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Hello! Welcome to the sixth GiTD of the year. We've reached the halfway point and interest is higher than ever, with a fierce battle between blueprints #10 and #11. So without further ado, lets see which one was winner this month...

That's right, it was Blueprint #11, a stopwatch blueprint, which means....
**"Each individual session, match or run of your game must last exactly 60 seconds!" **
To clarify, your game could, for example, have 60 seconds of running around a randomly generated map collecting coins, before the run ends, and the player is allowed to buy upgrades. Before choosing to set off an another run. You could have upgrades which make the player faster (and able to cover more ground within the 60 seconds) or to start spawning in jewels worth more than coins, but you could not have any upgrades which make each round last longer than 60 seconds.
# Rules
Entries that do not attempt to incorporate the chosen theme are appreciated, but not accepted for voting. You may only work on your game during the Game Development time (see above). If using an engine, try to create as many of your own assets as possible. If it is suspected that your entry was made by someone other than yourself, it will be placed under judgement and, possibly, disqualified. Using alts or inactive accounts to manipulate the competition or votes is prohibited. Vote rigging in any form will not be tolerated. Actively choosing not to vote in order to increase your own chances of winning is frowned upon and repeat offenders may have their games disqualified from that month's voting.
# Key Dates
Theme Reveal & Game Development Begins: Now!
Game Development Ends: June 22nd (Midnight in your local timezone)
Voting Period: June 23rd Until June 30th
# Prizes:
First Place: 1 Year of Kong+ **AND** a Steam Key for a free copy of my new game's DLC
Second Place: 100 Kreds
(Kong+/Kred Prizes require atleast 2 entries submitted, a participant can only ever win a DLC key once)
As always this thread is open for everyone to discuss ideas, post their work in progress images and eventually share their entries ready for voting.
As always anyone who posts 3 seperate progress updates (on different days) in this thread will recieve a bonus point added onto their total after the votes have been tallied as we will also be voting for the "Most Creative Use of Theme" again.
Good luck! and I look forward to seeing your entries!
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Really looking forward this one, I hope I dont over-scope things like last time
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> *Originally posted by **[Svartskogen](/forums/1021798/topics/1913941?page=1#13407975)**:*
> Really looking forward this one, I hope I dont over-scope things like last time
Keep it simple, get the 60 second gameplay loop working first and then you can add to it. I picked this theme because it's great for getting a basic prototype working and then building up from that foundation.
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I already have some ideas, but I also have finals next week, so let's see what I can pump out. Good luck to all!
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Oh this'll be interesting. I'll prob go for a rogue-like gameplay, or maybe an idle? Time to start brainstorming!
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Oho this is a cool theme. I've always loved Majora's Mask 3-day mechanic, and this might be a good way for me to try to mimic that at a smaller scale, so I might end up giving this one a go.
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Hi, everyone! I’m Senshi Sun, and this is my first time working on a GiTD project. I’ve participated in a few game jams before, including the GMTK Game Jam 2019. I hope to create a fun project while learning more about game creation.
I’m making an action game. You choose between the Land World and the Water World each round. You collect resources and communicate with NPCs for 60 seconds.
Day 1-3 look like they’ll be tools and setup. Day 4-6 should be about assets. The last four days are polish.
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I dont know if I'll be able to do this, it depends on how things go with homework and driving lessons. But I'll try.
I'll be making a game called Sixty Second Solar System. A solar system where each planet is also a clock, and you must survive on each for sixty seconds against verious obstacles. For example, one planet has meteors raining down which you must dodge, and another has platforms and walls while the second hand shoots out a laser, and you must outrun it around the planet. In addition to a submission for this contest, it's also a demo for my WIP gravity-based engine. Each planet has a radial gravity field.
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Ok, I think I have the idea: "City Escape" (more creative title pending)
You spawn in the center of a (procedural if time lets me) city (or more like a road system) and you must escape in less than a minute.

