OGA Game Jam - Show Us Your Progress!
So you're a few days / weeks into the game jam and you want people to see what you're making? Awesome! I want to see what everyone else is doing, too. :D
Reply below with images, youtube links, ect of your game jam game-in-progress!
I'll go first. :D
Just over 24 hours into the jam. I've got a ton of work to do, but so far I'm feeling pretty good.
Nicee. You made it in just over 24 hours? :O What programming language/game engine did you use?
Thank you!! I use C# and Unity, with a couple assets to help out-- namely a dialog framework and RPG tools, though I'll be rewriting a bunch of the latter. :) I also spent the last week writing out script ideas and prepping art. Most of what you're seeing is Hyptosis being awesome.
To do still before this scene's "draft" is ready:
After 24 hours, not a real lot to show. This image shows a background image, a pseudo-3D ground being rendered and some tree sprites. The game will be a bit like Space Harrier, where you are constantly running and have to dodge obstacles and shoot enemies. I haven't even thought of a name for it yet :)
Ooh, but I love the atmosphere and the setup. That looks really cool!
Thanks ElizyWy, hopefully it will turn out ok.
Today had not much visible progress, mainly working getting the overall structure of the code into shape, in fact I'll probably spend a week getting basic things like collisions and moving stuff around. Also got a player character into the game, looking fairly good.
BTW, I am coding this game using the LÖVE framework.
Still lots of work to do, but i'll show off the main menu; don't want to spoil the in game content :D https://gyazo.com/2a8b1e9845e05b7ed1d4b1a0863f69d0
Oh, dear. I'm going for less complex games than you all are yet I haven't made as much progress! O_o You all are so good at this.
--Medicine Storm
I am going for something which I thought was fairly simple, but it is turning out to need quite a lot of code, and I'm little worried that I may not be able to make everything I was planning.
So don't worry and just make *something* that is playable. It will be good for us :-)
managed to get this bit done over the weekend. :) #ogagamejam
Chasersgaming | Support | Monstropolis |
Got stung by a wasp on my index finger (now I have an ichy trigger finger) and haven't done much. I'm doing a 3D platformer in Godot, but I'd like to find a good font. Godot's default is... ugly. So far, I have a box that moves and I'm trying to work out the text and harder mechanics first. Hope I can at least finish one world so you guys can enjoy low-poly, pixilated pickups, and retro platfroming.
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This stuff all looks so great! You guys are really tempting me to jump in even though it goes against all my better judgement! Have an idea percolating, we'll see if it boils over...
@capbros, go for it! would love to see what you create. :)
i love point and click games and im taking this opportunity in the jam to try and create one. Been playing around today with some dialog and putting all the artwork in place ready for some code. still much to do. but heres a shot of the progress.
Chasersgaming | Support | Monstropolis |
@Capbros - Yessss... join us!
But really, I think this stuff is awesome. You guys' work looks really cool!
I made / fixed a bunch of bugs in the meantime. My illness also flared up for about two days, so I was completely useless for a while. Still, I started some menu stuff. Don't mind the ugly colored block stuff; I needed to see the elements' size / position easily, and I haven't decided how the thing should look yet.
Looks like a good start for those menus.
I'm not sure if I'll have time for such luxuries for my game :)
Only had limited time to work on my entry today. Small UI update and some bug fixes.
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I'm without Internet and travelling a lot, so I grabbed a couple of sprite sheets and have been working on my Mac (mostly on trains).
Not sure if this will go anywhere... https://twitter.com/SeanNoonan/status/883465495852273664
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http://noonan.design
Week 1 Progress Report:
Got numerous basic things working: player can move around, jump, crash into obstacles, pick up objects. The physics and general speed are feeling good. Decided how big levels need to be, and set up a method for editing levels (using a DOOM map editor of all things). Got several obstacles into the game, and two pickup objects. Ability to throw bombs and have them hit obstacles and blow them up. Added several sound effects.
All in all, I am pretty happy with the progress so far. There are no enemies yet, so that will be the next major thing to work on (I hope to get a bat flying around by the end of today). Enemies are one place were OGA is rather lacking for this type of game, as they tend to be either isometric view, low-resolution side-on stuff for platformers, or very realistic 3D models. So fighting enemies may not be a big part of the gameplay as I originally planned.
I'm quite behind but would catch up soon
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@andrewj thats great stuff, and i get what you mean about the enemys.
i think so much can come out of this game jam, not only will we get to see some fantastic stuff produced using the assets already here, but it has highlighted what OGA doesn't have in assets and gives a perfect opportunity for artists here to create and make them available. I have been surprised by assets i thought would be here as a given, but i couldn't find em. :)
For me, the jam has turned the traditional game jam on its head. Where a game would be created or inspired by the theme or programmers preference. Here the assets are the object of the jam and it seems more that the games are decided on what assets are available, or that they have been inspired by the assets themselves.
First week in and with just over 100 participants, its exciting to see the jam doing so well, and from what i have seen so far, there are some really good looking stuff already!
