Probably the second best PlayDate game I've never played! 😉
Arakade
Creator of
Recent community posts
Oh no! I understand it was explained clearly but some of us are juggling quite a lot and had still hoped to take up the offer -- just left it a bit late! I thought it was until the end of Jan but came and realised I got my dates mixed up! Really sorry! Please can you give us a few more days? Pretty please :)
oh that is AWESOME! I will definitely be playing this!
My little ghosty isn't anywhere near there yet -- got way too bogged down in 'AI' framework coding.
Geeky tangent: How're you doing yours? Line of sight on something marked as "scary" or something? (I'm doing similar -- AI has 'sight area' which, if something strange is within, they react by investigating, correcting or running from!) Seemed like a cool idea but whew! turning out harder than I initially assumed :shrug:
Oh and don't belittle your graphics. I'd give yours a play with those graphics! I love the semi-8-bit aesthetic :)
Very very very true. We're all on journeys, some further ahead, some barely begun. Most are very happy to encourage others and offer help where they can. Keep it simple, keep it manageable and see if you can submit (even if it's broken or embarrassing). We've all been there. You learn an unbelievable amount simply from trying to make something submittable. GL!
Sure, if it's helpful, here's my full brainstorming list in case it inspires something :)
- Skeleton
- Zombie
- Ghost ← (the one I'm going with)
- Poltergeist (+ some of this)
- Possess (+ and probably some of this)
- Lich
- In heaven / hell?
- Relive life
- Time loop
- It’s a wonderful life
- Reincarnate
- Circle of life
- Buddhism better and worse reincarnations with goal to escape by letting go.
- Beginning = start:
- of race
- of new life
- of movie
- of life backwards?
- of journey (goal?)
Even if not, maybe try your own weird list! I find it easiest to take a "no ideas are wrong" to start with and just let my mind wander on every word in the theme.
GL!
Great idea to post. Here's something much less impressive to help those with imposter syndrome feel better!
Started writing spam then decided to can it and pop it in a project blog post! Also figured might as well start pushing WebGL builds since maybe that'll mean I won't leave doing that to the last minute ;)
GL everyone!
Agree with all above. If you have time, learning a version control system (a.k.a. VCS) like Git is really helpful for any sort of development. The first step is to understand the very simple basic principle -- it's save points for game dev. Treat it like that to start with. You figure something out and are happy with the state of your project, "commit" (a.k.a. save the game!). Ever do something and think "oh no, it's all gone wrong!", you can simply "revert" (reload from save point). Truthfully it's a *lot* more powerful than this description but if you start with that basis, you're well on your way to gaining most of the benefit.
One tiny addendum to all of this is that Unity creates a lot of extra junk. In or out of VCS, it will just regenerate it if it's not present. As such, we never commit that stuff to VCS. You tell Git what to 'skip' saving (since Unity will rebuild it) by having a simple text file called ".gitignore" next to the ".git" directory (where Git stores all its save points). Google online to find one for Unity and when you want to save your game, it'll keep the list of stuff that's changed much smaller (and thus easier to read and use less space!).
HTH and GL! :)
Hey, was wondering the same thing. Perhaps we should post a top-level poll asking a few things (and requesting it be pinned):
- how many participants would play VR games entered in the jam?
- Which platforms(s) they have.
- (If Quest) what's the easiest way for them to install and play?
- Anything else?
Re. (3) I guess providing an APK on Itch might be hard. Maybe SideQuest would be best? (I've not done before -- viable within a jam? Maybe link from jam page? Something to prove-out beforehand.)
Thx for replying. Yes I figured it might just be endemic to Unity and yes I'll look into whether there are options. I was also curious whether it was a known situation. I can't guess how many Unity builds your wonderful platform receives every day but figured if this was a consistent pattern, someone might have special-cased it!
Is this expected behaviour? I only started using Butler for the last month and assumed it would figure things out and upload less than the whole thing yet every upload sees the size (roughly) matching the built directory size. (yeah 2% reuse apparently) I realise Unity's likely regenerating a tonne of stuff and generated junk like this very well may not match much with previous upload but I'd still have kind'a expected more to be saved, no?
Maybe I'm doing something sub-optimally (aka 'wrong' ;-) )?
D:\tmp\Web>butler push "Plundering Platforms" arakade/plunderingplatforms:html ∙ For channel `html`: last build is 195422, downloading its signature ∙ Pushing 11.37 MiB (17 files, 2 dirs, 0 symlinks) √ Re-used 2.10% of old, added 11.14 MiB fresh data √ 11.06 MiB patch (2.81% savings) ∙ Build is now processing, should be up in a bit. Use the `butler status arakade/plunderingplatforms:html` for more information.
Thx for any thoughts. Oh and any admins tried using "code" formatting while using the dark theme? It's formatting the text black = invisible!
Cheers.
p.s.
D:\tmp\Web>butler --version
v15.17.0, built on Aug 13 2019 @ 19:35:08, ref 94c194ef1888b0363e399983355bf981dee38ff8
Great stuff. We did one light too but your ideas were much better :)
Like you replied to someone else, it'd be nice to have some more ... dunno, clues or something (weenies / affordances / etc) to help you. As it is, it feels like purely a maze ... which we were going to do but worried wouldn't be fun enough (we didn't have your tension components which make it much more fun!). Great job!
Logged as https://github.com/itchio/itch.io/issues/1000 in case that helps track/vote.
Hey, is this available now? (I can't seem to figure out how if it is.) If not, is there an entry in https://github.com/itchio/itch.io/issues ? (I can't find one so will log if not.)
Thx
Thx for replying. Great stuff. Level design is the part I find hardest and ironically was planning to focus on so choose myself an 'way to implement' game. Sadly I only got 1/3 time I expected so didn't get to exactly that part!
Can I ask how you/your team go about designing levels? Always fascinated to learn and yours were just superb.