LD26 April 26–29, 2013

Worm War postmortem

Hello and welcome to the postmortem for my second LD entry, Worm War.

I live where LD starts at very early morning, and as many others have pointed out, that’s not a fortunate time to begin. I was quite satisfied when I saw what the theme was, and I started thinking about the concept of my game. I thought about existing games which can be definitely called minimal. Then I came up with snake, which was the main inspiration for Worm War.

I thought that addition of guns would spice up the gameplay and make the game a bit more original. Allowing the player to customize their snake with different guns and armor was the idea that almost immediately came to my mind.

At first, I wanted my game to mimic classic snake as closely as possible – it would essentially be snake with guns. Shortly after I realized that it could be too slow-paced to be fun to play. I recalled a snake spin-off I played on my phone, where player wasn’t restricted to making 90º turns and thought that it would make a better base for a shooter.

What went right:

  • Concept. Some people have praised it in comments, and I’m satisfied with it as well.
  • Tools. I picked tools I’m familiar with, though I really need to learn how to make better music.
  • Following a plan. I aimed low, and I managed to include everything I planned at the beginning.
  • Programming. At this point, I can easily expand the list of equipment available or change properties of spawned enemies.

What went wrong:

  • Programming. The method I use to spawn enemies could be improved, as could be the AI (all or nearly all enemies seem to follow the same movement pattern now).
  • Graphics. That’s the thing which didn’t improve from my last LD.
  • Polish. In particular, the lack of background. People really complained about it.

Thanks for reading!

 

 

 

LD 26 – Plex Postmortem

TLDR: Links to my LD 26 stuff. It went well! Honestly.

LD Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1913

Soundtrack Page: http://curoi.bandcamp.com/album/plex-soundtrack

 

Phew! It’s been one hell of a ride this LD and for the most part it’s been a really beneficial and enjoyable experience! Plex has been recieving some very nice reviews and despite a few bumps in the road everything turned out pretty decently.

 

If you’re interested in checking it out, you can find the game here- http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1913

 

Now onto the GBU!

 

Good

  • The music went really well, especially considering the nature of it. In contrast to my previous entries, the music in this is of a way more natural, instrumental nature, based on real strings and what not. I’ve also released the OST onto Bandcamp, so if ye feel like supporting a lil’ indie dev along the way be sure to check it out here 😀 http://curoi.bandcamp.com/album/plex-soundtrack
  • Graphically, the presentation of the game was another pretty smooth ride. Minimalism led to more focus on a cohesive art style, and although it did come out sliiightly pixelated versus its original vectors, the entire game seems to hold well :).
  • Gameplay wise, aside from some conveyance issues and bugs with the HTML5 version (I’ll get to them shortly), the simple mechanics seemed to be a big hit for most folks.It’s humbling and awesome to see folks enjoy the game, its that kind of thing that really motivates me more to make and create content, games, etc :D.

 

Bad

  • Conveyance issues. The code in the game is supposed to draw an axis to show you the orientations of your flipping, but it doesn’t seem to work in levels. As a result people have had issues regarding this mechanic and not quite understand it. It’s built around the principles of teslation, but I will certainly implement this in a future version.
  • Level selection. I admit I was a little lazy regarding this so the game boots you back to the title each time you complete a level, which breaks some flow of the gameplay. Lesson learned D:
  • Music was originally a serious issue, as only one of the tracks would play. This has been fixed for the download version, but for HTML5? Well…

Ugly

  • Holy smokes the HTML5 export feature of Game Maker :Studio needs some serious work. Issues with randomize() functions plain not working and characters getting hooked up on walls for no reason caused me no amount of frustration. As a result the “Full” experience is really the downloadable version.
  • The video for the Compilation footage is barely audible in the youtube video. The audio, whilst a little low by nature and made a little more quiet in the video itself was basically blasted away by the volume of the other videos submitted, meaning the music and sound assets aren’t really showcased in that compilation sadly. I guess for future reference I should crank the volume up to 11 next time. It’s a real shame though :(
  • Some people can go diagonal in the game. Most can’t. I can only assume they’re Techno-Wizards, but for the next rendition I may just ensure that I keep movement bound to else checks as well.

