LD26 April 26–29, 2013

By the way, we’re DONE!…

… even if we were too tired last night to post about it.

So play and rate our entry here :)

Minianimalism!

I’m in!

 

On my defence I didn’t intend to take part in this edition, since I had to visit family. I ended up making a game with my sister. So, here is what we plan to use for… the game we released yesterday:

Techs

  • CraftyJS (HTML5 game framework)
  • Notepad++
  • Photoshop
  • Pencils, paper & image scanner

Existing stuff

  • Some code from my previous LD entries

Here is our entry, a short game called “L’Hypnose” which was mostly programmed on a train. I was afraid that people would find the game “slow” and/or “weird”, but so far the LD community seemed to actually enjoy it! Awesome.

 

This was my first LD, and it was fun :D

I joined the competition after 3-4 hours from the start, I was in a hurry so I wrote a very minimal “I’m in” post.

Now that I have more time and I’m more relaxed let me write something about the tools used in my entry.

Development: Construct 2 – free edition.

I tried out Construct 2 for the first time for the LD because I wanted to do something in HTML 5 and wanted to try something new.

I found it very easy to use and very powerful, although the free editions has some limitations.

Drawing: Graphics Gale

Sound effects: SFXR

Music: Online studio on Soundation.com

In the next days I’ll write a Post Mortem, too.

Click here (or on the image below) if you want to try my game 😀

How I made a game in 48 hours

Below is a fairly accurate account of how my weekend went while making F*** This Job

Day One

0830 Got up, had porridge and a cuppa, got dressed
0900 “Minimalism? Bugger.”
0930 Lots of Googling, etc. “Minimalism…Do more with less”
1000 “I’ll make a one-button roguelike!”
1030 “Screw that.” Decided on a one-button platformer instead
1100 Drew complicated sketch of how the game will play

1130 Guy is now running and jumping back-and forth
1230 Basic level loading and tiling done
1300 Wife asks what happens if you hold down the jump key. Turns out the guy starts flying. I assure her it’s a feature…Not a bug
1400 Added spikes and player deaths
1500 Went to ‘Burger Off’ to refuel

1730 Back to work, added the stegosaurus thingy which would later become the mutant rat enemy
1830 Added exits – levels now have a start and an end!
1900 More enemies that look nothing like they’re supposed to (except the gun turret…That sort of looks like a gun turret)
2100 “It would be awesome if I could add Super Meat Boy-style replays…”

0000 Somehow added Super Meat Boy-style replays

0200 More enemies, tile types and general bug fixing. Added just about all the mechanics and elements so I can focus on polish and level design tomorrow

Day Two

0830 …SNOOZE…
1030 “Oh **** it’s still Ludum Dare!”
1100 Fixing up the main menu and level select screen
1200 Found my dusty Wacom tablet…Time to make an intro
1400 Finished the intro and outro. His fingers look weird but whatever
1500 Designed a few tutorial levels
1530 Ran out of bacon, went to the shops
1630 More levels, bug fixing the replays
1930 Redid a lot of the art for the enemies, spent ages trying to make a decent run animation in 3×3 pixels (didn’t work – he looks like he’s moonwalking)
2200 Added sounds – thank you AS3FXR!
2230 Added a poster to the intro and main menu (bonus points if you recognise it)
2300 Home stretch! More levels
0100 So many ideas for levels but they take *ages* to tweak and get right! Oh well, 24 will do for now
0130 Compiled and submitted
0200 Final tweaks and fixes… Need to get up for work in 5.5 hours, better go to bed

Tags: Flixel, foodphoto, journal, LD#26

MrHipst

Howdy ho,

9 hours before the Jam ended i found out about it. I loved the theme much, so decide to give it a shot. So in those last hours, I gave all :) and created MrHipst.

About:

MrHipst is a simple platformer, where you as player have to find your hat, bow and glasses.

Screenshot:

Play and Rate Here

Controls:

Arrow keys to move

Space to jump

You can’t save the cows

Well this was my first Ludum Dare and it was awesome.  I didn’t quite complete a finished game but I came really close and I learned a lot.  All in all, a better basic strategy would have helped me finish my game, no matter what the final quality would be.   So now I have this idea of what to learn and practice before the next Ludum Dare.  Here are my thoughts  on process/strategy to follow:

1.  Setup

– an intro screen

– a how to play screen or text block on your intro, including controls description

– tries counter (if your game style has lives or limited tries) in a HUD

– scoring display in a HUD – depending on your tools, set up the containers where you’ll display some gameplay stats

This should be fast and get you up and running with the basics.

2.  Next implement basic game play conditions and update your above scoring.

If you get stuck on a game play mechanism or feature and end up coming close to the deadline, this should be where you cut features and finish with a basic playable game.

3.  graphics, music, sound

Once you have the basics in 2, you can add some flavor graphics and sound.

After 3 you can go back and forth between #2 and #3 and the rest is just making your game better and better, but you have a “finished” game at any point in time.  At least this is my current theory, I’ll tell you how it works out next time.  :)

And of course please vote on my game: UFO Invaders Love Steak.  Sorry, you can’t save the cows.

UFOsLoveSteak

Orbicular is done!

Please have a look, here (web Flash) – you might like it. It features dynamic ambient music.

screenshots

My first entry! Loved it, and will enter again. Missed the first day of LD, but I managed to enter the Jam and cross the finish line (all that matters).

Overall happy with the result.

The good:

  1. I did it!!!
  2. Separate tracks fading in and out makes it atmospheric.
  3. It kinda looks nice and minimalistic.
  4. The later levels move in interesting ways.

The bad:

  1. Wish I had more time to spend on the music.
  2. Threw the levels together in my sleep.
  3. Didn’t have time to explore mechanics.
  4. The game is very hard, especially since you only have one life.

Rainbow train

Unfortunately, one user was unable to even start my game and I don’t know what the problem is. Please check it out here at notify me if you can’t start it too, and your version of Windows.

Seed for Mac OSX

 

After the Windows version, I am happy to announce that Seed, the first Minimalist Pixel Gardening Simulation is now available on Mac OSX (10.7 +) !

You can play it right now here (and even rate it if you want :) )

Linux version coming soon!
game 2013-04-28 21-50-05-14

Platform Jumper

After reading the Ludum Deals page I knew that I had to make a game in Atanua.

So I did. This is Platform Jumper – a very simple game where you need to avoid falling off floating platforms. Made only using digital logic – No programming.

platformjump_main_ss

It was definitely hard work, but it was very satisfying when I started to see it working.

My main problems in making this came from rushing into making the circuits rather than actually designing them properly. As it turns out digital logic is very hard to debug and more tedious to change than programming.

Due to making before designing I had issues with the game clock rate. It works at a clock rate that is a bit too low than I would have liked, but if I increased it collisions stopped working.

Making this game was very rewarding and I’m glad that I chose to make it out of digital logic. However next time I think I’ll stick to conventional programming.

Comments

DST
30. Apr 2013 · 09:47 UTC
I think it’s a very very neat idea!

Stijl Timelapse and Mac O SX scripts for creating timelapses

I noticed others created timelapses in past LD events, so I thought I’d try my hand at it too. Here’s a quick timelapse of my game development for LD#26. I only took snaps every 2 mins, so it’s not a very long video.

I’ve shared the scripts I used to create the timelapse videos on my github account for any Mac users out there who might want to use them.

Critical Failure – Post Mortem

Hi there, we linked our game last night but were too tired to write a proper post mortem.

When we heard the theme was “minimalism” our entire team groaned, as it was the one theme we had all down voted. However,  we had to press on so we brain stormed to come up with our own take on minimalism – as you play the game, rather than gaining upgrades and the game becoming more complex, you sacrifice abilities to stay alive. By the end of the game you are surviving on -minimal- power! A little tenuous but it gave us an idea we could all be enthusiastic about.

Yay, you killed the initial boss!

Yay, you killed the initial boss!

Play Critical Failure (Flash)

Overall we are very happy with the game. It came together easily in the end, however because both our designer and programmer had to work Monday, we didn’t get the time we would have liked to polish the game. The control system needs tweaking, some of the dialogue text is buggy and not synced correctly, and we didn’t have time to play through the game enough to test the ending (I think at the moment it returns to the main menu too soon). That said, we did get a lot of features implemented – all the side panel buttons work and give interesting functions (rather than just stat changes) and the game is enjoyable to play if you can see past the issues.

We have tried to make games together before but never made much progress, mostly because 2 or 3 of our team work in game development and they often don’t have the time and energy to make games out of work as well. So LD was a great chance for us all to get a finished product to show what we can achieve. As an artist I was amazed at watching my images come to life and start moving – it was like magic.

If we were to do it again? Hopefully we would get a theme that was more to our tastes. That being said, I do understand now why people wanted minimalism – very simple but experimental games keep the features list as low as possible for polish and testing. Given a second time around I would look for ideas that can not only be completed in the time, but also finished up and properly tested as well.

Would love to Ludum Dare again!

– Sam, lead artist.

Comments

wonderwhy-er
30. Apr 2013 · 10:35 UTC
Yeah, LD is good at making you do it while usually you can’t for some reason.

Great game!

Find Utopia in my Jam entry, A Space Opera

Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results.  Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.

screenshot100 (2)

Tags: jam, space

Impressed With Myself :D

I’m normally not one to write a postmortem, but I was VERY impressed with what I got accomplished in 48 hours!!!
ProductionVille Cover
ProductionVille is a very stripped down version of a city building/management game with some strategy elements to it. The island you play on is randomly generated each time you play, and the goal is to essentially make money. More info can be found on the game’s LD page HERE.

What I Like About It:
I love that I managed to get the random world generation working as well as it does. I would have never been able to do it so quickly had it not been for my warmup game I never finished xD
I am incredibly surprised with how well the structure placement actually ended up working, I can’t find any flaws in it yet.
The GUI is another thing I liked. Before this I had only made one game in Unity that had a GUI, and it was a poor one. The one in ProductionVille perfectly scales to the size of your screen and is very well placed and organized in my opinion.
The camera controls and overall feel of the game is great as well. I added tons of functionality to it, including object in-placement being transparent, I thought that was a really neat touch :)
The statistical and overall complexity of the game is what impressed me the most. Not to toot my own horn, but this is a pretty complex game to be made in 48 hours, and the fact that I managed to do it with a mere 20 minutes left in the submission hour makes me quite optimistic about my future as an indie developer :)

What I Wish I Had Time To Do:
I really wish I had sound and music. Some simple placement sounds and some ambient environmental music would have sufficed, but if I wanted to finish the game at all I needed to forget about sound and music sadly.
I was originally planning to make actual workers show up and actually perform the actions they were assigned to… But I had nowhere near enough time to do this.
I would have really liked to add in-game instructions and controls, but again… Not enough time.
And finally, I would have liked to add an actual game menu with world size options, which surprisingly wouldn’t have been that hard considering how I programmed the world generation, it’s easily scalable.

Overall this is easily the most I’ve ever gotten accomplished in a Ludum Dare and I have no idea how I managed it… But I’m glad I did, and I thank this competition for rapidly expanding my knowledge of game development.

And also… Congrats on 2343 submissions!!!

Let´s do more cool stuff together

I loved this years Ludum Dare. Although the topic was hard, it also was so much fun to do this. But why end the fun here?

Let´s do some awesome stuff together!

I have a G+ Community called “The Art of Games“, – made by indie devs for indie devs and 100% non-profit! Join it here:
https://plus.google.com/u/0/communities/115426482608060275006

Or join in on our live hangout discussion this Saturday  Topic: How to monetize your game?
https://plus.google.com/u/0/events/cidjbcsika7va8ogdqfd9n2jb34

The hangout will also be live streamed in case you can´t join and will be on youtube after that. 

Want more? Why not watch one of our previous Indie Game Dev Hangouts here:
http://goo.gl/7wBX8
Come and play with us! We are all passionate Indie Game Devs like you!

GameDev

 

Post mortem

What went right:

– had fun

– ate healthy

– slept enough

– submitted

What went wrong

– hated the crapy graphics

– hated my (first) game for having no sound

– took too long to find an idea

– didn’t spend enough time on my game

– was interrupted too often and too long by my family

– submitted to jam

-submitted crap

– was killed by compiler

– didn’t capture my whole work for timelapse

What did I learn?

– willl have to learn to make some real graphics and animations

– should not use C for this

– video velocity 3 ain’t the best timelapse solution

– 1 frame per 15 seconds is a little too fast for timelapse.

EDIT: What also went right: Wasn’t the worst (jam) entry at all. And was in theme top 100.

