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Takanago
Jun 2, 2007

You'll see...
Last year I rushed out a game in the last 2 days and scored Really Low so I am going to declare RIGHT NOW that I be the guy who will have the Most Improvement In Their Game this year compared to last year. I won't be able to compare score since we're changing how score works, but if anybody else is in a similar boat I'd love to compete with them to see WHO CAN IMPROVE THE MOST.

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Takanago
Jun 2, 2007

You'll see...
For me, Local Color would have a pretty wide range of potentially interesting options. Florida's got a lot of crazy poo poo, so I could make a game about Florida Man or the mythical origin Lovebugs or retirees or themeparks or whatever. Or I could go and make a game about Alaska, where I grew up, and there's a ton I could grab from there. (Gold rush or bears or fish or oil or "goddammit we bought a lot of goddamn useless, frozen land from the russians and now what are we going to do with it") Or I could even go into my ancestry and do something about Thailand. Don't know much about that place, but I'd probably end up learning a lot if I tried.

For Critical Omission, I could maybe do a game about a bank robber or criminal that doesn't own a car, so for the getaway they have to hail an uber and give the guy directions away from the cops and toward the hideout or something.

Not quite sure what I'd do for Games for Grandma, maybe make a game for a grandma that lived in the Eastern Bloc and wants to relive the nostalgia of avant-garde socialism. Or make a game for the grandmas of 2060, basically something like what we play today but through the lenses of future people who normally play games a lot radder than we can handle.

Takanago
Jun 2, 2007

You'll see...
Kinda makes me want to make an FPS or something where you just throw guns at people and never actually shoot them.

Takanago
Jun 2, 2007

You'll see...


I'm making a game about cars. I've never done anything with physics before, so I'm starting with some important tests to see how Goofy Car Physics might work.

Takanago
Jun 2, 2007

You'll see...

Wheeeeeeeee

Takanago
Jun 2, 2007

You'll see...
:911: HAPPY 4TH OF JULY! :patriot:

Drink responsibly and drive safely!



http://gfycat.com/PhonyRichChipmunk

Takanago
Jun 2, 2007

You'll see...


:supaburn:

Takanago
Jun 2, 2007

You'll see...
Aww, thanks guys. That's really encouraging to hear. :shobon:

I'll put in extra effort to make sure the game is as good as it can be, just for you.

Takanago
Jun 2, 2007

You'll see...
https://www.youtube.com/watch?v=u0rNRX8LtZE
Today I'm messing around with physics and trying to figure out what kind of 'feel' I want.

So so basically I've just been crashing cars into stuff all day.

Takanago
Jun 2, 2007

You'll see...
We should each have a bonus level where the player gets so out of control that they drive their car into someone else's game.

Takanago
Jun 2, 2007

You'll see...

(Large version)

Right now I'm still focusing on the core gameplay, and trying to make sure that the act of driving is consistently fun.

A big part of that has been working on the physics, and trying to get that just right. I'm mostly letting Unity do the heavy lifting for me, but I've been tweaking physics values and messing with collider shapes to get things working better. My number one improvement so far has been getting the car to flip onto its side and back less so you can go wilder with the bouncing and not have to worry so much. I think I'm pretty close to what I want, except for a few bugs that show up every now and then.

The other big thing I've been working on is trying to figure out what makes levels work, and how I can set up obstacles so that you have the best chance of bouncing off of them in interesting ways. I've still got a ways to go on that.

Takanago
Jun 2, 2007

You'll see...

SynthOrange posted:

:argh: I've been having the same issues. The bus loves flipping the gently caress over once it runs into low obstacles.

I hope we're running divergently enough though that we're not ending up with identical games. :v:

I was able to mostly solve the flipping issues by lowering the center of mass on the player car. That produced some other issues, with the car spinning in completely bizarre orbits, or sometimes being too stable, but it's helped a lot with that.

And yeah, I hope we don't have identical games, too. :v: But seeing as there's competition in no-brakes car land, I've been leaning more into the fast, frictionless, and super-bouncy part of my idea. I think it should make our games feel pretty different to play even if our premises are pretty similar.

