|||| 8 - 15 nov 2014 ||||
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7DFPS 2014 Keynote
Get your 7DFPS 2014 Official Keynote injection here! 7DFPS ORG (LESDOODIS) Jan Willem Nijman ( http://vlambeer.com ) Sos Sosowski ( http://sos.gd ) Sven Bergstrom ( http://underscorediscovery.com ) STARRING Adam "doseone" Drucker (Samurai Gunn, Heavy Bullets) Pietro Righi Riva (mirrormoon EP) Devine Lu Linvega (oquonie, hiversaires, aliceffekt) Lisa Brown (Sunset Overdrive, Resistance 3) Robin Arnott (Antichamber, Soundself) Willy Chyr (Relativity) Jan Willem Nijman (Vlambeer, 7DFPS) Joe Robins (Unity) Steve Gaynor (Gone Home, Bioshock 2) Harvey Smith (Deus Ex, Dishonoured) Pohung Chen (Perspective) GAME logo video - Rob Storm in Intruder VIDEO Bram Ruiter ( http://bramruiter.nl ) WEBSITE Sven Bergström Sos Sosowski LOGO Cactus ( http://cactusquid.com ) MUSIC Cloack ( http://cloack.net ) THANKS Everyone who's participating LET'S DOO THISSS View Bonus Video ¯_(ツ)_/¯
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7DFPS 2014 is over
Thanks for participating in 7DFPS 2014! There are a lot of amazing looking games and we are so glad you decided to join in! The submissions will stay open a little longer to account for timezones and other factors, but the third annual 7DFPS challenge has come to an end! Check out the hash tag (below), read and comment on the posts for the games, and view all the entries here. We hope everyone had an excellent time and we look forward to the outcomes of the games you made. Be sure to tweet @7dfps and post on the site for updates, news and features your games get so we can try to collate a press post, as we did last year. Thanks to all the license providers this year as well! Also thanks to all the keynoters, the jammers, the press, streamers and youtubers and the players. We look forward to seeing you playing and talking about the games, your post mortems, and your continuation of the projects like every year. LESSDOODIS next year Be Social - tweet @7dfps - hashtag #7dfps ----------------------- Welcome to 7DFPS 2014! It is time to break the rules, and reload everyone's favourite genre with a dose of innovation for the third annual 7DFPS challenge. Rules, FAQ, Theme Rules Make something. Theme There is no theme. FAQ Q: Can I - A: YES.. Keynote As always - the keynote video will be ready when its ready, sometime after the official timer starts. It will of course include a whole lot of good advice and antics from developers and us, the organizers with info about 7DFPS! Submissions One important change this year is that we have partnered with itch.io, an excellent digital market place to host the games. Once the jam has started you can submit your games from the big "GAMES" button in the main menu or from your profile tools, submit directly to itch.io! For everything else, feel free to post about your ideas, workspaces, screenshots and videos here as you work on your games. DEALS Thanks to the amazing supporters of 7DFPS : UNITY Unity is a great option for making jam games fast - get a free pro trial for 7DFPS. GET IT HERE FROM THE OFFICIAL UNITY SITE Official tweet, spread the word Take note that the key appears to have the same color as the background of the page! This is being looked into HEXELS Hexels is an innovative way to create art - for anyone to use. Endlessly inspiring, and a free pro edition during 7DFPS ! This is of the upcoming beta edition which features new spritesheets AND animations! Windows Mac GAME MAKER STUDIO Download: visit yoyogames Key: A3C32DE0-47D4-0132-9732-00259089258E Expires : 10 jan 2015 Exports : Windows+8, Android Test, Mac, Linux 7HFPS During the warmup phase as is tradition - 7HFPS took place. It happened over the weekend of Oct31 - Nov2 2014 - you can view the details and submissions here. MIX AND MATCH There are always jams that overlap, why not do one game for multiple jams?! Check out PROCJAM 2014 and go procedural! Check out 7DRL and go rogue...like! Streams Twitch.tv streams will show up in the list if you put "7dfps" in the description of your stream/broadcast. Don't forget to set your Playing to Game Development Hang out, and bring some friends - let's make and play awesome games. And remember - 7dfps is for everyone. Be excellent to each other. LESDOODIS
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7DFPS Bonus Video
Just like teammates in a real FPS, two intruders are sent on a mission to change the world but not all of them are up for the task. !! VIEW OFFICIAL KEYNOTE HERE !! Check out the official keynote video here Created in: Intruder - tactical stealth fps (http://intruderfps.com) Made by: Rob Storm (http://superbossgames.com/) Sven Bergstrom (http://underscorediscovery.com) Music / Sound: link link link
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Flipget: UPDATE GET!