 

Conclusion

 

This is what I love about LD. It encourages coming out of our little comfort circles to do something more than just retro inspired art platformers or the same kinds of games we usually fall into the cycle of making. It encourages open minds and the desire to better ourselves and others. It encourages motivation, and determination despite extreme crunch-time conditions. It encourages, at it’s core, creativity.

So, I’m going to sign off saying that LD26 has been a blast for me, I’ve loved most all of its moments. It’s certainly inspiring me to further the concept of Plex, building up on it giving it a good polish and education before sending it off to fend for itself in the world. For now though, I’ll spend my time getting ready for the next LD.

 

Cheers!

 

LD Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1913

Soundtrack Page: http://curoi.bandcamp.com/album/plex-soundtrack

Ai’n Av Diortem Post Mortem

LONG overdue. Second game jam, first one as a team. The experience was even better the second time around, but that’s probably due to the multiplayer aspect.

 

Ai’n Av Diortem is a Run-and-Gun platformer. The idea was a combination of two of our other Minimalism ideas: One was a game where you “level backwards”, ie you lose your equipment/abilities as you progress. Think Super Metroid, but in reverse. The other was a straight-up Super Mario Bros. style platformer without any background textures: you use light sources (initially: the sun) to cast shadows, and those shadows tell you where physical objects are (since you wouldn’t be able to see them). We ended up reversing the latter, so light was cast on a black background rather than shadows being cast on a white background. By combining the two ideas (a SMB platformer with weapons) we were also able to integrate things like gib physics and blood streaks/splatters to the visual aid mechanic, so that you weren’t just relying on casting sources of light.

We were thrilled with the idea and excited to execute on it…

…but we ran out of time.

 

What went right?

Theme: Speaking over dinner on the eve of the jam’s start, we were talking about what themes we’d like to play with. Minimalism was on the bottom of that list. As you might have guessed, we were somewhat crestfallen when the theme was announced. But we were here and we were ready to go, so after a minute of sighs, we headed to the whiteboard to drum up some ideas.

It went very well. We had a few ideas relatively quickly. We scrapped some, combined others, and made compromises as necessary. Within 15-30 minutes we were set on not just a game, but the title of it, as well.

 

Team: Our setup was good and we worked well together. I’m not a particularly skilled pixel artist and spent a significant chunk of my time last LD getting the graphics to look presentable (it ended up paying off; I nearly made it into the top 100 for Graphics last time). In addition to lacking the skill, I easily get frustrated by it and burn out very quickly. Having a dedicated graphic artist offloaded not just the artwork, but a lot of the character and environmental design from me, allowing me to focus almost exclusively on coding/gameplay design. And that, I can do for hours on end without budging an inch (except to go to the whiteboard). Partway through the second day, we also recruited an audio guy to handle sound and music, so now we had all of our bases covered. A trinity of game jamming.

 

Workflow: Since we were all working in the same physical location, we were able to add assets into the game with almost no process cost. Assets were just dropped into the network folder that the compiler pulled from, so once something was done it was dropped in the right location and automatically included. Nobody was waiting on anyone else, and the “process”, as it were, didn’t eat up time.

 

Scope: We had an initial scope that sounded achievable – it wasn’t – but as time went on we were able to easily identify what was core to the experience and what we could cut for time, developing a bucket list of features and things to add into the game post-jam.

 

Fun: If there was a limit to how much fun we could have, then it would have been a problem. But there wasn’t, so we had an awesome time.

 

 

What went wrong?

Scope/Ambition: Even cutting back a lot of the features and levels we wanted to include but couldn’t, we weren’t able to deliver on a lot of the core concepts. We scratched the surface of what we were aiming for in the last room, but took shortcuts to get there and it inevitably felt like an elaborate tease.

 

Polish, Lighting: The lighting seen in the game was a compromise. It was implemented initially as a quick trial-run to see how it felt in game and once it was in, I tried doing a pseudo-raycasting lighting engine where light would bend around corners, not pass through walls etc. I think some of the code is still in the LD26 source, but suffice to say it A – did not work quite as well as I wanted it to, and B – actually looked worse than the blocky lighting we ended up reverting to.

Polish, Physics: Another thing that received too much attention was the physics engine. It’s still not “correct” in that it doesn’t follow proper laws of physics, but we had something simple and fun earlier, but I kept tweaking it, rather than spending more time on the enemy programming and level development. It wasn’t a huge waste, but the additional hour or two spent on it could have been better used elsewhere.

