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risachantag · 1 year ago
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That's a wrap on another Global Game Jam! The theme was "Make me laugh", so Doug and I embraced the silliness with this one. https://shadowmint.com/ggj2024/ Play with a friend, chuck stuff on your jousting lance and make the king laugh. You can check what stuff he finds funny by showing items to him. Also, you can steal stuff from your opponent's lance or get in their way, throw stuff around and other shenanigans. Then joust and see whose won the king's favour! --- I leant hard into the PS1/N64 style graphics on this one! The music was stupid fun to make as well (we went with the mouth noises diversifier, so I had to sing the music, lol, feel I should apologise in advance). Oh! ...and credits: Doug: Coding, voice for the king & sfx Me: Art, animation, level building, music Still amazed there was just enough time for us to get some cinematics in there for the joust sequence, but I'm so glad we did! ...and the corgi, because there's always got to be a corgi. (also kinda thinking about doing a post on the weird game projects Doug and I have made over the years?) (or just like, here are all the corgi cameos?)
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gdfegypt · 11 years ago
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Second day of Global Game Jam Egypt 2014. Jammers working on their games.
Mostafa Ashour the co-founder of Khayal Interactive,who developed "Abo Hadeed" game in 2005.
#GGJEgypt2014 #GGJ14
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happydorid · 11 years ago
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duck lake
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lanterncubed-blog · 11 years ago
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Global Game Jam (Vancouver) 2014 - Officially Done
It's been an amazing 48 hours, and we're happy to show you our game - In Plain Sight http://globalgamejam.org/2014/games/plain-sight
Works for both PC and Mac! Check out the revised instructions before diving in, and definitely keep updated with us as we're going to improve this game in the near future :]
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damonchandler · 11 years ago
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My 2014 Global Game Jam entry: "Iris" Play it here! Thanks to IGDA Austin for hosting us.
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chutkat · 11 years ago
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This is what I worked on this weekend. I gathered with some friends for the 2014 Global Game Jam. The theme of this year was "We don't see things as they are, we see them as we are" Our Game, Is called "Mis Otros Yo" Which translates to "My other me(s)"
It's a puzzle game in which you have to transform to different creatures that represent the character's different emotions, like Happyness, Sadness, Fear and Anger in order to solve the different puzzles inside. Unfortunately we were not able to make the main thing in the game which was to change the enviroment depending on which character you were playing on. Well because we striclty had 48 hours to make this game, (sleep and food included xD, so less than 48 hours).
This is some of the stuff I did and designed. There were 2 Ilustrators (Myself and Avencri) and 1 Graphic designer in my team, plus two programmers and one Music compositor.
There are still many glitches on the game :B But you can kind of play it here: ** http://globalgamejam.org/2014/games/mis-otros-yo **
Download the Executable File, and click on "MisOtrosYo.exe" then select a windows size, and then click "Comenzar a Jugar" walking directions are w, a , s ,d (up, left, down, right) You execute actions with the space bar (like pulling, climbing, hiding, etc) and return to human with "h" (only close to the wardrobes"
Each animal has different abilities so you need to check which one does what. Like I said it's glitchy yet so it's hard to do some things :B But not impossible. We will polish this game when we have some time~
I hope you like it! Now back to work.
** I love the songs, especially the dog one, makes my heart content x3 **
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howtonotsuckatgamedesign · 11 years ago
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I'm keynote speaker at the opening of the Global Game Jam 2014 in Dieburg (close to Darmstadt). If anyone is in the area, I'd be super stoked to meet up!
See event!
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secretcrab · 10 years ago
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Some stuff rom last year's Global Game Jam !
From our game Sub-Conscious.
It's buggy, but still playable, and you can grasp the basic concept.
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yllogique · 11 years ago
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What Have you Done ? (download through the link)
This article is about my thought process for the artistic direction. If you would like to know more about the game specifically, read the first article ! ____________________
Game jams are both a tough and super cool experience, in the sense that you have to think super fast and make no mistake, because you haven't got time to think everything thoroughly or do over stuff that you'd have screwed up. So, first time has to be the charm. That's why you need good reference, and as for that I was lucky I had quite a few, and I want to pay tribute to them!
