Dwarf Orders

Dwarf Orders is a local multiplayer party game, controlled with your phone and visualized on a shared screen where you send orders to a bunch of unruly dwarven miners, hoping they accomplish the shared goals.

In classic tradition we tried to do something ambitious tech-wise for the 2018 GGJ and finished the basics just in time, without much room for polish or fun.  We plan on trying to reuse the party game infrastructure at a future jam; should go much quicker the second time around.

How to play:

Download the shared screen game from the GGJ site, unzip and run DwarfOrders.exe, then follow the instructions on-screen to connect one or more phones to the game.  Press “Force Start” when ready.

Tap on dwarves then tap again to transmit orders to them to go somewhere.  They’re a bit unruly, so they might not do what you expect after reaching their ordered destination.

Jammers:

  • Michael Noland
  • Nick Darnell
  • Danny Gallagher

Additional assets:

  • “Industrious Ferret” Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    http://creativecommons.org/licenses/by/3.0/
  • Various assets from UE4 learning examples, licensed for use with UE4

Molecular Ignition

Click your way to stimulation.

This was my entry for LD39 and #clickclickclick, ish.  Download it from itch.io (the project files are there too).

Note: I realized my core game idea wasn’t really going to work pretty early on, and decided to focus on ‘feel’ and learning Cascade instead, so there’s a lot of juiciness but little substance (more of a toy than a game, though it is possible to fail).

Built using Unreal Engine 4.16.2 entirely in Blueprints.

Music Credits:

Hypnothis Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

Zen Miner

Mine, Sell, Upgrade, Repeat

Zen Miner is meant to be a chill mining game in the style of Miner Dig Deep where a fox collects ore and sells it to purchase upgrades, allowing them to go deeper and find better ores. This fox is all about the vicious loot cycle.

Created for #cgajam using CGA palette 1 and a nearly CGA 320×180 virtual resolution (dithering happens at a higher resolution however, see this article for details on the post processing).

However, the gameplay was not really finished in time for the submission deadline; the uploaded build has the very basics of the gameplay loop (you can mine, sell ore, and refill your lamp oil, but there are no upgrades or deployable items yet).  If you still want to play it, download it from itch.io.

Additional credits:

  • The background graphics and sprites are from Luis Zuno‘s “Sunny Land” pack (CC-BY 3.0)
  • The music track (“Yokushun”) is by Rolemusic (CC-BY 3.0)
  • Created using Unreal Engine 4.16

Planetary Garden

Ludum Dare 38:

For one reason or another I’ve never managed to participate in a Ludum Dare before this past weekend (LD 38). Planetary Garden was made under the compo rules (worked alone, created all new assets, finished within 48 hours of starting). However, I got a late start (3 PM Sat) and did not submit in time for the official deadline, so it’s technically a jam entry.

The theme was “a small world”, and I started riffing on various ideas for many connected small worlds: perhaps a platformer on a circular planet or mini golf where you switch worlds.  These ideas didn’t quite jell or seemed out of scope considering compo rules, and incremental games have been on my mind as well, so I ended up going in that direction (tho Planetary Golf seems like it has legs, might revisit it in the future).

You can download the compiled version for Windows as well as the project with source code and assets at itch.io, and vote / leave feedback on the LD 38 project page. Unless otherwise noted, assets created for the compo are placed under a CC0 license and game code under a MIT license.

Art Style:

Entering the compo means that you have to make all of your own art and audio (with some very limited exceptions for fonts and brushes/samples, etc… that are suitably transformed). I’m not a particularly good artist, so I went with a watercolor artistic style that let me leverage materials for most of the impact, and created the actual art as simple RGB masks (outer border, inner border/outline, and fill color). I wasn’t going for realism but just something evocative of watercolors, with variations in opacity and splotichiness generated by a couple of noise samples operating in screen space so it looks coherent across objects.

How to play:

  • Repopulate a barren planet (Earth?) with life by seeding new plants
  • When the time is right, enlist animals to help automate the process (one of them knows an ancient secret).
  • Eventually other things happen. No spoilers.
  • Note: Progress is saved between sessions, but time does not advance while the application is closed. Keep it open to continue amassing life.

Tempo Tantrum

The music is having a tantrum and can’t decide how fast to play. You move with the tempo, as do the enemies. Watch out for environmental objects like spike blocks, they don’t have ears and will keep moving regardless, so don’t get caught in their tracks when the music stops.

Download from itch.io and give it a go.  Here’s how to play:

  • Two players (or one ambidextrous player) race to the end point.
  • Don’t move when the music has slowed down, and avoid anything red.
  • Collect coins to raise your score.
  • WASD moves player 1 (green)
  • IJKL moves player 2 (blue)

The theme for the 2017 Train Jam was ‘unexpected anticipation’, which was pretty challenging to work with. The first thing that came to mind was Johann Sebastian Joust, which fits perfectly but already exists. We bounced some ideas back and forth and ended up wanting to do something similar to Joust or musical chairs with stop and go gameplay, leaving you anticipating needing to stop but not knowing exactly when. The environmental enemies give a nice risk-reward mechanic, do you try to cross their paths and hope you don’t get stuck, or do you go the long way around?

Jammers:

Additional assets:

  • Used the character model and animations from the free Couch Knights sample, which is licensed for use only with Unreal Engine based products

Boops, Beez, and Bears

In Boops, Beez, and Bears, your voice is your weapon: hum, whistle, laugh, or cry – whatever works for you, just do it fast! It’s a cross between between a horde-mode survival game and a participatory art experience; best enjoyed with a crowd, who are likely to be amused by your vocal antics while avoiding the annoying beez.

You are armed only with the vox 9000 weirding module and must survive 10 increasingly difficult waves of derpy beez and grumpy techno-bears.