 

Polish, Decals: “Decals” refers to the burn marks and blood stains that appear on the environment. As necessary as it will be in the grand scheme of things, it wasn’t entirely necessary to code for the jam. That is to say, it wasn’t prioritized correctly. We needed it, but we didn’t need it yet.

 

Controls: Bugs aside, the control/character physics were initially tested in a few debug rooms, but we didn’t have enough time to playtest it in the actual game, and it didn’t work well with the level designs we ended up going with.

 

tl;dr: Time Management. All of the things that went wrong with our LD26 experience can be boiled down to poor time management. We dreamed big, we thought big, and we attempted to deliver big – far bigger than we were capable of in 72 hours. I’m still quite proud of the end result, which still resulted in something very playable, but we got so caught up in our ambition that we ultimately failed to deliver on the theme, reducing it to a little room at the end that screams, “Hey, look at what we were going for! Neat, huh? Bet you wish we finished it!”

 

Not to be discouraged – we’re actually doing another game jam this weekend, to finish what we started. Or at the least, get much farther along with what we started. There are a lot of ideas we want to explore with the game engine and design philosophy our LD26 jam has left us with, and we’re going to cover as many of those ideas as we can. Look forward to it!

Some games I really liked

My favourites so far.

These are my 5 favourite games so far (out of 150).

Budget Squad – deepnight (48h)

1

This game blew my mind. You switch between two submarines, one that is invincible and holds a light source, and another which has a gun, but is very weak. The art in this game is stunning and the unique gameplay very engaging.

Snake in a Cube – OU GDA (jam)

2

 

Snake, but more confusing! A cool and well polished twist on the classic game (with great music).

CLRS – acatcalledfrank (48h)

3

 

Mix colours and defend the blob! Crazy and addictive.

Cubique Noire – Detocroix (48h)

4

 

A very stylish minimalist crime thriller. Featuring cubes.

CHAMELEON RUN – Split82 (48h)

5

 

I must admit I’m a sucker for these kinds of games. Very simple, but fast paced, slick and so very addictive.

 

Hope you enjoyed these games as much as I did.

Cheers – Seb (my game)

 

Tags: favourites

Hanging in there!

What can I say… sometimes you just have to try even harder!

blushingzubat

0

This entry was posted on Wednesday, May 15th, 2013 at 5:51 pm and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Video Update & Recommendations

RockLeeSmile over at Indie Impressions made a video of our Ludum Dare jam entry, Title: Subtitle, and agreed to let me post it. So those of you without Windows (or who, like me, watch youtube at work (or school)), can enjoy the following:

As a bonus, here’s one of our tilesets:

tileset


Now, in the spirit of “almost over”, I’d like to highlight some games that I really enjoyed but may have been overlooked by others.

Dragon Drop

Breaking the fourth wall is, hands down, one of my favorite tropes. This game delivers.


Life!

A rhythm game about juggling your responsibilities in life. One of the better adaptations of the Guitar Hero mechanics in a different setting.


Golden Age

There’s lots of games that peddle nostalgia. This one is totally unashamed of it.


Schroedinger

A twitch-based… runner? puzzle?… themed as a mathematical equation. This is a really great example about how aesthetics of a game can change the experience of playing it.

Screaming Cubes post-compo version

I’ve finally compiled together a post-compo, 1.1 version of my space simulator Screaming Cubes (incidentally just in time to maybe get some rates for the original version too).

Version 1.1 is vastly improved (after all, it’s several more days worth of work, not just two days), while still (of course) buggy, bit unbalanced and rather bare-bones prototype of a much bigger game then small tidy polished proper LD entry, but I prefer it that way anyway… I’ve decided to take SC as my official hobby project (I needed one anyway after all those years) and I have a lot of plans what to do with it… but right now I need to know – are there other possible players? I like my game a lot, but you could say it’s a custom made for a guy who spent hours and hours flying x-wing and Tie-fighter and elite and privateer and X Beyond and others and who always wanted a game like this but made in his own way, with a lot more freedom…

So calling for all space pilots! Let your voices be heard and force me to do another update!

