LD25 December 14–17, 2012

Raoul V. sends his regards.

I could have titled this post “Flawless victory!”

Or at least something along those lines (let us not get cocky here…).

First thing first, this post is going to be a pretty big one, so if you would rather see the game and play it, you can find it at the link below (Source, Windows and Linux64 at the moment, more platforms to come).

Play (and rate :p) Raoul V. in Your Are Ze Villain!

With that out of the way let us get down to business, shall we?

The title card of the best silent film since The Artist, or something!

The title card of the best silent film since The Artist, or something!

Post-mortem

What went right

Most of the Ludum Dare, for a change. But in more or less chronological order…

  • Theme & Idea : At first, as usual, the theme did leave me scratching my head. Most probably because I had started formulating a very cool idea for “End of the World”, which I thought would be picked because of the date. But it was not to be, and I had to find something else. I did not want to shoehorn my idea into the theme somehow, so I started by scouring the Internet for ideas. I wanted something a little more original than casting the player as an archetypal video game villain. The answer came from Wikipedia and its disambiguation page for “villain”. A game idea fell right into place as soon as I had read a particular page. You can either play the game and beat it to find out what it is about, or I will give you the link at the bottom of this post if you want to spoil yourself. But nevertheless, it was really a good find, and really fit the theme (guess what the V. in Raoul V. actually stands for?).
  • A roguelike! : I have wanted to make a roguelike(-ish) game for quite a while now, so I was thrilled to see that my idea actually could be implemented as one. And it was the right way to go. I could have done it as a first-person 3D game, but I am pretty sure I would not have finished in time. So not only did I have the opportunity to code a small roguelike, it was very much instrumental in achieving the next point…
  • Proper scoping : This is what I always did wrong in my previous attempts. Except maybe for OUT OF HERE, but I had the idea for that one way before the LD, and even then I completely shoehorned the theme via an ugly wall of text. Here, I managed to implement all the core features of my initial design. Except for one thing, which is handling a restart after the game is over. But more on that particular point later. The point is that my idea was very much doable in the time frame of 48 hours, without really skimping on anything.
  • Letting features drop like flies : This sounds at odd with the preceding point, but what I mean is that, as usual, I continued to came up with new features and refinements as I progressed. One such thing was a minimap. I implemented one, but turns out that the particular way I went about it slowed the game down to a crawl. So, instead of trying to push forward and lose a big chunk of time, I simply dropped the feature. Same thing for my level generation, I ended up leaving the first, somewhat “buggy” version in the final game. By buggy I do not mean that it crashes, but simply that it gave different results than I had planned. So be it, it was playable, and actually doing what I had in mind would have been really too much work. Several things like that didn’t make the cut, but I never mourned them for long. And that meant I got a game done.
  • Procedural everything : The map, but also the combination of elements that make up the NPCs, and the notes revealing information on your target are all procedurally generated. It does tend to feel a bit same-ey, but it was a great way to keep the game interesting for multiple playthroughs.
screenshot

At this point it was a *tad* too procedural.

  • Mixing known and unknown tools : I went partly against common sense, and decided at the very last minute (meaning after I had actually started writing code) to use Cocos2D instead of pure Pyglet. I had never used Cocos2D, but as it was based on something I was quite familiar with, it went rather well. The only downside of Cocos2D is that while it is a Python library, almost all the documentation you can find on the net is aimed at its mobile ports, and more specifically the iOS one. That made the learning experience quite a bit harder, but as I was able to fall back on Pyglet for things like sound (which I never got Cocos2D to play…), it never became a showstopper. And in the process, I have become proficient with a new API. Success!
  • Pixel art : I suck at art. No, really. But I am still happy of the graphics for my game. The neat thing is that I was able to work the setting of my theme into a constraint that eased the creation of a coherent art style. And I am quite pleased of my characters. With more time, I would refine the aesthetics, and improve the readability of the graphics, but for my skill level I really think I did quite ok. That I even had time to revisit my initial tile set was just icing on the cake.
screenshot

First version of the art. Very programmer-like.

screenshot

Improvements, with shadings(c) and gradients(tm)!

