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Mirus

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A member registered Jun 24, 2017 · View creator page →

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Sorry about the bugs everyone! We plan to create a new release with bug fixes and improved gameplay overall!

Thank you :)

Hey! Sorry about that. It should work now :).

Ok, well the game jam's over, so here's my submission. Unfortunately, I missed the deadline. https://drive.google.com/drive/folders/1alU9jPaMS93tDZEboLPGIqMCirOfwkUB?usp=sha...

I think I got less done than I would've done, next time I participate in a game jam I probably want to try and improve how well I can handle the other stuff in games, like the HUD, menus, etc. Also, would like to work on more art next time. I think I learnt a lot about making feelgood mechanics - There's a lot of tweaking involved. I don't think BLFB is there , but it was an interesting learning experience! I think I also learnt about how, especially in first person games, you need responses to player actions to make it easier to understand. I got good practice in 3D level design, and think I derusted well. For next time I participate in a jam, I think I'd like to focus on making a game which looks good.

Day 7: Finished the first level (the actual level part). I think it's pretty good, there are a lotta different routes and stuff. I show some in the video (if you don't want spoilers don't watch). Tomorrow will be decoration (adding rocks), and the day after will be fixing the bugs I was facing. Looks like things are coming together into a fun game!

Thank you! I tried on our discord, but I'll check out the unreal forums!

Day 5: Polished the features, decreasing speed, braking and acceleration. Also added a few other things, such as tilt when turning. Streamlines some code too, and improved the ice texture. Also created a playground level to test mechanics (could be the future tutorial level). 

I've been facing a problem with my wallslide. Essentially, when I hit something, Unreal's collision implementation comes in first sometines, slowing me down, making it hard for me to consistently wallslide. Does anybody know a way to ensure my wallslide checks run before unreal's collision?

Also been unable to fix the lighting issue :(

This sounds like it'll be a lot of fun!

Day 3: I finished the Wallsliding mechanic (needs polishing though), the turning mechanics and the braking mechanic. All done without tutorials, and with lots of fiddling around. 

I think the wallsliding mechanic was implemented pretty interestingly, so if anyone wants a tutorial on that, I'd love to make a short one. There is one drawback to the wallsliding mechanic right now though: You can only wallslide up straight surfaces. As you see in the video, you can cheat by making a ramp out of many straight surfaces, but this is inconvenient. Still having the lighting issue as well, but overall hyped with the fast af progess I've been able to make!


Video: https://www.youtube.com/watch?v=k0mnayjYlsE

Day 2: I finished up the Ice Material and behaviour, and managed to finish the wallrun early, meaning I can start wallsliding early!

Credit to Dean Ashford for the Ice Tutorial and Credit to Reid Treharne for the Wallrunning Tutorial (I did adjust a few things for this one though).

Been having a issue with building lighting, the swarm agent seems to be unable to ping the swarm coordinator. I've been trying to fix it, but if anyone can help that'd be greatly appreciated.

Video: 

Sounds interesting! Hope you can execute it well!

Thank you all for the encouragement and feedback! I adjusted my plan, dropping animation and music in favor of more polishing time and level design time.

(1 edit)

Joining the game jam with an idea for a racing game set in icy caves! 

For this two week span, I plan to make all the paths ice, and make some hopefully interesting mechanics.

  • Wallrunning
  • Wallsliding (?) - If you have enough speed, you can slide up walls instead, something like this. I think it'll be an interesting risk/reward system where it's faster but more dangerous.
  • 2 ways to turn - Firstly, you can strafe/turn with the a/d keys and by looking in different directions. However, this will actually influence your momentum less and less the faster you go, so you can intentionally slow down to turn quickly. Secondly, you can click the left or right mouse button to plant poles on either side of you. With this, you'll rotate around it until you release. You'll rotate faster the faster you're going. It's a risky, but quick way to turn without losing speed or control, so long as your timing's good.

I'll probably only make one or two levels, where the focus is replaying to get the fastest time. I'm not entirely sure if this is doable in 2 weeks, but my plan goes something like this: 

  • 1 day - Basic ice motion mechanic
  • 2 days - Make Wallrunning mechanic
  • 2 days - Make Wallsliding mechanics
  • 2 days - Make turning mechanics
  • 1 day - Polishing and working on "feel-good"
  • 2 days - Make the game "fluff" (Main menu, pause menu, etc.)
  • 2 days - Make a simple model with simple animations
  • 1 day - Some rudimentary music
  • 1 day - Fixing any more bugs and polishing

Any advice? Any recommended adjustments to my plan? I'm going to be spending around 1-3 hours per day.

(1 edit)

1) Hi! I'm Mirus! I'm an 18 year old...

2) Participating in my first game jam! I happened to see it at the right time. I was just thinking that I needed to derust my gamedev skills and out came a nice beginner's game jam!

3) I enjoy a lot of games with unique movement systems, such as Mirror's Edge and Frostrunner. Their momentum-based gameplay inspired my idea for this game jam!

4) Yes! I've only used Unreal Engine 4, but I've made two games with it (one test first game, and another year-long game made with a team called Konzentra). I was the leader of the project, but I mainly did programming. However, I also helped with modelling, art, level design, music and some other stuff.

5) I love music and maths, as well as computer science! I'm currently applying for CS and Applied Maths majors for college, and am really looking forward to it. I enjoy problem solving and especially like working on the creative aspect of mechanics creation. I also like making levels, (simple) modelling and music making!

6) I want to learn about making "feel-good" movement mechanics primarily. Of course, I also want to derust. Additionally, I want to practice my 3D level design and get experience with first person games.