August #UE4JAM, August 13-16th, THEME: THROWN IN AT THE DEEP END

Quick WIP video showing our early environment:

Gameplay video coming later today!

is that EST or PST?

My progress is going pretty well, got the basic functionality in and made a creepy monster that constantly approaches :stuck_out_tongue:

Nice . Are those free assets or did you make them?

Lot’s of potential Bokuden for something sick with that environment.

Submission

Team Name:

  • Laughing Tower

List of Team Members:
Bohrium

**Name of Submission: **

  • Unfathomable Abyss

Download links:

Short Video:

The general plot: You’re a sort of defenseless alien/fish/squid creature and you’re really deep underwater, emerging from a crevice for the first time to gather resources for survival. And you’re thrust into a world of darkness and danger, where behind every corner you can find either a tasty morsel or a wall of razor sharp teeth, waiting to impale you.

Controls: WASD for directional movement, Q+E for roll, ctrl + space for going up or down. (Also written in the help section of the menu.)

Other notes: This is my first ever game jam entry anywhere, was a lot of fun and a lot of work. I did everything myself in blueprint, except for using a free font and caustics texture and a material from content examples. First time I ever touched sound in ue4 too, even got some foley stuff done with a bucket of water and some seashells in a quiet room. Can’t wait to see what other people have come up with. :smiley:

Thrown into an oddly familiar subway you need to get out alive.
Team Name:
List of Team Members:
**Name of Submission: ** Pool Of Dead
Download links:
Click Here to Download](https://.google.com/file/d/0B8fNV64yY26bRFpBMjI2aTZpV0k/view?usp=sharing)
Screen Caps:

nEGu

fB-f

Controls: This is a controller optimized game. I highly recommend you use a controller for proper aiming. Right Trigger / Space is fire, Face Button Left / E Key is to weld-cut.

Note Super new at this but still having fun with the engine. I am blown away by what people can get done in 3 days and it’s amazing that they have skills not only using the engine but with asset creation as well. With that said, I am not one of those people and all my assets were free except the zombie which was taken from the marketplace. The song “Spore Fusion” is by . Also, ’s videos are amazing and his twin stick shooter tutorial was modified a bit for the base programming of this game. Sorry , couldn’t figure out how to add more spawn points =\ I did try a ton of different ways but to no avail.

I figured I’d give it a pop this time, always wanted to do one of these.
Have fun popping the puffers!

Team Name: SomethingSomething
List of Team Members:
Name of Submission: Bubble Trouble!
Download links:

Screenshots:

Team Name: (solo entry)
Name of submission: kantannaoshigoto

download link

Sky Landing

Thrown (actually jumped) from a high peak in a wingsuit WITHOUT a parachute: thrown in at the deep end! Try escaping the rocks, gliding through air and reaching one of the seven lakes available for landing. Only if you land properly will you not shatter all your bones, or worse. Experts can also fly as close to the terrain as possible to gain extra points for danger!

Team Name: ZMAJ GAMES
Team Members:
Name of submission: ZmajGames_SkyLanding

Download link: https://.google.com/folderview?id=0B-yefTXbGEebflhUcVhjS0hvdUNhRUtsQU9yUURrOGhtRFdpY09aeEh1UzdvTnhZdHRLaVE&usp=sharing

PROTIP 1: You need to gain a lot of speed to glide so try going almost directly down at the start of the flight!
PROTIP 2: To glide, first gain a lot of speed (really a lot), then align yourself parallel to the wind (do not go up or down too much as both will decrease you speed because of the drag). Player and wind orientation are shown in upper left corner.

Best score is 312, we challenge anyone to beat it (after you have mastered landing and gliding mechanics - safe landing gives you 50 points)!

Controls: The character can be controlled using either mouse or a gamepad. For gamepads, the right thumbstick rotates your character, while the left one rotates the camera. You can start or restart the game by pressing the right thumbstick and change the starting point by pressing the left thumbstick. The game can be quit either with Esc on keyboard, button click in menu or X button on gamepad.

Technicalities: We use physically based force calculation system for drag and lift in our simulation (me and Jan are physicists), of course a bit modified for this game. For the landscape, we imported NASA heightmap for Triglav National park region (Triglav is Slovenia’s highest peak) and modified it a bit for our purpose. The landscape material is entirely procedural as we did not have time to paint it; we did, however, use the foliage tool to add some trees and grass output to dynamically spawn grass. We also created custom UI user interface and flight assistance using UMG and material system. The game is done entirely in blueprints!

Retro Free Diver is a game where you are a free diver and you need to go the deepest possible.

