FoonLudum Dare ExplorerLD48 → Bad Night

Bad Night

By vknauss

View on ldjam.com

CategoryRankScoreCount
Overall17852.7832
Fun17262.6230
Innovation12602.9631
Theme12873.3431
Graphics15382.9632
Humor7632.8628
Mood13313.1632

Comments

thob 2021-04-27 20:57

Hi, I wanted to test your game but the horizontal mouse look is reversed, which made it unplayable for me ! If you ever fix it let me know and I'll come back and test your game !

And if you are worried about post-jam changes : the ludum rules indicate that this is allowed. Here, in "Additional Notes " : https://ldjam.com/events/ludum-dare/rules >Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline. You are asked to highlight the changes you make in your submission (a short change log). You probably wont get a 2nd chance with some players, but at least it wont be a problem for future players.

vknauss 2021-04-27 21:02

@thob Huh I didn't realize I did it backwards lol... I'll push a fix for that!

danield 2021-04-27 21:03

I was also mad keen to play this but couldn't. I managed to turn the world upside-down, somehow.

core69 2021-04-27 21:06

managed to capture the the student experience perfectly, 10/10

evil-villain-games 2021-04-27 21:06

The beginning was kinda funny if you like dark humor.I got pretty bored with the walking speed considering how far I had to drag the body. My biggest gripe is the inverted first person camera. I found it genuinely hard to control.

On the bright side physics are always fun. I thought grabbing the body was pretty funny and dragging it had a certain physical charm. I also thought it worked pretty well with the theme!

asephy 2021-04-27 21:09

Hey, like the comment above me I also had issues with the reversed mouse look. I managed to finish it though. Interesting take on the theme in a way that I like. Few glitches like the aforementioned mouse look, but it's a neat game. c:

narajeamfry 2021-04-27 21:10

Heya!! Great concept! The setting is definitely interesting, I need to know what happened and how they died!

I tried to play as further as I could into the game, but found some breaking bugs :( from minute 1, the mouse axis is inverted, both horizontal and vertical (moving my mouse down and left rotates camera up and right). Also, I never was able to get a message that isn't "I can see the road from here", and ended falling over the edge ot the map.

Aside from these that can be fixed, I would definitely play this if it had some backstory to unfold and learn more about! Kudos!

tiseno 2021-04-27 21:11

Yeah sorry, I can't really play it either with reversed look, I can feel my brain melting away while really trying to look in the right direction :joy:

vknauss 2021-04-27 21:16

Ok thanks for the feedback everyone! I have fixed the mouse look in 1.0.3 I am amazed I genuinely never noticed while developing!

vknauss 2021-04-27 21:37

@evil-villain-games That is very real with the getting bored with dragging. It was something I definitely realized while developing and if I hadn't been so crunched I would've tried to balance it better or add something to make it engaging. @narajeamfry There is a certain position a ways down the trail that when you enter you'll get the text "This spot seems okay". It's a bit far though and it's a bit of a "drag" to get there :). Unfortunately the game isn't very smart and events are only triggered when things happen exactly as I expected them to, which is a weakness for sure. My idea with the guy was that you hit him with your car (the red one at the beginning) but yeah lol there's not much to really make that clear. Thanks for playing!

vknauss 2021-04-27 21:39

@asephy super stoked you finished it! I was thinking maybe nobody would. Thanks so much!

narajeamfry 2021-04-27 21:43

@vknauss Thanks to you!! Will definitely try again with 1.0.3... :D

evil-villain-games 2021-04-27 21:55

@vknauss That's totally fair. We had some stuff we didn't have time to get to as well. I think the walking speed does fit the tone well.

remram44 2021-04-27 23:22

Hi! I had some issues with this one, but it looks good and I like the atmosphere. The initial corpse-dragging section was a bit long, especially without music or a clear goal initially, but it made sense to get away from the road.

The mouse was backwards for me (both horizontal and vertical) making it hard to look around (but I didn't have to aim or anything so I managed!) I did have a crash once on entering the cave (console: "err: 1281" hundreds of time then "pure virtual method called"). That's on Ubuntu 20.04. The second time, nothing happening when I got in the cave and I didn't know what to do.

vknauss 2021-04-27 23:39

@remram44 Interesting. I have a feeling that the error is due to the first region being unloaded but its entities not being cleaned up properly. "err 1281" is the OpenGL error GL_ERROR_BAD_VALUE which ultimately means some of the rendering data was corrupted, and "pure virtual method called" is an extremely unhelpful message that comes from Bullet physics internals but also has to do with corrupted data. There has been a Heisenbug I haven't been able to track down, so I'm guessing that got you. It is rare though.

The second time, I'm curious what text you saw? I'm guessing that the "chase" sequence never properly activated, since checking for you to enter the cave only happens during this sequence. I think perhaps if you run from the dogs too early the game won't realize they are chasing you. The expected sequence is :

"Better back away slowly..." => [moving away from the dogs triggers their AI to start running] => [the game checks the AI state of the dogs to see if any are in the RUN state] => "F*** Run!" => [The game checks to see if the player has ever used the SPRINT action before] => [If not, show an info tip and set a 5 second timer] => [if 5 seconds elapsed OR the player sprints begin the CHASE sequence].

