Arms RaceOsiJr Posted On 9:27pm on Monday, the 24th of February, 2014.Hello,
A slightly (6 months) delayed post. We're looking at really ramping up our devlogs and really, there's no reason not to start already!
We've been working on a lot of projects lately but I think I'll start out posting about one we finished quite a while back.
Our 2013 #fab48hr game. For those unfamiliar with the competition, its a 48 hour competition starting on the given friday at 4pm and finishing (48 hours later oddly enough) at 4pm on the Sunday. You're given 3 words at the start and have 48 hours to use the words as best as possible to make a game with no other constraints except the game must run without the end user having to buy any more software.
The words in 2013 were: Arms, Sticky and Grow.
We find that picking 2 of the words and using them strongly and then trying to mash the third word in however it fits best usually works out for us. So we made a game with 2 stages.
In stage 1 sticky blobs pick up weapon (arms) crates on the map and take them back to their bases. Crates can be 'stolen' from the enemy bases and you could also 'tackle' blobs carrying crates to steal them off them.
In stage 2 the weapons grow into a tank (science?) and it because a fight to the death- twin stick shooter style.
How things attached when you grow.
We always try and use a technology we haven't used before and this year we actually tried 2. Both have been around a while and aren't particularly advanced but I was surprised how many people at the event didn't understand either of them!
1. Projected Texturing, the world was modeled and then Nathan on his Cintiq just drew a picture that matched the geometry. In the shader the texture is projected onto the geometry so that it looks like it was unwrapped. This technique gives a nice 1:1 pixel rendering system and looks much better than having parts of the map stretched out or whatever. Also means the entire map only has 1 (large) texture.
2. Trails. The blobs leave persistent slime trails by rendering their position onto a trail texture that stretches over the entire map. The trail is then alpha-blended into the map in the shader. The tanks then use the same texture to draw tank treads and by the end of the battle the map is covered in slime and rubber. Was an interesting effect.
You can kinda see what I mean about the map quality and trails? (via Facebook)
An almost finished tank! (via Facebook)
For bonus points to ourselves we threw in a number of game settings (which we haven't seen at 48 hours before by any team!) They were simple things like team selection, this allowed FFA, 2v2, 1v1v2, 1v3, 1v2 etc to help balance. With this option we also had team base together or not on, so you could be on a team and still only collect weapons for yourself or do so as a team. There were a few options for initial placement of the weapons as well, in a nice circle or randomly scattered.
Although the game was our most technically impressive game as well as (arguably; I still prefer Homebound) our most graphically impressive game, we didn't even get a runner up award in 2013. Our category was taken out by the folks that made Dustforce who should have been in the 'Pro' category rather than 'Newly-Pro'!
Give it a go and let us know what you think in the comments!
Site Back OnlineOsiJr Posted On 2:40pm on Friday, the 26th of October, 2012.Woooo! The site is back online!
Lots of changes around the place but hopefully everything should be working as it used to. Its been offline this long mostly just because we've been spending a lot of time working on games and not a lot of time being open to the public.
For better or worse we've decided to flip that on its head and be as public as possible with what we're doing internally and this page will be one of the main ways we do that.