EDIT 2: Reading this post I was worse than the worst jam entry^^

Tags: post-mortem

Game play video and postmortem

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=232

What went right

  • Finished something playable, check!
  • Aim of making prototype I can later improve and release as a good game, check!
  • Minimalistic, check!
  • Idea came to me pretty quick, Google helped to find lot of inspiration that I remembered
  • Made a game close analogues of which I don’t recall, check!
  • Had loads of ideas and FUN, check!

What went wrong

  • Photoshop after reinstall of drivers hangs because of color modes or something, did not check that before compo, obvious pitfall, ended up using Paint7 which sucked, then Pixlr, then Paint .Net
  • Did not use Flash stuff for UI using bitmap icons instead, bad result and eats more time as its not WYSIWYG enough
  • Did not slept enough, slept 18 hours in 3 days which is BAD, as now start of working week is ruined
  • As usual ,went for quite experimental game which is impossible to polish in 48 hours to have good game play
  • First day went so good that I was too calm on second day thinking all is good, while it was not -_-

Lessons for next time

  • Learn to use AudioTool or something similar with license allowed for LD
  • Check all the tools, even ones that worked yesterday
  • Find ways to work in more stable and motivated way, aka more sleep, less slacking around even if I think that I am doing good
  • Start making levels as early as possible, doing it too late, as usual

Tags: gameplay, post-mortem, postmortem, video

Arena – Post-mortem

After having the full day yesterday to relax a bit (aside from my day job, of course), I thought I’d talk a bit about the development of my game and my experience with Ludum Dare in general.

To begin, here’s my entry ->  Arena

 

This was my first entry in Ludum Dare, and as excited as I was in the week leading up to it, my nerves started to hit on Friday. My brain kept throwing out random excuses to back out and the urge to listen to them was pretty strong. Luckily, my girlfriend encouraged me to stick with it and we went out Friday night to stock up on healthy snacks for the weekend. I decided to go to bed before the theme was announced – I didn’t want to risk trying to sleep with a million ideas running through my head.

I have to admit  the theme was a little disappointing to me at first. Mostly because I had already mentally developed a few ideas for the other themes, but had no plans in mind for this one in particular. That being said, as I graphic designer (day job), my personal style is minimalist in general so I started thinking in terms of visual style first.

Construct 2 was my engine of choice for the competition – it’s relatively new to me (about a month), but the way it works makes a lot of sense. Since I’ve started using it, I’ve wanted to make an isometric game and even had a few ideas on how I could put it together. I decided this was the perfect opportunity to give it a shot.

The actual gameplay was originally going to be a minimalistic RPG with similar elements to the game “Slayin'” on iOS, but with 2 axises of movement and projectiles instead of swords. However, it became quite clear that the scope was a bit too high for me – I found it very difficult to balance weapon upgrades, enemy upgrades, a levelling system, etc, let alone factor in different stages, quests, bosses, and so on. Although I still think that game would be fun, it just wasn’t going to happen in time.

So I pulled out everything but the basic elements – constantly moving character, lots of enemies, single arena, projectiles – and began building a top down version of the game. Originally, the movement of the enemies and characters wasn’t restricted but the result was messy, mostly in terms of visuals. While normally I wouldn’t favour form over function, in the case of minimalistic design, I felt the need to keep some order in the way things moved around on screen. Tile based movement stemmed from that decision and immediately things started to fall into place.

Arena boundaries were another “feature” of the original prototype, and probably would’ve remained that way if I could have come up with a good way of handling the player colliding with it. Having the player stop at the boundary felt jarring, so I tried bouncing them off the wall. That was a bit better, but my implementation was glitchy and got worse when I tried to incorporate the mechanic into the enemy AI. I then tried having the player die on contact with the wall – kind of cool, but again, I couldn’t find a way to work the enemies into that. I finally settled on removing the walls altogether and implementing the wrap-around mechanic. This started the whole “avoid-your-own-bullets” thing and all of a sudden the game got fun.

I decided at that point to begin converting everything to the isometric view I had in mind. My trick for accomplishing an isometric view without having to change any of my existing prototype code was to leave everything as it was, but disable the rendering. Then, for every top-down object I’ve created, I create an isometric version that renders to screen at a converted position. I was a little worried, with the amount of the objects on screen at any time, that the performance was going to be impacted but it seems to have worked out quite well.

After that, it was really just a matter of polish. The sounds were created using bfxr and the music is an Autotracker.py song converted to midi in ModPlug and remixed in FLStudio. The death animation for the player was a little painstaking, drawn frame for frame in Illustrator but I was happy with the result.

The subtle reflections, one of the elements of the visuals that I’m happiest with, were actually a happy accident. Originally, the floor was white and bullets had a shadow under them so that their actual position was easier to determine. When I converted the floor dark grey, the shadow looked lighter and more like a reflection. I ended up adding that to all of the elements and was pretty happy with the results.

There are a few things I would have improved upon if I had the time. The controls have received the most negative feedback by far – part of that is the isometric nature of the gameplay that does take a little bit to adjust to, but I would’ve also have liked to include some options to customize the controls a bit. Things like assigning which arrow key corresponds with which onscreen direction would have gone along way, I think. I would have also spent more time on the sound and music design if I had the chance.

Overall though, it was a great experience and I’m very happy with the final product, flaws aside. Congratulations to everyone who participated, and I  look forward to doing it all again in the next Ludum Dare!

PS – Here’s a little video of me beating my previous high score. Sorry for the poor framerate and quality of the video – the game plays much smoother :)

 

 

 

“Catch the Apples” and “Plink” – Two learning experiences

I had an interesting time this LD. I made two demos of different games and completed neither.

First, “Catch the Apples” was a remake of one of the microgames from the original WarioWare, but expanded into its own game. For reasons that should be obvious, this turned out to not really be worth the kind of lovely art I had in mind for it.

The other game was “Plink”, a shmup with geometric graphics and very simple gameplay. I wound up running into my natural weekend laziness and then technical problems (my laptop has been freezing randomly lately :( ) so I couldn’t finish it in time for the jam.

I gained something, though. I gained the knowledge that I can get something working, and that doing so is the most important part of this process. I have a habit of getting lost in boilerplate and features that I don’t need yet. Part of that is a tendency to put off making artwork. I’m starting to make artwork much more promptly and actually get the thing working in a timely manner now.

I have a game in the works which I will sell on Flash Game License. I’m more confident than ever that I can finish since I’ve been reminded that I can actually make a working game.

I might have failed to finish this LD, but I got the knowledge that I can actually do this. I proved to myself that this doesn’t have to be a pipe dream.

I wish I had finished, of course. However, I can finish my current project instead. It’s a pretty nice project that will hopefully work out well for me.

Peace, love, and hope,

– Henry

A Cube Story – Post Mortem

I’ve finally finished an LD after many many failed attempts. So ill relish it a bit by making a post mortem. You guys were right, finishing a game in 48 hours is something to be experienced. Also, It powers you up in ways you don’t realize. Anyway to the topic.

What went right:

Theme: Minimalism at first seems like a hard theme but, if you think about it, it’s prefect for game jams. As the hours dwindle away you essentially keep slicing and chopping away whatever you had planned until you get something that’s just right. Also umm I got away with my scrawl pixel art again haha.

Game Engine: Flambe with its component system really makes for some fast development times. That is, if you survive the learning curve ;D

– Level Design: I had no time to make a stage editor nor time to figure out how to use Tiled or Ogmo Editor. So I actually coded each brick piece by piece, row by column. After adding a few blocks I usually playtest it, so I was able to make each of the 3 stages totally workable.

What went wrong:

Difficulty: I am really sorry about this haha. With every iteration of the map I kept moving things around to maximize the jumps and such and kinda forgot that I was making it really really hard. I made up for it by stage 2 but I reckon many people will give up by stage 1. Sorry again :<

Resolution: I coded the game on a widescreen and totally forgot to optimize for smaller screens. I wish I can say I ran out of time for this one but umm really I forgot.

 

Well that felt really good. I hope to see you guys again next LD  squareFaceTemplate32x32/

 

My game can be found here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=2817

-End- Post mortem

Well, since it’s my first REAL Ludum Dare entry, I can say everything went in other way than I expected. At first I was like “Oh yeah, we’re going to finish in 3 seconds”, then “Oh gosh we are not going to finish this ;_;”, fortunatelly everything went okay in the end.

I’m really really proud of this game, it showed that my team can actually do something if we are devoted and if we put a bit of effort and my teammates did, an epic job.

So what are the good things:

  • Graphics – I think they really fit for the minimalism theme, and it makes the game look like a retro game which might be interesting to continue
  • Audio – Cleary, our composer has talent, and I really like what job he did there.
  • Levels Aspect – Well, I designed the levels myself (except for last one), and I really suck at that, but I did something, I think, I hope. I am a bit dissapointed; I wanted a bit more complex levels, harder…a bit and a bit not that empty.

The wrong stuff:

  • The bugs – well a game without bugs is not a game, but  I am pissed off because I think I could actually fix this.
  • The time – Parents, school, everything was against me there, luckily I could finish in time but I wanted more levels and stuff.

In conclusion, this was an amazing experience. At first I hated minimalism as a theme, I hated it much, but now I love it because it showed me how great can be a minimalistic game. Cleary I won’t abandon this game and I’ll update it in the future.

Colour blind?

As someone noticed to me, colour blind people can have problem with my game, especially with the water tiles, which are very bright. I was thinking to make them dark blue, but first I wanted to ask help to the awesome ludum dare community: someone can give me advices? I want to make a post-compo colour blind friendly version. Thanks to all!
My game

Comments

LeReveur
30. Apr 2013 · 11:59 UTC
Take a screenshot of your game, with at least one tile of each kind. Then, converts this screenshot in greyscale. If you easily can find the difference between tiles, color blind people will too (I used to work with one, and it’s mainly on contrast that they can make the diference beetwen colors).

Hope I helped.
30. Apr 2013 · 12:04 UTC
Thanks!
bobiniki
30. Apr 2013 · 14:53 UTC
I am colour blind and I don’t have any problems with it. Don’t worry about that.

Some help…

If you find my game: Steam-Cube too difficult? you can see the walkthrough here: video.

 

Finally finished our game Dream Island

Me and my mates, we finished our game Dream Island. It is a trippy experience we created using excerpts of some of our dreams and putting them all together on an island.

thumb2
We are very happy what came out because started as a general idea of putting dreams together and finished with… what it is.
So the jam is success (YAY) for us.

Our jam entry is right here

We were streaming our work which can be found here:
FREEZX
Xiperius
Nekk1
Siginami

We have a need 4 sleep. cya m8s.

Warning: The language used in this post is intentionally retarded.

Simplification Quest – Timelapse and Post Mortem

It’s been two days since I posted the game, so I thought it might be time to write a post-mortem about it.

You can find the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15476

And here is the timelapse:

 

This was my second Ludum Dare , and my first compo entry (I participated to the 24th, but posted for the Jam).

I was expecting this LD to be awesome, and I was not disappointed. Making a game in 48 hours is definitely awesome.

 

So, here’s What went right:

  • The graphics: I’m usually more of a programmer than an artist, but this time, it’s like the opposite happened: while I was having a lot of programming issues, I managed to finish all the sprites I was planning to do, animate the 3 versions of the player, even make a little introduction, and all of this in -relatively- no time (1 hour for the player, 2 hours for the whole tileset, 1 hour for the intro).
  • The level design: In my last LD, I ran out of time and could only make four levels for my game. This time I made 9, which was what was planned. I also wrote a pretty useful level management system which allowed me to directly import Tiled level files (.tmx format). This saved me a lot of time, because Tiled is very efficient and fast, comparated to manually entering CSV values in a file…
  • The early programming:  I am starting to get pretty familiar with the tools I used for the development (C++ with Allegro 5). Indeed,  I  wrote the level management system, the basic gameplay mechanics and the renderer by midday.

And here’s What went wrong:

  • The time management: I posted my game 5 minutes before the deadline (which was 4 a.m for me @_@). While things were right on the saturday, sunday was a totall mess.
  • The music: I’m terribly bad when it comes to music composing, and this time there was no exceptions: I did not even manage to create a correct music for the game (But I did not have a lot of time for this, also).
  • The late programming: My code on sunday was the most buggy and unstable thing I had ever made in my entire life. I wasted at least 2 hours trying to fix Segmentation Faults, Level loading problems, collisions problems, etc…
  • Dealing with the theme: Minimalism did not really inspire me as a theme. I was tempted to make a game with minimalist graphics, and minimalist sounds, and say “Hey, look ! This game is all about minimalism!”, but after a LOT of brainstorming, I finally came out with this Reducing player’s capabilities every 5 levels thing, and this background story.

 

Once again, I really enjoyed making this game, and I’m looking forward to participate to the next edition !