Web version, Kongregate hosted
Web + Windows version on dropbox

Rate page

Gardener Post Mortem

The technology behind

This Ludum Dare I only could spend one day for making a game and I wanted to try out a new technology (HaxePunk). Usually that’s not a good idea for a time restricted jam, especially with restricting oneself even further.

Working with a new language and library worked surprisingly well. Tuning down the scope of my game probably helped, but Haxe seems to be quite a convenient language to work with. The HaxePunk library was a great addition to have quick results, as most of the basic engine stuff necessary for my game was already in there.

For creating some ambient background sound for my game I had a nice idea: As it is finally spring now in Germany, I wanted to record some spring sounds, like birds. I did this with my phone, which worked pretty well. Unfortunately transferring the file into Audacity did something very strange to the sound and it was too late to figure out how to solve it. That is the reasons the bird sounds seem more like from a jungle than a mid-European garden.

gardener_screen04

What’s that game about

As mentioned, I didn’t have the full 48 hours, so I had to come up with something really simple. The basic idea has some resemblance to my LD23 game Bottlecolonies, but this time with free placement and only two different colors. This makes the gameplay probably a little boring quite soon.

Can you spot the similar concept?

Can you spot the similar concept?

The idea is, that with each new planted flower, the existing ones will grow through different stages. If there are negative influences around (potatoes, mushrooms, different kind of plant) and surpass the positive ones (same kind of plants) the plant will decay. Additionally, a feature implemented quite late, the mushrooms will spread for a while. So goal and strategy of the game is to place the same kind of plants close to each other, block spreading of mushrooms and avoid the negative stuff around your seedlings. The rhythm as how the two different plants are seeded is quite simple. Each three plants it will change. You will win the game if there are enough grown plants and will lose if there are too many decayed ones.

What went right

  • Getting the idea (I already had this idea in my mind for OneGameAMonth for the theme “spring” and it also fits the LD theme)
  • Fast progress with a new tech (I’m surprised by myself how well I got into HaxePunk)
  • Making a Flash game (a lot more plays than usually with a Windows standalone)
  • Finish in time (was a long evening, but I did cut the features early enough)

What went wrong

  • Making the background sounds (as mentioned above, and took me some time to mix the few recorded sounds to not be to repetitive)
  • Player feedback in the game (A lot of people mentioned it: an indicator for the placing position and some feedback what will seed next would be great; I agree)

So all in all I’m quite happy with my entry.

Go play and rate

Tags: ambient background creepy sounds aren't either, flash, haxepunk, post-mortem

Comments

stromchin
16. May 2013 · 09:10 UTC
I remember your game from the last time! 😀

8 games in 48 hours: timelapse and infographic

As promised, a timelapse and graphical analysis of my LD48 project, minigames octacade. Let me first explain something about the workflow used here.  I batched several activities in order to save time.  Before even knowing what games I was going to develop, I created 70 random sprites, and 15 tiles and backgrounds.  After that I developed the games one by one.  For each game I selected graphics using a “graphical selector” that shows different combinations of sprites, tiles, and backgrounds.  After the games were finished, I created all sounds for all games, as well as explosions and particle effects, in a single session.

The batch activities are called “general activities” in the graphs below.  Other general activities are programming that is not related to a specific game, deployment (uploading, creating LD entry, creating screenshots), and “other” (not classified).

Some graphics were created during game development as needed, these are classified under the particular game that the graphics were created for.  This accounts for about 1-2 hours of development total.

ld26-infographic

Some conclusions:  I created too few tiles at the start, given how little time it takes to do it batch-wise.  More colour schemes to choose from would have been useful.  The backgrounds are the most time-consuming, not shown under “backgrounds” are about 30 minutes of creating backgrounds during game-specific development.  A more automated process for making them tileable etc. would have been useful.  Sound also took more time than I expected. I spent a lot of time unsuccessfully mutating sounds in sfxr.  Actually adding the sounds in the code took hardly more than 2 minutes per game. Surprising is that deployment actually took significant time, so this could be further optimised too.

About equal amounts of time were spent on each specific game.  An interesting fact is that the game I spent the least time on (Axis Invaders) was actually the most popular with the reviewers, and the game I spent the most time on (Digger) is my own least favorite. Story of my life… this is what inspired me to do this project in the first place.  In the wild, some of my simplest and even roughest games seem to be appreciated the most.  Once I find out which games people like most, I can concentrate on further polishing these games.

