LD25 December 14–17, 2012

Video showing off what we completed

So, it would probably be easy to get a lot more done from here. If I’d had more time, I would have implemented a bunch of levels using just the mechanics we completed, but I didn’t, so we only have one playable level. I made a video to show off what we completed here. I forgot to mention in the video that the little guy is a “minion” or “henchmen”, and you’ll basically get a set number to “use” to get to the goal (currently just gold bars to fund world domination) and complete the level.

The video is here: http://www.youtube.com/watch?v=vHV6KIb8kZI

Game finished!

I still have few hours left… but I decided to just release it anyway since the last few hours won’t change much…

Anyway, me and my teammates’ game, ‘Memories From Darkness’ is done…

Go and download the game here 😀

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18619

We finished!

Holy cow we actually finished!  That was fun :)

The game is available for all platforms here, if you like it make sure to say so :)

 

Thanks everyone, and good luck!

AGH

I just now learned my game isn’t working, and I have no Idea how to fix it…

Short break…

… while the programmer is doing some serious work, to at least present the game before going back to the drawing board ^^

If you’ve seen Scream, Cabin in the woods or enough horror movies to figure out how they work, you know there are strict rules to follow if you want to survive a horror movie. The most famous one being: don’t wander alone, stay with the group!”

But why is this one so effective when you have quasi  invincible villains who could kill a dozen puny humans without breaking a sweat ?
Well… because VILLAINS HAVE RULES TOO !
And  “You can kill them only if they’re alone” is one of them.

That’s the premise for our game: a bunch of highschool clichés entered your workplace and your delectable duty as a villain is to slaughter them all, but you must always abide by…

intro2teaser

Also…  1goat !

See you soon with a finished game 😀

When things go no that wrong

With a day spend away from the making of the game, feedback, and a clear mind, I can share some thoughts about Cube Infection.

On the one hand, the gameplay is a bit hard to understand. That can make the whole game boring ’cause you don’t “get it”. Rules not clear enough, timing-based gameplay, with flashy lights everywhere, make the game a bit tricky at first.

This is the result of two bad moves :

As I was aware of my lacks in graphics and audio, I may have focus too much on them. I never made a game before, even a tiny one. I was quite disappointed when I saw the theme, thinking -“Oh no, being a villain usually is good for monsters or humans. Meaning I’m gonna have to draw…”. A bit simplistic, but when you only have 48h, I think you need to quickly pick a global guideline. In my case, instead of thinking “I want a cute little entity to eat all its siblings and evolve into a big badaboom badass monster”, I was more like “You know…I can draw squares and circles !”. And we’ll see later what can be done with it. -Meep-, bad idea. Some talented people can combine good visuals and creative mind, not me !

The second follows the first. With no global guidelines in mind, I was switching ideas almost every 15 minutes. Writing some a function for an idea, a class for another, etc..I ended up with a randomly generated grid, some squares, some links between them, money, explosions. Cool stuff for sure, but that does not make a game. The gameplay you have now is a sum of some ideas that came in my mind across the whol week-end, not a real gameplay thought from the beginning, as a whole one.

From the other hand, this leads me to what I consider to be cool visuals and music. And I was pleasantly surprised of that. Because of my gameplay problem, I have not been able to give alphas and betas on IRC. I began only with colored squares, then found a cool Photoshop tuto to make space backgrounds (Here, french). I was then able to give the game an identity. Flashy lights would give a great combo, along with a punchy music. (To be honnest, I now found the music to be a bit too fast !)

To sum up, I’d like to say that I was facing a situation were my strengths and weaknesses were just reverted :)

Of course, some little (huge ?) other mistakes were done during these two days, like beginning without testing my environnement (I lost one hour recompiling SFML from scratch…), or not testing the game on other PCs until the very end. But everything went really well, and I’m proud of my first Ludum Dare. I hope to be here next time.

The IRC channel was really motivating, and I want to thanks everyone that was there for the great mood !

See you.

