Haha, this was really clever! I really loved that when I was travelling somewhere I'd also inadvertently be casting random spells on the way there. XD
elyaradine
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This was announced on earlier on Sunday on the MGSA discord, but I thought I'd post it here for visibility:
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We are a little late to the party because your entries were so great but...HERE ARE THE SA GAME JAM WINNERS
Overall Winner Welcome, Archer
Best Student Maxwell
Best Hobbyist Do-R-Over
Diversity dead ride me good
Best Art Timothee & Good boi, Puggo
Best Audio Maxwell
Technical Excellence Good boi, Puggo & Beneath the Grass
Best Narrative The Tree of Dreams & Messages into the Void
Best Physics Welcome, Archer
and a surprise category that we felt deserved merit...Best Theme Interpretation Animalgamation
Congratulations to all of you for entering, we really enjoyed this year's submissions ! To the winners, please email melissa[at]freelives[dot]net to arrange prizes. See you at SA GAME JAM 2022
@ChaosFarseer's absolutely right! :)
I think if you're coming at it from a programming background, you might (based on my observations of others) have a tendency to be in love with how smart a system is, how clean a back-end, how "clever" a technical solution was, even though none of these might be things that a player actually experiences. If you're really interested in game design, it would likely be helpful to keep circling back to what has the largest effects on a player's experience. Sometimes a technical solution is very much needed, but often it's not (at least not to test out whether your game idea's any good). If you ever take a game further than a jam, it's likely you'll want to do it over, better, anyway, so spending more time on exploring an idea and less time on techie stuff is usually best bang-for-time-spent.
That said, if you're doing it as a hobby, then just do what you enjoy! I'd suggest still trying to make things with the intention of showing your friends and having them play them, and keeping your projects small, but if what you're doing and what you're learning brings you joy, then keep going! And if you're not enjoying it any more, then find something else that excites you. :)
Sorry we overlooked this! Until an update's released that has better resolution-independent support, you can run the game using command line parameters to force a 16:9 (windowed?) aspect ratio.
(Whenever I do this for something I might use often, I make a shortcut to the executable and the command line parameters to the shortcut's properties.)
e.g. TerraNil.exe -screen-height 1920 -screen-width 1080
Sorry we overlooked this! Until an update's released that has better resolution-independent support, you can run the game using command line parameters to force a 16:9 (windowed?) aspect ratio.
(Whenever I do this for something I might use often, I make a shortcut to the executable and the command line parameters to the shortcut's properties.)
e.g. TerraNil.exe -screen-height 1920 -screen-width 1080
You only need a small piece of fynbos to start a fire, so if you plan your excavators so that they either just cut off one tree, or that a tree creates fynbos across a river, you can use that little piece as a firestarter for forests while keeping all of the rest of the fynbos for biodiversity.
This way you're not using up the existing trees for forests, and any new trees that you get from the Arboretum can also potentially be used for beehives.
Robbie and Evan are travelling for the next couple of weeks, so updates will be slow until then, especially in terms of gameplay content. I've been working on some optimization and art, but it's not necessarily enough to warrant another update until they're back. I'm happy you've been enjoying it though! :D
We haven't discussed a map editor yet. We do have some internal tools that help with making maps a much easier task, but I imagine we'd still have to do quite a bit of work packaging that into something that saves and loads at runtime, rather than in the Unity editor, and giving it a usable UI. I'm sure we'll chat about it when we're all back together!
We don't! If you want to support us, just being excited about the game and telling us about it is very motivating. Also if you've got friends that you think would enjoy it, telling them about it.
You can also check out Free Lives's previous games on Steam (though developed by different team members): Broforce, Genital Jousting and Gorn.
Thank you for giving it a go! A road shows the stop sign when it's a dead end. To make a road connect to another road, you have to end the road (i.e. release your mouse button) on the same tile as an existing road. If you still struggle, maybe some of the Let's Play videos linked below can help you see it in action?
There currently isn't. It's by design, in that it makes it more harder/more interesting to have to plan how your roads should be placed, and allows you to see all of the building entrances without having to rotate your camera all the time, but it's something we can revisit if a lot of people feel strongly otherwise!
There definitely should be a 1080p option (because that's how we run it here). Are you sure you had Full Screen selected instead of Windowed? I believe Unity gives you a different set of resolutions (that are smaller than your native one) if you're on Windowed.
I didn't implement the sandstorm code, but I believe that they're not actually random (they'll appear at the same timing each time you play a level). We could definitely do a better job of informing the player about this though, whether through some kind of weather forecasting or something so that you have some time to prepare for them. Thank you for playing! :)