  • Music and sound : After my attempts at playing a sound effect with Cocos2D fell through, I shelved the idea of putting sound into the game (and it would have been more or less justified by the “silent film” motif of the game), but I went back later and succeeded. I quickly whipped up a couple of music tracks and went along with it. I would have loved to make a piano-based score, but my MIDI keyboard was having troubles and so I fell back on my trusty guitar and my drums (for the sound effect), which I filtered to have an “old telephone” sound to them. All in all I do not think I have spent more than 15 minutes on actually creating the sound, and as everyone will tell you : sound ties a game together.
  • Coherence : I think the game fits together nicely. Everything plays off the same theme, and the game mechanics relate to the historical facts (albeit loosely). I worked a goat or two in there (in the written text), there is some flavor text on some of the notes, and all in all nothing seems too out of place. Even the dialogues improve (or their presentation at least) the impression of you playing in a silent movie. So there, very happy with that.
screenshot

French accent included in some parts.

  • Blogging, Twitter, etc. : While I did not post as much as I would have loved to (not to mention I did not have someone dedicated to documenting the process as I had for my last participation in the jam), I still managed to post some screens, check out the IRC, Twitter, and even record a timelapse! This last one is a first for me, and both days are actually uploaded on Youtube, and embedded at the bottom of this post. I also commented and “hearted” here and there, and there are now a bunch of entries I really look forward to playing!
  • Packaging the goods : PyInstaller has become pure awesomeness.  If you are using Python and have access to your target platforms, use it, it is really great, and version 2.0 really makes things a breeze.

…That is a lot. To conclude, the most important point : I submitted a game, not a half-broken prototype!

screenshot

…except when he does not. Sneaky guy.

What went wrong

All is not sunshine and rainbows though, and there are definitely things I could have handled better.

  • Awful code architecture : As if that was not a given in Ludum Dare games? Still, because of my inexperience with Cocos2D, I ended up digging myself into a design hole, and had to spend several hours at the end of saturday and sunday morning cleaning up the mess. At the end it turned out ok, but I could have polished the game a little bit more if I had that time left.
  • Not having everything ready : I almost failed at creating music because of problems with my MIDI keyboard. I should have tested all my things prior to the compo, and not leave anything untested until the last quarter of the time. At least I managed to record my guitar and my drums without any problem.
  • A couple of bugs : Unfortunately, there is, to my knowledge, a single bug that could potentially prevent you for playing or winning the game. Sometimes, the level generator will create a room sealed off from the rest of the level, and if you or your target end up being put there, you might as well restart the game. Speaking of which…
  • The missing features : I really wanted to get the restart working, but thanks to my crappy code architecture, it was almost impossible without yet another rewrite, for which I had no time. This means that the game will exit rather unceremoniously after the end screen. And you have to relaunch it if you want to have another go. The game also should have provided a way to look back at the notes you collected. Right now, you will need to use paper or your memory to keep track of the information. It should also have warned you when you killed the wrong guy. At least it will be evident when you have shot the good one. Lastly, the full screen mode (which is provided by default by Cocos2D) does not work correctly in regard to aiming. That is quite the bummer.

So, there you have it. I think the only way to improve on these is to continue practicing making games, and probably to collect some kind of base code which enforces a sane structure rather than throwing code around and see if it sticks together.

Timelapse

I think you have had enough to read, right? So instead, here are the two parts of my timelapse. The image quality is poor, I need to improve my timelapse-fu. I had also planned to make an “IRL” timelapse synced with the screenshots, but that did not work out. Enjoy!

Day 1

Day 2

Conclusion

This weekend was a blast. With everything going smoothly, it managed to be a very interesting learning experience, while being incredibly rewarding. For now, I will leave the game be while I rate other entries, and I will also provide an OSX version, as well as one for 32 bits Linux. Thank you for reading, and have fun playing…

Raoul V. in Your Are Ze Villain!

Spoiler : You can check the Wikipedia article from which my idea came. Meet the real Raoul V.

Over and out!

