Aeroteque goes open-source

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We are glad to announce that we are releasing full source of Aeroteque on GitHub!

The game grew quite a bit since Ludum Dare, evolving into both VR and Google Tango experience. In the Unity project, the original desktop gameplay is preserved and can be found in the GameplayDesktop scene, while the Google Tango motion tracking powered and optionally Cardboard VR gameplay can be found in GameplayTango scene.

The game is much more fun in VR, especially if your movement in the real world is translated into the game thanks to Project Tango’s motion tracking capabilities. But even if you don’t have Tango and Cardboard VR, the game is still worth checking out!

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Links:
GitHub: https://github.com/max-dz/aeroteque
WebGL: http://dustyroom.com/aeroteque/webgl
Google Play (requires Google Tango): https://play.google.com/store/apps/details?id=com.dustyroom.aeroteque

Aeroteque, LD35

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

View post on imgur.com

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.

View post on imgur.com

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.

View post on imgur.com

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.

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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