Keep up the good work everyone, and remember, do not worry if you don't finish, still submit, just make it playable, even if it only last 30 seconds, we wanna see the assets used!
Theres still about 3 weeks left of the jam, so dont over work yourselves. take a break. :)
Chasersgaming | Support | Monstropolis |
My work in progress
Fairly close to done, I haven't bunged in the audio yet and there's a few problems and exploits (to make testing easier you can fly off the screen, for example.)
Pretty happy thus far tho.
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Since the jam duration is long I decided to go with something very ambitious. This is really the only way I'll actually proceed with something like this so the jam is a great opportunity to force myself into the making of a monstrosity.
I'm attempting to put together an MMO. The content probably won't go beyond tech demo, but that's ok because I'll be more liberal with the use of assets without worrying about how it fits with a proper game.
So far I have a client that can connect to a login server over an encrypted connection and log in using credentials securely stored in a database. At this point I'm about ready to set up the handoff for joining a world server.
I'm using Urho3d for graphics and windowing, soci for database access, raknet for networking, sodium for additional cryptography functions, and I intend to use angelscript on the server side for content flexibility.
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Woah, an MMO is indeed really ambitious. I know that when you need to do a lot of engine work, it leaves very little time to work on the game itself. But that's cool, I will be looking forward to seeing what you come up with.
Nothing playable, but at least my code runs! I'm excited. Thanks for all the encouragement, and your projects are looking good!
--Medicine Storm
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Finally got my character in the game engine. I'll have to edit the character and some of the animations as I test them. Camera setup seems good for now and there is basic movement. Still have some materials to make, several skills to program, and three more characters to implement before I start building the test level. Once I'm satisfied that evrything works reasonably well, I'll program the world/character data and start making levels.
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@Noonan.Design: wow! Must've been some long train rides. Looks great, I especially love the way the trees bounce as you run past them, great little extra touch!
@stackboot: That's a really clever inversion of the normal shmup format, I love it! Bonus points for dropping the FBI screen in there!
@styno333: Nice choice of sprite! Definitely one of my all-time OGA favs! Can't wait to see where you take it!
@MedicineStorm: I'm not sure I understand what's going on in that screenshot but whatever it is it looks awesome!
I've been lost in palette swap land but that idea that I said's been percolating has gotten clearer in my mind and there's still time...
Week 2 progress report....
Got a few enemy sprites into the game, but no code yet to make them move around, attack (etc) and no sounds yet. Doing enemies is turning out to be the hardest aspect of the game jam.
Worked on the UI the last few days, with a main menu, an options screen, a credits screen, and a help screen (though I haven't written the help text yet). The user settings are saved and restored (all three of them!). Also got working the logic to complete a level and start the next level, and handling the end-of-game condition.
So I guess about 70% of the needed code is done. Need to work on the enemies, add some more obstacle objects, and I am allocating about 5 or 6 days to work on the levels. Hmmm, I should probably aim to get one level completely finished and fully playable (including a few enemies) by the end of the third week.
P.S. I hope everyone is enjoying working on their game!
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here we are just past the half way point!, I'm enjoying seeing what everyone else is up to. 104 participants we have in the jam so far, we may see a few more enter nearer the end, i wonder whether 2 weeks will be enough time for voting? not sure I can change it now.:).
Keep up the great work everyone1
heres where I'm at:
have started doing some choice options. ive breifly done a title screen and begun work on an inventory. i do think i may of biten off more than i can chew on this, but hey ho, il do what i can. more conversations still need writing and some minor placement for this first scene which is nearly done. the real work is at the next scene. Im leaving animations till last i think, if i get time il do them nearer the end i will.
:)
Chasersgaming | Support | Monstropolis |
Week 3 Progress Report.
Well this week I got the flu, and wasn't able to do much -- in fact I thought the motivation to finish this game had completely deserted me, but tonight I started coding up the big bad end-of-level boss and I am enjoying seeing it come to life.
As the game goes, all the graphical assets I need have been added, and most of the sounds (still need some enemy sounds). A task I had been putting off was looking for suitable music, but on Thursday night I DID feel like it and downloaded a number of potential tracks and picked one I liked for the title screen. Lots of great music on OGA!
On Monday I plan to begin making levels, trying to make about 3 each day (for a total of 11, 2 of which will be the grab-all-the-loot bonus levels). Levels are fairly short, so I don't think they'll take more than 2 or 3 hours each. Hopefully I can make them look interesting and reasonably challenging.
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submissions are now coming in!, this is great.
Just a reminder that when submitting please remember to include a credits page of the assets used. :)
4 days, 6 hours remaining!
Chasersgaming | Support | Monstropolis |
Ut-Oh, down to the wire!
I thought I was going to have to sit this one out on account of spending all my spare time working up my new PixelPaletteTool (https://opengameart.org/forumtopic/tool-for-palette-swappingchanging).
But all of a sudden that projoect has given me a major inspiration for a game that would be perfect for this jam!
