The game jam welcome screen is a waterfall with water "cascading" down its rocks!
GregoryFenn
Recent community posts
I guess widen the concept to “chaining”. Like puzzle games where you score combos for chaining things, or some kind of dominos-based physics games, or maybe a game about pouring jugs of water into different waterfal cliffs to attach enemies at the bottom of a cascade of cliffs.
dunno. I’ll see what happens. I usually suck at these because after a few hours I realise the game I’m making sucks or I get sucked into a rabbit hole focusing on unimportant things
The rules say no but if you have to then you have to, just make sure you have a message on your splash screen and menu saying what other assets you've copied or imported. But you'll probably be excluded from all the categories to be fair to the other people that had to find time to make everything fro scratch :/
You can make glow effects VERY easily with Shader Graph if you're using Unity 2019.1 or 2019.2. There are lots of good YouTube videos introducing you to using Shader Graph. You might need to switch to the Low-def render pipeline, which might mean you have to change some existing shades because the default 3D standard shader doesn't work with LDRP.
Day 4 and the game isn't all that much progressed from day 2. I've mainly been stuck fixing bugs and then having to replan the game around this bug fixes. Now my map is either way way too big (400 rooms in one level!!) or it doesn't fit the scale of the game (it's kind of hard to exlpain without giving away the mechanics of my game, which I'm still happy with).
I still haven't got any good particle effects running and haven't started on the music or level design and today is my last real day. Erg. This is depressing
No one seems to know, the converter tool is an external asset (ie it's not part of a vanilla game engine) but you could describe it as a generator at a push. But the fact that's free and commercially-viable is irrelevant. It's not about how free assets are, it's about challenging you to make do with the plain and simple tools you have in Unity (or a different game engine), plus any assets you make yourself.
I think you could make two versions of the game, one with and one without the sound effects? Or maybe you could make it with them but you leave a note on your menu to the reviewer saying "the sound effects were premade by other creators before the gamejam, please ignore them when reviewing". I don't know. Just, don't. It's not that hard to use Audacity or LMMS or Bosca Ceoil to make your own sound effects or music
Asset store assets are not allowed either, except for the ones that don't contribute to the game itself but make the workflow easier. You can use the tools that are in the Unity Package manager, except for the standard assets.That says that your "don't contribute to the game itself" is for asset store things. But Package Manager things CAN contribute to the game itself (hence why it's a separate sentence). Cinemachine isn't an Asset Store asset anymore, it's a Packake Manager tool, so we can use it as much as we want
Don't worry about wasting time! In a whole week you need to let your mind wander and procrastinate and moan and get annoyed. It will be better to do one great day of gamedev with a happy clear head (and make a small simple game that you like) than do 5 days of high-intensity stress gamedev where you get a big complex game that you hate.
Technically no, but what you can do is look at the Unity standard assets scripts for hints about how to write your own code. But you can't just use scripts (code) in the standard assets pack. Although I'm guessing you're a very new beginner? I think no one would blame you for using some standard code here and there just to help you get started