After a week of people playing Flipget, some minor issues came to light, so I decided to sort them out today. This update includes: -Wider area for picking up bombs, so it is much easier to pick them up w/out the reticle being exactly on them. -Pause menu with mouse sensitivity slider. -Slightly smoother and slower rotations for less jarring platforming. -Enemy health changes. -Shrank UI to be less intrusive. Anyways. Thanks everyone who checked it out, and I hope anyone who reads this will give it a try. It seems to average about 10 minutes of play time. Click here to go to the game's page
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ENDLESS EXPRESS — post-mortem
by flrn
a screenshot taken at 3:37 in the morning: the game's in real-time! Our little team of developers consists of buddies from very different horizons. Alexandre comes from a movie background, currently working on a short film; Felix is an illustrator usually doing a lot of screenprinting, and Martin is an audio-artist and makes computer music with his band Salut C'est Cool. Florian is actually the only one who made narrative-focused games before the challenge. All we knew was that we wanted to make something together, having similar cultural references and what not. We decided to take the 7DFPS challenge as an opportunity to see how we would work together and what kind of stuff we would be able to come up with in 7 days. The first challenge was to find an idea we all agreed upon. We wanted to do a game that forces the player to focus on its surroundings, since most of us were more comfortable with visual work. We wanted the player to have a clear and simple goal that is easily understandable, yet somewhat challenging to reach, without the challenge taking too much of the player's "processing power". We wanted to keep people engaged while getting them to focus on the act of contemplating their surroundings. And somehow, we thought of using public transportation. This allowed us to give the player a clear goal (going home), make their ability to achieve this somewhat of a challenge (learn to read the timetable & be there on time), while allowing some down time to walk around and check out the environment and story stuff. Alright, so we were set, ready to start working. We all have different and complementary abilities, Felix worked on developing the 2D assets, designed the characters (we could make a pocket monster game with all the characters he came up with) and made some concept art. Martin worked on the music for the trainstations based off of very vague descriptions, in between concerts. Alexandre has some 3D modeling background and worked on the stations, though for rendering purposes, so some quick adapting to making assets for interactive media had to be done. He also worked on the narrative aspect of the game, writing all the text and (in the end unused) dialogue for characters. Florian did the scripting, helped out making the 3D assets and worked on the general feel of the "switching trains as narrative interaction" thing. We hit some hurdles mainly because of the learning curve, as most of us have not worked for interactive content before. The integration of 2D art was also a little bump in the road, as it's not easy to get it to look right. We thought of fixing the camera rotation like is done in older-school FPSes like Doom, to allow for a correct angle of the characters from any player-controlled angle. We dismissed that idea in the end because we kinda play with verticality in some scenes (even more so during development). We also worked on characters a lot. About 80% was sadly left out at the end of the jam version, because of the 7 day constraint. The characters are inspired by Yokai, japanese ghosts or metaphors of objects and events. We wanted to enable the player to interact with them, having them talk to you and stuff. There also was an idea for an in-game camera, so you could take pictures of the characters and have ghosts appear on the final pictures. These pictures were simply screen-grabs that'd be saved to the player's desktop in a folder bearing the game's name. In the end, we were not able to implement most of the characters, and the camera was nearly done but we decided against it as it would lose its meaning if the stations were as empty as they now are. A collection of 2D assets, a whole lot of which we didn't have time to integrate for the challenge Despite the fact that we barely touched upon all the ideas we wanted to put in this game, we're glad with what we have ended up with. The game's been talked about rather positively, and the people who are interested in this type of experience seem to understand that it's a game about "waiting" in order to make a game about "contemplating". We really think this game might become something interesting if we work a little more on it, and so we will. We wish to turn this more into an exploration and adventure game, and are now preoccupied with pacing and getting the story right. We'll probably redo the scenes seen in the current version of the game, and have learned for choices we made during the jam. We hope to work on it in February, as we'll all have some more time then. Thanks for playing the game if you have, here's the link to it if you haven't yet ;)
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7DFPS Timelapse!