Download the game (and source code / assets) at the GGJ game page.

Created for the 2017 Global Game Jam at the UNC / NC IGDA jam site by:
– Michael Noland (Twitter: @joatski)
– Nick Darnell (Twitter: @nickdarnell)
– Nich Mebane (Twitter: @Sweet_Niche)
– Travis Thompkins (Twitter: @prezthompkins)

All content and new code created for the jam is placed under a CC0 license by the jammers.

Additional credits / licensed content:

  • SharedJamUI is used under the zlib license, (C) Michael Noland
  • kissfft is is used under the BSD license, (C) Mark Borgerding
  • Several assets were used from various free UE4 samples (Stylized Landscape, Infinity Blade Content packs, etc…), some of which are only licensed for use in UE4.  These include most of the environment props and materials, the particle effects, and the bear.
  • Some CC0 assets (e.g., monkey icon) from Kenny.nl
  • Bee model (CC0 asset) from TriflingMemory
  • Code by eXi used as a starting point for the audio processing
  • Microphone icon (CC0 asset)

Global Game Jam 2017

For the first time, we’ve actually got multiple sites in the triangle area for the 2017 Global Game Jam, but the one I’m attending and focusing on is the UNC / NC IGDA site. As part of this, I’m giving a two-part talk with Travis Thompkins at UNC about game jams and using UE4 on Tuesday, Jan 17th at 4 PM.

Here are the slides for the first part of the talk (game jam thoughts):

Game Jam Workshop – Part 1

They’re not really meant to stand alone so I don’t know how useful they’ll be in this form, with the exception of the resources links on the last few pages.

Super Simple Slime Kat Slalom

A 1..4 player local multiplayer game where cats (made out of slime) compete to grab snacks and get the best spot on the colored couches, strewn about in a lake of lava because why not.

Created for the Simple Jam in a weekend using Unreal Engine 4.12. Simple Jam aimed to keep things manageable by limiting the number of rules and assets to 5 each. Here is how I spent that budget:

Game rules:

  1. Roll down the ramp
  2. Transform to start flying
  3. The floor is lava, so don’t touch it
  4. Grab some snacks
  5. Secure the best seat on the couch

Imported assets:

  1. Chamfered cube
  2. Sphere
  3. Lake water setup (stretching the definition just a teensy bit)
  4. Cat model [saved for later]
  5. [saved for later]
Menu screen
Gameplay

Turns out learning Z-Brush in a few hours is not actually a thing, so there’s no cat model yet; use your imagination. I’m watching Z-brush tutorial videos now and will probably work on it a bit more post-jam as I had a lot of fun making this.

You can download and play it from itch.io (Windows only ATM).

Angry Duck Diver

Angry Duck Diver was created as part of the 2016 Train Jam (March 10th to March 12th).

It’s a bullet-heavy vertical scrolling shmup/STG which contains neither ducks nor diving. Instead you have to constantly balance your avarice and cowardice, building up bonuses and choosing the ideal moment to bank your points before you are destroyed.

The theme was maximum capacity and I interpreted that as a risk/reward mechanic where you increase your bonus gauge as you approach maximum capacity, but you also increase your hit box and risk destruction, losing all your unbanked points.

Train Jam
The Train Jam was an amazing experience, both as a jam and as a journey. The scenery is gorgeous and inspiring, and jammer disciplines seemed much more diverse / evenly spread than I’m used to at local jams (which tend to skew heavily towards programmers). I’m certainly planning on doing it again next year. However, one downside was the venue for the theme announcement/team formation before boarding the train; it was narrow and loud so it was hard to hear pitches or mingle with different folks pre-jam, and so I didn’t form or join a team before we got on the train.

This was my first jam working solo, and while it let me stare out of the window at the scenery as much as I wanted, I wouldn’t recommend it. Coordination was easier (especially since there was no internet for most of the jam, avoiding having to sneakernet files back and forth), but polish and achievable scope definitely suffered by going it alone. I finished the game, built some neat bullet spawning tech (barely scratched the surface with the current enemies), and had enough time to get some enemy variety done, but ran out of time before I could tune the waves for progressive difficulty or implement a boss fight (just a few more hours…)

Controls

  • Move with WASD, ZQSD, or Arrow keys
  • Fire with Space or LMB
  • Bank with Shift or RMB
  • Escape to Quit

How to play

  • Enemies are made of delicious coins, so you should shoot them
  • They are very protective of those coins, so avoid touching them or getting shot by them
  • Eating coins increases your bonus gauge but makes you fat
  • Banking protects points at the cost of draining your bonus gauge
  • Aim to beat your own high score and improve your average bonus rating

Additional Credits

  • Used resources from several UE4 samples (allowed as part of UE4 EULA)
  • ‘Lives left’ icon from Kenney (CC0 license)
  • ‘Drag racing chimes’ sound from http://freesound.org/people/steel2008/sounds/23127… (CC0 license)
  • ‘Music’ is ‘Kozoro, Ryzu, Unison & Evence – Ascend’ by Ninety9Lives (provided for use in jam, unknown license)
  • The scenery on the train ride

Download and Play
The PC download and prereqs installer are available here

Unzip and run AngryDuckDiver.exe on Windows to play the game (you may need to download and run UE4PrereqSetup_x86.exe first if you haven’t run a UE4 game before)

About the name
I used Fancy Game Namer to come up with ideas as usual, and thought up a salvage game where a duck dives off a boat and collects treasure onto their boat. The theme of Maximum Capacity gave it the same core risk/reward mechanic where you had to decide how much treasure to gather and when to head back into harbor or risk capsizing. By the time I’d boarded the train, I had already pivoted into a shmup due to the easier art requirements of an abstract shooter instead of having to find/make a duck, boat, and treasure, causing a slight name mismatch.