And here is the timelapse which the analysis was performed on:

And, before I forget, you can play the games here:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=14520

Tags: infographic, timelapse

My gf hates my game

She complained about the lack of music and I know she likes games for their story, not the gameplay :(

 

She also said it’s too hard (no pun intended), but she beated it!

It really is hard and it’s meant to be that way for now. I’m planning to add newbie mode with arrows on the platforms and checkpoints or shorter levels.

You can try it: here

 

Let me know if you beat it :)

 

gameplay screenshot

Natural. Gameplay screenshot

Mobius Post Mortem

Mobius Post Mortem

    From the perspective of 3beard’s C.J. Kimberlin

e24f500b84c9222cc00c55ccaae320dd

What went right?

Complete Game – Unlike our previous Ludumdare game, Plane of Misery, Mobius felt like a complete game. Sure it is pretty short (can be beaten by someone who knows how to beat all the levels within 10 minutes) and there would be some features that would have been awesome to have if we had the time (level indicator and possibly scoring of some kind) but the game was complete for the competition. The mechanic seemed solid and we created 21 levels that leveraged all the level mechanics of the game. We had sound (for those who played Plane of Misery this was a step up) and I was pretty pleased with the art style we went with (simple yes but we’re three programmers and not artists). We scoped appropriately and managed to produce a product that felt great for the time we had to work on it.

Mechanics – I’m certainly biased as it was primarily my job to create the mechanics for Mobius (physics, collision, ect…) but I felt that the end result ended up being quite smooth. It isn’t perfect, there’s a very obscure collision bug where the runner will flip out and skyrocket across the screen. One of my partners encountered it but we were unable to reproduce it to try to figure it out. Also I saw an odd collision behavior when a friend of mine try to jump at just the right moment at a bottom left corner and sent the runner in the opposite direction. Overall though the mechanic bugs seemed few and unlikely to encounter, which I find acceptable for a 72 hour competition.

Library Extension – Starting about a month before the competition, we spent time expanding the available functionality of the game library that we planned to leverage. This including creating runtime editing of objects, data reporting, UI functionality, parsing the output of a tiled level editor (cha-ching for Mobius), and much more. This was helpful, not only for the added functionality, but because in order to do some of these tasks, we had to dive deep into the library we were using which meant we were learning more about the environment we were working in. Information is usually good and it paid off for Mobius.

Warm Up – The week or two before the competition, I spent time creating a platform game with a single level using the library extensions we created. This ended up being very useful for multiple reasons. It had helped me figure out the gaping holes in the extensions we created, the same extensions that were using to create Mobius, it helped me further learn more about the game library we were using, and it help me learn about some collision quirks and issues that I would have otherwise spent time figuring out during Mobius. This may have been the most important benefit as some of these issues took me quite awhile to resolve and if I had try to figure it out during Mobius, it is possible the mechanics would not have been done in time.

Play Testing – +1 +1 +1 +1 +1!!! This helped out so much! We were lucky to have a few friends come over and try out our game in the various stages while we were working on it. I’m sure most fellow Ludumdarers would agree that it is incredibly difficult to judge aspects of your own game. Is the game fun? Was it easy to learn? Was this level as tricky as and fun as it is thought to be? These are hard questions to answer when you know the complete ins and outs of the game. So we had our friends play our game and they would tell us when they felt a specific gameplay mechanic felt odd or how easy/hard they felt a level was. This may have been the most valuable thing we did during this Ludumdare and I could not recommend enough that others do the same.

Dedicated Time for Level Design – For this Ludumdare, we allotted a set amount of time to be dedicated to level design. This was quite a bit different than our previous Ludumdare game where we were desperately still coding on Monday and spent the hour or two before the deadline creating levels. It turns out that level design is just as important as the game itself. In my opinion it is better to have less features and better levels then have a ton of features but the levels are terrible and not fun. We put aside time on Sunday to create levels for Mobius that friends were able to play and we dedicated most of Monday to creating and ordering the levels that we have created.

