Cat-astrophe Games Gamejam 2022-12-16.
- Move with AWSD.
- Right click to toggle mouse look.
- Press F5 to make a screenshot.
Download a ready compiled version (for Windows and Linux) from https://cat-astrophe-games.itch.io/lynch .
Using Castle Game Engine.
Compile by:
-
CGE editor. Just use menu item "Compile".
-
Or use CGE command-line build tool. Run
castle-engine compile
in this directory. -
Or use Lazarus. Open in Lazarus
lynch_standalone.lpi
file and compile / run from Lazarus. Make sure to first register CGE Lazarus packages.
Goal was:
- A short "walking simulator" with simple puzzles.
- The main feature: a 3D house surrounded by some foliage, with "night time" lighting (lanterns, hard shadows, starry sky, chirp-chirp and wind blowing sfx).
- The main work will be modeling in Blender.
- In Castle Game Engine: a simple setup of scenes, sounds, mirrors and puzzles and testing that it looks as good as in Blender.
Results:
- 3D house and surroundings, with sensible proportions.
- After gamejam small additions:
- Sounds: Ambience, footsteps, statues.
- Simple mechanics of creepy statues.
Graphics:
- Tree model has to be replaced with something better. Current tree is just autogenerated and brutally simplified with Decimate, looks bad.
- Maybe add additional bushes, to have really a lot of foliage.
- Materials, textures.
- Shadows.
- Night sky (stars, moon) skybox.
- Lanterns, bright but very local lights.
- Overall: "night aura" feeling is missing, it's at best a late desaturated sunset.
- Fountain and lake - mats mirrors.
- Roof looks bad after Decimate, it should be made low-poly by correctly modelling very low-poly pieces.
Sound effects:
- Chirp-chirp?
- Wind blowing?
Code:
- Game mechanics; now there's nothing interactive.
- Additional weird part in-house was planned.
- We wanted puzzle to open the gate, to get key to house, to pass the hall of mirrors...