Tags: final, LD#26, post-mortem, postmortem, timelapse

Finally, I have time to post about my game.  The theme and I didn’t get along for the first 30 hours, so I made the difficult decision to trash everything and start again.  I ended up making a physic game using only 3 colors.   I’m actually pretty happy with how it turned out (a first for ludum dare).

The goal is simple; get the circle to its home (the square with a circle cut out of it).   The levels are not particularly difficult (except for maybe one or two).  The real challenge is using as few shapes as possible.

 

A Simple Circle

Play it here

 

If you beat all 25 levels, you’ll see your total number of shapes used on the main screen.  My lowest score is 70.

I hope you enjoy it.  Long live Ludum Dare!

 

The Ludum Dare drinking game!

Are you playing Ludum Dare games? Are you drinking? Could you be drinking? (whether you should be is another story)
Either way, consider this as a metagame with the added incentive of alcohol! Happy boozing!

lddrinkinggame

Please don’t take this as an offence, it’s intended only as a lighthearted parody. If you’re interested in remixing or adding to the rules, the PSD can be found here!

Tulip Linux update

I’ve updated the Linux build of my entry Tulip, so that most dependencies (glew, glfw, openal) are statically linked.  I’ve also removed a dependency on glibc 2.14.  This means that more people should be able to play it on Linux without having to install extra libraries!  (You still need 64 bit Linux though.)

My interpretation of the rules is that such updates are allowed as there are no changes to the game itself – it just runs on more systems now.

P.S. my top score is 74.95s.  Anyone beaten that?

Color Treason!

Hi =D

Let me introduce you COLOR TREASON!
You’re a red cube and you have to go through the world breaking the cubes.
You can break the color cubes, but you have to follow the order indicated in the series list,
the list is on the top of the screen and it shows which color is next.

You can play it from a browser.
Greetings form Colombia =D

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22433

Color Treason

menu

Doe – Post Mortem

DOE / LD26 / POST MORTEM

Hi everyone, so here we go, time for the Post Mortem. My game is called Doe and playable here :

Doe – Web/Flash

 bd_ld26_final_01

 

Just to set a bit of background on the LD26. I’m a 3d artist in my everyday job and I code as a hobby on my spare time. This 26th edition was a good opportunity for me because my last finished LD was the 23rd and since the beginning of January I jumped to C#/XNA, then on C++ where I started my own 2d/3d game engine a few weeks ago. So I got back on AS3 with the idea that I would work better now. We’ll see that in the conclusion.

Here’s a quick breakdown on both days:

Saturday: I wake up with a theme that I completely dislike at first, but there you go, huge brainstorm. Some ideas started to flash and pretty quickly I had a “universe” in mind. Then ideas for the gameplay, it was enough to start coding. By the end of the day I nearly had the 3 first levels of the game set up which was really cool. I was able to play it with decent length and different mechanisms.

Sunday: That day was much longer than I thought, the game was running well but the last level is more “story-driven” and even if it’s really short I used a lot of time. And it’s far from what I imagined. But still I managed to finish the complete gameplay elements something like 12 hours before the deadline so I had more time than usual to work on better graphics, make music, menu screens and all of the details that seem endless.

So, let’s conclude:

WHAT WENT RIGHT:

  • Coding: As I said earlier, I work now on C++ so getting back to AS3/Flashpunk was a breeze. Had to recall a few stuff but the game never suffered of any major bug or problems. The code structure began to “fall” somewhere in the middle of Sunday where I did a lot of temp/dirty stuff to be fast and not change previous code. So I could have been much cleaner on this side but I still managed to move forward without getting lost.
  • Concept: I guess the theme is hard to find inside of Doe, we’ll get to that later, but the brainstorm started from that word anyway and I’m really happy with what came out of it. The whole universe that I imagined is in the end much bigger than what is exposed in the game. So that leaves me with a new story inside of my head and something that could be crafted into a bigger game. On the other hand it also gives the result a new dimension. My previous games in LD were usually boring because the mechanic was simple and repetitive (every time it’s better in my head but can’t do it in 48h), here it’s I believe more interesting and it’s not just one mechanic but more that fit inside of the story.
  • Prototype approach: It seems obvious to work this way, but as an artist I always like to do a bit of art. I can’t stand to work with just shapes. I did it anyway this time for the simple fact that I had a lot to code to get the full game even without art. That leaves me room afterward to make the whole graphic overhaul. I’ll come back on this on “what went wrong” also.
  • Art: It greatly comes to the fact that I worked on a prototype first, so I was able to have the full game and be less stressed about taking time to make cool graphics music and all.

WHAT WENT WRONG:

  • Theme: As I said earlier, the theme is kind of blurred inside of the game. What I wanted to express is the story of a man that want to fight minimalism with his dreams. And as he is seen as an enemy he is kept captive by the order in charge of the society and is prevented to dream anymore. It’s a metaphor on my creative process for this LD, I disliked the theme and was horrified to see a lot of people going with Mondrian art (like, really). So I wanted to get away with that, so as Doe. But I think I failed into telling that side of the story, maybe because I ran out of time, maybe because the scope of the game is too little and didn’t want to have too much text.
  • Narrative: A bit like the previous point, I do believe that I’m still bad at telling stories. Not just the theme, but the complete Doe story, and the universe. The two soldiers chat at the beginning is an example. I love how game like Bioshock tell you the story with an indirect way, and it looks easy but in the end I’m no writer and it feels. You have to pick the right words without being too direct. I still have plans on story driven game so I’ll definitely train on this part.
  • Prototype approach: I told you it was wrong also. The dark side of the approach (to me, on this LD) is that I was out of any planning. I managed to finish the game, but at some point I started to go off and wanted more and more and more. The final version for example miss a lot of sound effects, because I tweaked music, I tweaked graphics, etc. I missed some kind of structure or time fractioning to advance in a better way.

Stay tuned, the dramatic conclusion to this epic weekend right after a new screenshot !

bd_ld26_final_03

CONCLUSION:

Doe leaves me this bittersweet impression that it can be more, but in my artist work I always feel this way. It’s disturbing and sometimes frustrating but that also the sign that I’m interested in what was made and know that I can progress on my skills. My two previous games were bad, I was happy to complete something, but they were hollow and I was able to recognize that as soon as I published them. I think this time Doe shows something more, it looks more like a game. To me, it’s also the result of what I explained in the beginning of this long text (is there anyone still here ?). I was more confident in my coding skills and it really felt like something I know well with art, that moment where the tool starts to fade, when you know it and you can stay focused on the game itself. It’s the first time I felt that and it’s amazing. Last but not least, I’m working on my own engine and it was great to get out of it a little bit and come back on another library, Flashpunk. It helped refocus on my own work, see what are the strong points and maybe the weaker one. And it gave me that real motivation to work on it as much as I can to be able one day to craft an LD game with it.

 

Thanks for reading, hope you liked the game and see you next time !

(if you haven’t played it yet, let me give you the link again : Doe – Web/Flash)

Alex

 

android games

Is there a decent way to parse for android games so I can review while ‘working’? Conversely, link me your android games!

 

Steve Can’t Zen: Observations of a first time ludumer.

Steve’s antics are “weird but funny”, which suits me perfectly fine!

As a first time ludumer I really was surprised by a lot of things. From the friendly Ludum enthusiasts, how well the honor system functions, the energy it takes to push on without a break, to the value of just pushing on when you start to doubt your original concept. Just having a finished game is such a great feeling.

Steve And Pie

Things that worked for me:

  • Finished ideas, storyline and assets first probably saved me a lot of stressing. Clear goals are great!
  • Coding a warmup game saved me a lot of api documentation browsing.
  • Embracing the theme in a way that works for me made it fun and interesting. I think the game still honors the theme in it’s own way.
  • Preparing a timelapse for posterity sake. Setting up Chronolapse only took a couple of minutes and the video looks great (Blogging it later, check my review page for a preview).

Steve Is Violent

Things I wish I knew before I started:

  • Post-Ludum, you’re not done! Keep your energy up for the day after to promote your release (screenshots), rate games, blogging, etc.
  • The submission hour. Would’ve saved me some stressing at the end.

I hope you guys enjoyed yourselves as much as I did.

If you have a moment, Give ‘Steve Can’t Zen’ a try!

Daan

Tags: Steve Can't Zen

#1GAM wants YOU!

One Game A Month - www.onegameamonth.comOne Game A Month loves Ludum Dare. You see, #1GAM is not a game jam. It is the gamification of gamedev. You earn XP and achievements for doing what you love. We rely on game jams to motivate us. Like doing workouts, the goal is to become stronger, faster, better gamedevs by releasing many small games.  We’d love to have you join us – 5000 strong and growing! Please SHARE YOUR LD48 GAME with us!

 

Tags: #1GAM, McFunkypants, OneGameAMonth, SpreadTheLove, SuccessStory

Journal.

This Ludum Dare some friends asked if they could help. While they were very motivated they did not have much experience with the development tools I was using. So my main challenge this Ludum Dare was to get the most done towards game development from my friends enthusiasm.

Since the game jam allows you to use a private code base I started making a generic side scrolling beat-em-up engine a few weeks before the contest. Regardless of the theme I figure I could it could be made into a side scrolling beatem up. Its key features would be movement on the XZ plane, the ability to jump and 2 types of attack. I used place holder art to verify my systems worked.

For art assets I wanted to take digital images of my friends against a green background then convert the green to alpha to make sprites. I encouraged my friends to bring what ever costumes they had lying around their homes on the day of the event, and we would try and figure out what we were going to make on the fly.

When the theme was announced the first idea that popped into my head was trying to distill the “Hero’s Journey” into its core components and check off as many of those components over the course of the game. Considering the how much is written academically on the Hero’s Journey I figure it was due for a quick dirty video game treatment.

I cribbed off this page:http://www.mcli.dist.maricopa.edu/smc/journey/ref/summary.html for the main steps in the Hero’s Journey. I formed a loose plot outline consisting of 7 stages: Call to Action, Training, Death of Mentor, Escape from Fort, Meeting Goddess, Climax, Return to normality. Each stage would have a series of enemies and some dialog giving pretty blatant hints about what step in the hero’s journey it was checking off.

I spent Saturday morning cleaning up the side scrolling fighter code so that it would do the game specific tasks like AI mentor, boss battles, and event triggers. Saturday afternoon my friends came over with their costumes and props. We decided that all the bad guys would be T-shirt Ninjas (made by tying a tshirt around our head to look like a ninja mask). The roll of Protagonist and Mentor was foisted off Zach and Crystal because they are the most photogenic of our group, and because they didn’t bring a computer that could do development on.

Saturday night and most of Sunday was spent cleaning up the images and importing them into the game engine as characters. Zach had a great idea of doing the backgrounds on notebook paper to add to the whole minimalist theme. I like the note book aesthetic since it conjures memories of high school day dreams. During this period jimmy did of the image processing. While I created character prefabs from his finished art assets. I also created the basic scene files on which we would build the encounters.

Around 9:00 we were finished with the character prefabs and decided we should actually make the finished levels. Zach was down sick and Crystal had work on Sunday so the task of level design was left to Jimmy and I. We tag teamed each level with one person in front of the computer and the other watching and making suggestion. By midnight we had 4 out of the 7 levels done. Jimmy went home at this point and I soldiered on until 2:00am finishing the last levels. I spent an hour on QA, bundling the application, taking screen shots and going through the submission process. Then went to bed around 3;00 am.

Thanks to “cheating” and using base code written before the event this was one of the more relaxing Ludum Dares I have participated in. I intend on refining the code base and image capture process so that it will be even easier to make games of this type in the future. I wish we had more time to fiddle with the game play variables to make combat more fun, but we spent too much time making sprites.

-Wilson

Lights Post-mortem!

Here it is. My first post mortem for my first ludum dare game!

Click here to play my game:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16490

screenshot100

The aim of the game is simple, Keep the lights off. You click the lights to turn them off , Simple!

I wanted to keep as close to the theme as possible, which i think i did well.

My first ludum dare was a successful one,  however i ran into a few bumps.

I went through 2 ideas before getting the idea for Lights. One thing i didn’t do well was plan out my ideas and take enough time to think of others, However i now know that next ludum dare i need to take more time to think of ideas, and not just jump into the first one that i think of.

So to the game!

What went well:

-I kept the theme in mind and i think that it matches it well.

-I ran into hardly any bugs while making it.

-Its good fun, It works just how i wanted and is an easy play. One of my main goals was to keep it simple and casual, and not make a fast paced game.

-the design, I am happy with how the minimal graphics suit the game.

 

What didn’t go well:

– Sounds, There not bad, but i wanted to add some peaceful music but did not get round to it.

-Tweaking/polishing, I think i should have spent some more time tweaking my game,

 

What i will add to the game at a later point:

-Difficulty ramp, Gets harder the further you get.