– Bastien ‘Grungi Ankhfire’ Gorissen [@b_gorissen]

screenshot

One last screenshot to see you off :)

Tags: final, postmortem, python, screenshot, timelapse

Post Mortem: Goat Hate Jug Band

Ok, here is a rundown of what I think went well, and what could be improved, and what i thought of the whole experience, but first my goat:

goat
“I hate Jug Band! BAAaahhh!!”

Plan
Before LD started I was not sure I wanted to join. It would become my first time, but I already knew I was not able to spend the whole weekend on it. But friday night I was getting excited and decided to check if I had al my tools ready, and decided to go block my saturday from other stuff. I am mostly a programmer and sound/music guy and not much of an artist. Processing seemed the easiest way for me to create a game playable on different platforms. So after making a test game including images and sound on friday night I decided to join.

What went well
-I did not have to spend too much time on technical stuff because I knew my tools
-Included sound which should be a strong point of mine
-Had a quite original but not too big concept very early on.
-It is playable and even a bit emerging.
-Drawing the characters was quite fun
-all this in less then 13 hours(including dinner and lunch break)

What could be improved
-Free more time
-More graphic skills
-More diverse gameplay
-Nice title screens etc
-Tutorial/high score and other thing for more usability

But all in all I had a nice time, have created a nice little game, and I will definately do this again

You can play it here http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=13020

PS a timelapse is coming but uploading takes ages

Tags: LD 25, post-mortem

Post mortem

So I should make a post mortem over my game:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5952

http://www.ludumdare.com/compo/wp-content/compo2/201083/5952-shot0.png

What went right?


  • I figured out how to work with the physics engine Box2D, and how to combine it with my game library, CinderLib.

  • I sorta-finished everything I wanted to finish, and I technically had time to spare.
  • I have a functional, albeit simple, level editor.

  • The gameplay idea was pretty ok

What went wrong?


  • Motivation. It’s not that I didn’t enjoy making the game, but I can’t seem to keep myself loaded up for the entire weekend.

  • I couldn’t be bothered to polish much due to motivation. The game is too easy because of that, it’s more of a physics sandbox than an actual game.

  • No sound, little variation, all because of motivational issues.

  • The excecution of the game isn’t very good

Comments

wccrawford
17. Dec 2012 · 10:54 UTC
Congrats on finishing! I had similar issues with motivation. I managed to stay motivated up until I had something I could call a game, but after that…

Gotcha with submission

Hi All – Something it doesn’t say on the box – if you leave off the http:// in your links on the submission page they don’t show up on the final page. It’s not a bug I was just very tired when I submitted so missed it. Good luck with the Jam to all those still doing it and I look forward to playing all the games :)

Meh

After the pros, I’m discovering the cons of the jam, especially about voting.

I do understand the problem about several people working on the same game and voting one after the other on it, because that’s totally unfair, but why do I have to log on the account used to submit our game, even if it’s not a group account but just my friend’s account, to vote on someone else’s game?  What if my opinion about a game isn’t the same as my friend’s? What if my friend wanted to vote but finds out he can’t because I already voted for him?

Do I really have to create a new account for each team I’m working with? Isn’t that a bit annoying, or not very useful?

Isn’t it possible to just link the accounts of the other people who worked on the game in the entry, and thus forbid them to vote on the game, but allow them to vote on other games?

Because there’s also that big problem about “property”. You’re linked in the description but what if people don’t read it? And what if people just want to check your profile, and you’ve written nothing about the game you’ve been working on? They don’t know you’ve been part of this jam. And thus they don’t know how you work, what you’ve done.  Most of the time people remember games more than people (in fact they remember people when they know their games are really great, and then they follow their entries, their tweets, their profiles). It’s the first thing you check on people’s profile, the games they made, and then you think “So it’s HIM who made THAT game I liked so much”.

So yeah, I’m a bit annoyed about that. And (even though I don’t know how the website is working and maybe it’s really freaking hard) I think it would be easy to just allow people to link the accounts of the people they worked with on the entry, and thus show the game on everybody’s profile, and forbid everybody to vote on this game, but allow them to vote on the other games made by other people.

