LD25 December 14–17, 2012

Done(ish)

Didn’t have time to add sounds or music or anything that makes the game polished at all, but at least it’s playable! Basically, I learned that coding AIs is very time-consuming, so that’s something to avoid for the future. This was my first LD, so I pretty much made all of the mistakes you could possibly make: working with an unfamiliar environment, getting over-ambitious, etc. Can’t learn without making mistakes though!

Anyway, here’s the game: https://dl.dropbox.com/u/34994455/MATM/murder.html

First look on the game’s graphics

After lots of laughing and laughing we came up with consistent ideas for the base concept we had, then I did a very quick pixel-sketch to see with my other mates how the game was actually going to look like. This was based on the idea that he must sneak into castles to steal their treasures.

robin1test

 

Hey, he’s green, uses a bow and steal stuff(all that with lovely pixels), what is not to love?

Compo fail, Jam is on!

I decided to enter the jam, having spent a little less than 12 hours (I think) on my entry tops.logo

Had a lot of real-life related things to do. The horrible theme also didn’t help (it seems I’m more creative when theme is more specific), and me sticking to AS3 instead of writing some nice story with Twine was a bad idea. The whole process took more than expected.

The game is actually completely working, but there’s only one level, and the general idea was to create at least 10 levels (gameplay is a little stupid so some variety in levels is crucial). I’m not sure I’m going to add much else.

It’s also the most stupid, most annoying, most bloody game I’ve ever made. It’s a simple saloon-shooting game, where the point is to kill nice people instead of bad guys. Yeah, I know – not very promising. 😉

Will work on this some more tomorrow!

Villain Glance !

Here it is, my submission for the LD 25…VILLAIN GLANCE

Be the Villain. 
Shot your peers. 
Be discreet. 
Be quick. 
They become suspicious. 
They feel your guilt. 
If you get caught red-handed they’ll make you pay. 

ZQSD to move. 
Left button mouse to shot. 
R to restart. 
M to back to menu. 
X to mute/unmute. 

Tips : 

-The red ones are suspicious, they have a larger angle of view. 
-Global suspicion increase their rotation speed. 
-You turn dark with your guilt, and they tend to look at you.

 

screnFinal2

screnFinal1

screnFinal3

 

 

 

I’m happy with the result, simple but quite efficient. Well I hope you’ll like it too !

I exported the game in .exe this time, for better performance, but game might still lag at times with the amount of people at screen.

 

 

Have a good day/night !

 

 

 

 

 

 

 

 

Well I finished my game enough to submit it. :)

Screenshot1

You can read all about my successes and failures at the entry’s page.

Great Ludum Dare, everyone! I just wasn’t as prepared this time as the past couple of LDs, but I will make sure I am better prepared for next time and I’ll make a much more awesome game. I’ve been being more and more prepared for each Ludum Dare, so there’s no reason to think I won’t be really ready for the next one.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7354

I’m really going to play and rate games like mad this time, I promise, haha.

Good luck to everyone entering the jam!!

First LD: Castle of Doom, a post-mortem.

So, while I’ve prototyped things quickly before I’ve never actually tried to finish a game fully in a short period of time. I decided to try my hand this time around and it was pretty fun! It makes you make a lot of quick decisions about the scope of the game and what’s achievable and that carries back to big projects I imagine.

 

 

What went right:

I had an idea pretty much straight away, and settled on a graphical style early on. Development of the basic engine was painless and I was happy with the animations I threw together quickly. I was pretty happy I managed to get 3 levels in, since level design is my least favourite part of the game design process overall.

 

What went wrong:

I fell out of love with the idea halfway through, as I’m sure many people do. I ran dry on enemy design ideas that would be easy to implement too, but I think I got enough done for it to be varied. Also the sound was a last ditch effort, but it’s kind of funny in a bad way (it’s all my voice). The enemy selection system was, and still is, a bit broken / frustrating.

Obviously it’s not too polished but, hey, not much time!

 

I had quite a lot of fun, even though I could only give about 12 hours combined working time to the game over the 48 hours. Next time around I’ll definitely be participating, depending on the theme. Hopefully I can give a bit more time overall too.

 

Check the game out here:  http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17921

Tags: postmortem

Here Come the Vikings

Not done by a long shot. I’m going to continue working on it and if I’ve made enough changes to warrant it, submit it for the jam. This is the first game I’ve ever made alone. It probably shows. This was my first compo.

Missing:

  • 3D models.
  • Adequate sounds.
  • Better orders for the vikings.
  • The other loot types, a use for loot types.
  • Blood, burning buildings, meaty chunks.
  • other things…

Keys are wasd for forward and strafing, q and e for turning, t to order all vikings currently in the level to run back to the boat.

Windows:

https://dl.dropbox.com/u/71609511/LD25%20YATV%20Comp%20Vikings%200.1.0/Vikings0.1.1.rar

Webplayer:

https://dl.dropbox.com/u/71609511/LD25%20YATV%20Comp%20Vikings%200.1.0/WebPlayer/WebPlayer.html

 

You are the Hero — Finished, sort of

I have finished the game. (Sort of…) Let’s just say that this is the closest I ever got to a submittable entry. Sadly, there was no time to add sound and music, the “story” feels a bit rushed, and the artwork is terrible, but I actually reached the finish-line, so to say. I think I have learned a lot.

Now I’m off to sleep, since it’s almost 03:30 here, looking forward to your (hopefully more enjoyable) entries.

screen4

Oh, by the way, can we just pretend that that little black blob at the protagonist’s feet is actually a goat?

Goat Mechanic (Flash)

Hi guys, this is my compo entry called Goat Mechanic! It is focused on dropping objects into traffic as a villain to earn money for your mechanic boss. Made with Adobe Flash CS5, FlashDevelop, Box2D API, Gimp, Audacity, microphone, as3sfxr. There are three levels and twelve items to buy in the shop. Results show how many car windows were smashed, number of flat tires, etc. Try to beat all three levels for the ending.

fscreen3 fscreen7

fscreen6 fscreen5

Made in Flash so play it here!

Download the source code here!

I did it!

My game is complete!

I made this on a computer other than my dev-machine and I had a smaller amount of time than normal, but I feel that I did rather well! I made a nice little artgame, “Hat”, and according to my brother its “Sooooo saaaaaad”.

Unfortunately I wasn’t able to implement goats. I’m sorry.

I'm so sorry.

I’m so sorry.

Skeleton’s Revenge is Done!

1goat

skeletonsrevenge1

Just sliding across the line at the compo deadline, it’s my entry, Skeleton’s Revenge! After a hero and his goat slay the skeleton’s master, the skeleton has nothing left to do but to take it to all these 2D platform hero archetypes. March into the village, knock those heroes into instant kill spikes and bottomless pits, and exact your revenge!

Check it out on its submission page or download the game now for Windows. I’d like to get this on other platforms, too, if anyone has another way to compile Game Maker 7 games.

I feel like I did a lot better this time than my last LD. I kept my standards low, especially for graphics, and it definitely paid off. I only had to cut one level because I ran out of time, and everything else I wanted is in there. The game has pretty decent length for a Ludum Dare game, and the difficulty ramps up nicely. I’m really pleased with how the music turned out, too. Renoise is awesome.