-Map the lights to keys, so you don’t have to use the mouse.

-music

 

This ludum dare has taught me alot, and now i know how i can do even better next time.

I really enjoyed it! I’m having alot of fun playing others games too!

 

Square Wars – Post Mortem

Team SquareWars Postmortem

It didn't end up looking like that at all

It didn’t end up looking like that at all.

Check out the entry here.

What went right:
– We came up with an original gameplay mechanic that is simple, yet fun to play but also to translates well to pc and mobile interfaces.
– We honed on the core of the game almost immediately and stuck with it to the end.
– A quick sketch for the battle field gave us a good starting point of how the game would look.
– The initial was for to use a 2D top-down view for an old-school look. Halfway though, it became apparent that the look would be too simplistic, and was changed over to full 3D. This improved the look of the game and allowed us to add 3D specific features like the camera following the units which gives a better feel of the “action” in the battlefield.
– Unity proved a good tool for rapid game prototyping and production.
– Using a Google docs spreadsheet for managing tasks. Although we tried a bug tracker, a simple task list with multi-user editing is perfect for managing tasks as well as a brain dump for all good (and not so good) ideas and features for the game.
– We had lots of ideas about what the unit AI should do, and spend some time implementing infrastructure for supporting it. Luckily time constrains forced us to simplify, so most of the behaviours of units rely on a randomness, which produced surprisingly good results. In part it was also an experiment to see if players would be able to sense any intelligence behind the unit AI, something like a cheesy Turing test.
– The fact that we always planned to keep going on making this game a success even after LD was over. This helped us push back features that would have taken way too long for the 72 hour limit, otherwise we would have ran out of time. “Will the time spent implementing this be good enough for the increase in fun in the game compared to other features?”

What went wrong:
– The Visuals. Even with a favorable theme like “minimalism” the visual quality of the entries was higher expected. In the end graphics proved to be very important and we spent a fair amount of time improving the look of our game, but programmer art has its limits.
– Although on average turnaround in Unity is fast, there were many cases that things need to be done in a certain way.
This invariably means scouring the internet for a Unity-specific solution and generally wasting time on trivial things better spent working on the game itself.
– Source control. We used TortoiseHG and BitBucket for managing and sharing our assets and code. Although Mercurial is an excellent tool for source control, Unity’s reliance in part to binary scene assets which cannot be merged, file commits that generate unwanted branches, added with the complexity of the TortoiseHG UI become an occasional obstacle to our work-flow.
– Not enough time to actually  implement all that we wanted.
– The UI is not good, it’s functional and does what it’s supposed to do, but I wish we had had more time to actually make it nicer.
– In the end, one of us had made much better explosions (the current ones aren’t that good) but after trying them on the web player it would break the game, units wouldn’t die. A bug that made us go back one revision because just eliminating nice things from the explosions wouldn’t fix the problem. Same thing happened with reflected lasers (they don’t reflect in the final LD version).
– Unity, although great in some aspects, holds too many nice features for the pro version, which is pretty expensive actually. It also means that what you do is tied to their engine and not really portable to anywhere else.

What went weird:
– Shouting “Square Wars” repeatedly at the laptop to record a sample for the title screen. In the end sample was not used. (Best for all concerned!)

Conclusion: 
Overall it was surprising with how much of a game can get done in just a few days. Focusing on the core mechanics was very important, as well
as resisting the urge to implement things the proper way. Prioritizing everything by the how much they will improve the game as it is at that point in time is also critical, as this will prevent you from wasting time developing stuff which may or may not be used in end.

http://www.youtube.com/RpkhuqspuYA

Tags: postportem, unity, unity3d

Mini Postmortem of “You are, A Shadow”

Thought I should write a small post that will help people understand the theme/logic of my #LD48 entry
http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211

The game by itself is intentionally not self-explanatory.
I see couple of people getting back to me trying to reason about some design “suggestions” :) … some were really good, and then some made me feel that people are thinking in a quite different direction / not thinking at all.

So here’s what I’ll do mysteriously help all confused gamers :)

Explaining some design with FAQs.

Q1. The game doesn’t have much controls and is confusing.

Did I forget to mention tough choices? No I didn't.

Did I forget to mention tough choices?
No I didn’t.

A1. Meant to be so. The theme was “minimalism”
When I thought of the game design, I thought of vagueness and scope for making people think when they play the game. Everything converges when scores are shown.
Yes, I could have made a big 5 stage coin collecting platformer, but that’ll be out of theme and nothing new to experiment.

 


Q2. I did not select the Red Girl but I still got % on perverted scores

It's not wrong to be attracted to sexy dressed girls, now is it?

It’s not wrong to be attracted to sexy dressed girls, now is it?


A2. Those are just one of the places where I want people to think. On a second thought, you should be thinking all throughout the game.
I was kinda serious when I wrote this in game description.
“You are supposed to make “choices”, which sometimes are difficult than a “RedPill vs BluePill” question in real life! ”

So here’s my question to you, WHY do you think choosing the red dress girl would mark you as a pervert, but the purple dressed girl will not?
What is wrong you are attracted to skinner/sexily dressed girls? Is it really wrong?  It’s a choice and a personal preference IMHO.
The girl in red dress could be a very kind and good human, while the girl in purple dress could be shady. Who knows?

These are not meaningless messages friend.

These are not meaningless messages friend.

The other problem here is people are trying to “assume” some stuff about the algorithm behind it but are fixing their thoughts to a linear assumption.
The algo is complex.. it considers stuff from real world.  What could be an act of kindness in a particular level, will be a goofy choice in another.

So “Think”.

 

Q3. The sounds are too loud
A3.  Yeah I’m terribly sorry about that. My bad.
Laptop speakers aren’t that great.. although I  tested my sounds at 100% volume while mixing.. I still hear less :)
Point noted and will remember that for my next game. Thank you :)

 

Q4. Any tips on how to play the game?  In other words how do I fake it to make scores look clean.

What game?

What game?


A4. I am not going to tip anyone on how to fake it :) , but yes I can help to reach a point where you can make ‘clearer’ decision on whether to fake it or stick real.
Here’s my mysterious way of helping you guys.. remember 3 things while playing the game
1. Watch the level “name”
2. Level ‘name’ is a ‘situation’/’time’.
Evaluate the both choices along with the level name.  It’s not just about choice1 vs choice 2 .. its choice 1 vs choice2 vs levelname.
3. Think a lot.. get real life decisions as examples to help yourself . :)

I’d be happy to answer any other queries you might have.
Please leave your valued suggestions in comments :)

For now, I’m gonna go and play games of other participants and earn some more knowledge.
Signing out.

Tags: gamedev, indie, krish, ld48, Ludum Dare, Mortem, Post, post-mortem, toonheart, you are a shadow

Friendship in a Post-Apocalyptic World Post-Mortem

The game I made for this LD was called Friendship in a Post-Apocalyptic World and can be found here:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12107

screenshot

 

I finished and uploaded the game last night at around 2:45 AM my time. In general working on it was a lot of fun and the whole process through which I came to the finished product was a very interesting one. I, first, started off wanting to make an “art game”, after playing a lot of the games in Newgrounds “art games” collection, with a original and simple story based around the role of friends and friendship in our lives and their importance. I brainstormed ideas and had a basic story and concept but I couldn’t decide on anything concrete. I felt as though everything I was coming up with wouldn’t work or wasn’t good enough. I realize now that next time I should disregard these doubts and just go ahead, do my best and make the game I want to.

So, I decided to try and keep the same theme of friendship (a theme that came about from an inside joke with my friends), as my own subtheme and try to come up with a new game. And so after brainstorming a few ideas and even drawing some art for them I finally settled on my current idea.  I tackled most of the art first as it was simple and then started coding. I coded most of Saturday night and Sunday, except for a short break I had to take to study. Despite, my hard work I didn’t finish the game in time for the compo so I instead brought my friend aboard to do the music and set out to finish the game for the jam.

What Went Right

  • Art: I really liked the simple art I made for the game. As a non-artist I usually go for simple pixel art and this time the theme allowed me to try to make the game’s art as simple as possible while still keeping it understandable and nice-looking.
  • Code: I’m a self-taught coder who has been coding for a little over a year now. My first game was for LD 22, which I made in python and pygame. I didn’t end up finishing the game in time but making the game taught me so much about coding games. For example, I learnt the hard way how to properly implement Vector math and trigonometry and I spent a large amount of my time learning that. But, now I’ve been coding for a while and I’m much more comfortable doing so and thus it wasn’t as big a challenge this time round. That doesn’t mean I didn’t learn anything new. Every time I participate in a jam I seem to do something new and learn something new. This was the first time I added a preloader to one of my games and so learning how to do that was very valuable.
  • Music: I have a friend who makes music and is aspiring to be a professional producer and artist. He actually made the one song together in around ten minutes at around 5 hours from the deadline. I really love the song he made and he even tried tying it to the game and its theme. Although I wish he had more time to work on the song longer or make more.
  • School and My friends: Because I ended up doing the jam I was able to take my laptop to school on Monday and get some of my friends to play test the game. Watching people play the game and getting feedback from them was an extremely fruitful experience. It helped me balance the game and make it much more fun. Without my friends play testing the game would’ve been an extremely different experience.

What Went Wrong

  • Homework: Luckily for me this was one of the few LD weekends where I found myself completely free so naturally I joined. The one problem was that I had a physics Lab Report due on Sunday night. I put off doing it all Saturday and most of Sunday until I was forced, by the deadline, to stop working on the game and dedicate three hours to finishing the lab report, although I missed the deadline by around an hour, at least I was able to finish the lab report and the game. If it weren’t for my homework I might’ve been able to finish the game in time for the compo albeit without the awesome music and feedback from playtesting.
  • Music: I never really thought about how I would end up doing the music, while I was still aiming to do the compo. I kept on thinking that I’ll think about it when I get to it. Obviously, I didn’t get to it in time for the compo and so I just had my good friend take care of the music. This was also problematic because he was travelling and thus spent most of Monday on an airplane. Although he did eventually find time to make a quick song.

 

So, I think I can conclude that I had a lot of fun making the game, I learnt a lot in the process and am looking forward to participating in another LD.

 

 

Postin’ my mortem (and timelapse)

The MinimizeArt entry page is here.
Ludum dare started for me at LD23 – Tiny world. From then until now, I have learned a lot and my games have improved. For one, I was actually proud of what I had made and my game was actually kind of fun. Before I continue, let me show you a timelapse.

MinimizeArtGIF

Although my game was better this time around, not everything went perfectly.

What didn’t go so well
Messing around – I spent a great deal of time just sitting there, looking at what I had done. I would get something done, and I would just keep looking at it instead of coding.

Important things last – I didn’t do things in the right order, I ran out of time to make more levels (which is mostly the fault of #1). I should have added sound sooner in, made more levels, etc. Then the other stuff would have been a breeze.

What went well
Code – In the past my code was really sloppy. I just did whatever worked. But this time I stopped to think about my code. The end result was much nicer.

Lighting – This was actually the first game I’ve made with lighting, so it’s kind of a good thing.

Game was hard and fun – In the past, my game were about as fun as coding a Graphics driver in Assembly, and they were never hard either. But this time I actually enjoyed playing it.

So that is how my Ludum Dare went.

Tags: Lapse, Mortem, Post, post-mortem, time, timelapse

MIWarfare Postmorted and Post-Jam version

Minimal Interaction Warfare

When I first started MIW the goal was simple: A 2D war fighting game in which the player placed his troops, issued orders and sat back to follow the outcome. I guess I can say I succeeded as my entry featured all the above. The down falls? No sound, over powered player units and little-to-no-polish. That’s why I decided to release a second, post-jam, version with a simple Main Menu, more maps and balanced gameplay. The game still has no sound effects and music because, well… um, I have little-to-no talent in that area and I wanted to keep things in the spirit of Ludumdare where all the assets are created by me. Maybe in another version, when things settle down (I still have to release another Pimps vs Vampires version this week, and I also have some freelancing work to attend).

Minimal Interaction Warfare - Post Ludumdare Edition

Gameplay

The first thing a player must do, when the game starts, is to deploy his units. He has 1300 points which he can exchange for Soldiers and Tanks. Both unit types can be placed on the lower part of the screen (2 rows). After deploying all of his units the player can assign orders to each one (move to position X and defend or move to position and engage/attack). He can also skip this phase and start the simulation (in the post-ludumdare version orders can also be issued by pausing the game mid-play). Player and enemy units clash somewhere in the middle of the map. The game can be won by either defeating all the enemy units or by successfully sending 3 units on the opponent’s starting rows.