Managing Features – Managing what would be in the game ended up being an incredibly valuable tool while actually creating the game. We came up with a ton of ideas for Mobius during the competition and we would have loved to be able to incorporate all of the ideas, but there simply isn’t the time. Prioritizing what should be in the game versus what we would like to be in the game helped us push out a better product. We have a whiteboard where we worked and on that board was two lists. One list was all of the ideas that would be totally awesome to be in the game, and the other list was the items that had to be in the game in order for it to be ‘complete’. This helped keep things in perspective as we were dealing out tasks to be completed. Not every, or even most, of the items in the ‘nice to have’ list made it into the game, but some did and absolutely every item in the ‘must have’ list made it and it shows.

 

What went wrong?

Ordering of Levels – It’s interesting that I place play testing in the ‘What Went Right?’ category when I feel like we didn’t have our levels is an appropriate order by the end of the Ludumdare event and this is certainly an issue more play testing would have helped solved. The play testing we did do certainly did help us order our initial levels however there weren’t any friends available to help us out for the levels created on Monday (stupid jobs!).

Communication – There were certainly some communication issues with how each of us envisioned the game or at least how I envision the game differed from how my two partners did. It’s probably my fault, I’m sure I misunderstood them but regardless the original mechanic created Friday night for the game ended up being very different than how my partners envisioned it. This cost us some time as I had to change the mechanic on Saturday to match how the game was envisioned to be played.

 

Conclusion

Overall Mobius was an incredibly positive experience. Not only was the game much more complete than our previous Ludumdate event, I feel that it is genuinely a solid concept and a great game for a 72 hour competition. It’s my personal goal that Mobius should beat our previous Ludumdare game in the overall category and I think we will succeed. I learned a lot from creating this game and look forward to the next Ludumdare where I hope we will do even better.

Post compo version

I finally had time to fix the game and removed the delay between button presses:

I have uploaded a postcompo version:

Dieter Rams Memory entry

¡Thanks to the 87 people who have rated the game!

 

 

My top 5 games out of 100 I judged

I finished playing through through 100 games, some were pretty good. I think this theme sparked a lot of creativity because I saw so many interesting ideas it would be hard to go over them all. Here are my top 5 in no particular order..

Reach the Moon – Nanolotl

 

XYZ – ataxkt

 

Minimalismism – tayl1r

 

Dehumanizer – UltimateWalrus

 

(Follow the) Line – Chman

 

JOHN – Postmortem

This is a postmortem about my lövely game, JOHN, which you can play right here. If you haven’t played the game yet, this contains spoilers and the game takes around 2 minutes to complete, so go play it.

I’m rather happy with my game overall my third time around, though it is by no means a happy game.

JOHN is a game about being in a perpetual nightmare, and for being a game about eternity, it is exceptionally short. I was in a very similar mood as I was when I made my Ludum Dare #24 game, UNBOUND. The mechanics are very similar, the tile loading scheme is nearly the same, and the aesthetic is obviously from the same mind.

I began Ludum Dare on a stream on TwitchTV for the first while with my friend Brandon, known by lots of different aliases in lots of different places. It was fun, but I eventually turned off the stream on the second day because I wasn’t feeling great. That’s when I got most of my progress done.

Walkthrough of Authoring

Day 1/3 — A Plan? No.

On my first day, I got nothing done. I was still on stream throwing ideas out with Brandon, but none of them felt like they were any good. With the theme of minimalism, you could make anything, but I didn’t want to make anything, I wanted to make something special. I patched up a couple pieces of my game engine and went to bed early with nothing in mind to make.

It was then that I had a lovely nightmare-type dream that gave me the idea for the basis of the game. You would play as a character named John, and you would be trapped in a world that was inherently hostile, yet resembled something you once knew. I was excited to get working on it when I woke up really early, but I needed more sleep, so I went back to bed and woke up a little while later.

Day 2/3 — It begins.

This was the day where everything began to click. I developed a character with rather bright colors who resembled very heavily first version of the character from UNBOUND — you were top-down and were wearing a hat. I dropped the hat in UNBOUND, but kept it for some amount of depth in the character for JOHN. I made a couple animation frames and rigged together an animation system with some amount of character movement. This time around, I’d be rooting the sound engine within each of my game components so that I didn’t have to make too much artificial ambiance.