AL submitted

title

Wow, that went by quickly. Despite (many) problems along the way, I submitted a barely playable AL to the compo. Still debating whether or not I should just make it a jam entry instead and spend another day making some levels that might actually be fun and show off the gameplay mechanic better (since the current level is barely a tutorial level).

You can check out AL here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18986

Submitted Happily Forever After!

WOW. I can’t believe it’s done. This is the first LD I’ve participated in, the first game that I’ve finished from start to end within 48 hours, and my first game I’ve published.. anywhere. It was great fun, though I’m pretty dang tired and my coding fingers need a break. Will be writing a post-mortem and voting soon.

Happily Ever After

 

Fail(ish)

Atleast i delivered….

 

Half way through the compo, i nearly gave up, but “Manuel777” on IRC made me continue. I had to write a new game in Java, because making a OpenGL GLSL game in C# was a bit more then what i could bite off. This is 1 day of work, minus 2 hours of World of warcraft, because i was depressed over the time, and also, i was travveling, so i lost a lot of time. Atleast the game is playable 😀

 

Next time, in august, i am going to make sure i am at home the whole weekend.

 

My entry is here

Tech demo submitted

Just submitted War’Asaal, an advanced engine for crating LD48 games without a hassle. “coughs”.

War'Asaal_upload

If I participate in any future LD compo, I’ll make an engine week before the actual event. Period.

I failed…(sigh

I failed to finish my work again.sigh.
It was a huge mistake to select unfamiliar language for me,such as HTML5 + Javascript…
but LD25 compo itself was very exciting, and learning Javascript was very fun too.
anyway, see you again at LD26!

Angry Purple Monster

Here my entry, made with the Blender Game Engine and using only logic bricks:

APM

APM

http://www.ludumdare.com/compo/ludum-dare-25/?uid=14743

Hope you enjoy! ^^

Angry Angus from Outer Space Submitted..!

https://dl.dropbox.com/u/79467350/AngryAngus.swf

Most of the features I wanted are in there, and I didn’t know about the 1goatuntil a lot was done, so I threw him in the back story… That still counts, right?

 

Screen

Results day two

day2

Day two of three

Got the map editor working and most AI stuff also working (not shown on this image).

The amazing artist (http://saramena.com/) behind the graphics got all the animations in too 😀

Tomorrow (today theoretically!), making levels and polish!

Scenario/assets!

I did some of the assets that we’re gonna be using, as you can see the overall look of the background got more details on it.

Since we decided to work with 800×600 (so most of the computers won’t have a problem running it) I did the assets and overall with this size, so I can see how much space each item is taking… this way the level design for the other screens (yet to be made) will be easier, just dragging and dropping.

Screen Shot 2012-12-17 at 00.23.55

It’s over for you, Green Man!

Monologuer, as it has become called, is done (for a given definition of fun). Woo!

Sadly no timelapse because Chronolapse broke a bit (my fault entirely, webcam issues) midway through. But hopefully I’ll get a post-mortem up that will describe the process in more detail than anyone will ever require.

One thing I will say: there’s probably going to be people who work out how to play this game infinitely well, and have their score only limited by their patience. Well, congratulations in advance to them. I couldn’t think of a good, stable way of making the game difficulty scale to infinity. Never mind. It’s still satisfying to click ALL the things! And hopefully you’ll even enjoy the monologuing I wrote (wish I’d had time to write more).

Click the picture to go to the submission page:

scr0

It Came From the 25th Dimension

0

Download (Windows Only)

Wow, sound takes a lot longer than I expected! This has been a really great weekend, and I think a fairly successful first Ludum Dare! Please give it a shot, and please consider giving me feedback! Sorry about the stock GM loading screen and icon, ran pretty short on time there at the end!

Comments

Blooperly
17. Dec 2012 · 03:25 UTC
Very nice! It looks tons better than my GM:S game.

Kidnap The Princess complete!…sort of…

Well, I only ended up with about 3  hours to finish my game, so its not very good. Anyways, I did finish, so this is still a success! There are still a few obvious bugs, but for the most part, it works. I didn’t have time to animate the creatures that are attacking, but that’s okay. I learned a lot and had fun, so that is all that matters.

You can play here:

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17914

 

It is finally done.

Uploading it! :3

ps: I actually didn’t test it and I’ll regret that, haha

Godly Voice Acting

We’ve been adding some voice acting to the work

check it out: https://dl.dropbox.com/u/2602918/people.mp3

Those were the lowly peasants running from their lives 😛

 

And of course the obligatory pic, this is the presentation of the future set

long

Lets dragn this out a bit..

Progress:

  • Enlarged the dragon.
  • Some archers that look like soldiers (if anything kills LD time for me, it is art!).

I decided to reuse the image loading class so I’m out of the main competition, though might have something for the Jam tomorrow. This also means I can use my sound manager class without learning Java audio again.

I’m quite happy with the AI I’ve coded.. The archers advance until they are close and they will shoot (eventually). If the dragon gets too close they run away. Melee is currently incomplete.. I think I will just reuse the archer shot for melee, but with a shorter range.

Instead of roaming through a battlefield (which would have been cool, but requires terrain and level skills), I’m thinking maybe a sequence of progressively harder arena battles.. Sure, you can take down two warriors, but at the same time as four archers?

debug output

Heres a playable jar: https://www.dropbox.com/s/eczq6vkky6icjtk/dragns3.jar

 

Char/animation!

Now comes one of the best parts, the chars design. For now i have just Robin and his walking and shooting animation, it didn’t change much from the first scratch, I really liked this particular style. His walking animation is so funny… maybe I’m looking at it too much.

Screen Shot 2012-12-17 at 00.39.28

statusof(DEFCON 0) == Submitted

Phew, I started making gameplay code 7  hours ago and here I am now! Never thought that the end result would’ve been this good ( although, it probably pales in comparison to all the other games here :) ).

Anyways, I had issues earlier today that my friend couldn’t play the game because it just instantly crashed. I think I fixed it, but could some gentle soul with XNA4.0 installed try to play the game real quick? No need to actually even play it, just make sure it launches :) I’m gonna wait here and not go to sleep before someone replies me with positive answer that it wont crash ( it’s 4am here, school starting 8am ), so.. !! Oh, and by the way it’s my birthday today! Yay!

Link–Link

Dungeon Disaster submitted, name chosen appropriately!

First Ludum Dare for me and what an experience! Like most people (I assume), I didn’t get to add everything I wanted but I added just enough to make a fun and quick little game. I’m proud of what I’ve done.

Feast your eyes upon my glorious creation:

Dungeon Disaster

Shooting around corners is a feature, not  a bug!

Home Massacre

Hi everyone!

Here’s my game for Ludum Dare 25, titled Home Massacre. It is a very short game but I hope it conveys the mood and theme of this LD!

ss

Controls:

Arrow Keys to move

X to attack

Game completed!