In my tests all these steps worked but the ordering is important so it's very possible the game got confused somewhere. Anyway thanks for letting me know these are issues. I'm not sure how much I can do to fix them at this stage but it is good to know.

As for the mouse look, I'll double check the release version has the fix applied correctly. By default, horizontal motion should be correct (move left = look to the left) and vertical movement is inverted (move up = look down). This is configurable by specifying values in mouseconf.txt in the executable folder.

ancient-pixel 2021-04-27 23:47

It may be black humour, but I liked your take on the theme - the reverse mouse is weird, but the rest was nice :D

vknauss 2021-04-27 23:48

@remram44 Nevermind I tried playing through again and yes definitely there's a crash when you enter the cave. Looks like another bugfix is incoming :) thanks for bringing that to my attention.

Yikes this is what I get for using a "Debug" build for all of development and then shipping a "Release" build without testing all the way through.

Apologies to everyone who's had to deal with these bugs. I appreciate your time spent!

remram44 2021-04-27 23:49

@vknauss There is no mouseconf.txt in the Linux release. I grabbed it from GitHub, but with both "false" and "true" it stays reversed :slight_frown:

The "err: 1281" starts about when the dog shows up, and unfortunately I still got a crash in the cave in my latest try. It is definitely possible I skipped a trigger the time when nothing happened, I wanted to start running soon since turning is a little hard.

Still, if you made this from scratch using raw OpenGL from C++ it is pretty impressive!

vknauss 2021-04-27 23:59

@remram44 ah looks like I forgot to put it in the package. It is in the GitHub source tree though. I will update the releases soon though. I'm not sure why the err 1281 is happening as I can't reproduce that, but it's likely not a fatal error. I forgot that I had the error checking code still enabled in the renderer so I think I'll just remove it.

I'm still tracking down the source of that crash, but you're right it's for sure happening for me too. I'll run some more tests on the mouse thing, it was definitely reversed in the previous versions but I really think it should be fixed in 1.0.3, and when I downloaded and ran the linked linux version it seemed okay, so I can't say for sure what's happening. Thank you for your help letting me know!

Most of the OpenGL code I put together last week, knowing I'd like to make a 3D OpenGL game regardless of the theme, so I didn't do much OpenGL this weekend. Thank you though :)

vknauss 2021-04-28 00:52

Version 1.0.4 fixed the crash when entering the cave and now provides mouseconf.txt with the binaries. I added a bit about mouse look to the description and updated the changelog as well now that there have been so many updates... :cry: In response to the boring drag sequence I boosted the player's speed a tiny bit, hopefully that will make it better without really being noticeable. Thanks for the feedback everyone!

remram44 2021-04-28 01:48

1.0.4 worked! I changed `vertical` in the `mouseconf.txt` and was able to navigate much more easily. I didn't get a crash, and the other error is gone too. I got to see the ending!

vknauss 2021-04-28 02:14

@remram44 glad to hear it! Thanks for playing

rongefilet 2021-04-28 08:53

@vknauss Sadly my trash-tier computer decides framerate is optional once there are more than five trees in my field of view, I did not manage to escape the dog while looking down my feets -_-' Anyway nice to see other OpenGL projects!

vknauss 2021-04-28 19:41

@rongefilet sorry about that! It's not too surprising as the only rendering optimization I implemented is a suuuper quick and dirty frustum culling system. I wonder how much better it would be if the trees were instanced. Anyway thanks for playing!

matterlinx 2021-04-29 00:36

Good job on the updates. I think the final result is quite enjoyable. Good job

2021-04-29 01:18

It was a nice quick story. The walking speed annoyed me, as did the inverted camera. It made it so I was fighting with the game the majority of the time and couldn't see what I was supposed to.

No crashes and was able to complete it once I worked out the inversion. Good job.

miej 2021-04-29 01:24

vertically inverted mouse control was a bit weird, but i see that's configurable in the settings file. after a few minutes of dragging the guy into the woods, i figured it was just an infinite procedurally generated path, so i stopped. not sure if there was or wasnt an actual destination, but if so might have been good to communicate that somehow. also i think some audio would greatly help the mood. cool take on the deeper and deeper theme though!

crychair 2021-04-29 02:18

The invisible dogs got me.

vknauss 2021-04-29 02:35

@matterlinx @rnrmoongoose thanks!

@miej Yeah I totally get that, that sequence definitely didn't work out as well as I'd hoped. There actually is a destination, but it does take a bit too long to get there. I haven't timed it but it might be around a minute of dragging. Shortly after you see the second chunk load in, you'll get the text "This spot seems okay", letting you know to drop him there. However if you drop him anywhere else the the text will tell you to go deeper, which I suppose could be confusing if you already passed the spot.