Team Name : Antagame
List of Team Members : Antares
Name of Submission : Retro Free Diver
Download links : https://.google.com/file/d/0B3gr7vFJEwIlMFlHNlVfNUN0V2M/view?usp=sharing
** Screenshot :** http://img11.hostingpics.net/pics/938401retrofreediver.png
<iframe width=“560” height=“315” src=“YouTube” frameborder=“0” allowfullscreen></iframe>
Retro Free Diver (Unreal Engine 4 August 2015 Game Jam) - YouTube

Team Name:
Gameplay Universe

List of Team Members:

  • Merlin
  • Markus
  • David

Name of Submission:
Bowling in the Deep (no pun intended, seriously)

Download links (x32 & 64x):
Fixed versions here:
Google

Screenshots

http://puu.sh/jDZY5/1b65b9192e.jpg

http://puu.sh/jE00S/7e95beedea.jpg

http://puu.sh/jE08N/7dd2144995.jpg

http://puu.sh/jE0aZ/9649afe5eb.jpg

prehistory: You’re with your owner on a cruise, but suddenly the ship runs into an iceberg. You (a fish in a bowl) got unconscious and woke up later. Now you need to find your way to the end of the broken ship. Also make sure to save all of your friends on the way up.

Controls: W, A, S, D for movement, activate Buttons and Levers by touching them, Escape for Pause

Other notes: We’re sorry for the intro, like really really sorry, we were just having too much fun with it! And also expect some Features aka. Bugs (not the ones with 8 feet).
Always remember: smash the Pins!

aaaaaand as last words: We hope you’ll enjoy it :slight_smile:

Submission

Team Name: Connor Aitken
List of Members: Connor Aitken, Andrew Buchanan
Name of Submission: KrazyKayak
Download Link: http://gamejolt.com/games/krazykayak/86489/download/build/236844

I’m still very new to this but I gave it a go anyway. Hope you Enjoy.

Was enjoying the game until I glitched through a ceiling and got stuck, would’ve gone again, but then I remembered the intro. :smiley:

:smiley: We’re sorry, heared from friends having this issue, but we haven’t expect it yet on our computers :frowning:
**EDIT Uploading a build with menu option “play without intro” :smiley:

No Context

When I saw the theme for this game jam, “Thrown in at the Deep end”, I immediately thought of a game that would not explain to the player what to do or explain what the goal of the game is. So I made that game :smiley: No Context.

Team Name: Sven Arends
Team Members: Sven Arends
Name of submission: No Context

Download link Windows: https://.google.com/file/d/0BztytB6dOudiWEZkNzhFdUdmMzQ/view?usp=sharing
Download link MAC: https://.google.com/file/d/0BztytB6dOudiMDU2QjljV1Rudnc/view?usp=sharing

Controls: You will have to figure that out for yourself!
Screenshot:


Have fun and don’t hesitate to give feedback on my experiment

ps. here are some progress screens, but be aware, they might spoil the game!

edit: yeah, my first post!
edit2: Added the windows version!

Due to a bug that I spent all day trying to fix and only just got the solution to, I won’t have my entry finished :frowning:

At any rate please enjoy a pretty picture from part of the game! :stuck_out_tongue:

Hi Everybody,
Bruce “Demolition Man” and I am uploading what I could get finished in four days for the August 2015 game jam. The name of the title is “Battle Boats” and the link is provide below. There may be a bug in the flag capture routine as it seems to work fine in the editor but for some reason appears not to work correctly when the game is compiled. Oh Well. Game is uploading to the Google this evening and should be available shortly. In the mean time, there is a short demo video on the that shows some of the features in the game.

https://.google.com//folders/0B7_FRT-laK3KVHZjOVFQUmVLQ2M

GameJam - 08/2015
GameJamTheme - Thrown in at the Deep End

GameTitle - Battle Boats!
Target Platform - Windows 64 bit PC
Compiled With - Unreal Engine 4.8.3
Studio - LoneWolf Studio
Team Members - Bruce “Demolition Man” (It’s just me and I am available for hire! Please email me!)
Contact Email - Bpo83703@yahoo.com.
GameLink: https://.google.com//folders/0B7_FRT-laK3KVHZjOVFQUmVLQ2M

Day 1 Notes Thursday 08/13/2015 (1pm MST to 11:30 pm MST) ( Total Hours - 10:30)
01.) Created Battle Boat Pawn Class
02.) Created Player Controller Class
03.) Created HUD UI Widget
04.) Created Health and Ammo Pickup Classes
05.) Installed Credits UI from another evil project.
06.) Installed Menu UI from Marketplace
07.) Installed Explosion Pack from Marketplace
08.) Installed Cloth Animations Pack from Marketplace
09.) Developed Map1. Used landscape height map from Terresculptor Pro
10.) Installed Water Pack from UE4 Sample library
11.) Created Projectile base class and boat missile class
12.) Installed a modified version of my old battle boat test vehicle from UDK days
13.) Created simple waving flag class
14.) Ran a test compile at the end of the session
15.) Created a simple Rules and Keystroke UI screen so people can switch to it from within the game
16.) Developed Countdown timer and modified HUD to display the counter on screen.