[I always chuckle with things like this (GIF)](https://thumbs.gfycat.com/UnkemptSarcasticEkaltadeta-mobile.mp4)
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Alright I think I've got something that'll work well. In a combination of time loop movies and games I'm familiar with, I'll be making a story-based 2d top down game. I wanted to learn how to use Unity's Tilesheets too, since I haven't used them before (only in Game Maker). Here's the working story/diaglog I've written as the premise for the game (subject to change)
> At 2:47:00PM a bomb went off, killing everyone in range. and we have the technology to send you back in time 1 minute to stop it from detonating.
You must find it and disable it.
Fortunately, we know where it is. Unfortunately, it is behind 3 locks. You must find the keys and reach the bomb in those 60 seconds.
If you do not reach it in time, the bomb will detonate, and this whole process restarts until you get it right.
Use these 60 seconds and do whatever it takes to stop the bomb.
Of course by then you've probably already wasted 30 seconds of explanation, so odds are you won't win this loop. :)
There will be a clock on the screen that always shows the current time, and whenever you reach 2:47:00 (TBD) the bomb goes off and you go back to 2:46:00. When you _do_ successfully disarm the bomb, the clock will still continue to 2:47:00, but then the game is over and there will be (hopefully) a nice little credit scene that shows you hitting 2:47:01. Hopefully that still meets the criteria of "exactly 60 seconds" there might just be a few seconds of waiting if you're suberb at movement.
It's a bit dangerous to do a game like this in a game jam I think, since if you end up not having time for one of the segments the game has less to stand on, rather than some game you can keep on building on to as you have more time. But I'm confident (perhaps overly) that I can get most of this wrapped up in time, since I essentially am thinking the game mechanics are only walking, and occasionally having to talk/interact with things. To avoid this being essentially my design doc, that's all I'll say for now. But I have got the basic character movements down, collision, and I've been working well with the tiling system of unity. I've also get the first "challenge" (a hedge maze!) created, so it's all starting to come together nicely.
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> *Originally posted by **[say892](/forums/1021798/topics/1913941?page=1#13408847)**:*
> There will be a clock on the screen that always shows the current time, and whenever you reach 2:47:00 (TBD) the bomb goes off and you go back to 2:46:00. When you _do_ successfully disarm the bomb, the clock will still continue to 2:47:00, but then the game is over and there will be (hopefully) a nice little credit scene that shows you hitting 2:47:01. Hopefully that still meets the criteria of "exactly 60 seconds" there might just be a few seconds of waiting if you're suberb at movement.
Yup that should meet the criteria just fine. Also... [Source Code](https://en.wikipedia.org/wiki/Source_Code).
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> *Originally posted by **[nutter666](/forums/1021798/topics/1913941?page=1#13408983)**:*
> Yup that should meet the criteria just fine. Also... [Source Code](https://en.wikipedia.org/wiki/Source_Code).
Also, [KIRA KUIN DAISAN NO BAKUDAN BAITSA DASUTO](https://jojo.fandom.com/wiki/Killer_Queen#Killer_Queen_Bites_the_Dust)
...That wasn't entirely relevant apart from the explosion and time loop bits, but have you ever heard of an obscure board game called [Tragedy Looper](https://boardgamegeek.com/boardgame/148319/tragedy-looper)?
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All of the movement controls work. Now, I can start on assets.
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**Nicecoolguy0's Progress Update #1 15/06/2020**
Well, I've started on my entry for this month. I've decided to broaden my horizons and do something a bit different this time. I'm going to make my very first 3D game jam entry! I have working knowledge of 3D modelling even if my models don't usually end up very good so hopefully it shouldn't go too bad. I'm aiming to have at least something to show at the end, even if I have to abandon my current idea and make a quick zombie shooter arcade game or something similar. I'm still working out the idea and deciding on the details but I plan for it to take place in a small town so I've been working on some low poly assets like houses, furniture etc. and working on my character's basic movement. I've been watching some speedruns lately and thought they would be a good fit for the game jam so my idea will be related to speedrunning in some way. Exactly how it will be related I've not decided yet. Not sure how the idea will pan out and if I'll be able to execute it as well as I want to but I think it'll be interesting regardless.
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#### Update on the procedural city generation algorithm:
So far Im getting good looking results!