There are a lot of things that I would like to add and change, and I guess that ‘s part of the process, perhaps I’ll make a post compo version adding the stuff that I want to add and fixing the gameplay bugs that are irritating, but anyway… the game is done!

make sure to hit the dog when he's happy

make sure to hit the dog when he’s happy…

Play it here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=1135

or if you feel lazy :)

My Game

I made it. This time I made a game although i am sick and so tired now. It’s called “Against All Good” written in Java. There is only one problem… I cant make it run outside my IDE v.v I can’t think now…I still uploaded it, hope I can fix this tomorrow. Write a comment if you know what to do. I did this quite some time ago, but now it doesn’t work D:

Download Source

I did it!

Game link

This is my first game ever made, (on my first Ludum Dare!) and even though I did not get to implement many things (Music, Combat, Dialog), i’m really proud.

The code is really bad, but all that matters is that I did it. I’m really happy I participated in this competition, it has been an amazing learning experience.

Vivi, the Greatest Villain!

Vivi, the Greatest Villain!

Anyways, tomorrow I’ll start playing as many submissions as I can!
Have fun playing and happy holidays everyone!

Burglar!

Finished after so much work! yay!! The game is named ‘Burglar’ (because I saw a few other games named ‘thief’ around there hehe), In the game you go around stealing, shooting and killing people, entering houses and buying weapons.

Title screen

Title screen

You can play see the game right here!, I had to cut off a few features I initially thought to add, like cops to chase you, and an Android port, The later I will look into making it tomorrow or sometime around this week, along with the timelapse, before the whole voting starts. Right now I am very tired and pleased I finished just in time 😀

Thanks everyone for this super awesome weekend, probably the craziest weekend of my life!

Lovee ♥

Finished

Well, I made it.
Much better than last time, I actually have something that can be called a Game.

I didn’t get all the features I thought up for it, but I didn’t think I would and luckily got all the important ones.
I also haven’t actually played it. Everything kinda got done in the last hour and I only managed to balance it a little, so I don’t know if it will be too easy or too hard..

plus1Goat Luckily these weren’t hard to add.

Can’t wait to play everyone’s games, I’ve seen a Lot of good looking entries!

TerraForma is in working condition

Well that’s another one in the books. I have  a new game, and it works. Oh sure it is rough around the edges and there are so many things I want to add to it but it is a start, and that is what Ludum Dare is all about.  I present to you TerraForma. Check it out here.

 

an LD25 entry by recursor

TerraForma

Presenting — Epic Rampage

Finished and submitted my first Ludum Dare compo entry.

This little gem is titled Epic Rampage. There’s a huge ass primate, and a city, in one place. I think you’ll guess why it’s named the way it is. If not, you’ll find out when you play it. :)

Backstory

When I saw the theme ‘You are the Villain’ the first thing I thought of was sending my slaves dwarfs to their horrible deaths in a different, well known game. The second thing I thought about was a game I played when I was young. Very young. Back then everyone still used www. before every url, and Flash was still called Shockwave. On the Shockwave website there was a game, similar to this one, which I had tons of fun with as a child. Sadly, after some time, it vanished from the web, as so many things did back then. I could no longer remember the name so I could not find it again if it even still existed in some dark corner of the web. I made this game to try and recreate that experience. While it still lacks a lot in style and gameplay compared to it’s ancestor, I feel it comes close to the original feeling, and with some a lot of polish, this could turn out to a very brilliant gem indeed.

Monster destroying buildings and wreaking havoc.

Destroying buildings, and tanks and hotdogs and wreaking havoc!

Look forward to a postmortem and timelapse!

Tags: chaos, city, destruction, monster, primate, rampage

badass

There is only a grin on my face and I am happy :) I barely made it, the last 15 minutes before submissions ended was when my internet mysteriously died. But I made it! And now I give you badass 😀

badass Main Screen

badass is a side scrolling action puzzle game where you are an agent and student of the school of badass(SOB). You must now set out to do some dubious deeds in order for you to graduate. You hack through computers and steal sensitive data while staying clear of death dealing blades to overzealous turrets. – Play? Play it on Kongregate? or <a href="http://www.youtube.com/watch?v=ORpqZ7zu5i0" target="_blank"watch a gameplay video on youtube.

blades of doom?

 

with blades of doom 😛

hacking

Hacking a computer

done hacking :)

Done hacking!

Now the saddest part is that after all the work was done, I didn’t get enough time to make and add enough levels for it, there are just four, but it is really easy to add more, which I can hopefully do soon :)

Do take a look at the game :)

 

Space Lord begins

This time I’m making a game with Pat Kemp (my collaborator on The Love Letter) and newcomer Jim Burner. We’ve also got Teo Acosta, the composer for The Love Letter, making the music.

My Flixel skills are a bit rusty, so we’re off to a slow start, but I just finished the obligatory prototype-with-colored-boxes phase:

I have all the colors!

Stay tuned.

There we go!

http://www.ludumdare.com/compo/ludum-dare-25/?uid=19018

That’s it, time to play some tf2/dota2 and wait to vote. 😀

Sammich-Napper Submitted!

It’s been a long run, and for my first LD, I feel pretty good about it. It’s 10 PM here, and I’m pretty tired, but I have to say this was a great learning experience. I’ll definitely be competing in the compo or the jam next time, and probably the next hundred times.

The basis of my game was that you are a thief who steals sandwiches for The Nefarious Dr. Goat (1goat) and you must do so as quickly as possible for Dr. Goat is quite the punctual mammal. You have to solve (basic, I’m not good at maps) puzzles to get all of the sandwiches in the map.

Most of my time was spent on the maps, and a neat glass particle effect I added to make up for my lack of any art skills. I also added a pretty nifty ending.

You’ll have to play to see it.

48CsC rHi9U

Art inspired by the game by my good friend, http://spammyshadow.deviantart.com/

Mission Accomplished

With less than an hour left, I managed to fill in the missing art (which coincidentally, was ALL of the art).

 

My game is rough, but its complete.

It’s missing a goat, but hey, its got swanky sound and music.

 

I couldn’t really “get into” the spirit of LD this year, but just plowed through and shipped something.

 

Looking forward to playing as many games as I can and watching the time lapses!

 

E-HIGH-FIVES to everyone!

main

 

BACTEREMIA Finished

Well, this was my first Ludum Dare experience, and i’ve must say, i’ve learned 10x times more in this weekend than in 4-6 months. Its awesome in the design around a theme, its awesome for the votes, its awesome for the people’s creativity, its, its just too much!.

Ludum Dare, Global Game Jam, and One Game a Month, this 3 will make me a true developer in 1 more year.

Talking about my game now… Check it out! it needs feedback!!!

No game, but an engine

I will not submit a game this time. I decided early that i wanted to develop a C# game engine for creating HTML5 webgames. Chances of getting an actual game done too were slim considering that i never made a HTML5 game before, nor did i ever use Script# earlier, the tool i chose to develop javascript code in C#. Both had their pitfalls that did cost me a considerable amount of time to figure out.
But i succeeded to create the 2D engine with many features you’d expect like keyframed animations, texture atlases, particles, rotatable & scalable sprites and scrolling & repeating backgrounds. All of that with the beauty, compile-time type safety and intellisense-support of C#… and the compatibility of a HTML5 webgame!
My plan is use my new engine to port my old LD#22 entry from XNA to HTML5 tomorrow. Porting it shouldn’t take too long because only minor code changes are required thanks to both engines using C#. I won’t submit it for the Jam, but i’ll probably link it here together with it’s sourcecode.