Takanago
Jun 2, 2007

You'll see...


In what might be the most :geno: update I'll ever do, I'm teaching NPCS how to drive relatively safely. Hooray.

e: Updated gif to make it slightly more exciting.

Takanago fucked around with this message at 02:06 on Jul 12, 2015

Takanago
Jun 2, 2007

You'll see...

Full footage: http://gfycat.com/FormalCookedBuffalo

Someone on Twitter demanded more bouncing car gifs, so I obliged them

Takanago
Jun 2, 2007

You'll see...
Holy Moley. :aaa:

The prize pool is looking really good this year. Even more motivation for me to work extra hard and try to make my game as good as it can be.

Takanago
Jun 2, 2007

You'll see...
SELECT YOUR CHARACTER


Large version

(Characters, vehicles, flavor text, etc. are subject to change)

Takanago
Jun 2, 2007

You'll see...
See you later, fuckers


Large Version

This is what happens when you basically fix an early physics bug, without actually addressing the root cause. And I'm not quite sure if I really want to.

Takanago
Jun 2, 2007

You'll see...
https://www.youtube.com/watch?v=XY5KTVA_2ys
TWO WEEKS LEFT

Hey everyone, how's your game going? Is it going well? Is it going badly? Are you about to start over from scratch? Or have you not even started at all?

If you're in the latter categories, don't worry, the competition is far from over. Last year I ended up crapping out a bad text game in the last couple of days. This year I bet there's going to be plenty of people doing similar things, too.

To give a bit of incentive to all these people trying to make a game at the last minute, I'm offering a :20bux::steam:$20 Steam Gift Card Bounty:steam::20bux: for the Best Game Made In Two Weeks Or Less.

Anybody that starts actively working on their game today, or any time until the end of the contest will be eligible. This includes people that were working on a different type of game, and then gave up and started a new one after the time limit. This also counts if you were thinking about your game before now, but didn't actually start writing code or scripts or making sprites until now.

Takanago
Jun 2, 2007

You'll see...
Still working on core gameplay. :shepface:

Though just the scoring/objectives, thankfully. The actual mechanics of driving around pretty much got done a long time ago. If all else fails, I could release a sandbox driving simulator no problem.

But this means I'm going to be working hard as heck in the next few days, and everything that's not absolutely necessary has now been downgraded to 'optional'. My standards for everything I'm working has also been lowered from 'Good' to 'Good Enough'.

Takanago
Jun 2, 2007

You'll see...
My computer almost died on me this morning. I'm hoping that it lasts for at least the next few days, but boy I am glad that I have remote version control. :thumbsup:

Takanago
Jun 2, 2007

You'll see...

http://www.awfuljams.com/games/slide-crash-bounce

I finished my bouncy car game: SLIDE, CRASH, BOUNCE.

Not long ago I was kind of freaking out, going "Oh my god, can I actually finish it in time? I haven't even done [game-critical-task]!" But I put a lot of work in this past week and the end result is something that I'm feeling really proud about. I had a pretty emotional moment, honestly, when I was putting together my credits and thinking "Yeah, I did this. It's Done."

Extra special thanks to everyone that encouraged me in this thread, you really gave me the motivation I needed. Last year, my game was among the lowest-scoring, so knowing that I was making something people really wanted to play helped me out a lot.

So go check it out.

Takanago
Jun 2, 2007

You'll see...

Takanago posted:

https://www.youtube.com/watch?v=XY5KTVA_2ys
TWO WEEKS LEFT

Hey everyone, how's your game going? Is it going well? Is it going badly? Are you about to start over from scratch? Or have you not even started at all?

If you're in the latter categories, don't worry, the competition is far from over. Last year I ended up crapping out a bad text game in the last couple of days. This year I bet there's going to be plenty of people doing similar things, too.

To give a bit of incentive to all these people trying to make a game at the last minute, I'm offering a :20bux::steam:$20 Steam Gift Card Bounty:steam::20bux: for the Best Game Made In Two Weeks Or Less.

