Four Game Developers, One Art Kit, We Each Make A Game (Philip Lindberg, Josh Grams, B3agz) 2

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for game developers we each have to make a game using the same art kit and we have 48 hours to do it let's begin alright so this is the assets we have available so there's a lot of pretty cool stuff here I'm probably just gonna make kind of a basic platformer kind of game and I'm thinking of only using like these guys as enemies and this one is the player characters and then limiting myself to just the castle and grass okay so now I've implemented some basic character controls some basic enemy AI and the simple fireball attack everything is kind of rough but I think it will do for now next I'll work making the enemies more dangerous than actually making the game I guess okay so I decided to play around a bit with the new unity 2d lights and generated some normal maps for the assets and everything I think it turned out pretty neat and I also just get some general polish improved the particle effects and added arraign effects to just make it look a bit nicer so now on to making more gameplay stuff alright so this is how the game looks now I added some sound effects and it's a basic tutorial stuff and then I actually made it more like a game now so the enemies can hurt you there are some health pickups and such so I don't have a huge amount of time left but I kind of want to make the boss bail so I'll see if we manage to do that so the game is now finished and this is what it looks like subscribe the boss paddle idns that just focused on making everything look and feel nice and also added two additional new areas one indoor area and then one final small tower area with some floating platforms yeah I did like are also collectable optional gems that you can pick up that spawn new enemies that's an additional challenge so this is Phillip Lim buds entry and this move this is a snappy movement system I like the stretch and squeeze animation whoa normal Maps particles lighting check this [ __ ] out feels really nice all the effects and everything work together super well assistance unity he's really jumped up their game press X to shoot oh is this what I'm gonna be shooting up the particle effects looks sweet oh you're gonna spark at me nice that's a little hard to hit you because my bullets go like over your head those guys shoot fireballs to have the same effect do they only take one hit to die though okay you can't jump up through flaws but she's gonna make get into this guy who is not stopping firing they're wonderful more difficult that blue gem feels like a bit of a truck yeah geez if that's oh I just knows the background that's a cool background this is just this but skill now there's an Isis everything okay I think check fire oh dang this is like really cool nice moody lighting my fire balls like this up how they do you're gonna be good oh [ __ ] oh you're just gonna drop down there yes aiming is tricky all right can I just like throw [ __ ] down there got him oh I definitely need that on account of me constantly getting smacked in the face by fireballs yeah I'm not picking up any more of these gems they appear to just result in lots of these little red dudes appearing oh so when you get hit it's in a bit thrown into the air if you use that it's like a boost alright need to enter well there's things in the elf floating platforms okay is there anything down here oops hey you weren't expecting that I know I was I swear these guys you aim uncannily well yes okay nice okay I got number four oh well they're on every single platform new Church oh wait my timer right I bet I can bounce it off this platform onto that one there we go jump I bet that's the end yeah this was a great game yeah thoroughly enjoy I might carry on playing this after after us stop recording hi i'm joshua grahams I'm not a big fan of the Kenny asset so I just threw together a bunch of mechanics that I knew I could make quickly and easily these guys have bubble helmets so I decided they would be aliens on a spacewalk you can turn and accelerate like in an asteroids game I drew a background grid of the stars and shifted them around with some Perlin noise to break up the monotony then I exported some giant blocks from the vector files and made a random orc dungeon generator so you place a floor tile turn to a random direction step forward and do it again by choosing different probabilities for the different directions forward back left and right you can change the character of the space you can also stamp out larger rooms than just a single tile and there's a chance to branch spawning another Walker which takes off in another direction and then it's a snake game so I keep track of where you've been and you rescue other aliens that follow along your trail the SFX as this plant made up of two diamond-shaped purple leaves I took one and decided this a crystal shard you Jalen and your chain chariot starts slowly passes them up toward the leader who uses and like throwing stars there are only three enemies in the asset pack which aren't purely platformer enemies so if the block just patrols back and forth between two fixed output end points the fly moves in a circle and occasionally chooses a new speed and radius and the fish turns around lazily and then spurts forward and if it's close to you it it's more likely to go towards you instead of just randomly I made five levels for the level generator with one alien to rescue on each I threw in a couple of music tracks from Kevin MacLeod incompetech.com but I ran at a time before I got around to making sound effects and there you have it a little game about 22 hours of Scion development time spanning 11 calendar days alright this is hand to hand so the goal is to find my comrades I like how bouncy this so funky tune I can i can't resize the window so I apologize for my cluttered desktop ok pretty fast physics II movement and I can touch the walls which is nice oh ok so I got 2 guys I guess the teleports made in the next level when I find somebody ok three loads I like the stars in the background okay I'm getting triggered here this is a second be flashbacks to the Teenage Mutant Ninja Turtles game I used to play on the spectrum oh no that's a friend oh so what can I do with this friend now I forgot to take him some what oh I can save him after hates ok ok cool I guess the trick is to take it kind of slowly oh and he gives me more ammunition so I got like powered up is it possible to permanently lose one let's see oh ok so you can perma lose them oh so it's kind of like the more lives you have the more know the harder it is kind of to keep them oh yeah for friends now so I'm not sure does this just keep going do I just keep collecting friends until I get bored or bill unclear as to what the end goal is okay okay cool yeah that was a cool snake-like game the real odd thing is actually yeah but of course some sound would be nice but jam games it's not needed it always adds to the game nice I like it good