I don’t know, maybe I’m wrong or there’s something I didn’t understand, but I find it really frustrating.

sad_goat1

Sad goat is sad

Post Mortem

So this was my first LD and I was really excited about it. I got up pretty early on the Saturday (around 6AM GMT (4-hours in)) and made some good progress. I didn’t want to get too tired because that’s when I make mistakes – particularly the pulling your hair out type coding mistakes.

I hit a real low point just after lunch on the Sunday. I started to get down about it and thought I wouldn’t finish. My original idea had been HUGE and I had been forced to scale it down to the point it was unrecognisable from the original concept. I was struggling to get a suitable end point and I hadn’t made enough rooms or even any enemies – the idea of adding sound to the project was so far away that I just thought I’d be submitting a silent game.

Well I can say that come 1AM (1 hour left – the time I submitted) I was elated. I did make a finish point where the player can actually achieve something – I had recorded and added sound (such as it was) and even made a thumbing synth driven 24-bar sound track (ok well I didn’t say it was perfect).

I would have liked to have applied the polish that the game so severely needs like a menu – the ability to save progress – differnt music – the full compliment of rooms – sounds that line up better with, for instance the footstep noise. But then the more I think about it the more I begin to realise that I made a game in 48 hours. I find it startling really. In just one weekend I have created something which someone could play and go from the start to the finish and could even fail at.

Thank you Ludum Dare (by which I mean the people who run it and the community behind it) for showing me that 48 hours is actually quite a long time and for showing me how much can be achieved. I’m a little exhausted but wow, what a ride it’s been – filtoid :)

Post Mortem

This was my first Ludum Dare and my first video game, so I’m pretty proud that it all came together in time.

What went right:

  • preparation – I spent the week leading up to the competition working out common game mechanics from different kinds of games. I made boxes that shoot at other boxes, boxes that walk through side scrollers, and boxes that follow paths. It gave me some great algorithms I can reuse, and helped me learn the limitations and advantages of the game engine.
  • whiteboarding – video game math can be really hard. Not only did it help to clearly define my problem and see it pictorally, but my kids drew smiley faces all over them which made it all seem less intimidating.
  • Living across the street from a convenience store – seriously, if soda and candy weren’t less than a block away I don’t think I would have made it through this.

What went wrong:

  • don’t guess the theme — It seemed like a lot of people thought it was going to be “end of the world” so I came up with this GREAT idea. And then, for the next few days I kept thinking about how to make this great idea even better. Then, when it wasn’t “end of the world” I felt like I couldn’t come up with an idea as good as the first one in such a short time, and I was really disappointed. In the end the game I made turned out to be just as much fun to make – but I wasted a few demoralized hours comparing it to the game I *thought* I was going to make and feeling like I fell short. 
  • math – I was NOT prepared for how hard the math was going to be. If I do this again, there will be algebra, trig, and calculus textbook references on my desk. And possibly a math professor on standby. Actually, my first idea was to create a game where you ruin a fresca of Jesus by lobbing facial features at it and getting points if they remotely hit the right area, but they needed to travel in an arc that changed depending on your force and location. I spent all of Friday night trying to work out the math before I scrapped the idea and started over with a tower defense.
  •  browsers and servers – So I’ve got less than 10 minutes to go, I get the final touches on the game, upload it to the website and viol-la! My boyfriends computer can’t play the sound, my kids’s clowns don’t shoot anything, and no one can load it in IE at all. As it turns out, IE will fail javascript that has extra commas on arrays when other browsers read it fine,  and firefox and IE will only play ogg sound files, and the hosting service I used CACHED the javascript for 4 hours!! So the changes I made didn’t reflect on any of our computers, and I had no idea at the time I submitted it what any of you would actually be seeing if you loaded it. If you’re making a browser-based game – leave 1 to 2 hours to work out server/browser cross compatibility issues.

