13 Alakajams and counting! Even though I'm pretty tired and have a baby to care for, I'm still going to poop out some kind of game this weekend.
I'm thinking of trying out Twine because it's super easy to get something started quickly, but I might change my mind and switch to Godot depending on what game design I come up with.
Edit: briefly tried both Twine and Inkle, and I like Inkle better, so I'm going with that. Or Godot. We'll see.
For the last few days I've been putting together a little cross platform game engine. It's not at all ready for use but a good JAM will make the problems with it pretty obvious real fast, so that's my plan for the weekend - write game in unfinished engine.
Also if the theme is boring I will make a GIANT ROBOTS game regardless, thanks.
This time, we will join in quite a large group. Our team consists of
Adkiem, Aneira, DiggiPander, Laguna, Thunraz and xxBloodyOrange. So obviously we will submit for the team session. We have worked in the same setup for the FrankenGameJam 2021 and it worked out great there!
For the tools we will use C++ with a custom JamTemplate that allows to deploy on windows, linux and web. Under the hood it uses SFML and SDL. IDEs will be Visual Studio, clion and visual studio code.
For graphics, aseprite will be used and the sound effects and music will be done in Cubase and Garage Band.
So from my side, I wish everybody already good luck and a great time!
The long-awaited moment has arrived. A post-jam version of Ghost Heart (AK13) is now available:
It features music by Daniel Birch, a better story, and a new character.
Natasha’s torso was inspired by a model in Winds of Autumn, a fashion video by Hervé Demers et al.
Two of the derelict robots are derivatives from Towards the Infinite: Twenty Drawings by Kahlil Gibran.
I've been meaning to post for about two weeks. I came up with my idea two weeks into this jam. I have worked on this more than I thought, but I couldn't finish in time. I'll keep working and hope to get a version out in a couple of days. It's not the game I set out to make, but at least one big feature was just too much. Still, I'm really glad with my progress and I like my idea a lot.
Here's a work in progress screenshot. UI needs a lot of work still.
Hope to see many entries in the coming days!
An all new and expanded version of our team's 2nd Alakajam entry You Can't See Everything at Once featuring double the levels, a new original soundtrack and sounds, online leaderboards, and dozens of quality of life changes.
You Can't See Everything at Once + is a speedrunning focused hardcore platformer where you have to choose between seeing yourself and the level. Try to beat the game as fast as you can and compare your score to the rest of the world!
I wonder in wich troubles I've get into for this Adventure Kajam.
I decided to start from scratch, and therefore to do everything myself.
Scenario, obviously, graphics, that goes without saying, puzzles (if I have the time), …
… and game engine. And there, frankly, great harm took me!
There are so many engines already designed, ready for use, well made.
But no, did I have to want to do mine.
So I've been wiping out a lot of miscellaneous bugs since I started.
But, little by little, the engine took interesting turns.
Starting from the simple movement of the character, I am interested in the possibilities of interactions.
Still, it risks to be too short to get a game on time.
But I do not admit defeated so far: so I launched into sypnosis:
Someone has stolen the King's crown!
A thief with long teeth, but who did not have time to flee the palace.
The King therefore appealed to the greatest liar in the kingdom,
to go back to the root of the theft: you!
I started the various graphic ideas.
If we can be original, we might as well let go completely.
So, the hero will be a liar, in a world populated by teeth.
Not sure that it leads to an incredible thing, but I will continue until the end.
Je me demande dans quoi j'ai pu me lancer pour cette Adventure Kajam.
J'ai décidé dès le départ de partir de rien, et donc de tout faire moi-même.
Scénario, évidemment, graphisme, cela va de soi, énigmes (si j'ai le temps), …
… et moteur de jeu. Et là, franchement, grand mal m'a pris !
Il existe tant de moteurs déjà conçus, prêts à l'emploi, bien réalisés.
Mais non, fallait-il que je veuille faire le mien.
J'essuie donc de nombreux bugs divers depuis que j'ai commencé.
Mais, peu à peu, le moteur a pris des tournures intéressantes.
Parti du simple déplacement du personnage, j'en suis aux possibilités d'interactions.
Reste que cela risque fort être trop juste pour proposer un jeu d'aventure dans les délais.
Mais je ne m'avoue pas vaincu pour autant : je me suis dans lancé dans un sypnosis :
Quelqu'un a volé la couronne du Roi !
Un voleur qui a les dents longues, mais qui n'a pas eu le temps de fuir le palais.
Le Roi a donc fait appel au plus grand menteur du royaume,
pour remonter à la racine du larcin : vous !
J'ai commencé les idées graphiques diverses.
Si on peut faire original, autant se lâcher complètement.
Du coup, le héros sera un menteur, dans un monde peuplé de dents.
Pas sûr que ça "débouche" sur un truc incroyable, mais je continuerai jusqu'au bout.