Graphics

I’m happy with the way I handled the creation of assets. I decided to go with 16×16 (that I upscaled to 32×32 in the game), each sprite having no more then 4 colors. They all turned out well enough, units were distinguishable and you could tell what each tile on the map represented. For the post-jam version I created 2 more versions of the map tiles for Autumn and Winter maps. All in all, I handled this part well (by my standards)

3_environments

Programming

I decided to stick with LUA for this Jam but I changed just about all the tools that I used in previous jams. The framework I used was MOAI SDK (for which I wrote a basic wrapper) and my IDE was Sublime 2. Coding started out well but halfway through I started hacking things together, which as always, turned everything into a mess. I have more nested if statements in game.lua then your average pop singer amount of twitter followers.

If I were to summarize everything in “Good” and “Bad” things would look like this:

The good

  • Assets
  • I finished what I set up to create
  • Good choice of language and tools

The bad

  • No sound effects and music
  • Didn’t get to add a navigation menu
  • Underpowered AI and units

The ugly

  • My code.

That’s about it. I look forward to the next edition of Ludumdare and other gamejams that might be thrown my way. You can download the post-jam version of MIW here or, alternatively, you can check out the version made in 48 hours. If you took part in the jam then feel free to also rate it :)

P.s. I’m Open Sourcing the code under CC-3.0 for non-commercial use. The assets are available under CC-3.0 SA  and the .pdn (Paint dotNet) file can be downloaded from OpenGameArt. Feel free to fork the project on github and alter it. Going to try and work on MIW during my spare time, to add new units, fix bugs and improve code readability.

[ Re-posted from my personal blog ]

High Score Website

Splash
So as part of my game, Tech Troop Tim’s Big Pay Day, I’ve been keeping track of high scores.

Here’s the thing, you can only see 5 or so entries in the game, you might want to see more. So I’ve put up a website where the raw data is being dropped:
http://techtrooptim.heliohost.org/

I wanted it up earlier, but the host just finally activated my website. It isn’t pretty, but it works!

Treasure! Postmortem and Timelapse

So, I managed to finish off my game just in time for submission hour last night. There’s not much, but it’s really been a great learning experience! If you’re interested, you can find the submission page at http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5788. I’ve put together this postmortem for anyone interested in the myriad problems that can occur if they’re looking to join in Ludum Dare:

Timelapse

For my third Ludum Dare and my third game, even though I preferred it to my other games I was a little bit disappointed. Why? It’s simple – inexperience with javascript pushed me beyond the 48-hour target and into the Jam.

Tools and Software Used

  • Sublime Text 2 was used for all the Javascript code, HTML and CSS. I even edited the maps exclusively with it!
  • Photoshop CS5 64-Bit was used for the tileset, sprite and image design.
  • Famitracker, an excellent NES tracker was used to create the sound effects.
  • Google Chrome for testing.

What went right?

  • The stylistic choice of an 8-colour palette really helped simplify the graphics work, and using a set of tonally similar colours makes the graphics easier on the eyes.
  • Tileset design was just as easy as I’d remember it!
  • I had written a system in javascript for loading files and calling specific tiles from tilesets in another project a few weeks prior – a lot of the initial code (which I was writing before I had a fully-formed idea) came naturally.
  • Thankfully, working with canvas and javascript for game logic proved to be quite intuitive in the end.
  • Level construction was quite an easy task once I figured out the many quirks of my systems; it took just a few hours to extend out from a single room to an entire complex of rooms!

What went wrong?

  • Having never so much as looked at collision checking code, writing this (very important) system took a significant amount of time.
  • Writing the game logic was unfortunately troublesome at first while I tried to figure out where each step should occur in the update queue.
  • Being a newbie at javascript, it felt a bit like writing the rendering and control systems took far longer than it should have taken. Ideally I should have anticipated this and prepared an engine in advance or researched an already-existing one.
  • Map editing by text was painful. And I do mean that with all sincerity. I had a look at Ogmo engine mid-compo but I ultimately decided that decoding the file format would have been far too much trouble.
  • Sprite design is… not exactly my cup of tea.
  • I could have probably managed my time more efficiently, or planned it out at all.

Thoughts for next time:

  • Have way more experience with your chosen programming language!
  • Plan out your time well, even if bugs do crop up it’s good to keep a rough idea of what you want to have finished by a certain time.
  • Have an engine you want to use picked out in advance! Unless of course there isn’t an engine quite suitable for your idea.
  • Ideally, write something simple enough that you can finish with enough spare time to write sound effects and/or music. They really complete the experience, and it really sucks not having any completed in time.

If you’ve read this through, then thanks a lot for your time! Now you can return to rating all of the wonderful games that LD48 gives rise to. :)

-Mach

Comments

30. Apr 2013 · 14:33 UTC
Wow, GREAT post-mortem! Voting on your submission now

Minimalist Horror Story – FPS Ludum Scares!

BASEMENT

MINHORROR

We are extremely proud to present our Ludum Dare Jam entry, Minimalist Horror Story!

A Unity-based FPS horror mini-story that hasyou waking up in house with only a burning candle to light your way. Can you escape? Is there something else in the house with you?

Is there a potato?

Please try out the game, vote and prepare to be scared!

Thanks to everyone that made Ludum Dare the EPIC EVENT that it is today! We had a blast and we’ll keep voting on our favorites!

Still Alive: 55 Revisions Later

So, I had most of my cloud code written by the time the competition had ended on Sunday, but it didn’t work.  It took me about another 20 revisions of my Parse cloud code to get things finally working (I hope!).

I must say, while I had all the concepts down; debugging cloud code was a nightmare.  And half the time, things didn’t work as I expected with their API or objects weren’t updated when I’d thought.  I really want to like their system, but this took me about four times as long as it should have.  Especially without support for transaction type calls.

Anyway, the game is exactly the same, it just now supports hooking you up with a random person and playing head-to-head.  So, if you don’t have a friend to play with, try it out here.

Please let me know if you notice anything wonky.  Thanks!

C[Dot][Dot][Dot] the morning after

This is pretty much a re-post from my own blog, I was going to link to it, but that’s a little lazy / traffic grabbing.
It’s a little rambling, so brace yourselves.

The Game:

The theme was “Minimalism”, which when you’ve got to do your own art isn’t a bad theme. I was awake when the theme was posted on Twitter, which was at silly o’clock UK time ( 4 am ? ) and I just went to sleep thinking about it.
What I came up with was a world that was going to be very clean and sterile in iso. Lots of cubes, cube particles, cube sprites. It was inspired partly by Marble Madness and an old Spectrum game ( Which my mate Bas mentioned when we were chatting about it, which was strange, as it’s quite an obscure reference ) Quazatron.

quazatron1

 

Which in itself was an iso remake of Paradroid ( My favourite game ever ). The clean visual style I had in my head was of an unreleased official remake of Paradroid that just looked stunning.

paradroidRemake

 

So lots of clean white iso lines.
That was the look & feel sorted, next, the game play. I figured with the theme the player should be making the game area minimalistic, bringing some order to the chaos. Another one of my favourite games is WizBall, where you have to collect colour and paint a drab world.

wizball

 

So let’s do the opposite of that, lets position the player as almost a baddie, turning a beautifully coloured world to a nasty plain drab one.
It just needed a name. R.G.B was an early thought ( I’m glad I didn’t go with that, http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&q=rgb ) but felt a little obvious ( No offence ! ).
It was all about Colour, and keeping with the theme I stripped that right down so it was just C… ( Written in game as C [Dot][Dot][Dot] ).

What went right ?

Let’s do this one first, save the nasty ’til last.

  • The look & feel turned out really well. I knew I couldn’t spend too much time on the assets. I can do pixel art to a degree, but it takes me forever.

    I lost a ton of time trying to get the colours plotted correctly. I had this vision of undulating hills with stunning shades of pastel colours all overlapping creating lots of different hues ( I was thinking of a pretty version of the Red Weed stuff from War of the Worlds ).

Instead what I got was this:

Cdotdotdot_grab9

 

It took ages on the last day to actually mix the colours as I wanted, and even then I never really nailed the shades I wanted ( Remember, this is the stuff I thought went well ! ).

  • The level generation worked so much better than I could have ever hoped. I used Perlin Noise to generate the height map and it only took a couple of attempts to gauge the height of each tile sprite correctly so they appeared like a solid wall, but aside from that it went really smoothly, and once I could scroll over it it looked great, I’m so happy with that.
  • The colour bomb mechanic was a late addition. I realised that if I was going to have lots of baddies milling around I had to either make them slow, zombie like and you’d die just to their weight of numbers, or speed them up but give the player a weapon.
    I couldn’t have directional shooting, it would have been a massive pain to do with the different heights of the map ( There’s no depth sorting going on ) so it had to be a smart bomb type weapon.
    I couldn’t just give the player three to start with and I didn’t have the time to add collectables. But hang on, don’t we technically collect the colour emitters ? ( Well we don’t, we just destroy them, but it’s just a game kids, I’m allowed to break the rules a little ). There’s also a certain nice irony that the colour emitters can be turned on their defenders.

Cdotdotdot_grab19

 

For the visual effect it was an obvious thing, let the whole level wobble like a giant water drop. I left the player’s tile untouched, partly to keep that slow motion water drop effect and partly because it would have been a real ball ache to move it too.
I abused TweenLite a lot to create the effect and it came out pretty much how I pictured it in my head, which is a rare treat.

And that’s all I can think of that went well. The particles the colour emitters ( And the sprites themselves ) look ok.

What went wrong ?

Less grabs this time, I don’t want to draw too much attention to all the bad things.

  • The lack of sprite images. I’m kinda lucky with the theme that it’s a slight way out, but I planned to have the player as a metal ball and show reflections in it to create a sense of movement ( I’ve written a similar routine for Outpost 2 [ The monster of a game I’ve been working on forever ] just the other week so it was still fresh in my head ).
    But then I realised that it may look weird the player being this detailed sprite in a world where he was trying to make everything drab, so I would need to give the baddies some love and… just out of time with it all, hence the baddies being the same sprite just tinted, which was a crap cop out.
  •  Speaking of the baddies, the AI was the very last thing finished. I had massive issues with it, which I wasn’t expecting, as they’re ultra simple ( Is the player to the right of this baddie ? Yes, move right. That’s it! ).
    I had pre-caculated all the possible positions on the map and I was using a simple tweening code to move them, but they’d go mental after a little while. Turns out I was accidentally over-writing my coord values so their movement was getting more broken as the level went on.
    By the time I’d discovered that ( On day 3 ) I’d ripped out my tween code assuming that was wrong and replaced it with TweenLite. Now TweenLite is fantastic, but you don’t want it running in-game, it’s for title screens and other transitions.
    The performance is ok on my machine, but it’s a beast when it comes to Flash for some reason, it’s probably going to be dog shit on a lot of peoples machines.
    I also wanted different baddie types. The one really clear image I had when I nodded off on Friday [ Saturday morning ] thinking about the game was having these sand worms type baddies. They’d burst out of tile with a shower of cube particles and arch there way across the screen. Picture Loch Ness style humps, like a snake where you’d see it’s arches / humps. Even thinking about it now makes me want to do it.
  •  The chunk scroll came back to haunt me. What looked so nice with just the static objects, looked fucking dreadful when I had moving baddies in there. A combination of them smooth moving whilst the player moved a tile at a time just didn’t work. It’s my least favourite part of the game and in hindsight I would have smooth scrolled the whole thing and added fogging to edge tiles to try and soften that out.
  • Lack of time / planning. I always just wing things. If I don’t know how to do something I just put it on the back burner as there’s always a million things to do when writing a game anyway, and then normally my brain just works it out for me in a bolt of inspiration.
    You can’t rely on that when pressed for time. Every little thing seemed to come back to haunt me, an added complication I wasn’t expecting, and that’s partly why I missed the comp deadline and it slipped into day 3 making it a jam submission. Which annoyed the shit out of me, I hate missing deadlines.

There are other things, I’m not overly loving the gameplay itself, it’s very basic. Also the map was a late addition, then I realised you actually see the colour splat before the emitter shows up on it, so that was pretty pointless ( When I first did the map I did it with each emitter just being a pixel, turns out a pixel on a map is very very tiny and pointless ).

I’m not overly happy with the sounds, they were very last minute and pretty much the first things BFXR spat out at me. Outpost 2 has 212 sounds in it’s library, I just couldn’t face spending a ton of time on these ones. Again minimalism was a blessing.
One last thing, I decided to give Starling a try as I’ve been meaning to use it for ages and this seemed a good chance. Ripped it all out Sunday as I wasn’t happy with the colour shading on the tiles, so that was a bit of a waste of time.

Conclusion ( Or the bit you skipped to )

I really enjoyed doing the comp, the team spirit within the community is great. I can’t express how annoyed I am with myself for missing the comp deadline, but overall the game’s ok. Well rather, there’s a good game in there somewhere, I just didn’t manage to extract it.
At least it’s a playable game and I’ve got a real taste for LD, hopefully I’ll be entering future ones.