However, its not really playable and a little inconsistent, but its a great base to work on and polish.
#### [Heres a GIF showcasing some of the maps generated](https://thumbs.gfycat.com/HappyMiserableCrossbill-mobile.mp4)
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> *Originally posted by **[nutter666](/forums/1021798/topics/1913941?page=1#13408983)**:*
> Also... [Source Code](https://en.wikipedia.org/wiki/Source_Code).
Yes that's one of the many films that [also](https://en.wikipedia.org/wiki/Next_(2007_film)) has a [similar](https://en.wikipedia.org/wiki/D%C3%A9j%C3%A0_Vu_(2006_film)) idea to [this](https://en.wikipedia.org/wiki/Edge_of_Tomorrow) that I'm taking a bit of inspiration from. :) What can I say? I do like my time loop/travel films.
> *Originally posted by **[goldenPiGames](/forums/1021798/topics/1913941?page=1#13409027)**:*
> Also, [KIRA KUIN DAISAN NO BAKUDAN BAITSA DASUTO](https://jojo.fandom.com/wiki/Killer_Queen#Killer_Queen_Bites_the_Dust)
> ...That wasn't entirely relevant apart from the explosion and time loop bits, but have you ever heard of an obscure board game called [Tragedy Looper](https://boardgamegeek.com/boardgame/148319/tragedy-looper)?
Can't say I have heard of those before, might have to give em a look though.
Here's a sneak peak of how my game is turning out:
https://twitter.com/RyanDKrause/status/1272716315837546497
Been making some good progress, I think I have all of the pieces, now just to put them together.
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**goldenPiGames's "60 Second Solar System Survival" Progress Update #1 2020-06-15**
Just play it if you want to see, it should take less than a minute
Play: https://goldenpigames.github.io/60SSSS/
Code: https://github.com/goldenPiGames/60SSSS
Basically you can run (arrow keys, D-pad, or left analog stick) and jump (A) around a clock-planet and I had to do an ungodly amount of trig functions to make it work
Accomplished:
* Determining solidity at any given point in space using game objects
* Determining gravity at any given point in space using game objects
* Determining normal collision of elliptical bodies
* Moving in a step-based manner
* Drawing sheeted sprites on world with rotation and flipping
* Basic initial planet design
To do:
* Add objects other than the player, such as meteors, platforms, hazards
* Add health to player
* Determine collision between two elliptical bodies, such as player and meteor
* Add HUD to display player health and maybe other things
* Recognize win and lose conditions
* Design and add all the different planets themselves
* Create transition between planets
* add sound effects and music?
* backgrounds?
* fullscreen?
* mobile controls?
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Update 1:
Going to make a painting game for my sister who's an art student.
Progress:

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Just a rules check: are we allowed to use engine extentions in our projects? I am thinking of using the "DoTween" (https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676) animation package.
I've gotten most of the environment modelling done. Hopefully next time I'll have something you can look at.
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Got some initial work done with some UI and a preliminary Shop interface.

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I might've messed up somewhere in following the standard Unity game design patterns, but I just ended up making my game a state machine. Added some cool basic transistion animations and now I gotta start work on the meat of the game.
(I like how my posts still need Admin review)
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Update 2 
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**Nicecoolguy0's Progress Update #2 18/06/2020**
After much consideration, I decided that my previous idea was a little too ambitious for this game jam. My previous idea was that you had to speedrun life as fast as possible within 60 seconds by achieving certain goals. It would be a fairly lighthearted game set in a town where you were given little direction and have multiple endings including several joke ones. The main reason I decided against this idea was because I'd need a crapload of assets and I'm awful at 3D Modelling, especially the texturing part. I also thought that since the round HAS to be 60 seconds no matter what, it would be kind of awkward and bad if you achieved the ending you wanted and then just had to wait around for the timer to expire. Anyway, I've took some of the assets I made for it and repurposed them into my next idea: 60 Second Shop.
This is also going to be a fairly lighthearted game that has the same general vibe and atmosphere. I've already got the basic gameplay loop set up and working. You move around a supermarket set up kind of like a Pac Man level collecting items the shop sells such as canned food, water and toilet paper. Each item gives you a certain amount of points and you need to accumulate as many points as possible before the 60 seconds is up. But there are other shoppers wandering the store who will steal items if they bump into you and cause you to lose some points. This game isn't based on recent events at all, I swear!
Anyway, I've got the basic gameplay done so I'll probably focus on trying to make the environment look better despite my limited ability, improving the enemy AI and possibly expanding the map if I get the time. I also think adding some upgrades would be beneficial and help make the game more fun and replayable so I'll probably do some work on those too. I'd love to incorporate ragdolls somehow as well if I can get it working reliably to make the game more comedic and fun to play. Looking forward to playing the games other people make, they're looking great so far!
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> *Originally posted by **[senshisun](/forums/1021798/topics/1913941?page=1#13409944)**:*
> Just a rules check: are we allowed to use engine extentions in our projects? I am thinking of using the "DoTween" (https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676) animation package.
Yup, this is fine.
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> *Originally posted by **[enzeeProd](/forums/1021798/topics/1913941?page=1#13410642)**:*
> I might've messed up somewhere in following the standard Unity game design patterns
Let's be honest, if you don't end up with Spaghetti Code at the end of this, have you really done a game jam?
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