Oh, and have a weird goat:
Weird Goat

Admit it…

It is funny, I’m not crazy… Look how Robin goes, always focused on the gold.

robinandar

 

*update*

The soldier walking.

soldado

BreakOut!

I programmed for two straight days on BreakOut! now but it is just not ready to be submitted :(.

So I’m leaving you all with a screenshot and in the hope that I find the time tomorrow to enter it at least as a jam entry.

screenshot

 

Good night!

Comments

17. Dec 2012 · 01:12 UTC
Very nice screenshot. I can imagine shadows in motion. Looking forward to the jam entry (if any). Good luck!

Finished first LD

…And I gotta say it was fun. Check out the result here:

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=18365

Princessss_Small

I haven’t really done much community-related stuff up till this post, so yeah… Would like to get people’s opinions about the game as is. See what people dislike / like, you know, the usual.

Anyway, thanks LD admins for hosting this! And hopefully thanks to you guys for checking out my little game :)

FINISHED MY GAME ! “NECRUSIO AND HIS MACHINE”

After 2 days of intensive development i gave birth to my LD 25 Compo entry. Its a macabre and very violent shooter were we are a madman that has to mutilate innocent people by putting them in his machine. Just dont let policemen kill you!!

necrusio and his machinescreenshot140screenshot144screenshot128

 

Ludum dare link of the game:  http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=17834

By the way, this was my working place:

my working place

Submitted!

What a rollercoaster ride this LD was! Friday I got the theme and was really cool about it… I had planned ahead and thought of some ideas. But when it came down to it, and I was ready to create my entry I didn’t like either of the ideas I had. Sooo I was back at square one… and while I sat in front of my whiteboard and staring blankly at it… a thought came to me. Hey! This theme is really broad and vague… almost anything will fit! So I grabbed one of the other ideas I had and flipped it around… With an idea in my head I begin coding, I get some initial gameplay down and some problems creep up… I sigh and go to bed, as its not good to code when your tired. I wake up Saturday morning and begin coding again… I get much further, the game is buggy but a lot of the gameplay elements are completed. I really not happy with the way the game is going and almost call it quits… I’m tired, I’m frustrated, I begin to believe I’ve forgotten how to code! But I got a little encouragement from McFunkypants and I stuck with it and continued to code.

Thinking about things in a different light. I still have lots to do but I begin to get tired and decide to sleep on it and hopefully work out the problems while I slumber. Wake up bright and early today and get back to coding, time begins to fly and I’m no where near done. I make the hard decision to cut some stuff and redesign others. After several hours, my decision seems to have worked and now the game is a game and playable! With gameplay done I quickly design the last remains elements before I get to sound and music. I really must say I think I have a knack for music, because I’m really digging the tunes I made for the game. Also I feel the sounds fit very well. I complete the game a little before 4pm. Satisfied, I head off to my appointment.

I give you Space Pirates: Villains of the Cosmos!

I hope you enjoy the game as much as I had making it. I honestly can’t wait to start playing some of the Awesome games I’ve been reading about!

See you next LD!

-KunoNoOni

Mug for Drugs Uploaded

Got my game “Mug for Drugs” uploaded. It’s a sort of real-time Dopewars game but with old ladies you can mug!

I managed to get pretty much all the functionality working…except I completely forgot about sound!

The game’s kinda hard, which is always good :)

almost-winintel

Watch out for the police! notoriety

Web Demo here: http://joeaxon.co.uk/projects/ld25/

Zombie Escape

Super fun, super tired…very glad to have participated, though.

Zombie Escape

main

Tags: ld25

I made it YAY!

Phewww that was close. Finished on deadline and took a hell of a time to prepare the upload and entry :)
But its done! 1goat

I present my new Stealth game :

splash

screenshot1

Entry can be found here : Entry

This time i really will do a Post-Mortem and also will do a Blogpost on how to create your own levels.

Finished a trip along the railroad tracks!

I’d love to stay and chat…write a long post however it’s coming on 3am over here so I’ll make it short.

I finished my game in time! Which is great, annoyingly it takes a while to upload things and take screenshots so I cut it quite close to the submission deadline, but it all got uploaded in time!

Annoyingly I keep looking at my game and seeing so many things that I’d love to fix, even after looking at a screenshot I can see two things that I’d love to change. But it’s time for bed now so here’s the title screen of my game along with a link below. You can currently play it via the power of the internet or download an executable.

ss_title

 A trip along the railroad tracks

Good luck to all those taking part in the Jam!

Some interesting stats

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=8539
Post mortem: went well, didn’t make enough levels, could have made it easier to understand.

Now that’s out of the way, here are some interesting statistics!

I typed 106,134 keys
I clicked 19830 times
My mouse travelled 1.16 miles
Exercise is bad for you

Timelapse:

Playthrough:

Renegade Theologian

Completed my first Ludum Dare 48!

Renegade Theologian

renegadetheologian2

Worked solo in 48hours using Unity 4, Blender, Photoshop, Ableton Live and a Piano. However I just realised I can not submit to the 48 owing to a piece of code I am not permitted to redistribute. Despite this it was a fantastic test in reminding oneself of how to get things done fast if required.  Plus a great trial by fire of some software I’ve been meaning to get to know for quite a long time.

Games are inherently sociopathic when dealing with social interaction (also game is done)

Did you know?

Games are inherently sociopathic when dealing with social interaction.

Perhaps I’m slow in realizing this but this comment on an online video made me think:

Andrew Scheil
The Whole concept of forging relationships with people in Persona is incredibly stupid. All you do is just agree with whatever they say and make them happy. It’s not being a friend, it’s being a manipulative sociopath.

This comment resonated with me since it’s one of the reasons I can’t play Persona-games, apart from the whole RPG-part of them being terribly dull. I try to max out the system and make people think well of me at all costs, which makes me feel terrible (yet I still do it, cause otherwise the game punishes me). My siblings love Persona 3 and 4 but when they say something like: “Ugh. I didn’t level up my social link. What a waste of time spending time with her. I should have done something else instead.”, there’s something wrong. And that’s despite both of them (particularly my sister) not really caring for personas or the Tartarus/TV World parts, thinking they’re boring and repetitive and being in it moreso for the social relations and story.

When you don’t pick the dialog options you want to pick but try to discern which ones are “correct” (the ones they want to hear) and when you’re doing it not for the sake of friendship but to amass power (stronger social links give in-game advantages by allowing you to forge stronger personas), that’s sociopathic.

I quickly realized that this is not unique in Persona’s implementation but inherent in game systems. As long as there are goals and rewards, players will try to beat the system (if there are goals then that’s what they’re supposed to do, they’re supposed to try to attain them). If these goals and rewards relate to social interactions then the player will try to beat that system, which is sociopathic in such a context. If there’s a reward for me in saying something dishonest, then the only sensible option is to say it, no matter how dishonest it is. Not saying it will hinder me from attaining the goal, and attaining the goal is the purpose of the game. It’s especially bad in dating sims (confession: I don’t play h-games that have branching options without a walkthrough guiding me all the way, cause I don’t want to miss something and have to play through it a second, or third time).