The character ended up something like this:

Character Progress (video)

By this time, I had figured out that I wanted the world to be a dream. You would then wake up into foreign world that would be revealed to be a dream. I implemented collision, a finalized map format, and a couple triggers in a special system. I drafted out the early version of the early “prologue” level which would span around 15 seconds on a standard playthrough, made another video, and published it.

Super Early Gameplay Video (video)

After the first level, I took a little bit more time and put together a bunch of tiles and sounds. I made title music, experimented with directional sound a bit, and finished a fader queue system that never did work right, which got some complaints in the reviews. I drew some sort of title screen too!

title_screen

I made something hostile in this game, which was something many people were complaining about in UNBOUND — there was tension, but nothing actually out to get you. I ended up with my lovely shadow demon:

Shadow Demon (Rough) (video)

After making that good gameplay element (which would only appear twice in the whole game) I decided to hit the hay for the second time.

Day 3/3 — Finish! Polish! Publish!

The third day consisted of finishing up the game, adding an ending, and fixing a couple sounds. My TODO list from the day reads the following:

  • Make Shadow Demon pretty
  • shadow_scream.ogg
  • Third Level
  • Fourth Level
  • tunnel_ambient.ogg
  • tunnel_cue.ogg
  • Atmospheric glow
  • Make wall scratching scary
  • VICTORY

And so I did everything on that list (though I changed the shadow scream to more of a non-human screech thing) and made existing assets a little bit prettier, about as well as I could given my lack of art skills.

I uploaded a video of my third level before moving onto the fourth and final level to demonstrate to some friends what sort of progress I had made with everything.

JOHN – Progress! (video)

I sent the game to a few good friends for a little bit of testing. The feedback was mostly positive, except that the game was really short. It was really short. I fixed a couple game-breaking bugs, and uploaded my entry with a couple hours to spare.

I went to bed some hours later after playing a few games and promoting my game on a couple of those streams.

General reflection

Unlike Ludum Dare #25, I’m not sure I had what I’d call “fun” with Ludum Dare 26. I’m happy with what I produced, certainly, and it was a great relief to pour my emotions into a game like this. Going into the competition, I felt depressed and terrible, but coming out of it, I felt quite a bit better. It didn’t last, but it was still a great break from the bleakness I had been living in.

My biggest issue in the ratings is going to be the length of the game. I personally feel like it is a “Ludum Dare size” game, as people must remember that there are over a thousand other games left to rate after my game, and I’d rather not take up all that time with a long story of pure anguish.

I’d love to do a write-up of the level format I wrote specifically for JOHN, so keep a lookout for that, as it’s a rather efficient format overall with relatively good results.

Thanks for your time.

Minimal Annihilation Postmortem

Minimalism is not easy, with just 48h feels like anything you could do should be minimalistic by nature. I usually waste half a day at least to get a good idea but this time the idea come up quite early, a simplified strategy game. It is one of my favourite genres and I thought it would be funny to do. And it was very fun indeed :)

Link to Minimal Annihilation

snap3

The concept

starcraft_terran

The inspiration came from many places, a quick list:

  • Shadez: A game I played long time ago that consisted in building units using a cooldown system to the enemy. It had no building and the view was a lateral scroll.
  • Starcraft and Dune 2: I wanted the player to feel like in Starcraft, and many elements of the game are borrowed from the Blizzard game. Resource gathering, building, unit training.
  • 8-bit Starcraft video: A fake video that appeared some time ago in youtube, I really loved it. A pity we never had this one 30 years ago.
  • And even more inspiration from my childhood, like the Dr Who droids for the drones, the Turrican armor for the soldiers and the Starcom set of toys for the rest on units.

starcom
What went right

The idea

I have never played an strategy game with these game mechanics, and there was the risk that the game wasn’t funny after all or that the game mechanics didn’t work when put together. The task of setting up unit behaviour, movement, etc for this game take a long time, almost a day and a half without knowing if the idea would work, but at the end the feeling was what I expected

The graphic style

I’m not a graphician and I feel I’m not good at it. In my last Ludum Dare I spent many time doing graphics, and for this game I needed all the time to program a proper RTS. Thanks to the theme I could go for black & white graphics, they ended looking very “Apple like”. Another good decision was to scale them by 3X, allowing me to draw all the graphics using pixel art style. I’m not so bad at pixel art because I spent many hours as a kid playing with Deluxe Paint on Amiga, for fun and for some freeware games. The UI ended being quite good and big at the end, and the minimap works, although nobody has noticed it I think.