If you’d like to play the game / grab the source / vote / comment here’s the link:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15712

Cheers,

Squize.

Comments

goerp
30. Apr 2013 · 15:48 UTC
ah, Wizzball! The game looks nice, I’ll check it out when I’m behind a real computer

The Lamp is ON

The Lamp is waiting for you (and it is not alone) in our LD26 entry.

Turn the lamp off, then turn it on.
See what happens.
Survive.

Play it here!

intro

Show us your interest and get a cool post mortem back (which is in the works)!

Out Of Darkness – Post mortem

My first Ludum Dare (25) was a shameful fail. I wanted to do too much things for 48 hours and not having much experience with programming. So I decided to make a simple game in next Ludum Dare… and there it is – “Out Of Darkness”

Untitled-2Theme was great for my plan. The goal is to escape from darkness by only hearing sounds and seeing light.

The most minimalistic way to make a game :)

What went right:

  • I have finished my Ludum Dare entry but… (read what went wrong)
  • Made a simple game as I wanted.
  • I know  more now about Slick2D features.
  • I think I came out with a good idea for this theme.

What went wrong:

  • … it was made only in 13 hours. (9 hours of programming + 4 hours to remove all bugs). But why only in 13 hours? There was 35 hours still to add more features or details BUT I had to finish my school competition project. YES I didn’t plan properly my weekend.
  • I had (and still have)  a problem with applet version. Every time when game play sound it freezes whole browser and java console. Have someone a solution for this?

Conclusion:

I love this competition and I will participate until I die. I have still much things to learn but I like it! In the future I need to plan next Ludum Dare weekend 2 weeks earlier.

 

 

 

Shaving Quest: A Post Mortem

ss

THE STORY: Imagine it’s the morning of that big job interview or business presentation. You were up ’til 3 a.m. preparing, but you forgot to set your alarm clock and you’ve overslept. Your train leaves in 10 minutes, so you only have a few precious moments to shave…

THE PITCH: Since the dawn of time, mankind has yearned for a realistic beard shaving simulation.  The dream of virtual beard maintenance has sadly, to this day, proved elusive.  Today, however, I am pleased to announce that the most anticipated shaving game of all time is some other game which, quite possibly, doesn’t yet exist.  Until that game exists, until our collective grooming vision is realized, I humbly submit… Shaving Quest: The Razor’s Edge!

Let your creativity soar to new bearded heights as you nimbly create the perfect Fu Manchu, a razor thin pencil mustache, or perhaps the venerable Van Dyke.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=3609

… And the reviews are in!

Thank you to everyone who has commented on Shaving Quest!  You have all provided tons of encouragement and I thank you all sincerely!  Below is a sampling of the reviews (taken completely out of context).

You made SOMETHING.
this is pure nonsense
I almost didn’t play this game because the thumbnail reminds me of “Un Chien Andalou”
I very badly wanted to shave his nose off.
I enjoyed this a lot more with debug mode on!
It is a shame there is no actual goal
it’s not really a game
What the…
Ho ho, I guess it’s something.
more of a toy than a game
It’s definitely minimalism.
The character haven’t nose in my version.

What went right?

Mission Accomplished!  If the goal of LD is to create a game, and if the definition of “game” is relaxed to include such activities as erasing pixels from a bitmap image, then SQ is technically a game that was completed before the Jam deadline.  This was my first LD, so I was pretty much in over my head from the get-go.

Phun with Physics!  Box2DWeb was successfully incorporated into the game with humorous effect.  If you poke a man in the eye, does he not blink?  I think he does!  His nose also twitches in a totally unrealistic manner.

What went wrong?

Know thy tools.  I had never used Box2D and hadn’t spent much time with CreateJS.  I wasted several hours figuring out the API’s.  I should have invested some time during the week  leading up to LD26 to familiarize myself with both libraries.

The enthusiasm gap.  As the code got uglier and more convoluted, my enthusiasm crashed through the floor.  I slept in on Sunday.  I lost several perfectly good hours to the History Channel’s Vikings season one marathon.  As the compo deadline passed, so too had my will to continue.  However, the jam still had one more day to go, so I tinkered with it a bit on Monday and submitted what I had (sans shaving).  I was so completely overwhelmed by the amount of encouragement I received shortly after submitting that I decided to take a few hours Monday evening to add a crude shaving mechanic just before the jam deadline.  Feedback helps.  A lot.

You wanted to make a game about what?  So, the original idea was to make a crude version of Surgeon Simulator 2013, but with shaving.  Yep.  Shaving.  Somehow, late Friday night, that seemed like a good idea.  I imagined with glee that players would end up cutting, bludgeoning, or otherwise mutilating their cartoon selves.  I envisioned Dexteresque blood splatters, Gwar-tastic fountains of gore… but sometime Saturday evening I was regretting my game choice.  There was supposed to be a timer counting down and a blood loss meter that, if emptied, would cause you to black out.  You would be able to stanch the flow with toilet paper, and… and… as the hours wore on, it just seemed like there was too much to do and I found I had lost interest.

Conclusion

  1. Know your tools.
  2. Solicit feedback early and often.  It helps to maintain your enthusiasm.
  3. Don’t bite off more than you can chew in 48 hours.
  4. Keep your code clean and well organized.  You have plenty of time to comment and refactor, so there’s no excuse for messy code.
  5. Maintain a good supply of Oreo’s and milk.  Seriously.

Happy shaving!

Minimal Force: A slightly better version

I submitted a new version of my game. I didn’t add anything, I just fixed several bugs and problems.

Here is the complete change list:

  • Added WASD controls
  • Less waiting at the end of the level
  • Fixed boss doublehit (a rare bug)
  • Added “R” key hint
  • Added potatoes

Now go and find those 3 very secret potatoes, hidden in places you’ve never thought of!

Wow.

This has been my first Ludum Dare, and I must say, I have loved it. I learned about finishing games, and overall a bit more about Java.  I have had a wonderful experience. I decided to enter the Jam because I felt it would work out better that way for being a beginner, in August I’ll definitely do the 48h Compo.  I love the community, everyone has been incredibly nice.

I am definitely going do this again.

Mono

I made a video for my game to give you a brief impression of the visual style and the core gameplay.

It has more to offer than you can see in the video, but you’d have to find that out on your own :)

Oh and the music in the background is actually in the game and was recorded during the 48 hours. If you like what you see or want to jump directly into the game instead of watching a video

this is a link to my games entry page

Going to do a post mortem tomorrow :)

Congratulation! (not for you…yet :) )

Congrats to Billkney who proved me, the game designer wrong!

I only thought that the maximum amount of points you can get is 100, he got 119!!!

Quick challenge, can anyone get more than him?!

 

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18650

A question…

Hello! This weekend was my first LD and it was a lot of fun, I’ll definitely join next time too! 😀

Anyway I was wondering about something…

How are the entries scored from the judging? Are the results purely based on the average rating? Wouldn’t that result in the possibility of some game that only one person voted 5 stars on being able to win even though it might be worse than say a game that has 4.78 stars and is rated by hundreds of people? Looking at past entries that seems unlikely.. all the winners are of exceptional quality! Is that because there is like a minimum of votes a game needs to taken into consideration for the final score?

There was nothing about this in the rules.. sorry if it’s been asked before, but I couldn’t find anything about it!:o

Thanks! :)

Linus

Comments

rab236
30. Apr 2013 · 15:41 UTC
It is not only average rating. I do not know the exact formula they use (though I do know the forumla for the default score*), but I do know it’s a mix of average score and number of ratings.
Madball
30. Apr 2013 · 16:17 UTC
Many people rate only games those have the fewer votes. By the end of the judging time, minimal amount of votes will be about 10.

Memory Leak fuuuuuuu

People were reporting crashes, but I couldn’t reproduce them. Finally I found it. It was a memory leak in a line drawing function (I have enough VRAM that I never enountered this problem). It is fixed now. If you started playing my game before and it crashed, you could hypothetically try it again and see it work this time. If you wanted.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22819

Justice screen0

Comments

30. Apr 2013 · 16:15 UTC
Glad you found it :) Will play it again and am looking forward to actually see the end :)

PaperCoaster

PaperCoaster is our group Ludum Dare jam entry for LD  #26 made by 10 people with CraftStudio!

A game about drawing rollercoasters on paper… how minimalist is that? 😀

You can play & rate it here:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6780

 

There were at least 8 other games made with CraftStudio for this Ludum Dare edition, which is awesome! I’m trying to gather them all over at the CraftStudio forums.

Tags: craftstudio

Public Service Announcement

dropbox_link

 

Just a re-post from earlier to remind Unity/Dropbox users to please use HTTP not HTTPS (which Dropbox uses by default). It can in some instances result in people not being able to play your game in their browser even though they have Unity Webplayer properly installed. ;___;

 

Comments

pirate-rob
30. Apr 2013 · 18:05 UTC
This needs to be stickied!

speed run

someone (surely a crazy person) made a speed run of my game :)

Congrats somonflex at beating me on my own game!

Erasing is minimal

As predicted, I didn’t end up making a game for Ludum Dare this past weekend.

But I just realized that one of my old ideas actually fits the theme perfectly. It’s called Freetrace. Basically a game where you erase drawings.

So maybe I’ll make it. I just contacted some of my artist friends about it. It would be cool to use some drawings like these:

The epicly short adventure: Post mortem

A little bit of background information first, I’ve been working on an RPG on my own for over a year now. It’s going well but it’s taking a really long time to finish (obviously.) I guess my dream this Ludum Dare was to make a simple, solid, polished game that I could port to touchscreen devices without too much effort, just to get a taste of the whole commercial thing.

Well, that didn’t happen, but I think the game I ended up making is still a great portfolio piece. Especially in combination with the timelapse.

 

What went wrong

It’s the same story, again. Every Ludum Dare I tell myself I should make something simple and solid, so I have time to test and polish. And I NEVER do. I always end up making something big and ambitious. I got so close this time too! The night before I had this dream the theme was going to be “afterlife” and I made this beautiful game where you played charon who had to take the dead to the afterlife in a beautiful greek vase art style.

But the theme wasn’t afterlife, it was minimalism. I did try to somehow connect charon and greek vases to the theme, as you can see in the timelapse. But I couldn’t.

I also had some problems with the theme. I do think it’s a good theme, but in my mind there was a difference between what I thought were good ways to make use of the theme and what the majority would think. I thought that if I didn’t make something super low-res or something with primary colors and basic shapes, it would get downvoted in the theme category. I thought the best minimalist games wouldn’t even get recognised as such, because they arn’t the games with the low res graphics and barely-enough gameplay elements, it’s the games with exactly the right amount of gameplay elements that make a real minimalist game. It’s about getting to the essence, not to anything less than that.

So in a way it was the perfect theme to make that simple, solid, polished game I wanted to make. But I let possible public opinion hold me back. It would have had comment after comment with “I don’t see how you used the theme.”

I discarded a first Idea because it was too complex mathematically (I wanted to make a game that created minimalist music through playing, with everything that happened in the game having a corresponding instrument/ tone.)

Then the theme made me think of a game I once made that started as a text adventure that was seemingly solved by just typing “go door” but turned into a visual adventure when you typed “look room” and kept introducing new elements from there (Its called secrets) But that game focussed on the fact that there was more than there seemed to be, which felt like the opposite of the theme.

So in the game I ended op making, it is obvious from the start that there is more. Collectables in unreachable places tell the player “There is stuff to collect! There are new powers to gain!” But you are stuck with a character that wants to do no more than is absolutely necessary (minimalism). Too bad for the character, because the player is in control of the game.

I thought – and still do – that that was a pretty interesting premise, so that’s when all my previous plans to make somethin simple, solid and polished went out of the window.

…Somewhere I also decided that I should hand draw everything… Do you get me? I don’t.

screen6

 

What went right

In the end I’m happy I made those choices, I don’t have a perfectly polished game now, but I don’t think that’s what Ludum Dare is about.

The fun of Ludum Dare lies in trying to do the impossible. And hand painting an entire game in under 48 hours? I am not supposed to be able to do that. Yet that’s exactly what I did.

I could talk some more about the fact that composing went great, sound design went right, programming went okay and it’s unfortunate you can get stuck in walls, but that’s not what I take away this time. What I take away is that I love to challenge myself, I need that every four months while I’m working on that RPG that seems to take forever to finish, and it’s unlikely that I’ll ever make a simple, solid, polished game for any ludum dare yet to come, even though I may try to do so again.

 

Play my game here

Comments

rogueNoodle
30. Apr 2013 · 17:01 UTC
Nice to read this – it was such a great game :)
Daid
30. Apr 2013 · 17:38 UTC
I love your hand drawn artwork. It’s great!

