July #UE4JAM, July 23-26th, Theme: ROCKET AND ROLL

Thanks guys! I learned a ton making it :slight_smile:

Hey!

Was a tad busy yesterday and couldn’t make one during the jam, but since I am still quite proud of our first game jam I wanted to create a video like I originally planned:

Also made a new build with only some trivial changes. And due to design iterations the explosion ability became a bit useless, we had plans for it, but alas, the time.
‘New’ build for those interested: Dropbox - KABOUNCE!_0.31.rar - Simplify your life

CHANGELOG 0.31:

  • Interface consistency was bugging me, we worked on the interface with two people and ended up having conflicting names for the teams (team 1 & 2 or team pink and blue, that was a bit silly of us).
  • Removed the pinball plunger at the spawn - it was a bit buggy and I should not have even put it in last minute. My mistake. Now there is no more occasional spawn physic bug.
  • Changed the name of the project - 0.3 was still the first title.

Lessons learned :-).

I also wanted to note that I am quite impressed with some of the submissions, really good job guys! And , might I ask what time the stream is Thursday?
Kind regards,

This is definitely a great thing to do on a monthly basis. And i agree with the others, a great way to learn more about the engine. This was my first go at the UE4 gamejam, can’t wait for next months challenge!!:smiley:

Wow! I am so impressed with all these entries! These games are really fun and look great! I just finished playing all of them (even the late guys) and all I can say is “Wow!” Tune in to the Thursday Twitch stream where we reveal the winners!


I think it should be a special plaidypus badge. :slight_smile:

Clearly you didnt see Space Fall :stuck_out_tongue: - Me and my Partners game we rushed because SVN hated us :confused: But ACORSE NOW IT WORKS FINE! -_- Now we know dont learn source control when there is 24hr left in a game jam :smiley:

Twitch Streamer badge? WHAT HOW DID THAT HAPPEN I meant to say +1 /10char.

Hey Guys,

Continued working on my entry, still some stuff left to do!

  • improved vehicle collision
  • added fancy restart
  • added control display
  • added sound

NOTE: hud, landscape and wheelchair are my work, rest is borrowed from unreal engine and others

Here is the current version of Final Leap:

PM’ed with questions.

Archive of my stream’s ~10 hour playthrough now on YouTube, UnrealEngine Game Jam Playthrough: Rocket and Roll - YouTube

Yeah, I also polished my horrible looking game and improved it. Added new movement controls, HUD, Lighting. Zip file size is 91mb now and the full version is 450mb.

https://.google.com/file/d/0BxK29vfJvhdoWXYxLU9VeTNLZkk/view?usp=sharing

Since this was my first time, I would be happi if you could check it out and tell me what could be heavily improved for my next gamejam <3.

Very cool challenge and awesome end results. I installed UE4 a few days ago but have not had time for learning it yet. I will study for a while, then enter one of these challenges in the near future!

Good job dude, its always good to try and finish or polish a project. I checked it out and the first thing I liked is that the rotating mushrooms made it really clear they were different, this made me approach them relatively quickly as they appeared to be a goal.

Some quick feedback as per your request:

  1. I was kind of confused as to what the end goal was. Always ask yourself what the player will be doing, and if it makes sense. I can accept its a ‘dogeball’ collecting mushrooms since its a game jam, but why am I collecting them? How many am I suppose to get (point 2, feedback).
  2. Feedback, the only feedback I got when I grabbed the mushrooms was that missiles started falling from the sky - this to me felt I did something wrong. Feedback, positive and negative, is a powerful force to make players do something or understand they have done something (wrong or right). E.g. sound effects, a particle effect followed by an arrow pointing to the next goal etcetera.
  3. If you have a resource (such as the jumping energy) make sure the player can either replenish, or the energy is required to complete a challenge. To me the energy resource felt like a constraint without purpose. I do not think I needed to jump? But I could only do it twice? Why?

Just a quick example, if I just had to jump some platforms containing various pick-ups or jump pads (so get from a to b) - but I fail when I run out of energy (x amount of jumps) - that makes more sense to me. Additionally, the energy could have been the fuel needed to make the rocket/end goal lift off. This would give the energy a purpose, make the goal clear, plus make it a clear challenge constraint. Then I could even accept the mushrooms becoming some kind of mushroom-compost-fuel after rolling it flat… Its a stretch, but yeah! Game jams!

Regardless, just creating something on your own is always cool! These were just some on the fly and general points which are my opinion. Hopefully it is useful to you.

Kind regards,

Thanks a bunch for the feedback <3.
The goal was to create a fast game, get from point A to point B. I have a version of the game where you can see the landing of the rockets, so you have to dodge. Other controls would be implemented as powerups. Collecting certain things would give you jumps, boosts and the ability to protect yourself with force fields or physics objects which you can also release to blow things up and make you immune for a short time (this is your 2nd point). The level I created should be just a tutorial where the controls are explained. Well, for using blueprints the first time my speed is still low and making simple things work takes some time. I just wonder if I could actually cut some time, maybe by not doing a landscape manually and paint it and stuff. I guess it’s all experience and I might take more time, good to see other entries that makes me realize I’m 2 slow and should work harder <3.