full control of colors.
Optimized for performance: runs smoothly on standalone, mobile and WebGL.
• Based on Unity’s Aeroplane Controller which makes it compatible with everything included in the Standard Assets.
• Ready airplane controls with schemes for keyboard and touch inputs.
• Cool visual style that can be reused in any game.
• Designed to easily create new levels from included assets.

What’s Included
• Everything you see in the demo.
• 3 custom shaders, including COLR – full color control unlit mega-shader.
• 17 low-poly environment models.
• 3 airplane models.
• Lots of useful scripts – gameplay, UI, boids, standalone and mobile airplane controls, etc.
• 4 sound effects and 2 music tracks (menu and gameplay).
• 30 UI sprites.
• We are working on updates! The price might go up!

Parse The Sky, LD34

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Hi, we would like to share our experience of making our entry “Parse the Sky”. We are Dustyroom, two brothers making weird interactive stuff. It is our third Ludum Dare participation (including a MiniLD). We were actually working on the game from different countries which is super tough.

LD Jam entry HERE

2015-12-15 10_01_40

Day 1
Wasn’t it confusing for you to see the theme tie? It was hard to pick one. We had a vague idea about a romantic glider floating in the air but not yet condensed. After a while we came up with the twist of adding growing objects so that you could find them easily over some time. The focus of the game should be on the colorful visuals and the upbeat music.
• Art: Scene decorations models in Blender, scene mock up in Unity.
• Code: Basic airplane controller, own shader for smart coloring of the models (about it later on).

Day 2
The scene endured lots of iterations, reworks and major adjustments. Many times the artwork was tossed. Pretty frustrating day.
• Art: Scene nearly finished, jet model made.
• Code: Tweaked controls of the jet.

Day 3
The last day to complete the game. Probably, just like you, we had the bigger junk of work still to do.
• Art: HUD, game scenario refined, sound, polishing.
• Code: Game logic, UI, polishing.


WHAT WENT RIGHT
• The basic game concepts and ideas were preserved and fulfilled, and it is great.
• Lots of fun.

WHAT WENT WRONG
• Too much time was wasted struggling to make a beautiful screen with only abstract idea of how it should look.
• We went back to figuring out game concept several times.
• Everybody is complaining about the controls but we have no idea what they mean :)

CONCLUSIONS
• It was uneasy to analyze what was preventing us from having “aha moment” (during working on artwork). Of course it is great when you have a teammate.
• It was challenging to work with a coder and an artist not being in the same room.
• And, it is fun to make a game, isn’t it?

We wish you a good luck with your LD entry!

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Again, you can play the web version – HERE
The results are the following…

Rating

Everloop. DIY Soundtrack

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Here we go with our brand new asset for all game developers. And not only. Meet Everloop.

In two words, it’s just audio files. But we developed a blissful-looking demo app for you to see how easy and engaging Everloop is. We promise, after testing it you will wonder where the latest two hours have just gone…

Everloop is the pack of beautiful organic hand-crafted and processed original ambient music tracks and sound effects.

All the audio files you receive with the bundle are meant to be the parts of the ‘fluid’ do-it-yours soundtrack to your game or project. They can be played in any order at any time, in any combination regardless of the amount of the parts chosen to be played. They will sound smoothly and cohesive together in the key. Due to the various length of the samples you’ll get never repeating piece of audio (unless you initialize all the parts at once and decide not to loop them).
The beauty of the idea is that you decide how your continuous soundtrack is going to sound. You can make either sparse or dense mix of the tracks depending on your story — simply by playing or muting any number of parts. Let us give you a few examples of using Everloop:
• You can start with few parts playing (say, piano and viola), then add electric piano and bass to make is sound fuller.
• Start with, say, celesta and piano parts, then throw the rest of them into the mix — to emphasize the sudden scenario twist or any other important event — it’s all up to you.
• If you are working on a game project, use the quiet three-part mix in the menu, and during the actual gameplay you disable those parts used in menu but play other ones.
• You can make your background track even more interesting by changing the parts during playback. You start with piano, after a short musical phrase you swap it with guitar and then replace the guitar with with viola.

Listen to random rips, which were captured while plying with Everloop,as well as SFX previews:

Watch the video of toying with the Demo of the early version:

Instruments / layers included:
• Resonant calm piano
• Warm electric piano
• Dreamful viola
• Synth line with effects
• Low-frequency synth bass
• Delightful clarinet
• Noisy-birdy-nature ambience
• Wide soothing organ-ish pad
• Trumpet
• Glittering celesta
• Gameboy-inspired sound
• Cinematic soundscape
• Synth Bass with wider frequency range
• Synth swells
• Percussion rhythm line
• Synth drone
• Stuttering sweeps

Contents:

• 17 loop-able WAV audio files of the parts in the key of C major
• 20 SFX audio files, also in the responsive key
• PDF sheet with the track list and descriptions to the parts.

Inspired by the ‘In Bb 2.0’ project — inbflat.net.
Everloop Demo can be found at everloop.dustyroom.com

For now, It is only available at Unity Asset Store

Scripting reference – here

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