Had to cut out a bit (technical issues) but you can hardly tell. :D Also, I updated my game (it wasn't playable) you can play it here: (Nevermind, it is still very, very, broken.) http://t.co/r9gen9Qx0C
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Haunt: Past, Present, and Future
by HER0
Haunt was SteamLUG's entry to 7dfps for 2014. An asymmetrical multiplayer survival horror game, the concept was actually fleshed out last year for 7dfps 2013. Past 2013 The SteamLUG 7dfps 2013 team conceptualized a game where 4 humans would try to survive an encounter with a ghost, using only their lanterns to slow it enough to escape. The ghost was to be faster and completely invisible without a lamp shining on it, and could kill the humans on contact. Additionally, humans would have limited oil, requiring them to scavenge for more. Teamwork would be necessary for the living to make it to the safe zone. At the time, Source SDK 2013 had just received Linux support. Considering SteamLUG is a Linux gaming group focused around Steam, it seemed like a "good fit" to use Valve's technology. Additionally, it had already solved many of the hard problems associated with making a multiplayer first person game. So the team got to work with an idea in one hand and a game engine in the other. Things started to take shape as the game logic was implemented. Unfortunately, it became apparent that the Source Engine was not well suited to developing games outside of Windows. Tools to import maps and models into Source could not be made to work on Linux, and so by the end of the jam, Haunt was visually identical to vanilla Half Life 2 Deathmatch. 2014 This is where I came into the picture. I started participating in the SteamLUG community and decided I wanted to be a part of the 7dfps team for the 2014 event. In early October, discussion on 7dfps started. A new team was formed, eager to make a game. Soon we decided that we wanted to keep Haunt alive by bringing it to the Godot Engine, a recently open sourced (MIT licensed) game engine from OKAM Studio. The game engine is primarily developed on Linux, so we were certain that support for our chosen development environments should not be a problem. We also knew that networking would be a challenge, but we had a plan and were determined to make something. Work started about a week early, so as to familiarize ourselves with Godot and git, as well as get some basic mechanics working, like a first person camera, player movement, and a simple client-server lobby system. Then 7dfps officially started. For me, it was a frantic balance between making a game, attending school, going to work, and sleeping. We made excellent progress, but our pace was not up to the 7 day standard and the game was submitted in a very incomplete state. We decided that development would continue beyond 7dfps. Present 7dfps is over now. It is nice to have a break from the constant exertion experienced during the game jam. Though Haunt is unfinished, I am proud of what we achieved and anxious to continue work on it. The event was a valuable experience that everyone on the team learned from. I realized that during the week leading up to 7dfps, we should have done more engineering work to decide exactly how all the parts of our game would come together. This stands out as one of the most crucial things I learned from reviving Haunt. Knowing beforehand how the code interacts would have solved many problems before they had the chance to appear. This is knowledge I will bring with me to future projects, and can still incorporate into the future of Haunt... Future We have planned to convene this Friday to perform a code review and debriefing. A lot of dirty fixes made it into the code towards the end of the event, so we may have some refactoring work before we can start implementing new features. I will be sure to make regular updates on our progress here on my 7dfps profile. Check out the 7dfps submission here: http://itch.io/jam/7dfps/rate/13866 Or the github page here: https://github.com/SteamLUG/steamlug-7dfps-2014
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Webplayer working for Strange Gravity & Postmortem
Now you don't have to download it to play it! Play it here! I mean, who downloads things nowadays, anyway? This has been a really fabulous experience. All of the other jammers that I've interacted with have been incredibly helpful and supportive of my game and my efforts, and that's really wonderful. Thanks to one of my fellow jammers, I was able to get the webplayer going! (turns out Unity doesn't prompt you to update when new beta builds come out ... now I know!) I'm happy with my game. It was more ambitious than it should have been, of course, but I was able to get it to a place where I thought it was fun, which is a big step for me. And, I got to use some of my brother's trippy psychedelic music, so that was fun, too. Thanks for reading! Leave a comment or a rating if you haven't already! Also be my friend on Twitter!
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Punch them all - Post Mortem
by fei
Okay, I guess I'll try writing a little post mortem too... I had a tight schedule, but I did not sleep the last night to finish it. Bad idea, caught cold. But at least I made it. I wanted to make a first person beat the all, just simply punch enemies, and level up. It's classic but it works. The game lacks more different enemies with varied behaviors though, a little better narration, better environment, a better purpose, and a lot of improvements can be done over time with the levelling system, maybe special attack of throws of kameha and stuff... but I did what I could within the time limit. I'm still happy with what I've done in such a small time... Compared to last year's Hide and Seek, when I could work on it full time, I think I gained a crazy amount of experience in coding. The only asset I did not create this week is obviously the modeling of the monster's mesh, but I did skin it, rigged it, animated it, and writed all his code etc... I would have added the Navmesh so they wouldn't go through walls but... maybe next year... again? XD I wonder if Markiplier would play it, as he played my last year's entry... but I guess it's not a horror game, and this one's pretty rigid compared to the other~ I think if you role play a bit, with a good voicing over the taunts, it can still be fun. So if you're a youtuber who have time to waste on my entry, you know what to do! XD Well, I might or might not dig further the first person beat them all genre. Right now I'm adding sounds, and I might make a music for it, I might also make a real environment instead of cubes and spheres with a tiling texture. I'll keep on updating it over the year maybe. I also have ideas about the inputs of special attacks, but I guess I'll figure it out over my future projects! Don't hesitate to contact me for any feedback or whatever, because I'm a lonely nerd and all. :D feili@bionic-koala.com See you next year, guys! ;)
7DFPS brought to you by Sven Bergstrom & Sos Sosowski & Jan Willem Nijman | Logo by Cactus Follow news and info about 7DFPS on twitter Games hosted on itch.io