New Ludum Dare game: hack.source.net

We’re back from Ludum Dare 34, which means a new game! We’ve attended the Jam (team development challenge) with a new challenge: learn how to program a networked multiplayer game with Unity in just 72 hours. It was a tough ride, with lots of bugs, errors, computer screen coming alive, dragons being real, and philosophy wars, but we finally got it done! Our new game is hack.source.net, a 2-player hacking FPS by Taro Omiya. Did we also mention that it’s open-source, too?

Full Description:

Is your friend over-powering you in any FPS game? No worries! hack.source.net is a 2-player FPS that let’s you disable up to two button inputs from your opposing player! Keep your friend from moving forward, take away their ability to jump, and shoot your way to victory!

Controls:
* WASD to move
* Space to Jump
* Hold the Left Shift to run
* Move the mouse to look around
* Left-Ctrl or Left-click to shoot
* Left-Alt or Right-click to put up a reflective shield
* Esc to bring up the hack menu

Created in:
* Engine: Unity
* Graphics: everything is created by Unity Standard Assets, excluding Box-chan (part of Unity-chan package).
* Music: GarageBand
* Sound Effects: Unity Standard Assets and BFXR
* Font: Fira-Sans by Mozilla

Special thanks to our Patreon patrons (https://www.patreon.com/OmiyaGames):
* Adam R. Vierra​
* Joshua Jennings
* David Lin
* Tommy Pedersen
* Jacob Clark

If you can, please rate the game, and let us know what you think!

Link to Itch.io: http://omiyagames.itch.io/hacksourcenet

Link to GameJolt: http://gamejolt.com/games/hack-source-net/114008

Link to Ludum Dare voting page: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=20557

Some screenshots!

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And for those interested, we have a time-lapse, too!

New game: Amanda Cluett

Hello, all. This weekend, we’ve attended Tech Valley Game Space‘s Local History Game Jam. So, yup, we have a new game out, and an educational one to boot! Amanda Cluett is an idle game about…well, Amanda Cluett. Revealing more would be a pretty big spoiler, so check it out and let us know what you think!

Link to Itch.io: http://omiyagames.itch.io/amanda-cluett

Link to GameJolt: http://gamejolt.com/games/amanda-cluett/93068

New #LDJAM game: Can I Haz Monsters?

Hey, guys! We’re back from Ludum Dare 33, and you know what that means! Yup, there’s a new game made for the Jam (team development challenge)! Introducing Can I Haz Monsters?, a collaboration between Taro Omiya and John Cecerii III. It’s a simple puzzle-platformer about learning and communicating with an alien language! If you can, please rate the game, and let us know what you think!

Link to Itch.io: http://omiyagames.itch.io/can-i-haz-monsters

Link to GameJolt: http://gamejolt.com/games/can-i-haz-monsters/88538/

Link to Newgrounds: http://www.newgrounds.com/portal/view/662681

Link to Kongregate: http://www.kongregate.com/games/OmiyaGames/can-i-haz-monsters

Link to Ludum Dare voting page: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=20557

Some screenshots!

And for those interested, we have a time lapse, too!

I hate my popular game: Star Driller Ultra post-mortem

This is amazing. the flair and style is insane, whilst the theme is a lil weak (it’s still unconventional, so that’s fine by me) the rest of this is absolutely amazing in terms of presentation and style. One of my favourites so far. Incredible stuff for 48 hours.
-Neonlare

Well done! Just well done!
I could never even begin to possibly dream of making something like this.

Very challenging on trying to focus on where everything’s coming from, where I’m supposed to go. A mini-map might help that.

Just…just…just… wow.
-Lynx

Love the feel of movement so much! Great job maximizing a beautiful art style with minimalist shapes also! This game makes me want to move on to 3D more than any other this LD 😀
-01010111

In less than a week of submission, my third Ludum Dare entry, Star Driller Ultra has 76 votes. This is easily the most popular entry I’ve put up, compared to the 2 weeks it took for The Sentient Cube to get 100 votes, and the entire 3 weeks to get 60 votes for Laundry Day.  Clearly, a lot of people liked the game, with the comment section on the site being largely positive.  But I have a major confession to make about the game: I hate it.  Here’s the post-mortem to Star Driller Ultra:

What is Star Driller Ultra

Star Driller Ultra is a Star Fox inspired space combat game where you play as a neon-colored drill.  The entire game revolves around defeating enemy ships by drilling into them using limited fuel supplies.

starDrillUltraAnimated3

The idea was born from an one-hour long brainstorming session where I written down 61 short game descriptions. The one that caught my interest the most was this one:

Game about ramming into things. Think, Star Fox.