All in all, I’m REALLY glad I did this. This really challenged me, and now I know what I’m made of :)

Screenshot

 

I think I’m close

I am realizing that my main difficulty is coming from lack of focus. I’ve determined that this must be a result of my underlying, animal, base instincts which plague all modern men. There exist dark urges which served us in ages past but have no place in modern society.

I think, however, I have found a cure.

I believe I can separate and remove the darkness from myself. This will leave me as a pure, focused individual, allowing me to progress rapidly on my Jam game.

I believe the formula is perfect but there is no time for clinical trials. If I succeed, the implication for all mankind will be immeasurable. I am willing to face the consequences of personal injury if I fail.

The tincture is ready. It is time.

-Dr. J

Post Mortem

So my first Ludum Dare is over, I successfully created a game that you can finish, within 48 hours. Initially I was disappointed with my game, its nowhere near as finished as In would like, lots of the features I would have liked to have added were cut due to lack of time, It’s not as polished as it could of been and the collision detection is a little iffy.But it functions as a game, the map is challenging and the 3D works quite well, especially for my first real attempt at using 3D.

However, after the initial disappointment, I realised in reality anyone and everyone who entered a game, myself included had done something amazing, we have all created games in 48 hours. No mean feat.

Where did I go wrong?

First and foremost I spent a huge proportion of my time messing around trying to get a feature to work which was mostly for aesthetic purposes. In hindsight I should of used placeholder graphics and gotten the actual mechanics working before wasting around 5 hours on aesthetics which didn’t even make it in the game because of the time I had spent on them.

Secondly, after about 6ish on the Sunday I began to feel really awful, I hadn’t eaten enough and I hadn’t eaten good stuff. This was a stupid error, but I felt infinitely better after eating.

What went well? I FINISHED!!!! I have an enormous feeling of pride that I could create a working game however simple in 48 hours in fact it showed me how much time 48 hours really is!

The 3D graphics worked as intended and  I added some elements of polish, like the depth fog.

It was a long weekend, but I enjoyed every moment of it and would like to thank everyone involved in making Ludum Dare possible and especially everyone who was on the Irc channel, who were all supportive and .

Anyway I’m off to try and get through the rest of my day at college without falling asleep.

Sleep time now.

For the 48 hours I did this jam in, I only had 11 hours sleep.

Now I can lay my head down to rest for a little, and play more awesome LD games tomorrow.

Seriously you guys took an average sounding theme and made it awesome. A lot of the games I’ve played are great stuff.

Sleep time now. Goodnight.

Zzz…

Tags: sleep

People of Earth, I come in peace. NOT!

Our capsule alien’s space capsule has landed on Earth.

In a pasture.

Full of chickens.

And one really big chicken.

Because what’s a villain game without a giant chicken, right?

Take a look for yourself.

Giant chicken

It’s night time of course, so the image is a little dark (we’re tweaking that as well).

And here’s what a giant chicken looks like when it’s been zapped with a disintegration ray.

Chicken goo

 

Oh, and our villain has a basic tutorial to follow as well. (Those glowing red bits are our villain’s space craft.)

Tutorial start

 

In addition to the chickens, the farmers are in. If they see you they will run to the payphone and call the Police. But at this early level, they are little more challenge than the giant chicken.

So, the run down looks like this: basic systems are in. The levels are designed, and being built. The script for overhead text is being written right now, and the music and sound effects are being created.

At the end of the tutorial level, our villain discovers that his Dear Leader was here on Earth 21 years ago–scouting locations to shoot his next big feature film.

Among the photographs of Dear Leader giving the humans the intergalactic sign for “surrender or you will all die” (his right arm extended as if he wanted to clasp his hand with the human’s), there is also this clue as to the missing alien leader’s whereabouts.