Now, if you want to make a game about a sociopath, that’s fine. But it doesn’t seem to me like most games intend to be sociopath simulators.

The only way to make it non-sociopathic is to remove goals and rewards from those systems, i.e. make them non-game systems. Only when you know that you’re not going to be punished for not trying to beat the system can you act naturally and pursue friendship for friendship’s sake, not because the game tells you to (sets it as a goal for you to achieve).

Did you kn0w?

The game is done. Let’s have fun.

 

IdentiThief 12-hour report: Finished! I have other things to be doing

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Left click to begin the game, right click to quit Left click to begin the game, right click to quit When you&#039;ve captured four unique packets from a computer, you steal its identity. It no longer send packets to the others, and the suspicion of the network is reduced. When you’ve captured four unique packets from a computer, you steal its identity. It no longer send packets to the others, and the suspicion of the network is reduced. If you sniff too many packets without letting one get to its target, the network becomes suspicious and kicks you If you sniff too many packets without letting one get to its target, the network becomes suspicious and kicks you
The goal of the game is to isolate one of the computers on the network. The goal of the game is to isolate one of the computers on the network. Packets move between computers Packets move between computers Isolate a computer by stealing all the other identities on the network to see this victory screen Isolate a computer by stealing all the other identities on the network to see this victory screen

First things first: it’s here.

Note: This is a Jam entry, not a Compo entry, because I wasn’t able to publish PyStroke, my personal code library, pre-compo.

I got the game to a reasonably working state on Linux, with no external libraries bar Pygame. I have a title screen, a win condition, a lose condition, some gameplay, and a couple of sounds. It’s three in the morning, and time to call this done. Over the last 27 hours I’ve put about twelve hours into this, and it has been very rewarding. My game library (in the source as pystroke.py) was quite helpful, although there are some design issues that need working out before I open-source it in the next month or so.

IdentiThief started off as many of my games do: with precisely this vision in my head. Once I got there I wasn’t sure what else to do visually, although I do have a few gameplay ideas. The ability to call a project finished is something everyone needs, to my mind, but until I have more ambitious, crazy visions of games, I’m going to keep making silly abstract ones like this. Still, I’m pretty pleased with what I turned out after the day.

If you do go to the trouble of downloading it, and it fails for whatever reason, please let me know. Whatever about the game code, I am trying to write a useful library, so any input is very much appreciated! Likewise, if pystroke.py looks to you like something you might like to play with, get in contact and I’ll keep you updated with the changes. In the next week or two I hope to be doing still more development on it, with the final wind-down of coursework for the semester.

G’luck, and thanks for taking this first Ludum Dare journey with me!

James (@PROGRAM_IX)

Finished my game about a mad bear!

Phew, finally done. Got most of the stuff in.

Revenge Bear has had enough. Men with beards have been trying to prove their masculinity by attacking him with their fists for the longest time. Show them who is the boss by taking over their camp.

screenshot

Comments

20. Dec 2012 · 03:34 UTC
I like the overall feeling, good job!

Finally… It’s uploaded!

Finally Maniac: Total Darkness is uploaded. It took me one hour just making everything work with the extracting… Luckily the submission hour exists!

My game is about slaughtering people to sell their body parts and buy new awesome weapons to slaughter more people! Don’t believe me? Try the game! Link.

 

Submitted

Howdy,

I manage to “finish” my game.

It’s called Eurydice.

Didn’t have time to make any sounds or music.

The last 4 hours have been HARDCORE.

I really thought i wasn’t going to make it. My whole body is shaking and i’m pretty sure i ate one of my own tooth.

It’s 4am here.

Can’t wait to play all your games.

 

background0203

Good night.

Comments

Willowblade
17. Dec 2012 · 01:33 UTC
Timezonebuddies! It’s a tough life but someone has to get drunk and do it.

Finally!

I didn’t think that I would make it this time. But I did (in my opinion)

brain

such a nice and mushy brain

Here is my Entry

Looking forward to playing all of your games, and good luck to all of the jammers out there.

Mad Princess Released!

Mad Princess Logo
Mad Princess is finished! Go play it!

http://www.ludumdare.com/compo/ludum-dare-25/?action=rate&uid=11391

Phew! That was hard work but I barely managed to finish my Compo entry! There are 8 levels, and they might be a bit rushed, because I only had 2 hours before deadline to start designing them. Haha. I hope they are still fun to play through.

Now I need to head to sleep because I want to get couple of hours rest before I need to leave to work, but I’ll start rating your games and writing a post-mortem after work!

CREDIT released!

The biggest villains of our time: sub-prime mortgage brokers! Sell as many houses to under-qualified borrowers as you can before you crash the economy!

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14881

 

 

 

Didn’t quite make it

Ran around in circles and didn’t quite make enough progress. I did learn while floundering about and hope to join the next LD! Possibly even submit a game next time. We’ll see, thanks for the motivation so far. It’s been a nice kick in the butt.

Makarun and the imaginery goat

If you want to play a game that has a twisted side-plot about an imaginery goat in a recursive nightmare, read on!

I submited my game Makarun in time and I am actually quite content with what I got. At least given the fact that I did not like the theme at all.

I’ll write a more detailed post mortem tomorrow. But I wanted to let you know, that although it is not written in the games description, in the end its absugoatly about goats.

4

Here’s my entry:
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=15341
Gratulations to all fellow campaigners who took part in the compo!

Happy to have (somewhat) finished!

This was my first Ludum Dare and I’m happy that I was able to get a playable game completed!

Subordination Day

screenshot2

Things which I didn’t manage to complete:

  • sounds effects
  • music
  • explosions on the buildings/fighter jets
  • missles
  • more city choices
  • defender fighters
  • a goat

I’m a little disappointed that I ran out of time with so much more to do, but all in all, I’m pretty happy with my very first entry!

Another LD Done

Well, I managed to survive another Ludum Dare.
I did intend to try to upload some WIP posts but again that didn’t happen.
My game could definitely do with a more work.
A better level, better AI flee behaviour, different stats for the different unit types… I could go on.
Victory and lose conditions would probably help too, forgot about them.
And I somehow completely managed to forget about the need for an ‘End Turn’ button. Oh well.

Its playable anyhow so go play!.
I will upload my timelapse video tomorrow.

Mission accomplished!

Whew… it took most of the 48 hours but I’ve managed to submit my entry to LD48. It includes sound effects but no music… and some graphics could be improved… and the NPC behavior could be better. Still, it is playable and the main design ideas are there. It’s also very short and easy but that’s beside the point. I suppose that now is the best time to write down what I’ve learned, so here’s a little “postmortem”:

What went right:

1) Planning: 48 hours go by really fast. I had the overall game design written down in a sheet of paper and it was useful for me to keep track of the work I had to do to complete the game, as well as to select what tasks would have priority.

2) JawsJS: I guess it isn’t a surprise that this library worked well, as it was created for a previous edition of LD48. It isn’t as sophisticated (in code architecture and features) as some other Javascript/HTML5 libraries but for an event like this, it fits perfectly. Congratulations to ippa for making and releasing this.