There was a video of an obscure Playstation 2 game I had in mind when planning on this game. You would always be moving towards an enemy ship, and the majority of the gameplay revolves around dodging bullet formations. Only when you’re close enough to the enemy would you have the chance to attack, via a drill.

What went right

Early prototype identified several problems

By noon on the second day of development, I had a prototype ready to test the idea.  This prototype only had a cube to represent the player’s ship, and a few static enemy spheres that shoot bullets.  This product helped find some problems I needed to resolve:

  • The camera needs to be facing towards your target
  • The player’s ship will always block the view to the enemy ship
  • It’s going to be difficult to put together tight controls in a short amount of time
    • This makes it difficult to put together elaborate bullet formations, due to the ship’s reaction to the player controls
  • The Unity standard shader makes the game too dark to see
  • Enemies had terrible aim, which heavily reduced the thrills

Identifying issues this early allowed me to quickly plan on a solution to each of them.

A practical and consistent graphics

One of the first issues I’ve tackled was the player’s ship always obscures the view to the enemy ship.  Ultimately, I had one of the three options to choose from:

  1. Make the ship transparent
  2. Make the ship exceptionally small
  3. Make the ship a wireframe

Naturally, I chose the wireframe, as it felt like it was something most other games didn’t do.  From there, I’ve experimented with Blender’s Wireframe modifier and put together a very thin ship.

shipModel

After that, I dropped an unlit color shader on the ship to make sure it was always visible, even if the screen dark.

Once that was done, the rest came pretty easily: the enemies needed to be clearly visible, so I stuck with the earlier wireframe method and simply made the outlines thicker.

asteroid

While I initially used unlit color shaders on enemies as well, I quickly found out that it made it harder to tell the shape and distance the player was from the enemy.  Instead, I used a toon shader that provided a distinct bright color that, at the same time, made the sillouhette of the enemies clear and easy to distinguish.

Lastly, to put a nice bow to the whole package, I applied a bloom image effect, lots of trailer renderers, and star particles to fill the negative space.  The result was the most easily praised feature of the game: gorgeous graphics.

Lots of enemy types

Star Driller Ultra actually features a lot of different kind of enemies: the Asteroids that replenish health; stationary enemies Turret I, X, V, and M; and moving Chasers I, X, and V.  I’m personally impressed with the amount of enemies I was able to put together, especially the heatseekers and the beam types (V and M respectively), in such a short amount of time.  Granted, I feel like there should have been more enemy types, since bullet formations was supposed to be a major draw in the game, but it still worked out to a cohesive experience.

Maximum juice

Thanks to years of honing this skill, adding juice to the game came very easily for me.  In this simple game’s case, I only needed the following actions to have a form of juice:

  • Flying
  • Drilling
  • Destroying an enemy
  • Getting hit
  • Enemy firing
  • Bullet trail
  • Empty fuel
  • Low health warning

This amounted to some simple feedback for each aspect of the game.  For a few examples, flying only needed an obvious animation on the direction the ship was facing, which I later accented with trails on all of its four back corners.  Drilling uses motion blurs which, combined with the ship’s trails, spinning animation, and rainbow-colored nose particles, lead to a really hypnotic graphic.  Destroying an enemy was a bit more involved: jack up the bloom intensity, and pause for a fraction of a second to let the bright lights suck you in.  Lastly, add a lot of big, bright particle effect and a low growling sound to depict explosion.  Knowing about these common juice techniques such as pauses, sound effects, and particles helped me polish the game at a super-rapid pace.

Proper food and sleep

I was able to balance food and sleep pretty well in my schedule. Well, that’s not much

What could have been better

Boring core mechanic

The intended flow for Star Driller Ultra was as follows:

workflow

Since working with 3D space in a space shooter is complicated enough as it is, I tried to simplify the idea by having the player always focus on one enemy only while the fight was going on in the surrounding.  This means that I needed to make the locking into the enemy and dodging bullets part as fun as possible, as they take up the majority of the time in the diagram above.

I think I failed on both accounts.