Looks like it's time to break out the midnight oil!
that would be cucumber and lime water for me since I can't even handle the decaf coffee anymore. ;)
Excellent capbros. Y'know, this is a game jam but I have said that it can be a book or something else, as long as it can be uploaded and voted on, if you have 6 of the required assets from OGA I don't see no reason why you couldn't submit you palette tool project if you wanted.:)
i have been reading the thread on you palette tool, it goes a bit over my head, to technical for me, but interesting as I hoping to start prototyping my own Sprite generator towards the end of the year.
anyways look forward to your submission! :)
Chasersgaming | Support | Monstropolis |
I started with a week left by repacking these sprites.
https://opengameart.org/content/mostly-16x18-characters-and-48x48-portra...
Gonna be a tiny little rpg like thing. I won't have time to program much story in because I'm programming the engine, too.
You can follow my project here: https://github.com/Jorhlok/OGAJam2017
It's not the fanciest game in the jam, but I'm pretty proud of it! Definitely not done yet. I should probably be in the testing phase this close to the deadline, but I don't even have all the mechanics programmed or sound in yet. Yikes!
This is a lot of fun!
--Medicine Storm
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Game
Gamedev Dungeon
Themes
Underground | Share the Love
Screenshots
Home page
Description
Fight in the dungeon. Develop and release games. Recieve good reviews. Hold back the unearthlly darkeness.
Assets
OGA assets that have been used so far.
Uploaded my game, may work upon it this weekend. I have two items from three categories (thank you Kenny and ansimuz, sorry I misspell one of your names in the credits). It should work in windows and linux(64 bit). Too strung out to type straight, going to rest. Oh, there are some secrets upon the title screen, even an extra level where most of the sounds and music are used. They're easy to find.
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Wow! 2 hours left but I got it in. Learn alot about yourself in these jams!
Time for some cucumber lime water....
good luck all with all entrys
Ninja Dog
The jam is over! Well done and thank you to everyone who participated! I am looking forward to playing all your games over the next 2 weeks.
now the voting starts!
:)
Chasersgaming | Support | Monstropolis |
If I count right there's 18 entries, what a great showing!
Looks like alot of great stuff too! Definitely a great and wide showing of OGA art assets in there.
Thanks to chasersgaming for making this happen!!
whoops, realized I had forgetten to give a proper credit for Dan Ryder's 2D Cloud asset!
Fixed that and posted a v1.01 this morning. While I was at it I cleaned out a bunch of unused textures from the file and re-compressed the audio for the music tracks slightly speeding load time and taking the installer down from 70mb to 22mb.
I hope those changes are kosher with the rules. If not, I can repost the v1.0 installer, I'll just be bummed that the credit is missing. :(
thats fine, i have no issues with people fixing a few bugs here and there whilst the voting is happening. :)
but keeping with traditional rules of game jams, no adding new levels, characters, weapons etc, however i cant enforce it, Its just down to honesty. :)
hoping to play a few today.
Chasersgaming | Support | Monstropolis |
My game doesn't have much substance, so it would be the fastest to check.
I'm thinking of entering another game jam today to continue working upon my game, I'll keep the original zip file up then until voting is over and use version numbers for the new builds.
Might even create a game jam myself for an excuse to add some levels after I'm node with the next jam.
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Hello fellow Devs and artists, just a reminder that there are only 6 days left for rating the games submitted for the game jam.
only those that submitted can rate the games, but those that didn't take part can still play them, I'm sure we would all like to here your thoughts on the game pages comments.:)
https://itch.io/jam/opengame-art-game-jam
Chasersgaming | Support | Monstropolis |
Another reminder: IMPORTANT
As part of the rules in the game jam it states that all game entrys must include a credits page, or somewhere in game where it can be read that what assets have been used and who the asset is by. Failure to do this will result in your entry not being placed after ratiings have finished.
Please check and ensure your entrys have one, if not then you can update your game page or write in the comment sections on your game page.
3) You must credit the Author of the assets used, even if it's not required by the license. You can do this by creating a 'Credits' menu on your title screen where you can show a list. (If you have an account with OGA, downloads are saved to a folder where there is a handy 'Credits File' you can use.)
Chasersgaming | Support | Monstropolis |
Oh dear. In my entry credits are just shown when you quit/close the window. They're just sort of tossed up and you can either watch them or hit escape/close window again to quit right away. Hope that's enough. Honestly I only did it this way because I was crunching and ran out of time to do a proper title menu with a credits option. Of course, full credits are also listed in the readme file.
I have credits on the menu, but there was an item that was unrecognizable as coming from OGA in one of the secrets. It is credited on another secret. Nine secrets are hidden upon the title of my game, many are text and one is a test level.
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@capbros yours is fine, i can see the credits, your all good.
@FacadeGaiken again, i can see the credits, your all good too.
To all participants:
If you guys have some sort of page, or just somewhere, somehow where I can see the credits of the assets used then its all cool, some entry have no credits at all.
:)
Chasersgaming | Support | Monstropolis |