LD26 April 26–29, 2013

The Tater Conspiracy Post Morte

Hi,

I thought I would force my thoughts on how my first Ludum Dare went on you all.

I created ‘The Tater Conspiracy’ which is a first person treasure hunt game and my first jam game completed solo. You can play my game on my LD page here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14993

TaterConspiracy 2013-04-30 10-39-16-90

Theme: I was honestly suprised at the theme when it was announced. I am a 3D artist so I was concerned that the theme would be very programmer-centric (like weird physics). Instead we got ‘minimalism’ which is an incredibly broad theme but one that suited me well enough.

Ideas: I really only came up with two ideas: one was a Rez-esque racing game the other was the treasure hunt I ended up making. The reason I chose the treasure hunt was so I could try out some mechanics that I hadn’t done before that would help me in future game projects I have planned.

Programming: I am not a programmer, I have played around with Game Maker and Action Script but I do not know how to write code for Unity (my engine of choice). Not too long ago I discovered Playmaker; an add on to Unity that allows code illiterates such as myself to create state machines visually. This was the first time I have attempted something of this scale with Playmaker and it performed beautifully. The game mechanics revolving around picking up and dropping items was fairly easy to implement and debug when I encountered them.

Art: Art was constructed in my 3D Package of choice. To save time models were not textured just assigned a colour value. Lighting was switched to a linear workflow and was baked in to give the game a soft natural look. Unfortunately Baking takes for ever and I had little time to optimize it for the best effect.

Problems: My game was over-scoped, too many unique mechanics. I had planned to enter TTC into the main compo but since I was out most of the first day I had to push for the Jam instead.

Baking takes forever! And because of that when I had to make some level changes to fix an error I ended up with some weird lighting on one of the fences.

My maze was unwinnable. I had accidentally put a wall that cut my maze in two! I only found this out after several people had played my game and got stuck. I have since fixed this but it meant several hours of reuploading (because the files are pretty big and my connection sucks).

This was a wonderful experience and was a great test of what I am capable of and what Unity and Playmaker are capable of.

The Tater Conspiracy can be played Here

Thanks for reading!

-Korda

 

Dogsplosion

And other stuff.

dogsplosion

guru

car

It’s a minimalist point and click puzzle game! Have fun!

PLAY IT HERE

This is not about my game. This is about motivation.

I know for fact that I’m not the only one in this contest that uses FL Studio for music, and sometimes even sound. I’m sure a fair few of you have it on your hard drive.

If so, I’d like to invite you to, have you not already done so, investigate the “Fruity Dance” plugin. Trust me on this.

I know everyone has their own thing to keep them going into the late hours, and mine seems to be to open the “Fuego96-FL Chan” project that comes bundled with FL Studio, leave the music on loop and the dancers in the foreground.

This seriously keeps me going for hours

Well, that and copious amounts of carbonated soft drinks.

Will post a timelapse, post mortem, links to music, and all that jazz when Windows Movie Maker decides to stop being dead.

In the meantime, here’s a bit of shameless advertising for my entry.

Comments

30. Apr 2013 · 07:41 UTC
Hah, I just discovered the Fruity Dance plugin this Ludum Dare too! My personal favorite:

LD 26 Complete

I was surprised by all the negativity that we saw around the concept Minimalism.  The whole point of the theme is to limit us, because it’s that limitation that spawns creativity.  I found it hard to come up with a game idea, and spent much longer then usual brainstorming, I took a shower and a nap when I would normally already have started coding.  But I came up with something eventually and I am pleased with the results.

Boximalism

Boximalism

Play.

Potato Dungeon OSX build is ready!

 

Potato Dungeon is playable in all modern web-browsers, but for those that wish to run it locally there’s now also an OSX version available next to the Windows version. :D

Linux versions are coming soon! We’re even considering putting in some extra work and making an android port, but that would require a bit more work for the touch controls, and of course difficulty tweaks.

ojo7

play, download, rate it here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18340

 

Small update for Tale of MiniMale

taleMiniMale02

A small update to adress what has been written in the comments for my game:
– you can skip the intro now
– the text popups are now properly displayed
new version here

I will keep the main link (Web) to link to the original LD48 release.
Thanks to all developers for this awesome weekend!
I’ve already played and rated a lot of great games – but I doubt I’ll be able to test/rate every single one of the 18k 23k games haha!

post-m

Well seeing as I was unable to post updates during the competition, I figured I might as well write up a quick post mortem.