3) Brainstorming: dedicating a few hours for brainstorming about the theme was good to explore different ideas before committing to one of them. Finding a concept I was interested in was important to keep motivation to the last hour of the project.

What went wrong:

1) Preparation: I didn’t have much time to prepare for the event. For instance, as I didn’t test my alternatives for music generation, my game ended without music because I simply didn’t have time during the event to learn any of them.

2) Content: my game concept had a big storytelling component, requiring a good amount of content to be generated. Depending too much on content for such a quick project isn’t a good idea. In the end, I had to cut down on some of it and what I did create didn’t have very good quality (even considering my limitations.)

3) Focus: this was my first participation in LD48 so I just came in with the intent of “making a game.” For future editions I intend to set a more specific goal — learn a given language or tool, experiment with a concept (like procedural generation or user interaction) or improve a given skill (coding, pixel art etc.) I felt that not having such a goal led to some bad decisions. For instance, in the end my game was about narrative and choice. If I had this goal from the beginning I could have used more appropriate tools.

In any case, this weekend was great. Now it’s time to rest a little before taking a look at the games that were submitted.

 

Tags: postmortem

Twisted Neighborhood

Twisted Neighborhood

Twisted Neighborhood

So here we are, after two days of fighting with it, I’m finally having something close to what I had in mind. Basically the idea is – you’re playing as a villain with weather control system, and testing it on small island shaped somewhat to remind US suburbs.

The objective is to gather small objects (each object you can pick up with your twister adds you points) the more objects you displace the more points you get – and therefore your tornado gets bigger. And by that you need to destroy the whole village.

Today I’m hoping to record/create some sounds and finish the small details.

Before and after your villainous deeds.

tornado tornado_after

Polishing Up Our Game!

So tonight we are mostly working on polishing up our game! I’m really glad we are going to have an entry and even though this game is basic and filled with bugs its actually pretty sweet.

 

 

At this point we have most of the animations and all of the music and sound effects! Bunnies now die when you jump on them and they re-spawn! For our first completed game written in a completely unfamiliar language we are really happy with the results!

We have school tomorrow. We will probably submit around 4 P.M. PST

+1 Goats

It&#039;s a goat.

It’s a goat.

Game progress is coming along! Game is called “Nippon no Gemu”! We hope enjoy.

Short & The Big Deal 2600

Well, I finished. The coolest thing about my entry is that it plays and feels just like an Atari 2600 game. Click here to play.

An atari 2600 remake of a game I made for Speed Hack where the theme was... &quot;You are the Villain&quot; back in 2002.

An atari 2600 remake of a game I made for Speed Hack where the theme was… “You are the Villain” back in 2002.

There are multiple levels,  all randomly generated.

There are multiple levels, all randomly generated.

In the end I don’t think it reached its potential. I wanted to add pedestrians and cars as obstacles. Right now it doesn’t seem challenging enough. I feel like I’m hunting down the cops to beat them up. Oh well. In retrospect a warm-up and a pre-designing of the engine would have vastly improved this entry.

Click here to play.

Background, a couple sprites.

Took me all night to figure out how to make a background tile! But then I added a castle and a crosshair.

My idea is kind of simple, you are a villain inside the castle, and you have to shoot missiles at the incoming bad..er..good guys and stop them from getting into your castle. I want to add different powerups, enemy types, and that should take me the next 22 hours… hahaha… we’ll see!

ld25

Universe’s Next Top Villain : the wheel of occasional fortune

Yet another print of the game . This wheel shows up between levels and decides a small modifier for the next one. Game is pretty playable already but we want to make a really nice version before we can post it here =]

 

Screen3

Heist!: A Post Mortem

Heist!: Title Screen

So! I, like the thousand-odd other people who’ve slid their games under the door at the last moment, just participated in Ludum Dare. No kidding! It’s not like I’d be writing a post on this site for any other reason! But it’s still true. This was my first Ludum Dare, but not my first GameJam in general. I’ve been doing them all year, so I’m pretty gosh-darned familiar with the whole idea of making a game in 48 hours.

Not so familiar with the whole idea of do it all yourself, though! I’ve had artists, musicians, and sometimes other programmers, working with me on every GameJam I’ve done so far. So…this time was a little nerve-wracking! Combine that with the fact that I was out at a family get together for the first six or so hours of LD, and I was feeling pretty friggin nervous when I started!

But it all came together in the end :)

3

Once I learned that the topic was “You’re The Villain”, thanks to a swift text from a pal, I got my brainstorm on. The first dozen ideas I came up with were all super complex: what if you’ve just stolen a priceless jewel from a millionaire, and accidentally triggered the security, and now you have to escape his booby-trapped mansion! Sounds like fun! …To play. You expect me to a) build a mansion (already out of the question, let’s be real. I like to think I’m okay at 2d art. I draw cute stuff! but 3d is not exactly my area of expertise. Yet. I’ll get there one day!), b) come up with a bunch of mini game ideas (probably not too hard! time consuming, though), and c) code all the mini games? Oh, and it was going to be a visual novel? So I’d have to dust off my python skills?

Yeah, no.

After another few dozen terrible ideas, I decided this one wasn’t too bad. I have kind of an addiction to those games where you have to get the couple to sneakily kiss, without anyone seeing. They’re pretty fun! And very, very simple. So what if I built a game like that, but instead of staying in one place, you’re sneaking towards treasure? And when you let go of the mouse, you transform into a ridiculous disguise? Perfect GameJam fodder, imo. I like to make really simple games for this kind of thing, so that I can relax and gossip with everyone else doing the jam, and just… have fun! Why bother getting stressed out over something that I signed up for?

4

So I was pretty happy with this idea. I spent like, honestly, probably only an hour or two actually coding. hold down mouse: lerp towards treasure. let go of mouse: change material. guard’s looking and you’re moving? oops, you just lost a life. It wasn’t exactly rocket science. I got to spend most of my time with paint tool sai, doodlin sprites and backgrounds and stuff. I kind of regret deciding to build this in Unity, as honestly it probably would have been better in flash or something, but…I have never done a flash game before. Maybe it’s something to check out before next LD?

(Also, omg. I spent way too much time with FL Studio open, trying to remember how to use it. “I used to be good at this,” I said to myself. “Come on, Megan! You can make a cute, atmospheric violin-y loop! Even just something mediocre for the menu will be fine!”. That’s when I found the folder of my old FL projects. Um, it turns out…I was never good at this program? Resolution for next LD: become good at music! I’m sad I couldn’t pull that part of Heist! together, but there’s always next time.)

So anyway, I had a lot of fun! I wasn’t even really planning on participating, but I’m glad I changed my mind :) My idea was really simple, and it let me just hang out with some cool devs over twitter, and make some friends, and tool around in Unity for a couple of days…which, let’s be honest here, is pretty much my favourite thing to do.

Anyway: I hope you give Heist! a try, and I hope you enjoy playing it. I certainly enjoyed making it :)

(Play & Rate Heist! HERE)

Tags: post-mortem, postmortem, screenshot, SuccessStory, unity

Cruel Cruel Dastard is done!