Exploding Cubes of Postmortem

Game: Exploding Cubes of Cleanliness

Exploding Cubes of Cleanliness (ECC from now on) is a puzzle game where you try to unravel a mess to reveal a pristine white grid.

What Went Right

  • It’s… fun! This became a negative (read what went wrong) but it was actually fun by the end of day one.
  • The removal animation gives it some flavor.
  • I added in very basic logging so I can tell when players are finding things difficult. I can’t tweak the difficulty for purposes of the competition, but I will as I turn this into production-quality game.
  • libGDX. It brought with it one minor negative (performance/quality of HTML port) but brought an incredible amount of positives. And I’m not even sure what other engine I could have used that would have made better html5 output without me giving up a lot of things in return.
  • I created a YouTube video of my playing it shortly after the deadline and put it on the page. People do seem to get it a little better once they see it being done.
  • Put the flower mode in the main menu. It originally swapped modes at level 14. According to my stats, the highest level anyone has played is 10. It would have literally been wasted if I hadn’t made this change.

What Went Wrong

  • People don’t get it. My internal stats say that more than 50% of clicks in level 1 are wrong. Level 1 literally takes a single click to beat, no matter what difficulty you choose. It needs a tutorial badly. I knew this, but didn’t make the time for it.
  • The HTML port is especially ugly, slow, and error-prone (if you block flash it doesn’t load at all, even though it only uses flash for audio).
  • It’s ugly. It got to fun (for those who know how to play) quickly, and I spent too much of my time “play testing” or polishing mechanics instead of polishing visuals.
  • I suck at marketing. I spammed Twitter and the IRC room, but have mostly failed to drum up much attention.

Early screenshot: Exploding Cubes of Cleanliness

Video of me playing it: Exploding Cubes of Cleanliness

Suprema – Final

So I made my first LD game!

 

ss2

It turned out alright in the end I suppose, it works as intended even if it doesn’t have all the features I would have liked. And sorry to any colorblind players! If I ever make an updated version with more of everything I’ll be sure to include a colorblind mode. But I blame the painters I ripped off for the graphics style 😛

The only major thing missing from my original idea is for the game to showcase the individual “suprema” the player collects, the whole point was to show how some of these minimal shapes look better when paired according to the game rules. Oh well. I’ll definitely see if I can’t give it a touch up and turn it into something that’s fun for more than a few moments. Perhaps more shapes and game modes.

I’ll be back for LD27

Rules? What rules??

After reading through the contest rules again, I realized that my use of some prerecorded sound effects is a violation of the rules. Oops!

This was an oversight on my part, since I rarely do anything with audio, but I regret giving false impressions about the quality of my work. I’ve removed the offending sounds from my main entry and moved them to a ‘non-compo’ version, but since I’ve already received a fair number of ratings, I’m afraid this disqualifies me from the competition proper.

Apologies to anyone I may have unwittingly deceived, but I hope you enjoyed my game anyway! Next time I’ll go out and record some bird sounds myself, somehow…

Comments

johnfn
30. Apr 2013 · 17:33 UTC
Another fix would be to keep the sounds in and just move over to the Jam section.
30. Apr 2013 · 19:11 UTC
You could try petitioning someone on the admin team to move your submission (if that’s technically possible). Otherwise, I’d say just fess up in your submission post and let people vote how they want. Content rules seem to be the most violated compo rules, with people even declaring in their “I’m in” posts that they were planning on using pre-made content for the compo. That doesn’t make it right, but it does mean someone who’s honestly trying to follow the rules as you are shouldn’t be kicked out while blatant cheaters get to stay in.

Amish Brothers Time-lapse with Guide

This is a time-lapse video of my development of Amish Brothers for Ludum Dare 26.  The video footage was taken from my Twitch.tv stream.

Generating a time-lapse video from a Twitch.tv stream is not a trivial task.  I will describe the process that I used to create this video.  This is only a suggested method, and I do not suggest, promote, or advocate any of the software packages described below.  Use all software at your own risk.

First, you will need all of your Twitch.Tv video clips.  These can be downloaded from http://bashtech.net/twitch/download.php .  You will need to connect your twitch.tv account with your username and password.  I believe the authentication is through Twitch.tv, so it should be safe, but don’t hold me to that.  To be on the safe side, make sure your Twitch.Tv password is unique from any other passwords that you use.

Then start pressing the Next button until you get to the videos that you want to use for your time lapse.  If you’re like me, you named these videos something like Ludum Dare.  Now for the monotonous part, start downloading each of the video streams into a folder of your choosing.  These videos will be saved in FLV format.  Unfortunately, this site provides your videos in 30 minute chunks, so there may be numerous video files to download.  If you are clever, you can probably script a process to speed up the download process using a web file grabber like wget or curl.

Download and install the VLC video player from http://www.videolan.org/vlc/ .

VLC can be used to generate snapshots of an FLV video as specified frame intervals using  a command like the one below from a Windows command prompt.

> vlc C:\ludumdare\myvideo.flv --rate=1 --video-filter=scene --vout=dummy --start-time=1 
--stop-time=1800 --scene-format=png --scene-ratio=24 --scene-prefix=snap 
--scene-path=C:\ludumdare\screens vlc://quit

This tells VLC to generate a snapshot every 24 frames for the first 1800 seconds (30 minutes).  This works okay, but the stream has to completely play through the entire 30 minutes to take the snapshots.  Therefore, it will take the total amount of casting time to grab all of the snapshots for the time-lapse video.  This method could take hours for to grab all the snapshots out of the stream videos.

Note: The path to VLC must be in your PATH environment variable.  This can be done in a command prompt using a command such as the one below.  Change the value accordingly for your VLC installation.

set PATH=%PATH%;C:\Program Files (x86)\VideoLAN\VLC

To make this process more efficient, we only want to play the video at the points where we will capture a snapshot.  This can be accomplished by changing the start-time and stop-time values.  When specifying those values, VLC will start generating snapshots at that number of seconds into the clip.  However, there is an apparent bug which makes VLC also generate a snapshot at the beginning of the video as well.

Now to generate all of the snapshots, we will need to execute VLC setting the start-time parameter to the value of the position where the snapshot should be taken.  Repeat this process by incrementing the start-time parameter by the interval between frames in seconds.  I set the stop-time to the start-time + 1, since we only want to capture one frame at that time.  Be careful to make scene-ratio the value of the frames per second for the cast, so that only one snapshot is taken for the one second interval.  In most cases, that value will probably be 24 frames per second for Twitch.tv.

I chose to take one frame every 30 seconds for my Amish Brothers time lapse video.  I scripted this process in Ruby, so that it automatically calls VLC with the correct time parameters.  This made the total time to generate the snapshots for a 30 minute video 60 seconds (2 snapshots generated for each minute of footage at one second each), but maybe a little longer due to some overhead of starting and stopping VLC.

That is good, but I had 37 videos to process, which is still tedious.  With a little more scripting, I was able to loop through all of the FLV files that I had downloaded into my video directory.  After the script is complete, it puts all of the PNG image files in the “screens” directory.  However, there is that bug in VLC that generates an image at the start of the video, so with a simple DOS delete command I removed all of the “*00001.png” files, leaving only the correct snapshots remaining in the directory.

Below is the Ruby code for generating the snapshots with VLC.

USE AT YOUR OWN RISK AND ONLY IF YOU KNOW WHAT YOU ARE DOING!

iFramesPerSecond = 25
iSecondInterval = 30
iFrameCounter = 1
Dir.foreach('.') do | strFile |
  if (strFile =~ /\.flv/)
    iStartTime = 1
    while (iStartTime < 30 * 60)
      strFrame = "%05d" % iFrameCounter
      strCommand = "vlc #{strFile} --rate=1 --video-filter=scene --start-time=#{iStartTime} 
--stop-time=#{iStartTime + 1} --vout=dummy --aout=dummy --scene-format=png 
--scene-ratio=#{iFramesPerSecond - 1} --scene-prefix=#{strFrame}f 
--scene-path=.\\screens vlc://quit"
      puts "Running #{strCommand}"
      system(strCommand)
      iFrameCounter += 1
      iStartTime += iSecondInterval
    end
   end
 end

Next, I went through my snapshot directory and removed unneeded images, such as when I was eating or away on a bathroom break.

Now I needed to put the snapshots back together in a video file.  Some people have recommended Chronolapse, but I tried it and the video quality was really poor and there were no options to increase the quality.  Therefore, I used VirtualDub (http://virtualdub.org/), which can also make a video out of image files.

The only problem with VirtualDub is that it expects the filenames to be in sequential order (0001.png, 0002.png, 0003.png, etc), and the filenames generated by VLC can only be specified by a prefix, and it gives each file an unchangeable ending, which is based on the frame number.  To resolve this, I wrote another Ruby script which looped through all my snapshot images and renamed them to sequential file names.  I’m not sure if the files are looped through by lexicographical order or timestamp order by default, but it worked so I’m not complaining.

USE AT YOUR OWN RISK AND ONLY IF YOU KNOW WHAT YOU ARE DOING!

iFile = 1
Dir.foreach('.') do | strFile |
  if (strFile =~ /\.png/)
    strNewName =  "%05d" % iFile
    strNewName += ".png"
    puts "Old: #{strFile} New: #{strNewName}"
    File.rename(strFile, strNewName)
    iFile += 1
  end
end

Now all of my images are in the directory in sequential order by file name.  The images can be imported into VirtualDub by selecting File > Open Video File and selecting the first image.  It will automatically add all of the other images in the directory.  I also added an audio track using some of the music from my game, by selecting Audio > Audio from other file.  It is important to note that VirtualDub will not loop your audio, so I had to manually loop the audio myself by extending the audio track in Audacity.

Finally, I added a credits screen at the end, which seemed to be more trouble than it was worth.  There is no way to slow down or copy frames in Virtual Dub, so I had to make another video file containing my credits, and then used File > Append AVI segment to add it to the end.

Now I just needed to encode the video, but it turned out to be about 5 Gigs in size, which I believe is too big for YouTube.  This was fixed by selecting Video > Compression from the VirtualDub menu.  It gives a few different compression methods.  I didn’t really have a clue as to which one is best, so I just selected Microsoft Video 1.  It reduced the size to around 400 Megs, so it did the job.

Finally, I previewed the video and uploaded to YouTube.  It seemed to a be a lot of trouble just to make a time-lapse video, but this was my method since I didn’t not use a screen capture program and I didn’t want to spend a lot of money on a professional video package.

 

References:

http://wiki.videolan.org/How_to_create_thumbnails

http://code.google.com/p/chronolapse/

http://support.twitch.tv/discussion/2391/frequently-asked-questions

http://www.ludumdare.com/compo/2012/09/09/how-to-make-a-good-timelapse/

https://wiki.videolan.org/VLC_command-line_help

Tags: timelapse

Post-Jam Swimming Fool Version !

Hey ! We improved swimming fool, it no longer sticks you in crazy froglish dialogs and control is ‘mush’  better  !

If we can we’ll make a post mortem tomorrow relating our experience with haxe and starling and other super uber meaningful details such as how much tavrox slept !

XOXO, BM

Thanks for playing !

 

 

Feng Shooey postmortem

What went right?

Animation works! I integrated an animation system which uses image references based on an animation state.

Mostly consistent style! I used less colours and also added a slight orange tint to the final scene. I used a lot of real pictures such as the background. I also made the levels (replaced pngs doodled in a tray of salt). The wall graphic works really well as a texture (minus the tiling), though the garden itself was a bit of a hassle, and I spent a few hours finding an appropriate texture for that before resorting to basics (the salt has a slight grey tint). Building a concept image really helped this.

Basic gameplay: The shooing mechanism wasn’t what I first intended, the original idea was that the cat and dog were messing up the level and you were sorting it out (cough, Fix it felix, cough).

Ideas: I generated a few then picked what I considered to be a rare idea. My first ideas were all like mondrial crazy painter, so I wanted to get away from that. It was good coming back to my ideas later to appraise them critically, rather than being swept up near the start.

 

What went wrong?

Timing: I had a few ideas for themes at about 5am, but I started at about 3pm on Saturday, 12 hours after the start. I then lost some supplies so didn’t really do much on Saturday apart from draw some resources and build the concept image.

Art: My import process was sloppy as I was taking photographs of faint coloured pencil drawings. I should have been using my scanner from the start. Also, I decided to learn animation on the fly, and didn’t have a workflow to help me do that. It would have been handy to have my multiple layers within a single frame object in Gimp, rather than having layers everywhere.