Things right:
-The theme, this was the only one I had an initial idea that I liked, so I was glad it won
-The design, I actually created a game that was completable in the 48 hours, unlike the last times I entered..
-Bug fixing, surprisingly the game crashing bugs that came up were fixable in minutes instead of hours.
-The actual programming, which went pretty smoothly and quickly!

Things bad:
-I was out of town, which actually didn’t hurt too bad in the end. (Probably due to the theme)
-The color of the buttons. They look horrible as blue and purple, I should have changed them but my laptop was almost dead by the time I compiled everything..
-The remaining bugs, there are at least two of them left, and they are just of the sprites not turning off in those rare instances

If you haven’t played yet, give Planes a try!screen1

The Particle Swarm by KamuKuda — Post Mortem

Hey, we too made it! Check out our Flash game The Particle Swarm submitted after 65 hours of development and design %) Let’s play and vote!

mainscreen_cleared

And here’s how it went:

THEME +/-
We were a little disappointed to find out ‘Minimalism’ won as we’d been hoping for something more exciting. But we brainstormed for 30 min, came up with several ideas, and settled on a puzzle game with 2D physics—a player would need to direct swarms of particles to black holes. Unfortunately, we failed to put any kind of story behind the game (like, why the particles need to travel, and how the situation develops from level to level).

TEAMWORK +
We divided tasks between the three of us: 1) programming the game itself, 2) programming a level editor, 3) designing and preparing media files, including UI elements. So everyone minded his/her own business, sharing the results with the rest of the team when ready. Occasionally we all came together to fight about this or that, which in most cases was called for and helped our progress :)

GRAPHICS –
The visual design part appeared difficult—nothing seemed to both look good and comply with the theme (hand-drawn images that we enjoy wouldn’t work this time). The simple-shapes-in-real-space idea only dawned on me at the very end of day 1, which was rather late really.

SOUND +
Once we decided how it was going to look and feel, the music and sounds came easy enough—just found here and there, not made.

DEVELOPMENT +/-
The programming process went well on the whole. First, we wanted to employ Box2D, but then switched to Nape for productivity’s sake, which was the right decision! We did make a mistake of working too independently on the tasks of developing the game and the level editor—we should have shared both the materials and the code. But the integration went smooth anyhow. It’s good we used GIT for version control, even though no serious conflicts occurred this time.

MISC +
We were lucky—no power outages happened while we were jamming!
Also, we had 2 beta-testers, and they even took care of the team by feeding us :) A great many thanks to the guys!

= LESSONS LEARNT =
We should, of course, improve all of the things marked negative above. In addition, next time we have to allocate more time to level design and testing. Also, we should think the gameplay through better, in more detail, before starting to code—this will allow us to make fewer over-corrections and changes, which are at times confusing and always time-consuming.

LD, thanks for the fun and challenging experience!

Streaming LD games

I’m going to play LD games today! Yes, I’ll play games made by YOU! You can suggest a game for me to play, even yours, and I’ll give instant feedback (Sorry, English is not my native language, I doubt I’ll be able to speak so you understand).

My stream

Tags: livestream

LD26 Post Mortem

I didn’t post any updates here during the compo, I didn’t feel like it. But you can check out my progress at my website. I’ll crosspost the post mortem.

 

Last Ludum Dare I had to drop out due to personal reasons. Thankfully nothing happened the past weekend. So that’s one of the things that went right. 😉

 

Things that went right

– libgdx, if you’re a Java developer, check it out. I used Slick2D during my four entries before this one and I was satisfied with it. But libgdx is so much cooler. I tried a quick tutorial on Friday eve and jumped right in on Saturday. It worked out great.

– once again, I kept the scope of my game small: infinite runner with minimal input

– Android, this goes with libgdx, but deserves its own point. Porting it to Android is so easy and it takes no extra work at all.

– Making the jar/apk. When I used Slick2D I had to add the dependencies in myself as well as the resources. I don’t know if it could be done differently, I guess Maven could come into play here, but libgdx does all that for you. So once again, in case you didn’t get it: LIBGDX

Things that went okay

– my code. I tried maintaining an as clean as possible codebase. But I dropped that notion. BUT contrary to the previous entries, the code I had written during the “clean” phase of my Ludum entry has saved me from entirely changing up the code when I added different enemies. Adding new enemies now isn’t a hassle, while with previous entries I… well, let’s not talk about it…

Things that went wrong

– The theme. I don’t know why anyone thinks Minimalism is a good theme, because it isn’t. I was really rooting for anything related to Death/Afterlife because I had an awesome idea that I really wanted to use. But there’s always next time right?