The order that you lock into a desired enemy is, from the player’s perspective, completely arbitrary.  Basically, all I do is aggregate a list of all enemies, then sort them by distance from the player when the scene initially loads.  The list never gets re-sorted in real-time.  This has a few advantages, such as allowing the designer to control which enemy the player will lock into next, but it’s disadvantages are enormous: it makes the player feel less in control.

For dodging bullets, I had a two-fold problem: I struggled to offer tight controls for the player ship without causing it to fly off or dive right into the enemy, and I couldn’t get the enemies to be better at their aim.  Given these two problems, I was forced to take one of two terrible decisions:

  1. Make the enemy bullets bigger
  2. Allow shooting a lot of bullets

I ultimately chose the latter, thinking it was the lesser of the two evil.  Regardless of whether I was right or not, neither would have made the dodging bullets part more engaging as fixing the player controls and having better enemy aims would have.

Disguised as a space combat simulator

It kinda seems like all you do is wait until you approach the target, then hold the drill button…of course, if you run out of fuel, you’re completely screwed. I don’t know, it’s got great graphics, I just didn’t find it that engaging…
-Listen2Reason

So without good lock-on system and a fun dodging mechanic, what is Star Driller Ultra, really?  For a good long while, I was trying my hardest to turn the game into the space combat simulator I initially envisioned.  However, as the deadline loomed, I took the defeat and polished on what I thought the game did succeed on: a resource management game where you need to handle the health and fuel meter.  The health would be limited in number: you can only recover health by destroying asteroids, which needs to be locked on (a cumbersome process) from the first place.  Fuel is necessary to drill, and while it deplete quickly, it also regenerates quickly as well. Additionally, drilling makes your ship invulnerable, negating the need to dodge bullets if you have enough fuel.  For both, I simply put together stages that I thought balanced these aspects well enough.

Ultimately, though, I feel like I robbed the player’s expectation. As much as I tried hard to make Star Driller Ultra into an action-packed space combat simulator, I just couldn’t within the 48-hour time frame.

Poor difficulty curve

With only several hours left to put the game up, I hardly spent any time working on smoothing the game’s difficulty curve. So when it came to stage design, I relied on a simple: introduce something new in each level to keep the player engaged.

Bad idea.

I introduce different enemy types so quickly, players had a hard time catching up to even the most basic tasks, such as controls. I could have been a lot less rushed and spent a bit of time reducing the difficulty of the game.

Prioritizing on content over playability

On the second day, there was a comment from a playtester indicating that the game was hard to navigate, and a radar would have helped. Weighing on whether I should add more enemies or work on the radar system, I ultimately chose to add more enemies and levels. At the time, I thought the radar was going to take too much time to implement. Looking back, I think I greatly over-estimated the effort to add more content, and should have focused on putting together the radar first instead. Generally speaking, I favor usability over content, but this was a bizarre moment where I simply didn’t think a radar would be that high of a priority.

What will I do next

I chalk Star Driller Ultra as a pretty big mistake and a learning experience. While my ability to create juicy and visually attracting games are better than ever, I found this entry to be a bit enlightening in the fact that I still have a long way to go in deciphering what game mechanics leads to which experience. You can’t polish turd, and if the mechanic is broken, so will the rest of the game. I also think I clung to the the space combat simulator idea too much, when I could have abandoned it and made Unconventional Stick Swinging Simulator instead, or something more experimental.

Still, I’m hardly deterred. I’ve had an incredible streak with #OneGameAMonth, with such wonderful games like Suddenly, Thousands and Ichabot Crane. If anything, I think Star Driller Ultra helps me be a little more humble with a realization that I still have a lot to learn. I could use a bit of humility every once in a while.

In any case, I’ll probably continue the experimental route that I’ve worked hard on. I’ll continue to throw spaghetti on the wall, but I have one more data point this time to make the spaghetti more sticky.

April #1GAM and #LDJAM…again! Unconventional Stick Swinging Simulator

Well, that was quick. We’re back within a day with yet another Ludum Dare game, this time for the Jam (team development challenge). This game, made in less than a day, is called Unconventional Stick Swinging Simulator. Ever wanted to swing a stick unconventionally? Now you can! Experience the true art of swinging your really-long stick. Work hard to make it longer!

Link to Itch.io: http://omiyagames.itch.io/unconventional-stick-swinging-simulator

Link to GameJolt: http://gamejolt.com/games/other/unconventional-stick-swinging-simulator/61705/

Link to Ludum Dare voting page: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=53111

Some screenshots!