Phew. I didn’t get everything I wanted to do with the game done, but it should be a reasonably complete experience. You can play it here! Now I think it’s time to sleep.

 

level10

Burglary, an action/stealth game about stealing from the rich and giving to those needing it: Yourself.

And here we go, a blog-post about my entry!

Burglary

icon

Explore the premises. Evade the guards. Pick locks.
Steal the treasures! And the escape with them.

Burglary, an action/stealth game about stealing from
the rich and giving to those needing it: Yourself.

Visit the Official Ludum Dare Submission!

Play the game on Kongregate!

View a gameplay video on YouTube:

youtube icon

Used libraries/tools:

Tags: compo, final, flash, flashpunk, ld25

Published : AnteChristmas

Comments

PackSciences
18. Dec 2012 · 16:50 UTC
What’s the goal ?

Scoring ?
nSun
20. Dec 2012 · 12:11 UTC
Yes I think.

Like most of the G & W challenge is scoring.

Here, otherwise it’s to spoil the Christmas grandchildren.

Preparation is key

I finished my first game and entry ever. Though I’ve been interested in making them for a long time, I found this to be the perfect incentive to relax (huehue) and create after two busy weeks of schoolprojects.

The idea I had for my game was some kind of roguelike shmup like BoI, with game mechanics like Hotline Miami, where you can aim freely with your mouse and have very fast-paced action and quick encounters. You get a reward/upgrade for clearing the whole level, which consists of multiple rooms just like in BoI. The story would be in the theme of this LD.

Though the game I entered is mostly a yet not complete engine, and less a game, I still feel proud. I’ve probably spent 20 of the 40 hours I’ve been awake and working this weekend on implementing the geometrical rotation of everything in the game, and actually got it to work. It just feels nice and fluent.

I made a level with goats but I didn’t actually make an image of a goat, so I didn’t get that in the game as of yet.

Other things I don’t have yet:

– Multiple room layouts

– Room transition

– Sound

– Upgrade system and other content. Etc…

Also, it sucks that I don’t have an executable, I wasted an hour on trying to make one, but my .exe (I used pygame2exe) searched for all my resources in the .exe itself and didn’t find anything so that pretty much sucked. Hence the title of this article.

If you need to install Python and Pygame to play it, I advice you not to. I’ll post the further development of my game here and will eventually have an executable that you can use, and an actual game.

Good luck with the compo/jam and I’m eager to play your games.

Willow

Learn to play “Memex” before it comes out

Sort of. More screenshots. :) Right now we’re in the final push of adding in all the details of the game. Level design, sound, music, story boards, etc. But here, have the instructions screen and main screen! You’ll notice I redesigned our logo to match the “Memex” theme a little more. (Also please don’t mind the sloppy cropping in the first shot. That’s what happens when you’re tired and hungry.)

Jamming to: TV on the Radio – Wolf Like Me

Almost there!

With less than 22 hours left to go on the Jam, I’m almost there! This is my first time doing a Game Jam, and am learning that it’s probably a bad idea to try and to a Game Jam in C++ >.<. In the past 50 hours I have completed the mission editor, and slowly pushing my way into the gameplay. It’s looking pretty good that I’ll be able to finish by the end!

 

LD25wip1 LD25wip2

Bombs Away!

Bombardier has been submitted for LD48!

I wish I had another couple hours to polish and balance it, but I’m still pretty proud of what I’ve accomplished for my first time.

In Bombardier, you drop bombs on cities, upgrade your bombs, and try to kill everyone before that pesky Super Goat can rescue them. 

Congratulations and good luck to everyone else who just toiled for the last 48 hours to create a game. :)

 

Empire Reclaimed – Finished!

In Empire Reclaimed you play as a race of conquerors who have returned to an empire they abandoned centuries ago. Command Cortex Transport ships and deploy your fighters to decimate cities.

Play Online (Unity)

Linux build available too!

Screenshot

Tags: linux, unity3d

Land of the Weebums (Unity)

sticker1

Well, that was fun! My first Ludum Dare, and actually my first jam I’ve ever entered with the clear intent to finish. Though I’m having a lot of fun checking out everyone else’s entries, I may create a future post about the development process on this game. It’s not a perfect product, but I’m satisfied with the result. This is something I wouldn’t mind polishing and developing further, into a more content-rich game.

There are a few things I wish could be improved in this edition, but I suppose that’s for a future post. It has a win condition – can you discover it?

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=2745

sticker2

 

 

Progress getting visible

Time for another post.

The editor ist done so far. It needs just some little tweaks. It’s possible to create maps, define rooms and place events, which of course are editable and will resemble things like enemys, sprites and engine-related stuff.

Gameplay starts to get shape, but there is no fun at this point. Colisions with walls are done and its possible to win a level by collecting all collectables and getting to the exit-zone.

We have an intro with pictures, handdrawn by Niki and some shitty sounds for picking up items. Walking also makes a sound, which isnt as bad, as the others. Maybe the most important thing is the perfectly working cheat for unlocking all levels^^

Tomorrow we will add fancy graphics for the main menu, the in-game-worldmap and the surprising ending-sequence. Hopefully there will also be enough time for some music. Finally the gameplay has to be concludet by implementing the enemys, so that there will be a possibility to lose a level. Maybe then the fun will kick in 😀 Maybe…

Have some pictures of the updated editor an an in-game-screenshot. Not much to see, though.

Editor2.0 GameBoard

Good night everybody.

Last Team Jam Report!

Well, this has been an interesting weekend. Not only did my programmer buddy left me, but today I get up and my artist says it’s not good for her to  march on either. I tried to do a little bit on my own, but I just didn’t have it any more. I was also gonna try to program a small back up game on my own, but I couldn’t focus on that either. So I regret to say that Team Jam is no longer and not submitting anything to the jam compo. I’m not sure what went wrong. There’s no who’s fault is it either. But it doesn’t matter. What I really wanted to do, was work with a couple of other skilled people over a weekend for fun. Which I did even for a little while. So, what did I get done? Well, here’s a room placement, thing to paint with:

http://www.newgrounds.com/dump/item/f442a9dd450a2716e91461e0f4d3faa7

The idea Super Villian Con was I think to build up a convention center only for villians and keep it secure. So you would of had to build up your meeting spaces, add on to the starter convention hall with various rooms. And then you had to build unique features to attract different villian types. All within a time limit. After the limit, your base would be attacked by super heroes or spies trying to shut you down. You’d fail or succeed depending on how well you’ve build up your base defenses. I would have at least liked to have gotten people running around in there, but again, I just couldn’t work on it. Oh well. Hopefully I’ve learned something for the next jam.

Later’s and good luck all!

Making some progress

I still have the rest of the day and night to finish my game for the Jam.

Here’s some works in progress.  Screen snap showing “Mr Toothy”

The player will play Mr Toothy and eat as much as he can, while avoiding fishermen, rocks and getting “beached as Bru”.

MrToothy1

 

 

Also here’s some music based on “Jaws” that I wrote.

http://drewfx.com/ludumdare/MrToothyChorus.mp3

Rotten Robber likes banks. Not a fan of ethics though.