– Ludum Dare isn’t really a challenge anymore. I can comfortably finish up the game by Saturday night/Sunday morning and use Sunday afternoon to nag about how I have to do art and use the Sunday evening to create bad-to-mediocre art. This is either because the game I made now is reasonably easy to implement or because of the theme. But, for the next Ludum Dare, I am going to try to make a more interesting concept, a bit more difficult, so that there will be this tension to make the deadline.

Ideas for next Ludum

– make it more difficult for myself. Ludum is a self-imposed challenge. It can’t hurt to make it harder on myself.

– perhaps enter the Jam with some friends or fellow Ludum participants. (might be a good thing for the art)

– practice art (an ever returning item)

 

I look forward to rating more of your games. If you want me to rate yours, drop me a message or tweet at @MyMilkedEek

Duds (Jam)

So here is the result of our Jam with the last minute decision to learn Haxe 1 day before the LD started.

It was a pain in the potato that we had to abandon our initial plan and spend most of the time figuring out how Haxe and Haxepunk work.

While the core mechanic is kind of finished we couldnt manage to add more features and polish since we had only 2 days due to RL.

Tools used:
IDE: FlashDevelop
Language: Haxe
Library: Haxepunk
Graphic: Paint.NET

The idea was to have factions with little dudes that will follow what you draw in the background. They will follow the newest drawing if it is in the range of the Duds and either attack/mine along the way (with aggressive move command) or just ignore everything and move towards target (passive move command).

Click on the Screen to play the game !

screen

Fav 5 so far …

In no particular order, here are five of my favourites thus far:

Undercolor Agents

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=10234

Fight aginst the Hue Invaders … maintain the monochrome status-quo! Also … the potential for 8-player local multiplayer mayhem means I’m bringing this game (and a couple of extra keyboards) along to my next LAN.

Runnerist

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16667

Simple concept (just keep jumping) … devilishly hard to succeed. Awesome, addictive … and with some really nifty sound work too.

MinimaLand

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2645

A nice twist on the minimalism concept … but even more than that, this game begins to reach into “experience” territory. Strangely moving.

Telekinetic Minimalistic Cult

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21887

Hilarity ensues, as you attempt to sell the contents of your house to passers-by, without getting caught by the cops. Or run over. Words really don’t do this game justice.

(Follow the) Line

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17883

Elegant, simple, and sublime. Does what it says on the tin, and does it gorgeously.

 

 

Played all those already? Why not give my entry a go –> Ablaze. </shameless_plug>

Comments

30. Apr 2013 · 06:54 UTC
Undercolor Agents and (Follow the) Line are really great and addictive games. 100% recommended !
AirRider3
30. Apr 2013 · 07:14 UTC
The src for the a tag on UndercolorAgents is wrong. Just copy and paste the url into your adress bar and you will be good to go.
30. Apr 2013 · 18:41 UTC
Thanks for spotting that, AirRider3 … fixed!

Ludum Mainstream!

50 most commented compo games yet!

(Follow the) Line – Chman – 

Join – Perry –
Ming Imah Lism the Wizard ! – Gustera –
hru – gilmore606 –
Mini Pirates! – josefnpat –
XYZ – ataxkt –
DudeJump – agnulf –
Coin Collector – anbreizh –
Dream Fishing – Sophie Houlden –
Budget Squad – deepnight –
The Creation – netgrind –
Hipster Annihilator 9000 – deige101 –
CubeMaster – JimmyLord –
AlterSpace – guestcheap –
Cube cube cube – rezoner –
WhiteSpace – argo15 –
NinjaFlare – 8BitPimp –
Velocibox – invi –
Darkness – LrdKzrth –
Freedom – orangepascal –
Between the lines – martijn –
Invertigo! – unusualcadence –
Ludum lupus – Yozz –
Canon – sparkleswirl –
Fallen Outside – DDDBOMBER –
Balls Balls Balls – matthias_zarzecki –
10 Second Language – Loren –
Fantasy RPG #58 – Martze –
True treasure of Kartoffelschloss – mortus –
minsweeper – Attrition –
Shoot (AAA_FPS_GOTY) – quill18 –
Composition with Yellow, Red, and Blue – DaveDobson –
Katana Senpou – saint11 –
DeaN – Sakuyan –
100% Safe Download – 3.14 –
Dieter Rams Memory – aquilicoco –
Battery – onzephyr –
Folding – raincole –
Boximalism – poohshoes –
BASHLAND – Breakout Mario Mashup – McFunkypants –
Nine Tails – dualtagh –
Schizophrenic Astral Return – saggiosoft –
PRISMA – Dark Acre Jack –
You Must Escape – GertJohnny –
REVOLVENGARDE – Andrio –
llab – tonic –
simpLify – SonnyBone –
Wandering Darkness – Graham Weldon –
Escape – caasi –
[ ] – Yukon Wainczak -