Post-mortem

My post-mortem on #LD25 Diabolical Genius… ( Play it now or rate it! )

What Went Right:

  • Inspiration – I was extremely enthusiastic the entire time! I credit this mainly to the wonderful community around Ludum Dare. Although my energy was helped greatly by the fact that the time crunch kept me on my toes and that this was my first Dare.
  • Focus – I was able to set aside the entire weekend with no obligations, which was very helpful. My girlfriend was kind enough to keep me fed and provide a tiny bit of social interaction when my eyes left the monitor for a few minutes. :)
  • Time Management – I originally planned to spend 25% on design, 25% on core mechanics programming, 25% on other programming, and 25% on graphics, sound and other final polish. Although I did stick to this timing a bit, it was definitely not so organized or linear.
  • Game Design – luckily I already had the premise of the game in my pile of “game ideas I’d love to make someday”, and it fit the theme perfectly. I considered a few other ideas and variations once the “You are the Villain” theme was announced, but I think that the design I chose was the best of the bunch because it didn’t have a massive scope. I learned from reading LD posts that being overly ambitious is the worst mistake you can make.
  • HTML5/JavaScript/jQuery – no problems, but I did learn a few things (see below).
  • Sound – adding sound was almost an after-thought. It was definitely one of the features I had no experience with and was on the chopping block if time got tight. I was surprised with was how easy sound was to deal with in JavaScript (good article on HTML5 audio), and I was lucky to find a few nice free .WAV files on freesound.org.
  • Mobile-Friendly – I decided early on that I wanted my game to be mobile friendly, so I spent a lot of time trying to get this to work right. The function I ended up making (portalResize.js) wasn’t too difficult and worked very well at re-sizing the game area (the “portal”) for various 3:4 screen resolutions. Also luckily I knew of the viewport meta tag already, and I was able to quickly determine the best setup after some reading at MDN and this MSDN article, and testing on a phone, iPad and computer. I decided on using this: <meta name=”viewport” content=”width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0″ />
  • SketchBook Pro (iPad) – This was a god-send for the cartoon artwork. It was a last-minute decision to use it, but once I got re-acquainted with the controls, it was a joy to use. (I originally planned on using Gimp with a drawing tablet, but misplaced it at the last minute).
  • Notepad++ – worked great, although I spent precious time trying to get my global styles in order, something I should have had setup already.
  • Dropbox – absolutely essential for moving files quickly between iPad and computer!
  • FireFTP – works great and is super easy to use
  • Chrome / Developer Tools – essential and works great
What Went Wrong & Lessons:
  • Game Design – this was the biggest flaw of my game. I neglected to make the core gameplay fun from the beginning. A lot of the game is waiting; in part, this is intentional – based off of my love for Game Dev Story – but it ended up being too boring. I tried to add in some interaction (you need to mouse-over the random events as they pop up), but it was too little, too late. I should have put more effort into either thinking through the journey and game loops (things I learned from Amy Jo Kim), or by making a working prototype so I could try it out and refine it earlier on.
  • Mobile-Friendly – I spent far too much time trying to get things to re-size nicely within the game area. The main div sizes well, but the elements inside, were explicitly defined in pixels, so they ended up not always looking good. In the future I think I’ll either need to have a solution for this built into a framework, or just go with a fixed size.
  • Mustache.js – Early on I decided to try including Mustache.js, if only for the experience. Although it did leave my HTML looking like an organized template, it led to some big problems with dynamic updates. I had to create a function (called walrusRender in dg.js) so I could easily maintain the template’s original data while doing constant updating. Of course, because I was constantly updating data, I ended up overwriting some buttons and links that I had added important events to, leading to a lot of unnecessary bug chasing. Lastly, it seems to be slow. I’m not sure if it’s something else in my code, but the refresh rate is noticeable in a few areas. If you’re going to use Mustache.js, I’d recommend you only target granular elements, rather than updating a whole page or section. Of course, if you’re getting granular, you might just be better off with jQuery’s .html(), .text(), and .attr() anyway.
  • HTML5 Boilerplate – I decided at the last minute to copy a few things from the HTML5 boilerplate. I should have had an HTML template ready to go from the beginning.
  • Focus – my brain was coding and designing in my sleep, so I found it hard to get a good rest. Also I should have called it quits earlier in the evening on Saturday (sleep is important!)
  • Gimp – it works well enough I suppose, but having a Photoshop background and no experience with Gimp, this ended up being a handicap for me.
  • Sublime Text 2 – I attempted to try this at the beginning, but gave up quickly because of the ‘buy now’ pop-ups.
  • WinSCP – I started with this for FTP, a new program to me, but it had some stability issues and was very slow, so I went back to reliable FireFTP.
  • Windows 8 – I’m new to this version of the OS and have several complaints better left for another blog.

I’m not sure if I’ll continue to work on this game (I already have a lot more improvement ideas), but the experience was amazing! Follow me on twitter or tumblr for updates.

