So, I was planning to enter the 32nd Ludum Dare game jam this past weekend.
I had been flip-flopping on entering, since I was rather occupied with guilt over other, unfinished things (and fighting general malaise) but the theme, "An Unconventional Weapon", made me reconsider.
|You're looking at roughly $3 million US dollars in |
black market giraffe eyelashes.
The plot was flimsy: in a dark, nasty alley, a terrorist has hidden a bomb. The "unconventional weapon" was disguised to look like unassuming, everyday items.
A walking stick. A fan. A pumpkin. A severed giraffe head. You know. The usual things people leave lying around.
You'd be shown the item of interest at the start of the round and have 30 seconds to locate it before it exploded. The more successful you are, the shorter the amount of time you are given, and the more decoy items would be scattered around. You would simply click around with your flashlight. Candidate suspicious items were to be outlined under your cursor, until you found it. It was supposed to be stupid easy at first, and then grow increasingly more difficult.
Not exactly a deep game, but something I figured would be a hoot to slap together, and would give me a chance to throw in some humorous lines with the item descriptions. I was going to go for a kind of faux-British slang-like gag, like calling the walking stick a "stiffy poker" or the fan an "electronic air pusher".
|The pumpkin face actually glowed properly, |
showing it's creepy grin projected on the walls.
This project gave me an excuse to work not only with Unity 5's now-free pro features, but also with other peoples various 3D assets, and the difficulties that are involved. Missing textures, scale problems, reducing the number of polygons to something more manageable, cutting out unnecessary parts of the models, retexturing and/or creating new materials, etc.
Then, my favorite part, bringing them together into a single visual style, tweaking the lighting, atmosphere, and so forth.
|Had some issues with the thickness of the outline shader at first, but this was fixed. |
The glowing fish fins, no matter how cool it looks, were not.
By the early afternoon of the third day I decided to throw in the towel and work on other things... like finishing off watching Cowboy Bebop for the first time. (Seriously, do it. It's amazing.)
Eventually I'll return to it and finish it off. I think with some more work and polish, there's potential there, despite being such a simple idea.
Hopefully by then the Unity 5 WebGL export will be improved. Right now, this looks like crap with it. There's an early WIP version (like, mid-first day?) for the deprecated WebPlayer, if you'd like to just wave a flashlight around, with no objects.
The deprecation of NPAPI in Chrome this past weekend has thrown the Unity world into crisis mode... without a timeline, or public reassurances (that I am aware of) that WebGL builds will be given priority, I have to think hard about my future with the engine. I was not expecting browser deployment of my projects to be so important. I doubt I'm going anywhere, however. I've come to greatly enjoy C#, and despite this setback, Unity still builds to MANY other platforms, including mobile. I'm sure they'll get this sorted out...eventually...