 

Enjoy! (Jam list coming later)

T.O.M.B.: Post-Mortem and a Timelapse

Play the game here.

I really hated the theme at first. Well, maybe not hate, but I had no idea’s on what to do. I started working on my “Parallel Worlds” idea instead, but I wasn’t very motivated since I knew it had little to do with the theme. After working on that for about 5 hours, I finally got the idea for this game. Thankfully most of the code and stuff I made could still be used for this new idea, so I didn’t waste that much time.

The development process went smoothly without much trouble. Creating levels took longer than expected because of the slight “puzzle” elements of each room’s unique rule.

The “hard” mode in the final game was originally the standard, and only difficulty. I thought some people might find it too hard, so I changed it to hard mode and added “normal”. (Which was also apparently too hard for some people) :)

Graphics turned out okay, although I wish I had time to make some more tiles and add some variety to the visuals. I like how the player sprite turned out. (So cute <3)

Overall, I’m happy with how it turned out and I will continue to work on the game.

Tags: post-mortem, postmortem, timelapse

Fearless sneaks in

Fearless is out there, ready to be played.

Here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5454

null

Fearless is a stealth game set in a pseudo-abstract universe, you also have to find and use upgrades scattered through the level to find new areas, to progress further in the mission culminating in an epic final escape.

null

At the last minute I had a bunch of nasty bugs and stuff that didn’t show up correctly or at all. But I got everything sorted out, and now it is fully playable for your pleasure.

null

I was very late to the beginning of the Jam, but apart from those last minutes difficulties, it was going pretty fast. I think Ludum Dare begins to have a real effect on my game making speed. It is very satisfying to see yourself making games more and more complete in less time. I hope you’ll enjoy it too :)

Fun at the first ludumdare

So this was our first ludum dare. We think this was fun, but it was also very hard on the mind, since we live in Denmark, so the times are at fucked up times.
We think we ended with an awesome game, that we love.
This has been a great weekend lots of fun. Now it is time to relax and play some games 😀
if you want, you can play our game here.
http://www.ludumdare.com/compo/ludum-dare-26/?sortby=default&q=total+viking+power
Display

 

– Headless Hobo

miNOMalism FINAL – those pheromones won’t disperse themselves

miNOMalism is a minimalistic food chain ecosystem simulator, with you being its lowest part. However, thanks to pheromone distribution, you can control bigger creatures and keep the races from going extinct and thus the whole ecosystem in a balance.

You can play online or download a Windows version:
http://www.ludumdare.com/compo/ludum-dare-26/?uid=1163

1163-shot1

Only a few people (outside the LD community) has played so far, saying it was fun and “damn, HARD!”

I’m pretty satisfied that we’ve managed to balance the ecosystem to be manageably stable and still quirky. Planning all the rules before hand in a strict manner with no loose ends probably helped.

This was my 10th anniversary Ludum Dare and 3rd Jam, but it was fun and exhausting as always! :)

Thanks to my teammate Eatacay, we’ve got a great music and some minimalistic graphics :]

 

 

 

Tags: final, title

maximumCuriosity postmortem

The LudumDare48 Entry

My second LudumDare48 ended, LD26, I once again participated in the 48 hour one-man-army compo. The minimalism theme was one I rooted for, and while at first excited about it, it soon became obvious that I did not have any idea at all what to do with it.

I don’t want to spoil the game by showing the ending.

Even if I am in many ways more pleased with the result than last time, I will first focus on what when wrong.