Submitted at Last!

Sky Pirates Logo

Sky Pirates has been entered into the long list of jam games! Bactopiad and I have finally decided it’s ready to be entered. The game is by no means done – we plan to continue development in the weeks and months ahead – but it is play able, and you can enjoy it right now!

Sky Pirates

 

I am proud to say that I am more proud of this game than any other I’ve made in the last 4 years. It needs much more work, but I think the framework is in place for an amazing game to take shape.

 

(God, I have a big ego, don’t I?)

 

Expect a post mortem at some point!

Comments

wccrawford
17. Dec 2012 · 21:40 UTC
There’s something about the 48-hour time limit that makes the game more dear to us, I think. Even my crappy game, I feel like it’s special somehow. Next time, I’m going to aim to make a *good* game, and not merely get one entered.

Getting closer

Not much time left but we’re getting there!

Sleight of Hand Progress

Sleight of Hand Progress

You need to steal from the guy on the left by distracting him with your right hand (with the diamond) and typing the words on top with the left hand. Get as much money as you can, before the arrival of the chivalry!

Artificial Incompetence is done!

I completely changed game ideas almost 24 hours in, but I still finished! I’m honestly somewhat surprised I did finish anything, especially since this is my first ever game jam. But it was a lot of fun, so I’ll definitely do it again.

So I ended up making a game where you control a fleet of AI ships that don’t exactly do what they’re supposed to do. You have to fix their malfunctions and make sure they kill the “Good Guy Alliance” ship before it gets across the screen. It’s a short little game, but it’s filled with a lot of frantic fun.

Here’s the entry: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18155

AIScreenshot3

Problems here at the end

I was making good headway and now I cant seem to get slick to print text and I cant figure it out. This truly sucks.

 

Screenshot from 2012-12-17 18:27:14

Making a violent game about violent games

Two hours left before sending the prototype of our jam, we decided to make a little post about it.

Our game is about being a video game that spread violence. Filled with irony, we hope to bring loads of fun with both assets and gameplay.

 

illus-violent-game

For the assets, we inserted a lot of blood, ironic graphics and bloody sounds.

market_convertedmarket hospital_converted

 

For the gameplay, we brought the basics of hide & seek. The player must seek children to make them violent, and avoid the SERB and PIG (No relationship with ESRB & PEGI evidently !)

anim_kids

We wanted to take stereotypes of violent video games, like weapons, blood, destruction and put them into the game. We hope this video game would be that weird and unbelievable that the relationship game/violence is kind of ridiculous.

 

So, who hid a goat?

Did you hide a goat in your source? I most certainly did! And it’s even possible to find it yourself!

 

If you didn’t hide one, you are dead to me.

Comments

Spaceoff
17. Dec 2012 · 21:53 UTC
Why hide a goat… when you can have one blatantly visible!
Absol
17. Dec 2012 · 21:54 UTC
Heh we stuck it in a painting.
EatenAlive3
17. Dec 2012 · 21:57 UTC
Hehe, SpriteSheet.class! 😀
17. Dec 2012 · 22:05 UTC
My goat is so well hidden because it has invisibility powers.
gigimoi00
17. Dec 2012 · 22:30 UTC
Goat1.cs

Goat2.cs

Goat3.cs

SpaceGreed – Space Shooter

Game submited !

It whas a hard run for us, we started a far to greater project and also had to any problems with network.
But… its out there and working !

Please check out : Play Space GREED !

screen4

Tags: ld25

GoldKeeper – some items

So the game won’t be finished tonight, but we are still standing to fight for a release – hopefully this week. :)

Here is the shop, where you can see the result of your selling with the adventurers.
Currently I’m drawing some objects – rusted sword, devilish goat, Perfume of Deadly Cheese…

Congrats to all the fine people who submitted their game, and some love for the ones who tried ! :p

minishop

minishop2

Comments

Silii
19. Dec 2012 · 07:27 UTC
hey hey, good luck !

We’re all with u :)

Woot! we finished

Yeah! Finished lol the goal of me participating was to teach a friend how top make a game in 72 hours and we did just that!

Finished and Submited

Check out our game: Grand Theft Crimbo

Heres our final 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(scrapped for demo)
  • House level graphics
  • Lair level graphics(scrapped for demo)
  • SFX and theme music
  • Menu system
  • Polish(fun stuff like more xmas decor and snow)(not complete)

Post Mortem to come in the morning, sleep is calling :)