That's fair, but I wasn't going to use my organizational code for a personal game jam submission. And it's not z-fighting, it's artifacts of UE5 lighting of 3D objects with reflections, emissions, and a static-orthographic camera. Tech debt I didn't bother to solve.
hwkeyser
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I originally wanted the scale to move in one row increments rather than two, but because that would mean one side moving up by half a block and the other down by half a block (to combine into a one block increment shift), I found that meant revisiting the entirety of the math related to block input movement, drop, collision checks, line clears, to work from full block increments to half-block increments, and while I could have theoretically solved that with more time (I only did this in a few hours while my toddler slept Sunday and Monday), I abandoned that quickly just to keep the math simple and chugging towards a submittable product.
AHH, I need to stop for a meeting and really wish the game had a pause. Leaving rating now! This is brilliant. I also made a familiar but twisted block stacking game. Would love for you to check it out. https://itch.io/jam/gmtk-2024/rate/2915576
Smilewood! I made a game with an almost identical concept, but running in UE5, NES classic controls, and with the scale splitting a single lane instead of two. Mind giving it a try since I played yours?
https://itch.io/jam/gmtk-2024/rate/2915576Yo! I think I started from the same tutorial for UE5, but tweaked mine to use all the NES classic controls, and split the lane into two sides of a weighing scale. Mind giving it a try since I played yours? https://itch.io/jam/gmtk-2024/rate/2915576
We would love feedback on our game, because it was the very first game most of our team had ever made.
Also throw your high score in the submission comments :)
https://itch.io/jam/gmtk-2019/rate/463076
Would love feedback. This was made by a big team of beginners who pair-programmed this as their first game.
(Also post how close you got to the target in the comments)
https://itch.io/jam/gmtk-2019/rate/463076
We wanted to setup a server for databasing and presenting high scores, but that dev needed to leave before it was stable, so we're just encouraging players to post their high scores in the submission comments. Mentally, our team has grouped the scores into two tiers, those with screenshots for proof, and those without, and it's so cool seeing people coming together. Currently we're at 17 meters with a screenshot, and 9 meters without)
https://itch.io/jam/gmtk-2019/rate/463076
How are your games managing high scores?
I think its definitely a unique choice for the Only One. I could see this mechanic being used in squad based survival games where you're worried about the itemized health of all of your players. But besides health, this really needed something to signify a win state besides simply not hearing any more zombies.
It was the first game for the dev who made the near-runway terrain. She didn't know to make hitboxes (or that terrains are rough in WebGL), but we wanted to include it still because it made a nicer final approach than just the far ground terrain, and we wanted to include as much as possible from every dev who worked on it. Thankfully no-one contributed anything that weren't in the game designs, but with so many beginners, a lot of things (like colliders) weren't made for more than the plane, ground and runway.
Want so much! I was on the bubble for the other art thread, lol
https://itch.io/jam/gmtk-2019/rate/463076
How close can you get to the center of the runway from a random starting position? Post your score in the submission comments.
https://itch.io/jam/gmtk-2019/rate/463076
(I should have tried harder in this gif, and crashing is way better with sound)
Initially we wanted the plane to just lean over as a visual indicator when you were turning (not fully roll), but a bug made in the execution made it so the plane would lean when your pressed left, and rolled furiously when you pressed right. The bug added a lot of added challenge, because you could then only yaw left and roll left, and was crazy-fun as hell. We really considered keeping it, but it was dramatically motion-sickness inducing, it also made our physics overhaul do crazy things like rolling the plane would make gravity go up. Figuring out what we were doing wrong to get leaning stabilized was taking too long, so we cut the whole idea of leaning the plane and later found another cool visual indicator as the smoke billowed behind the plane at high speeds.
The other bug was that the terrain which worked well in downloadable Unity builds freaks out in WebGL (it's just too big). We kept it in both because one mate worked hard on it, and people have mostly looked past the buggy-terrain for the fun gameplay.
I'm excited to try these! Here's ours :)
https://itch.io/jam/gmtk-2019/rate/463076
I assume maybe the map is built out according to the waveform? If so, that's a cool concept. But I couldn't seem to make any progress because I couldn't ever go very far left or right -- the AI on the enemies is so unpredictable I never made it more than a single screen to either side before having one leap at me. There must have been hundreds of enemy AIs on screen with no real-estate for me to use to dodge them. I have no idea the differences between red green and blue-- they all seem to equally stop you.
That's great polish on the game. The explosions and camera work. Clean UI and feedback. How many people were on your team to get that done? I imagine you're mostly veterans. Most of ours were Unity beginners, so I wanna be able to tell them not to compare :-P
PS: Yours reminds me of when I was learning to do suicide burns in Kerbal Space Program.
Obviously many of us ended up claiming multiple "Only One" elements, but I imagine we all started from one core "Only One."
For my team's project, the original core "Only One" was
"Only turning in one rotational direction, but in 3D."
I figured it'd be used for a non-euclidian racing game, but as we did a genre-brainstorming exercise with our favorite Only-Ones, someone thought of combining only turning one way with a flight genre game and suddenly the game we made started coming together.
Now our list includes: one rotate direction, one engine left, one engine remains, one attempt to land, a world-war one plane.
What was your team's initial/core "Only One" and how did it evolve?