IMG_18122012_003416

 

Tags: ReturnDearLeader

11 hours to go

Heres our progress:

  • 2D Character movement with animation
  • Village level graphics
  • Vehicle
  • Steal presents
  • Unload present to vehicle
  • Unload vehicle to lair
  • Police patrols
  • Santa deliver presents(half done)
  • House level graphics
  • Lair level graphics
  • SFX and theme music
  • Menu system
  • Polish(fun stuff like more xmas decor and snow)

Skeletal Archer Archie

Submitted my entry for the compo exactly on the deadline twelve hours ago, thats 3AM here! Had only four hours of sleep before having to catch an early lecture. Anyway, finally got some time to place a post here, something I couldn’t do during this entire stressful weekend. Hey everyone, this is my first time participating in Ludum Dare and the first game I actually finished! I’m quite happy with the results.

Meet Archie

In my game Skeletal Archer Archie you play as Archie, a peace loving undead archer who happily spends his days in a dark cave. Ocassionally humans from a nearby village stroll into the cave. Archie wants nothing more than to make new friends, but things always get quite awkward between humans and monsters, and yes, quite violent. Archie can be regarded as the boss at the end of the dungeon. In this way he is a villain the heroes have to face. But from the villain’s eyes, is he really a villain?

screenshot2

Post mortem

I knew I was being overambitious by wanting to make many types of characters in this game. I wanted the player to control standard RPG monsters (skeletons, goblins, ghosts) and he would have to face standard RPG hero classes (warrior, rogues, priest). Both the heroes and the monsters required AI, combine this with spells and you have a load of work on your hands. I never got to animations and sound effects.

What went well

  • I really liked how my sprites turned out! I’m not an artist, so I was surprised that my little sprites turned out pretty well.
  • The AI took a lot of time to get working, but I’m satisfied with the result. All behavior, such as the priest running in to heal his ally, is hardcoded in if-then-else trees, but still it gives some cute effects in this short game

What are my regrets

  • I never got to animating the sprites. First of all, please don’t ask me where I got the idea that I could find time to animate 14 characters (5 archetypes). But the result is, I have no animations and that makes combat look quite stale. For example you don’t actually see melee attacks, you just see characters standing next to each other.
  • No sound effects. I was really rushing things in the end and never got to sound effects.
  • With all these different classes finally working in the end, its a shame that some of them only appear in one level! I feel I got a nice basis for fun gameplay, but I didn’t have any time for class balancing or more level design. I would have wanted to include a simple random level generator in the game for some replay value, but alas deadline.
  • Had trouble getting a nicely executable JAR. Next LD, I should find these things out beforehand.

I hope you check the game out and enjoy it!

 

Summary

It’s this beatiful time when I should list my achievements and mistakes :)

So… overall I’m proud of my new child. Being evil is more fun that I thought. I got a decent number of ideas and stories.

What about idea I chose? Hmm, it was a bit awesomer (more awesome?) while in planning phase, thought I personally can get joy from it (I’ve done level 2 – the new, bug free one –  in 3 different ways, can You? :) ). The worst thing is that I ran out of time. Again. I couldn’t focus on important things because of small details. Again. I do make the same mistakes all and all again, despite experience. What a shame! Well, third time’s a charm, let’s hope :)

But still: I learned Box2d, made a decent sprite and level managers, made my first bitmap font and I have my first love2d game :) I really love it and i will definitely make some more stuff in Lua. So… I’m also pretty proud of things I achieved :)

Oh, and the post-compo version is coming! For real now! See You ingame! Bon appetit and till the next time!

A new game idea

Yeah, I’m a little too late for a new game idea based on the theme, so I thought I’d share it anyway for your reading pleasure.

My idea is as follows:

The player creates a level based on certain elements. These could include simple platforms, ground, but also pitfalls and traps.

Then a hero goes and runs through the level with some basic AI. At first he is a weak simpleton, but he can upgrade.

The trick is for the player to balance the level, so the hero does die due to lack of skill, but isn’t actually unable to complete the level.

Because if the hero is unable to complete the level, the upgrade mechanic kicks in. If there is a jump which is simply too far to ever get across, the hero gets a jetpack. If the hero finds himself stuck in a cave, he gets a drill, stuff like that.

Blah, idea.