I’ve first started coding this weekend I think (it’s all in Python). Before that, I did learn in a mostly structured manner, but this LD has kicked me in all the beginner’s places. Either way Rotten Robber is playable, with a villain hero who’s a downright scumbag too.

you can play ROTTEN ROBBER in your browser (just not IE or browsers from yesteryear, basically).

As a robber without much ethics, you’re made to choose between killing hostages in the banks you rob to get the safe combination, or just trying to crack them by guessing the combination. Except the more you wait or the more you kill, the more likely the cops are to show up. Lucky for you, the cops can be escaped, but most importantly they can kill and/or capture you crew, making future profits on bank robberies higher (less sharing). And if you shoot your captured crew before they talk, the fear you inspire will grow. Which, seeing as the whole armed robbery business is known for quick turnover, can’t be a bad thing on a business card.

BS, I felt it was important to make this game is choices and consequences, so as not to just be gratuitous bloodiness. Nothing with having fun with that in a game, mind you, it’s more of a momentary reserve I guess. Somehow, with the Newton massacre on the news, I couldn’t bring myself to go for a completely evil game logic, so I tried to balance choices with outcomes so that the villain gets retribution for the stuff he pulls, and then some. And so, sorry, but you might just have to die more than one way if you play.

So I coded 7 (8?) different endings, and I’m fu*{ed if I know whether they can all actually occur with the current balancing. Not being able to debug fast enough is my big frustration here (and balancing took a hit as a result). Also I guess I went for something too complicated, which is ironic considering that I am much more cautious about programmer’s time when I’m just being the game designer at jams, and now that I was the programmer, I completely overloaded myself. Still, it’s playable, though without any art whatsoever. It’s developed in codeskulptor, which was probably not the most adequate tool in use this weekend. However, since this is the tool with which I learned Python on Coursera (awesome awesome awesome class, if you people around you looking to jump into OOP, this is great). So, that’s enough yapping for now, good night / nap everyone, and here’s a little graphic sweetness:

Sans titre

(I pretend this is a UI and not a glorified debugging console btw)

Even more progress

screenshot114

All player units are complete!!!

I’ll try to make a video today!

 

Walking dude, check.

walkingThought I’d post more art progress, since my programming progress is CRAP. (Isometric is hard. Maybe only because math is hard. Maybe only because I’m lame.)

Anyway, at least I’m not the only one complaining. August just said “If we ever do this again, the protagonist is going to be made of paper bags.”

Here’s some sweet spikes.

spikes

Comments

Tate
17. Dec 2012 · 03:07 UTC
woah, that looks awesome!
17. Dec 2012 · 04:07 UTC
Graphics look rad. Isometric is a real pain in the ass.

Milestone 10

http://ludum.atrodo.org/

I just finished up the main mechanic of the game.  Each round a weapon is up for grabs.  In traditional MegaMan style, the villain boss has a new weapon to use, and if the hero defeats the boss, he gains that power.  So, each round, black is given a new weapon. If the white is defeated, black gets to keep it, but if black is defeated, white gains it.  And right now black always wins because white is an idiot.  Which is my next task, to make him a challenging idiot.

  1. Get the engine setup
  2. Make a black and white boxes for the two characters
  3. Setup terrain generation to have a playing field
  4. Create sprites for sword attacks
  5. Give white a stupid ai
  6. Give white and black health and health bars
  7. Setup multiple rounds
  8. Create guns with the physics system
  9. Create special weapons
  10. Add gaining and losing guns
  11. Give white a better ai
  12. Polish

The Greatest Relic Identify Expert – DONE!

I don’t have enough time to model the dargon and characters, but 2D art seams good enough for this game.

It’s my first time to embed story and some dialogs in the LD game entry (I’m not a native english speaker).

Hope you enjoy this little game. There are 4 levels in it, try to beat my high scores!

Entry Page

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Post mortem: The scope monster, and a look back

I finished, but I’m not happy with it. Lets call it a failed experiment.

To better illuminate this, lets rewind a bit.

My first Ludum Dare was LD19. I went in with a framework I barely knew and a set of balls made of pure steel. As someone who had spent a lot of time in the game dev world, I knew the thing I needed to succeed was a microscopic scope, so I did just that. I started with the very core of the game and worked outward. It all went very well. By sunday morning I was effectively done and had over 10 hours to polish and add features. The game shipped with all kinds of neat stat tracking features and generally felt very complete. It even had menus!

LD20 was more of the same. With a LD under my belt I went in with more confidence, but the same approach. The result was a similarly well polished Shmup with leaderboards and bosses. I focused on the elements that my LD19 entry failed at (mostly the sloppy controls) and again walked away very satisfied.

LD21 got a bit more ambitious. I went with an idea I initially wasn’t sure how to code. Google came to the rescue and End Of Line; my best rated/personal favorite game came to life.

LD22 was missed due to a job interview (I still tried, but couldn’t get power on the flight which was during the middle of the compo :(

For LD23 I went for the jam. Knowing I had an extra day, I went fancy on a rotation mechanic that ended up being a complete nightmare to code. It went OK.

Totally missed LD24.

Which brings us to now: LD25. On previous LDs I’ve always been more or less feature complete at the halfway mark, so the second half is adding features and polish. I wanted to see this time if I could start with a much more complex idea to start with. Instead of taking the “start small, work up” approach, I wanted to try the “Start big, trim to size” angle.

The compo started at 6pm friday here. By 1am I was pretty sure I’d cocked up.

I had, at this point, coded the core idea. I had a spaceship that you could equip modules to, with energy/armor/shield systems. But I was beginning to realize how complex this was going to become. There were a lot more interactions going on that I’d originally anticipated, and it was looking to be a mess of code. However, Saturday was a long block of time, so I soldiered on.

I hammer through Saturday and before I know it it’s 3am and I’m still a LONG ways from even having victory conditions. At this point I know things have gone sour. It turns out slashing scope is a lot harder than adding to it. When your core gameplay relies on all these little features, you realize that cutting them gimps the gameplay rapidly. You’re left trying to pull weeds from a desert; there’s just nothing to remove.

Sunday. 7am. Alarm going off.

There’s a loud voice in my head screaming “turn off the alarm, go back to sleep, you’re not going to finish”. That voice is beautiful. It’s music.

But no. If I quit now I’d have wasted all this work. I begin to quietly wonder how many “5 hour energy” drinks is too many. According to the bottle: 2. Now you know.

I had one goal at this point: Finish. Any feature that hadn’t been at least partially implemented and wasn’t gameplay critical was cut. This sadly ended up really murdering the “fun” since the enemy spawn patterns and waves ended up getting gimped pretty hard. However, 2 minutes before the deadline, I’m literally hammering out the last bugs in the fitting window.

So here we are. It’s done.

However, the game itself isn’t important. It never is. LD isn’t about winning, it’s not about making the best game of them all, or even making a good one. It’s about learning; and I just got a fantastic lesson on scope. I picked up the idea knowing it would be a wonderful test of just what the limit is for a 48h compo; now I’m pretty sure I know. LD26 is right around the corner, then I’ll get to take a remedial course and see how much I’ve really learned.

tl;dr version: Start small, build up. Never the reverse!