@crychair Were they actually invisible? That's definitely not supposed to happen. Did they appear then vanish? Or did you never see them at all?

miej 2021-04-29 02:48

@vknauss - ooooooh that might explain that. as i was following the trail, i noticed that the path snaked through the woods, so i decided to just cut straight through and aim towards whatever was the farthest point i could see. so i guess maybe I missed a trigger if it was specifically on the path?

also might have made me think that the actual destination was going to be much further out, since the trail just seemed to keep going

vknauss 2021-04-29 02:59

@miej Ah yeah that section is for the next sequence! There's more to the game after you finish dragging but that totally makes sense. (In fact that's basically how I played while testing, except of course I knew exactly where to aim) Thanks for that feedback though it's definitely something to keep in mind for the future, that there should be safeguards pointing the player to the correct action even if they do something unexpected.

vknauss 2021-04-29 03:54

I changed the mouseconf.txt file in the binary releases to use `reverse vertical false`. Hopefully this should be easier for most people.

sacredbacon 2021-04-29 04:41

I like the environment, lighting, and the models were very well done. Pulled the body to the wrong side of the highway at first, didn't read the objective. Eventually got there, and actually started down the trail without triggering the dogs, I took the objective too literally; started 'backing away slowly', and ended up backing off of the map, lol. Loved the resolution. Thanks for the game!

vknauss 2021-04-29 04:51

@sacredbacon Thanks for playing! You were too sneaky for them lol. I was gonna put some fences in around the edges of the map regions but it was a pretty low priority addtion I never got around to

baarmaboi 2021-04-29 07:14

Well I really went deep with this one :b so deep that i went over the edge. That deep enough?

vknauss 2021-04-29 07:29

@baarmaboi Oops :grimacing:

crazybot 2021-04-29 08:17

I wanted to get to the end but had trouble seeing the dogs and so got caught two times, after that I didn't want to drag the body again

On a positive note the beginning is pretty funny and I liked the physics for dragging the body :smiley:

PS, It looks like you play like elastigirl when your arm moves so far away from your body lol!

vknauss 2021-04-29 09:28

@crazybot Thanks! Yeah I thought the hand was sorta funny so i left it like that lol. It's basically connected by a spring to both the body and the player. Too much spring force made it unstable so I just rocked with the disembodied look

lev 2021-04-30 13:18

This game reeeally needs some sound. Feels empty without it :( Dragging the body is cool. Doggo is kinda hard to see and confusing

Also, I managed to get to the car and hide behind it from the dog, but the dog pushed the car into me :D

siberpunk01 2021-05-01 01:37

It seems interesting but I was dragging the body for a long time and couldn't find where to go next. Not sure I was going the right way or what I was supposed to do after getting him into the forest.

vknauss 2021-05-01 21:27

@siberpunk01 Yeah sorry about the lack of direction. You gotta drag the guy down the path, then when you reach a certain point (a little circle in the trail) it triggers the next section. So it's not just about how deep in the woods you are, you have to go literally to the one specific spot. I tried to lead the player there, but there's no indication of how close you are until you get there

adam-selker 2021-05-02 21:50

Atmospheric!

The game really slows down if I look up to the horizon, though. (i7 6560u, integrated graphics, 1920x1080 or 3200x1800) So I have to stare at the ground while I drag the body, lol.

Escaping the dogs is _hard_! I keep dying there, and don't want to keep staring at the ground for a few minutes while I try again...

vknauss 2021-05-04 07:47

@adam-selker Thanks for playing! I've realized that since all the motion runs through the physics engine which by default steps at 60hz, locked to <=1 steps-per-frame, if the gpu can't keep up with the draw call overhead (90% of which is the trees), the entire game slows to a crawl. It's on my list for next time to test my engine on a variety of hardware, and make the necessary optimizations!

tvorojok 2021-05-04 11:12

10 out of 10 invisible dogs)

conduit 2021-05-04 17:22

The atmosphere was tight! I so wish there was some kind of audio in this one, even if it was stock samples. That would've tied it all together for me, I had a lot of fun dragging dead homie out into the woods but couldn't figure out how to escape the dog, I just ended up running laps around the car until I died XD great entry though, loved the vibe <3

m1nd0frafa 2021-05-04 17:46

I gotta hand it to you. I immediatly fell in love with the scenario. I have to hide a body? Great! I like the design of the body, the car, the flashlight, all well done. Also the way you display the intercation "E" in the dialog. The color makes it easy to see how to go on, the font is well chosen. Also the pause and escape menu is a small but important feature for me. The crazy ragdoll animations adds some more humor to the game. Unfortunatly I was not able to win this game. The walking speed is just to slow. It would be cool to be able to run with shift. I tried it 2 times, but also the dragging speed is so slow and you have to go in so far. I also needed some sound, atleast background music.

I apreciate you took the time to create a 3D game with a simple but unique idea, probably woul even pay for this kind of "hide the body" simulator. You inspired me to go with 3D someday as well.

Thank you and keep it on!

666savior 2021-05-16 19:56

SO my first play through i managed to fall of the map because i wanted to see what happened if i dragged him down the road, the second play through i made it to what i assume was the end but the game kept saying i needed to drag it further. I assume this is because i kinda cut through the forest instead of directly following the trail. I say, however, that you need to be like the rest of us killers and make off like a sasquatch through the woods. If you drag a body along a well beaten trail you deserve what comes to you.

In all seriousness though this was a fun game.