job so with my game first off I wanted to do procedural I always kind of prefer procedural when we're talking about game jams because with procedural you can get much more gameplay out of much less content so things didn't quite pan out as I would have hoped the way it works I'll just quickly start the game up a lot louder than I remember it being [Music] so if I just pause the game here this is the way I've done the 2d level in 3d unity most people no unit is it's not the best engine for 2d yet they're working on it but I'm used to year and a half I'm too old to be learning new engines are too lazy I just don't have time if I click on the level all it does is it creates a mesh using I'll just switch to wireframe so you can see that using the tiles from the asset pack and then it is drawing them with a Collider just around the edges so that is essentially what our player is walking on so really our player is in 3d space and then it just stitches it all together but then I spent quite a lot of time on this some stuff came up in real life and I didn't get as much time as I hoped and I kind of had to abandon my original idea the original idea was going to be you were a little alien on a different world and you had to terraform that world so basically you would be on in a little world using one of the tile sets from the art pack and then you had to change as much of that world as you could into your own art pack kind of like a 2d splatoon almost but it became very clear that wasn't gonna have enough time to implement that so why I switch to with very little time left was a endless runner with a semi procedurally generated level the way it works is I have these arrays here which basically these get drugged in sort of randomly I mean a seed involved and I'll press play and then all it is is just you just have to hop your way through the level without getting hit by anything like this fly and as you can see the level is actually shoving you along and I'm terrible at my own game and obviously if I were to pull buff okay yeah I hope you guys can play my getting back that I can play my game okay so explore random world so it's some kind of procedurally generated world that's all I know has this interesting kind of like perspective view okay I'm dead platforming is a little awkward oh okay sides leg up side scroller kind of there's a lot of like come around stretch I guess it's like a fisheye lens or something oh you can't touch them at all oh hey there uh-uh I'm dead oh now it looks company deep breath this sometimes it seems it jumps you higher maybe if I'm moving when I run into it these guys haven't seemed to have a damn like I said set distance they go to before they turn around it's kind of awkward because you can't really predict when these guys are going to turn around so you don't want to follow too closely behind this it's not too bad when they are coming against you but you have to jump over at them [Music] they are moving the same ways oh you're just gonna keep going [ __ ] oh crap out it's a good number of invincibility frames though nice ok those aren't as hard to jump as they look like yeah I feel like some are really hard and some are just about the easier but maybe yeah well I mean that's what happens when it's random it's hard to get it perfect I like that I think I would have made it a little bit faster maybe but the platforming is pretty decent yeah excellent so I looked at the art kit and I saw it was pretty bright and cheerful so my first thought was can I make a horror game with this so I started by making some generic platformer controls and then I went for like a limbo aesthetic I added a black and white screen shader and some blur around the edges and stuff then I edited some 2d lighting with shadows to make everything look a lot more moody and claustrophobic next I made some creeks that you could push around I thought maybe I can use it fairly composable or something then I made like this monster thing that'll chase you around and kill you I just took some blob character sprites basically for the body and then stretched versions of them for its legs and I used like an old algorithm I'd written for procedurally animating three jointed legs and I used it for animating its legs and then made like a variation for an attack animation that will stab and stab the player and then I like move around Wyatt while the player is stuck to the legs and also of course enable some particle effects for blood and stuff for mechanics I got the idea to make the monster blind so it'll only chase you if here's your footsteps and there's like a fan vent thing that runs in the background and turns on and off and while it's playing it will cover your footsteps making it safe to move then next I added in like a dialogue system so I have some story elements and stuff like the player characters face different emotions next to the text and then he used all that stuff a few other minor mechanics just a tiger thing together designed a few levels and added some visual details from the art kick and some animations and stuff fitting intro and the exit and stuff and it was done you need to move that's fairly slow space to jump just barely make that jump okay I'm running low on oxygen we're going oh well like this can't come back outside amount of oxygen [Music] physics boxes Oh exactly or upset yeah I think he wants to eat me get to the door get to them now okay so you can only stealth game yeah the atmosphere is actually I have to push the crates after the way to get through what great I don't see any crate is that there's not the things that I was rolling around before [Music] No so I can still find me if it walks into me which is still gonna do okay hazel decides no I can make yes yeah okay so to go under and around and now you're gonna go down so I should have just run for it so it's sort of like a stealth game except the enemy is set up so that it patrols in a pattern he's a feminist again before he comes back their own yeah they were just going to make a room for if the fun stops this time I made it to the escape ship this isn't it's not gonna be that easy yeah yeah a fire is gonna be something like that thanks for watching there are links in the description to all the games if you want to play them and thanks to Josh Phillip in beaks for collaborating on this you can find links to more of their stuff in the description as well and please check out my patreon if you'd like to support me [Music]
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Channel: Miziziziz
Views: 262,806
Rating: 4.9646549 out of 5
Keywords: gamedev, game development, godot, godot engine, indie game devlog, indie game development, indie game, Andrew Huang, Four producers same sample, four photographers one model, game jam, unity game development, love2d game developement, love2d, unity, unity game jam, unity jam, love2d game jam, love2d jam
Id: DgLSOymeeOI
Channel Id: undefined
Length: 17min 13sec (1033 seconds)
Published: Sun Sep 29 2019
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