Day 2 Notes Friday 08/14/2015 ( 8am to 11:45 am)( 12:30pm - 02:00pm) (04:00pm - 05:30) (06:00pm to 09:00pm)(Total Hours - 09:45)
01.) Rules screen was changed to also display Keyboard definitions
02.) Created Water Mine Blueprint class. Modified Pawn to be able to deploy mines. Costs 2 round of Ammo to deploy a mine
03.) Adjusted HUD to display Kill, Death and Ammo counts for both teams.
04.) Created MatchOver UI. Should display winning team and team scoring counts.
05.) Assigned physical materials to primary material in use by the game
06.) Added BattleBoat camera viewpoint changes to support chase camera, cockpit camera and bow camera
07.) Added Laser Sight to Battle Boat. Can be toggled on/off with the L key
08.) Added the Boat Horn. Oh Yea!
09.) Added Music from Vehicle Race Game for the radio cue
10.) Ran a test compile at the end of the session

Day 3 Notes Saturday 08/15/2015 ( 08:15am to 03:30 pm)( 04:00pm - 07:30pm) (xx:xxpm - xx:xxpm) (xx:xxpm to xx:xxpm)(Total Hours - 07:15)
01.) Watched Advanced AI Toturial on Epic Games YouTube channel, Support Twitch Broadcast: AI
02.) Setup Basic AI Support with Behavior Tree
03.) Broke Flags into Seperate Blueprint (i.e. Red Flag, Yellow Flag). Not sure if this was the best idea.
04.) Awful Day. Not much got done today that works…

Day 4 Notes Sunday 08/16/2015 ( 06:00am to 12:00 am)( 12:30pm - 04:00pm) (xx:xxpm - xx:xxpm) (xx:xxpm to xx:xxpm)(Total Hours - xx:xx)(Crashes - 3)
01.) Worked on BotAI. Tried to get working Health and Ammo support operational.
02.) Determined that navmesh is on the waterplane and not blocked by the terrian as you would think. Terrian needs rocks around the edges to block boats from going on the land.
03.) Added some trees in the text level to see how well the thing performs.
04.) Tweaking on AIBOt respawn code as this wasn’t working 100% percent.
05.) Test compile and last round of tweaks (04:00pm MST)
06.)
07.)
08.)
09.)
10.)

WishList
1.) Boat Wake Effects
2.) Proper Boat Sound Effects
3.) Soundtrack (As usual I can’t afford Jesper Kyd!)
4.) Multiplayer support. This would be cool with 5 vs 5 or 8 vs 8 teamplay!
5.) Better death sequences. Would love to have the boat break up into pieces and have the driver ejected from the boat into the water.

What did it take to build this game?
1.) Lots of tunes from Duran Duran, Areosmith, BOC and Parsons
2.) 1 Little Ceasers Pizza (i.e. I got carried away Thursday night and almost skipped dinner)
3.) Lots of Diet Pepsi. At least 4-2 liter bottles…
4.) One Microsoft Hardisk check (40 minutes lost time)
5.) Upload time to Google

Assets From Prior Projects
1.) Epic game landscape exmaple project. Rocks, trees, materials and other misc items.
2.) Pickup Meshes - Health, Rocket Ammo
3.) Weapon Meshes - Rocketlauncher
4.) Character Mesh - Fuse Soilder
5.) Assets from Marketplace purchased specifically for this project - Explosions Pack (i.e. for rocket projectile impact explosions)
6.) Began project with Quality Menu Options from Henrik. It’s odd that he installed the menu support into the PAWN Class and not the Player Controller class.
7.) Lasersight from last months GameJam entry.

What was built from scratch
1.) UI - 4 screens in total (i.e. HUD, Rules, Credits and Match Over screen)
2.) Boat Pawn blueprint. Bot regular and AI controlled versions
3.) New Character Blueprint
4.) Landscape Test Level
5.) A few Materials
7.) Height map created with Terresculptor Pro

Name of Project: Sharkbait
Team: Never Midnight Games
Members: Kevin O Sullivan (), Dykes

Link to Game download: Shark Bait

Description: One day out shark diving your cage gives away from the boat tumbling down to the bottom of the ocean, your oxygen tank rupturing, you must make your way back to the top before you drown or worse.

Controls:
Left click to fire harpoon (1 second delay on automatic reload)
A to move left
D to move Right

Collect Doubloons from Sharks to increase Points and Get bubbles rising from the bottom to get air back

Quick question - can I use pictures from movies? Like Rocky or Star Wars? :>

And where should I write team name and etc.?