Comments

wccrawford
17. Dec 2012 · 13:50 UTC
Actually, I think that could have made a good game. It seems a bit ambitious, though. The AI part of that seems like it would be hard to do. In particular, the imperfect part of the AI.
17. Dec 2012 · 14:38 UTC
I actually tried to make this kind of game, although it was an extremely large undertaking without an existing engine. It turned into more of a very spammy tower defense in the end. But the modding may have saved me, because I was lacking levels/content.

Roadkill Post-Mortem

Wow. I still can’t believe I pulled it off. This is my first Jam, my first “racing” game, the first time I worked with Game Maker and the first time I had to design and code something quickly. So, without further ado:

 

What went wrong.

-Screen-shots: The graphics turned out pretty bad but the low res screen-shots look horrendous. If you don’t try the game because of this I don’t blame you.
-Graphics: Simply put I suck at drawing. What is more, I didn’t have time to make all the assets I had planned (trees, lampposts, tables, chairs and proper rooftops). The action was supposed to take place in an old city center (thus the cobblestone) but the result doesn’t look like it.
Innovation: I realize a Gta/Carmageddon clone is a very low hanging fruit. I had a couple of really neat ideas but those would have taken much more than 48h to implement.
Game Maker: It appears that the final version has a bug in the sound engine so that it crashes when you quit the game, this is incredibly annoying since I can’t do anything about it bar disabling all audio.Also the HTML5 plug-in is a bit of a joke, each time I added a new feature I realized that it did not work, in the end I gave up on trying to make a web version of the game.

What went right.

The feel of the car: I realize it’s probably a bit hard to control, but I really like the way the car drifts, skids and roars.
Running over goats: Do I need to say more?
Game Maker: Despite the many problems, I’m impressed by how quick and easy it is to get a prototype running. Especially for a person with very little experience like myself.
Fun: It’s really empowering to build something in such a short amount of time and I had a lot of fun working on this project.

You can view the game’s page here.

Tags: LD #25, post-mortem

Comments

bradleypollard
17. Dec 2012 · 12:33 UTC
I like how you said the screenshots would probably put people off, but as soon as I saw this I knew I had to play it. Looks like the original GTA! Can’t complain there.

First ludum dare, not my last!

1

Hello everyone,

I hope this is the write way to post, so without further delay, my thoughts.

This has been my very first LD and although i entered late, and only in the Jam doing so has certainly sparked my interest in events like this and game development,
my game tinyAdventures was written using pyGame/Python on knowledge i’d acquired not 3 weeks before as part of my Computer Science degree and in my opinion i’ve outdone myself with regards to expectations and simply cannot wait to have another go at a new game in the future.

Please take a moment to check it out, give me your opinions!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19422

 

A post-mortem (…this time for real)

This is a post-mortem for my game, “A Villain By A Chance“.

What went right:

  • Plot. I saw dozens of post about games where you play as a villain and do bad things. In this game, however, you are not a villain and you don’t have to do bad things.
  • Idea. A great idea for a 48h game, original and challenging.
  • Time. I had time to make the game, to test it, to balance it, to polish it, to try new tools and I had some free time left.
  • Community. Besides many posts (this post it 13th) and a timelapse, I have a detailed journal of making my game.

What went wrong:

  • Fun. I barely managed to make the game interesting, but I think it applies only to people who understood the game. Since it’s a hardcore strategy, I don’t think there will be a plenty of them.
  • ……… it can’t be all! I definitely missed something! Let’s just say it’s not one of the best games I’ve made. I would even say it’s a minigame. But is it wrong?

What went average:

  • Graphics. I used pixel graphics for a map, vector graphics for a goat, it seems everything is right, but I can’t say I did my best.
  • Music. During the second day I was thinking like: “Hey! You can compose music, can’t you? Why won’t you add some more?” Nevertheless, I didn’t add more.

This night I dreamed like there will be 1700 (?) entries. But there is just 988 in compo.

I’m going to write a strategy guide for my game, both for players who want to complete the “Easy” and who want to complete the “Hard” difficulty.

Dropping out

I didn’t have much time in the weekend after all and was planning to do something small today for the jam, but I really don’t like the theme and most ideas I’ve had so far have already been done in some way. Now I should really be spending my time on more important things.