Image2

Technology

For the scope of the game I needed a language I am comfortable with, and again I decided Flash/AS3 would be the best to code the game fast. I still want to try to use Unity3D for Ludum Dare, but it will be in another occasion. And I wanted to use Flash to publish the game in a web browser.

Particles

Very little time left to submit the entry, I’m very tired. I take a look at my todo list and I read “particles”. I thought “Yeah, they would be cool when a unit dies, but I have no time for almost anything”. And then I coded the most minimalistic particle loop I could imagine, I just needed the particles to move, to detect the ground and to die.

And they were done using just five lines of code, these ones:

x += dx;
y += dy;

dy += 0.015;

if (y >= Game.GROUND_Y) dy = -dy*0.7;

ttl–;

Fool of me, I only used them when a unit dies. I could have used them to indicate that the droids are mining or when a unit is firing, but my mind was running out of fuel as I said.

It has sound!

Yes, it is my first entry with sound. I lack any musician abilities, but I have seen other people using tools like Autotracker to generate the sound and I decided to try to include some sound in the game this time. I had also downloaded a synthesizer tool to add some sound effects but at the end I only used one sfx for the clicking.

What went wrong

No right click

I was very happy on day one, the controls could be like in Starcraft: left click for select, right click for action, excellent. But then I remembered I wanted to distribute it via web, and Flash only allows the right click on AIR applications, (facepalm). I had to spent time patching all the code to make the left click behave in a different way depending on the different situations and it turned out to be quite difficult. The result, sometimes after you have done something with a drone and click on another unit, the drones move to that unit, losing the last action, usually mining minerals.

Nasty animation engine

At some point I had to deal with the unit animations, and the solution I implemented was quite basic, there was not much time to do a proper animation system from scratch. The result is that any new unit required to copy&paste several lines to load the graphics and create the images for both factions. The most tedious and boring task to do while developing the game is this one for sure.

AI

One of the trickiest parts to implement. The AI is not very clever, at least knows how to get resources and to build everything. It can be a challenge to the player, but when the player knows how to win I think it is easy to win. Basically how it works is calculating its status and the oponent status and then acting based on its needs. Pretty basic but it does the work.

snap4

Lack of time

This is quite normal after all, milestones suck. I had a lot of things I wanted to add, like a proper tutorial, more sound effects, more builds, more types of units, add a repair option. The unit balancing is was iterated many times but still need a lot of tuning, I am glad (and surprised) that several people has asked for a final version of the game. I can do that, should be easier with plenty of time available :)

Conclusions

My scope for the game was too big, event a minimalistic scale and I had a hard time trying to implement everything I had in mind. But at the end I managed to get a full mini game, and I think that most RTS fan will find it very enjoyable. For next Ludum I hope to do something simpler, this way I will have time to focus in the sound or in doing something with Unity. But anyway I am very happy for having implemented a mini-Starcraft in 48h!

Comments

goerp
17. May 2013 · 16:48 UTC
Actually, only having the one mouse button in the end I think was a good thing for the game.

It took some getting used to, but after that it was sooo easy.

Just click, thats all.
20. May 2013 · 21:14 UTC
True, I didn’t had time to try it. Big thanks!

LD26 at Blue Brick

7 guys walk in. 7 games walk out.

We at Blue Brick invited some friends and made quite an event! For your entertainment we’ve set up some cameras, started some screencasts and put together this video. Enjoy!

Don’t forget to enjoy our games as well!
The Room by dragonee
Be The Wind by dstozek
Greyspace by Spierek
100% Safe Download by 3.14
Rex Galaxy and the SpaceSkull by ret44
8 jumps and a fat man by exclamationMark
raveGRID by sick

Thanks everyone for watching, kudos to all of you Ludum Darees. We are sooo doing it again for LD27!

Comments

3.14
16. May 2013 · 19:34 UTC
I’ve been there. I’ve seen it. Most of the footage seems like slow motion… In reality, tempo was much faster. Great job on the video and congrats to all the guys jamming at Blue Brick HQ.