The megashort version:

Wrong
  • No software design
  • No idea about what to do
  • Sleeping to much
  • Working too little
  • Silly crash bug (Related to first item on list)
  • No inventory (Related to first item on list)
  • Very little gameplay (It’s more like a shared experience than a game)
  • More fail-states (Only time running out can give you game over)
Right
  • Neat little wireframe models fit the theme
  • Emptiness and strange music satisfies my idea of surrealistic minimalism
  • The game is completable and fully deterministic
  • If you only play it through one time, you won’t ever see that it is
  • Very little code written
  • Good use of engine-functions to generate content

 

Different next time
  • More clear idea what to do (Make a design spec of sorts)
  • Design the clientside framwork before creating gameplay
  • Add more gameplay

 

The long and ranting version

I have never played myst, and I’ve always been facinated with it, maybe more the idea of myst, I’m too adhd to get into games like that, but I think they allow the developer to focus much more on story and content creation, and the style of a point and click game lends itself well to the minimalism theme in my opinion.
I started with.. A ROOM! Knowing not what to do, I added some pictures to the wall, and started the program, I found that I had forgotten to turn on texturing for the pictures. An idea.. Clicking the pictures could do that! And that’s the  premise of maximumCuriosity.

While the theme should be considered quite forgiving, a lack of inspiration should not. Here in Denmark, the theme was announced at 04:00 Saturday morning after a hard week at work, so I was sweetly asleep when all that happened. Waking up and realizing that “my” theme had been chosen, I went back to bed, hoping a dream would bring to me the necessary inspiration, it did not. Waking up after oversleeping left me in a confused and unmotivated state, not exactly my expected state-of-mind, as I had been looking forward to participating the whole week! Nevertheless, Jenkins was prepared, and the skeleton code was waiting. The first (and quite obvious) thing I learned was that one should not rely on discrete states for complex progression behavior. I did not really know what to expect of the game, where it was going or what one should be able to do, so implementing some kind of state-machine never really came up.. There is no one state telling that the camera is now looking at this picture, or that to reach that state, other pictures need to be activated. Instead there is a mess of “If this picture has been clicked this many times while the room is blinking and the tree is spinning” sentences, NOT at all how one should do it..
And quite frustrating to debug too. This became harder when I decided to delete one of the pictures while the game was running. The next thing that went wrong was not really spending 3 hours learning to model the tree, it was that I did not continue to model more things, much more time could and should have been spent creating content, and the task of creating content for this type of project is a quite rewarding one, however again, a complete lack of direction did nothing to help me. Creating something you do not know what is is a frustrating and interesting experience. I though it could be a freeing experience because “hey, it will be whatever it becomes” but nothing comes out of truly nothing. The next thing to go wrong, where a series of strange and random crashes.. The first one I found was that I had forgotten to protect a (particle-system scope wide) variable containing the top datastructure of all particlesystems, this was an engine bug, I’ve called it psys, and much fun ensued when I created an array of structures called… psys in the game, this not-so-particle-related datastructure was overlaid ontop of the particle systems, but C, being the forgiving language it is, gladly did as it was told, and wrote particle-data into this memory-space, and all was good in the word, until ofcause, I took grab of one of the (game-scope) psys structures and wrote data into it, poof, particlecode crashed hard (who can blame it). Next up: Double-freeing data, this one was not really that difficult to find, I had removed a picture from the game-world at one point, then during the transition to the portal, I removed ALL pictures (including the one I already removed). Next up: random crash bug.. I’ve yet to find this, and not really sure what it is.. I did run the game through valgrind a few times, and apart from a few invalid reads (corrupting not-used uv maps during model loading), I did not found anything, and I also did not encounter the bug, I hate that kind of bugs.. However it seems less common with debugging symbols, so it’s probably overwriting internal data, not good, but well.. Can’t have it all, bugs are difficult to find when they don’t show up consistently. The engine is kind of crap, but that’s part of the fun! 😉 Next time I will definitely spend some time coding a basic framework for progression of gamestate. I may start building something into the engine to allow easy management of player inventory, atleast have the GUI support addition and removal of objects to a auto-resizing widget.

Not that much to say, I still believe that walking through the game is an interesting experience (the first time!).

Scribbles and stuff

 

Hey,

Dunno, if there’s any point in releasing my scribbles and notes after the jam, but I’ll do it anyway. Didn’t have the time to scan all the stuff in the last days.

ld48_1 ld48_2 ld48_3 ld48_4 ld48_5 ld48_6

 

As you can see, I first headed into a completely different direction with all the Mondrian stuff until I realized that I might not be able to implement it as quickly as necessary. So I changed my mind and did something else that is similar to the upper drawing on the third sheet, just circles instead of bars. And inverted. And for two players. See the last sheet. And the game. 😉

Thanks to ya all for the great time. It was my first Ludum Dare and I’m sure it won’t have been the last one.

Cheers,
Sascha