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Developing a Style

I’ve had a profound conversation while talking to a fledgling game developer this Game Developers Conference (GDC) that made me look back at my philosophy in game development. When Lindsay Grace was pointing out that one should have a long term objective such as Seemingly Pointless‘s goal in making a 100 games in one year, it made me reflect why I was developing one game every month. I’ve come to a conclusion that if one wants to make an impact to the gaming industry, one should strive to find and refine their own style that is both honest about oneself, and distinguishable from others.

Style, of course, comes in many forms. This can include mechanical styles, such as Vlambeer‘s simple-but-hyper-polished games, or Keita Takahashi‘s bizarre and chaotic experiences. Visual and narrative styles works great as well. As an example, Edmund McMillen has a distinct visual style that is often coupled with unnerving stories. Meanwhile, Molleindustria‘s political games helps them create experiences like no other. Even audio is a wonderful device to stylize. Who can possibly forget the first time they’ve successfully surpassed a series of obstacles in Bit.Trip Runner, creating a procedural generated music throughout the whole level? By having a clear style, each of these experiences become memorable and distinct from other common games.

So how does one go about developing their own style in games? Here’s a method I found that works: first figure out what your objectives are. For example, I wanted to contribute to the gaming community such that others would be motivated to make games that challenges common game genres like I was when I first played Katamari Damacy. Next, carefully analyze what you and your team are capable of. If your team hasn’t finished their game yet, this is a good time to attend game jams. In doing so, you’ll learn very quickly what you can and cannot do under a deadline. Once analyzed, find the overlap between your team’s objective and skill set. It’s worth noting that it is possible to have a non-overlapping goal and skill set. For example, making millions is an objective that is too broad to have overlap with any skill set. Similarly, making the next blockbuster is an objective so narrow, a large, expensive team is necessary to achieve it. In these cases, I recommend revising the objective so that it stands within your team’s skill set.

Finally, practice! I personally used #OneGameAMonth to polish my ability to create games with unique and solid game mechanics. Much of my time has been spent on understanding the mechanics I’ve created, and figure out how to enforce it with clever puzzles and situations. I also encourage others to make quick prototypes as regularly as possible. By developing your team’s skill set, and revising your own objectives to what works best with your team, you’ll slowly develop a successful style that feels like no other.

Laundry Day’s Voting Results

So Ludum Dare 31 voting period finally comes to a close. How did Laundry Day do? Pretty darn well, actually:

ratingsRevised

First off, I might as well leak this “secret:” yes, the game is a satire of freemium and social games. It was designed like that from the beginning, from the mundane, boring activity of putting clothes into a dryer, to the comically juicy process of collecting coins and trinkets from the lint trap. This isn’t the first time we’ve posted a satire to Ludum Dare — Not a Clone was also a satire — but seeing that this time around, the game was deliberately uninteresting, this developer had very low expectations.

Not so, it turns out. A lot of people, both within and outside of Ludum Dare have found the game to be oddly addicting. Many commented how hilariously boring the game was, and still managed to find something fun about it. And a few people even managed to figure out what the game was satirizing about.

comments

(That last comment is there because the user clearly figured out our nefarious plan to create a sequel. See, dreamlogician? I told you the volcano was an awfully obvious place to have an evil office!)

Anyways, I’ve got to give my thanks to all of you who played and voted for our game. We had a lot of fun this time, and hope to make more games in the future!

P.S. Our favorite comment may have to be this golden gem from Newgrounds:

commentsNewgrounds

Ludum Dare 31 today!

Reminder that Ludum Dare rolls in later tonight! Happen to live near Troy, NY? Check us out at Tech Valley Game Space:

Ludum Dare 31 (Jam & Compo)

Friday, Dec 5, 2014, 7:00 PM

Tech Valley Game Space
291 River St, Suite 304 (3rd floor) Troy, NY

5 Space Cadets Went

Are you ready to get started on the largest, longest running Online Game Jam in the world? Let’s kick-off the Ludum Dare challenge, both Jam (team, 72-hours) and Compo (solo, 48-hours), with a bang! Remember to read the rules and post on the Ludum Dare site that you’ll be participating this exciting event:http://ludumdare.com/compo/rules/Please …

Check out this Meetup →

We’ll be streaming the process for all 4 days:
Watch live video from TechValleyGameSpace on www.twitch.tv