The theme was "We do not see things as they are, we see them as we are", and it immediately took me to Twin Peaks (since I finished watching it only a few weeks ago). That's what influenced the overall ambiance and aesthetic of the game - mostly the waiting room.  *spoilers for the end of season 2*
I really wanted to hit the "I am who I want to be" diversifier ( "The game has characters, but nothing in their design suggests a gender"), which made every character design decision a bit harder. That's mostly why I went with animal features.
Since the waiting room part was conversation oriented, what came to my mind was Animal Crossing. 
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Incidentally, the AC games are usually very gender positive and inclined towards acceptance, so there was that.
Adventure time is also a good example for designs that are not overly gendered.
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So, with these designs in mind, the overall ambiance, and also the inclusive/gender neutral constraint, a great influence was chrysantheb0mb's artwork, mostly stuff that stroke me when I first started following her art blog (1 2 3) and also the great narrative in her quests. Dark, violent and sometimes creepy settings and story counterbalanced by cute animal features  : this great contrast ultimately brings out the power, tragedy and violence of the story, while being really subtle and that's something I tried to go for.
Lastly, emily rabbit's wights ( 1  2 ) colors' scheme and style really inspired me.
So that's it for the visual references !
Since I wanted to make a very narrative game, one of the most difficult things was to come up with a story. The first overall concept was to make the player wait in a room, talking to different people, and the outcome of the conversations would define what the player was actually waiting for. This concept got bent a bit when I had to merge with a team of developpers that had their own idea, so we had to go with it. The asymetric gameplay offered an added depth story-wise.
So, here's the story - it doesn't make much sense since I kinda came up with it as I was drawing/ as the developpers were developping it and didn't plan it at all : *spoilers ahead, maybe you could play and see if you can come up with your own interpretation* All the characters you speak with in the waiting room are a group of friends. They had rough times, quarrels, and had to overcome a dramatic event (Mono losing one of his legs). Some got pushed aside, alliances emerged, lies too. But in the end, they knew they wanted to stay close, so they all came together in group therapy with the help of Dr. Taylor (player 1). Things are now settled for Ollie, Mono, Ash, Alex and Fran, but the last member of the group, Vic (player 2), didn't attend these sessions, still can't overcome what happened and is in complete denial. The playthrough of the game symbolizes how Vic and Dr Taylor come together to finally talk things through. Player 2 (Vic) unknowingly helps Player 1 (Dr Taylor) to get through to them during the game, while story wise, Dr. Taylor ultimately will help Vic. The "paintings" you can see in the castle were supposed to hint to the backstory of the characters and their relationship, and look as though they were 'therapeutical' drawings made by the characters during their sessions with Dr. Taylor. I drew some of them and made the other members of the team draw the other ones.
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And that's it ! I had fun working on these characters and I hope I get the chance to write a proper story for them.
- Please don't break the gifset, remove credit or the download link to the game. if you would like to reblog the gifset without all the explanation, I suggest you reblog the first post ! - 
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siebewastaken · 11 years ago
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Woo, slept for 14 hours \o/ That gamejam was exhausting but so so very satisfying! The team I was in won the local jury prize!
You can download it on this page, or use the direct link here (it's in the release folder), keep in mind it was made to be played with a TV remote rather than keyboard buttons. It's currently only windows compatible but I'll work on exporting it for mac OS sometime soon.
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fromsmiling · 11 years ago
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Sonata does a flip to impress her Sempai in the hallway~
Here's what the final version from GGJ looks like! With my friend Adoxographist doing the art c: I think it turned out pretty great, we'll probably polish it up more later on!
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gwhatamess · 11 years ago
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Good morning GGJ Melb. Madwomb+mornings. Not a thing. Also, Hi to my new followers! My game dev group Madwomb is currently participating in the Global Game Jam, and we're working our asses off to make a game in 48hrs. Come wish us luck on our dev tumblr n_n
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indiestatik · 11 years ago
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Global Game Jam 2014 Highlights – Part 1
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ovrnrd · 11 years ago
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Global Game Jam 2014
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gwhatamess · 11 years ago
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2014 is the CAKE JAM. Giselle has gotten us SO MUCH CAKE. cake cake cake *gurgle* *die*
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studioneverpants · 11 years ago
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Global Game Jam came to an end last Sunday, bringing with it thousands of free games for you to enjoy. All made within 48 hours, these games range all across the indie-spectrum; from the ambitious ...
^_____^
First on the list!
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