Anybody that starts actively working on their game today, or any time until the end of the contest will be eligible. This includes people that were working on a different type of game, and then gave up and started a new one after the time limit. This also counts if you were thinking about your game before now, but didn't actually start writing code or scripts or making sprites until now.

Hey, remember this bounty for Best Game Made In Two Weeks Or Less? Before I can start judging for it, I need to know which games fall into this category. I don't know what any of your dev processes were like, so I need you to tell me yourself. Just PM me or tell me in the thread or whatever.

For the record, '"Made In Two Weeks Or Less" means that you started development of your final game on or after July 17th. This includes if you started working on something before then, but abandoned it and restarted something new later.

---

Also, thanks to everyone that played and/or enjoyed Slide, Crash, Bounce! And thanks for the feedback.

All of the criticism is pretty spot-on. There certainly was quite a bit more that could have been done to give the game more character and flavor, but honestly I'm just really proud that the final product came together as something resembling A Good, Finished Game at all. I was actually thiiiis close to having no sound effects at all. I only started working on that the night of the 30th, and the whole system almost didn't come together.

It was a pretty hectic last week.

Takanago fucked around with this message at 15:08 on Aug 3, 2015

Takanago
Jun 2, 2007

You'll see...
The real game is getting everybody to talk about Something Flappy.

The person who made that is actually the one playing us all. :stare:

Takanago
Jun 2, 2007

You'll see...
So today I found Slide, Crash, Bounce re-hosted on some Brazilian browser games website. :cool: This means I'm famous now, right?



And someone on youtube made a video about the game:

https://www.youtube.com/watch?v=Axf04GZihY0

Arachne posted:

If it counts, I started working on a game with a chess board on the 16th. My first two commits on the 17th were "Blergh" followed by "New game". Credit goes to Tann for the omission idea that later turned into Ches.

I'll count it.

Takanago
Jun 2, 2007

You'll see...

Afal posted:

Slide, Crash, Bounce

[...]

Things I didn't like:
  • The score doesn't reset when you retry to do the race mode. It just keeps adding up to your score
  • Do I have to have that intro every time I go back to the main menu?


[...]

Final Score: 3.5 out of 5 stars

Well that's a bad bug. Motivated me to get off my butt and update the game. I fixed it so that the counter should reset properly, and added a restart/retry button to the pause and game over menus.

Main menu still has the intro, but that's skippable by hitting any button. Might still want to do something about that, but it can wait until I do my next round of tweaks later.

Anyway, thanks for playing and reviewing it, and extra thanks for noticing that really dumb bug.

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Takanago
Jun 2, 2007

You'll see...
Thanks for the meaty criticism of Slide, Crash, Bounce on the stream. Hearing criticism that is pretty accurate is kind of tough, but it's giving me a lot to think about and I'm really thankful for that. Seeing all the ways it could be better, and ways it didn't quite hit the mark does honestly kind of frustrate me, but when I think back to that month of dev work I'm also just really glad that I managed to get it that far.

My original plan was for one week of basic core gane work, one week to flesh out gameplay, one week to add more content, and the last week devoted to polish. What ended up happening was that I had my neat premise done in a few days, but not nearly enough done after that and I ended up with a half-finished game at the beginning of the last week. I ended up having to bust my butt just to even get all of the gameplay systems working in time, and having to cut a lot of fluff. It almost ended up having no sound effects.

One of the big, sad cuts I had to make was the inclusion of voice acting, which probably would have helped the flavor of the game a lot. I even had a nice offer from blinkeve1826 to do some voice work, but I ended up deciding that I was far too behind on basic, critical features to even worry about that. It would have been really nice to include, but oh well.

But even if I fell short of where I could have been, I'm really quite happy with what I did manage to accomplish. Last year, I made a crappy Anime Club Text Quest game that got around a 32 out of 100 and that I'm pretty sure only one person in the world kind of liked. There was some art to it, but I rushed it out in 2 days and it had some big, big problems. And this year, I made something pretty alright which people seemed to like, and which grabbed enough attention to get a few youtube videos and stuff made about it.

It's a massive improvement any way you measure it, and I'm happy. Now I just have to see how much I can improve next time. Or maybe see how much I can polish this one up. I'm not sure.

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