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[FTEQW][REL] Gardening Sim 2019

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[FTEQW][REL] Gardening Sim 2019

Postby Shpuld » Tue Apr 24, 2018 8:30 pm

Gardening Sim 2019 is a game made for Ludum Dare 41 Compo (which means made in < 48 hours). This time the theme was "Combine 2 Incompatible Genres" and I chose gardening sim and survival horror. The game is played in a top down view with keyboard only controls, singleplayer only.

Check out a video of the finished game here:
https://www.youtube.com/watch?v=rZp4lZ6INpk

Download the finished game here, also more information about how to play and what to expect:
https://ldjam.com/events/ludum-dare/41/gardening-sim-2019

I'll try and remember to put all the source assets up somewhere later, the QC can be found in the downloads, but there's also a lot of .map and .blend files I could include for those curious.

Here's some screenshots of the journey when developing:
https://i.imgur.com/StG65Bw.png
https://i.imgur.com/vF7cc4G.png
https://i.imgur.com/Z4wb6Lo.png
https://i.imgur.com/xCysy6b.png
https://i.imgur.com/tUUmqyj.png
https://i.imgur.com/3rWPnFX.png
https://i.imgur.com/GBGuBUT.png
https://i.imgur.com/oNIufrp.png
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Re: [FTEQW][REL] Gardening Sim 2019

Postby Julius » Tue Apr 24, 2018 10:14 pm

Looks really cool!

The source code is not on your Github page though?
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Re: [FTEQW][REL] Gardening Sim 2019

Postby toneddu2000 » Thu Apr 26, 2018 10:00 am

Always great things by Shpuld! Compliments! You're the human proof that FTE can be used to produce great games! :biggrin:
Awesome work

PS: how did you do the fog moving? Shader applied on a top plane? And blob shadows?
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Re: [FTEQW][REL] Gardening Sim 2019

Postby Shpuld » Thu Apr 26, 2018 10:44 am

toneddu2000 wrote:Always great things by Shpuld! Compliments! You're the human proof that FTE can be used to produce great games! :biggrin:
Awesome work

PS: how did you do the fog moving? Shader applied on a top plane? And blob shadows?


Thank you~

You'll find answers to both in the source code in cl_main.qc and scripts/models.shader! But I'll go it briefly: fog is just a quad drawn fullscreen in csqc, it uses camera coordinates to alter the U/V offsets to simulate moving as you move the player around, the shader for it just animates 2 layers moving slowly in different directions, the top vertices of the quad have alpha 0 to make the fog thick at bottom and non-existent at top. The blob shadow is simply a quad with a circle texture drawn at players feet in csqc deltalisten func.
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Re: [FTEQW][REL] Gardening Sim 2019

Postby toneddu2000 » Thu Apr 26, 2018 11:19 am

Shpuld wrote: fog is just a quad drawn fullscreen in csqc, it uses camera coordinates to alter the U/V offsets to simulate moving as you move the player around, the shader for it just animates 2 layers moving slowly in different directions, the top vertices of the quad have alpha 0 to make the fog thick at bottom and non-existent at top
Thanks. Interesting technique

Shpuld wrote:The blob shadow is simply a quad with a circle texture drawn at players feet in csqc deltalisten func
I tried that tecnique too, but I couldn't let FTE handle correctly transparency. Usually it displays always a little of "silhuoette" effect on edges. Plus, it's simple when you have flat ground, but when using terrains or uneven surfaces you have to use tracelines to place the blob, and sometimes traceline works weirdly
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Re: [FTEQW][REL] Gardening Sim 2019

Postby frag.machine » Thu Apr 26, 2018 10:59 pm

Nice little game, Shpuld. You got really good at this kind of "blitzkrieg" mini-project, they always require good doses of imagination and skills.
Are you currently working in any other project ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: [FTEQW][REL] Gardening Sim 2019

Postby Shpuld » Fri Apr 27, 2018 3:36 am

toneddu2000 wrote:I tried that tecnique too, but I couldn't let FTE handle correctly transparency. Usually it displays always a little of "silhuoette" effect on edges.


Probably something off with the shaders then, and yeah flat ground made it trivial, otherwise I would've used a decal with a single traceline.

frag.machine wrote:Nice little game, Shpuld. You got really good at this kind of "blitzkrieg" mini-project, they always require good doses of imagination and skills.
Are you currently working in any other project ?


Thanks, I like doing game jams occasionally because of how short term they are and how creative/silly you can actually get with it, because there's no real time investment. Longer projects are harder for me when there are other things to worry about irl, can't keep the focus on anything for too long. Regardless I do have that instagib mod that I posted in the what-are-you-working-on megathread that I would love to continue working on and making it standalone.
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