Swing: I had an issue with my double buffering. Turns out I was using 2 backbuffers so when i flipped from the backbuffer for the first frame, that was blank and nothing showed. Similarly, I had problems with only certain objects using double buffering too, which all meant it took me a while to get anything of note on the screen. Even with referencing my working projects.

Perfectionism: Although I could have probably submitted for the 48 hours on Sunday, I was sleepy after a late lunch and it just wasn’t polished enough to submit.. I’ve done 72 successfully.. The 48 hours is the next goal to break!

Things of note:

I put poop into the game at 5 hours to because my sister mentioned it. The code is awesome:

if (“TURDING”.equals(animationSequence)){

Long currentPoopStart = GameState.getAsLong(key, GameState.POOPOFFSET);

long poopDuration = startTime-currentPoopStart.longValue();

//                            System.out.println(poopDuration);

MyBoolean pooped = GameState.getAsMyBoolean(key, GameState.POOPED);

if (poopDuration > 2000 && pooped == null){

// thats a long enough poop.

int turd = GameState.add(“turd”, new MyXY(location.x, location.y+3));

GameState.addField(key, GameState.POOPED, new MyBoolean(true));

}

if (poopDuration > 3200){

// figure out where to go

int returnX = -150;

if (!rand.nextBoolean()){

returnX = 1150;

}

 

// run along now

MyXY targetDestination = new MyXY(returnX, location.y);

GameState.addField(key, GameState.TARGET, targetDestination);

}

else {

// keep doing what you’re doing, kitty!

continue;

}

}

 

I also made this really weird data structure to save any parameter to any integer key. It isn’t normal, but it meant that instead of adding a hundred parameters to every object, I could add new parameters whenever I needed and not have really unwieldy objects with a hundred unused getters and setters. I’m not sure if it is a side effect, but I didn’t notice any garbage collection or slowdown either. It’s quite bizarre, as I was really lazy and left my objects in the hash rather than removing anything.

 

public static HashMap<Integer, HashMap<Integer, Object>> objects = new HashMap<Integer, HashMap<Integer,Object>>();

public static int add(String type, MyXY location){

int newKey = objectsPresent++;

objects.put(newKey, new HashMap<Integer, Object>());

addField(newKey, TYPE, type);

addField(newKey, LOCATION, location);

return newKey;

}

 

To finish, I think this was a very successful Jam, and while the game looks and acts like a real game.. It doesn’t really have the fun factor (and its a matter of time until catmoggeddon). I would typically start from a basic programming concept, make it work, make it interesting, and then try to fit some art into that and make it challenging afterwards. Though if I had done that, I would have likely built a completely different game and focused on the cleaning up mechanic rather than chasing cats.

 

Broke Down Postmortem

brokedown_title

As it says on the tin: Broke Down is a Twinestory about tearing shit up and getting off on it.

Twine is easy to use, but it takes a little persistence to coax out the possibilities. Fortunately, there are resources everywhere (Porpentine has collected many). I relied heavily on the collective knowledge shared by the Twine community.

1 Design
I wanted to design the layout first, because I knew that there would be a temptation to use the default CSS styling if there was a time crunch. The hardest part was figuring out which elements affected what, especially for the sidebar (the hyperlink in the byline bedeviled me). When I got stuck, I was able to look at Leon and Porpentine’s stylesheets to figure out which elements to reference in my own CSS. Dan Cox’s Twine tutorial provided information about using Google Web Fonts.

brokedown_mechanic

2 Mechanic
Implementing the story layers was easily done using Twine’s built-in if macro and jumping to “more” and “less” passages that changed the level variable. The hard part was resetting the variable each time the reader advanced, and I felt this was critical. I couldn’t find a way to combine the set macro with internal links. I thought I found a workaround using Leon’s timedreplace macro, but an hour before the deadline I realized it didn’t work. As a last-minute MacGuyver move I created duplicate passages that reset the variable and automatically jumped to the prose passage using Leon’s goto macro. It doubles the number of passages but it works.

I used a number of Leon’s excellent macros and fixes:

brokedown_stats brokedown_nodes3

3 Writing
I got a late start Saturday morning. I wasn’t sure about the story, I just knew I wanted 3 levels of prose. I spent most of the day freewriting stuff and reading erotic fanfiction (sorry, it’s true), and I thought about people in rollover crashes and what it might be like to roll downhill in a metal cage and maybe hit a tree or water. I don’t know what that says exactly, it’s just where my head was at. Sometime Sunday morning the story clicked and I wrote the bulk of the prose from then until deadline. I was writing up until the last ten minutes and ended up condensing routes to make it in on time. What you’re seeing is relatively raw.

4 Post-competition
I will release a post-competition version before voting ends. I mainly want to expand the routes and add more diversity, but I had an idea for color scheme changes that I want to try implementing. Li’l, my jam partner for LD25, has expressed interest in creating music.

As far as what worked/didn’t work, I got lucky and had access to awesome macros that let me set up the story experience I wanted. It was a much more organic process than my previous entries, but it worked out.

Rokhopr – Post Mortem

I thought I would take a break from playing entries to write a quick post mortem on my game Rokhopr. If you haven’t played it yet, it’s a simple 1 button game for 1 or two players. It can be played on desktop browsers with the keyboard or on touch enabled devices.

Play it here!

rokhopr_2player

Here are a few points regarding the development:

The good
I decided to make the game from scratch using the HTML5 canvas tag and JavaScript. I wanted to make sure the game could easily be played on desktop browsers as well as touch enabled phones and tablets and I think I achieved that (though I’m sure there are some devices and/or browsers that don’t work, but haven’t encountered any yet).

I think the 2 player mode was a nice addition that I decided on quite late on. Though it took a while to implement, I think it worked out pretty well.

I was pretty happy with how the minimal 4 colour Gameboy-style aesthetic turned out in the end (although I probably spent too much time trying out different colours/designs).

The not so good
I ran out of time before I had done any game balancing (tweaking the rock spawning rate, speed up rate, player rotation and movement speed etc), and I feel the game really needs this to make it fairer and try to eliminate situations that are impossible for the player to deal with.

Also, the game is completely silent. I knew that getting consistent audio behavior across devices/browsers might be tricky, so I decided to not even try quite early on. Obviously the game could have been improved with some sound effects and music, so this was a shame.

Well, that’s all from me – back to playing my way through the entries!

Web Tuto for spaceship builder is online !

presentation

Hello guys,

Did you already save enough animals with your extraordinary space ship?  No ???  You really are failing.

You can now discover all possibilities of our game on

https://dl.dropboxusercontent.com/u/69483216/Site%20spaceship/index.html

with a tutorial and explanations.

With all this, you don’t have any excuse to fail your missions !!

You can find the game here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20579

IceBreaker – PostMortem

Intro

IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).

I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.

So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)

Blender was extremely helpful for rapidly producing the future-retro look

Blender was extremely helpful for rapidly producing the future-retro look very quickly, even the sprites were tiny renderings with wireframes

You can’t quite tell, but it’s a stripped-down RTS:

  • no resources or buildings (instead you have gestation periods for replication)
  • since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
  • there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
  • it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.

Statistics

  • Four litres of coffee consumed
  • A whole forest of tobacco
  • 3,617 lines of code
    • That’s 60 A4 pages if printed out
    • According to Wolfram Alpha that’s:
      • about 17.8 metres ( 58 ft ) tall
      • 6.6 storeys high
      • and about half the diameter of the Hindenberg
    • Very sore wrists (hush, you!)
  • somewhere between 3 and 6 hours of sleep

Screen shot 2013-05-01 at 5.18.22 AM

What went wrong

  1. strong underlying system
    • unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
      However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on.  This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
      I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
  2. not enough testing of environment
    • I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
      • setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing.  But this should have “Just Worked”
      • Final builds (I’ll get to that)
  3. using an unfamiliar framework and language (again)
    • In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo.  In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling.  This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
    • HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally.  This stole quite a bit of time, but it was far too late in the project to change ships.  I look forward to using it more though.
  4. refactoring at the halfway point
    • despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
  5. sleep (braindead 6+6 hours)
    • I should have done it sooner, and more.  I’m quite good without sleep, but I ran rampant on the code-base when I  started getting exhausted.  Much time was spent rectifying this spaghetti.  I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.

      an early screenshot complete with pointless UI and ugly tiles

      an early screenshot complete with pointless UI and ugly tiles

  6. didn’t demonstrate theme clearly enough (despite following it)
    • I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
  7. planning
    • I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
  8. submission process panic!
    • I tested my environment this time to avoid this exact thing.  However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser.  It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
  9. no end-game detection or automatic level progression
    • despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.

What went right

  1. strong underlying system
    1. Yes, it’s a dirty trick having this in both sections.  But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
    2. I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
  2. using Haxe and SublimeText 2
    1. This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful).  I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again.  However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
  3. the game idea
    1. I think this concept is pretty sound, and I enjoyed playtesting it.  Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
  4. music and art
    1. There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
    2. The music was made in about 5-15 minutes for each of the two tracks
    3. Art was quite quick too, despite a few false starts
  5. tutorial system
    1. I’m really happy with the tutorial system, which could also double as a mission introduction system.  It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
Tutorial system

The in-game tutorial system is quite smart, if a little overenthusiastic

Last words

Thanks to everyone for an awesome experience yet again!

Project source (github) | Project page | Live stream (twitch)

I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve

Tags: 2D, blender, compo, flash, flashpunk, haXe, jam, LD#26, post-mortem, postmortem, sublimetext2

Defenders of Order postmortem

So my first joke when I learned the theme was “My games are already minimalist.”

I was collaborating with Anand so I could have more elaborate art than I could have made on my own, and the first thought when you think of a “minimalist game” would be red wedges shooting white circles or something.

So on Friday we considered a few directions to take the idea that would address the theme, especially ones that would allow minimalist and non-minimalist elements to co-mingle.

1) A non-minimalist character exploring a minimalist world.
2) Perhaps everything is coloured rectangles until you get close to it or shine a light on it or something.
3) A strategy game that you can switch between two different modes, one with character stats and firing ranges and things, one where they are white and black pieces that move by square.
4) A strategy game of minimalists vs. non-minimalists

We started going with 4, then started thinking a Tower Defense would be easiest to finish in a weekend, ( compared to a more symmetrical strategy game, where I would need to program the A.I. ) and somehow while drawing the sketches for it, we came up with the unique aiming mechanism, which you can see here:

towers

Note also that the towers were initially vertical boxes. The lines were meant to show where the rear towers had a clear line-of-sight, but looking at it, we thought, what if that’s how you aimed, not with a single tower, but with a pair of towers? So we seized on that as a mechanism that made the game a little more innovative than just yet another TD game, and set to work.

I programmed it in Flashpunk, because I had used it before. Anand and I hadn’t collaborated before, so I wanted to keep the number of new things under control. I looked up a lot of things on Flash Game Dojo while the Flashpunk.net site is down.

So here’s the result.

After playtesting, maybe the game is a little too simplistic, which has made it tough to balance, in terms of if you make the creeps too tough, they overwhelm you no matter what you do, and if you make them too easy, you would have to go out of your way to lose. We have a couple ideas on what would add some depth to it, but by the time we thought of them, it was too late to implement them.

Tags: flash, flashpunk, tower defense

soundscape – Post-mortem of an audio game

 

 

I decided to take the theme of minimalism in the direction of minimal interface: try to make a game that can be played by audio alone!

soundscape overview

What went right:

  • Framework: I used love2d again, and this time I had even more experience. I used the collision library I learnt about in LD24 and without it this game would not have been possible for me to make in the time frame.
  • Idea: I think this was a really interesting idea, and a lot of people agreed. I’ve never played such a game before, though I have heard of a few. I’m really interested in making similar games and seeing what can be done with audio games.
  • Visuals: I think I have managed to achieve a visual style is simple but elegant, and fits the theme quite nicely. It’s quite neat that the player’s route overlaid on the map looks like minimalist art itself.

What went wrong:

  • Sound: I made a similar mistake in LD24 – having really irritating sounds. Some people reported the feeler noise hurt their ears.
  • Playability: I really had no idea how to design an audio game, and it shows! I’m not entirely sure the directional sound for the goal works properly, and I think the theramin-style feeler is a very good interface for blind navigation. I don’t think I made it clear enough what the static meant, especially since the grid scrolls even when you aren’t moving! That said, I was pleasantly surprised by how many people enjoyed the game and actually made it to the end!
  • Dead ends: I spent a lot of time playing with dead end ideas – namely trying to do levels made of constructive solid geometry (way too fiddly to implement in the time frame). The sound element of the game is very stripped down from the weird stuff I was playing with, and the levels are nothing like I wanted them to be originally!

Like last time, in LD24, it was great fun to participate. I’ve made an interesting game that’s like nothing I’ve ever made before, and really has me thinking about new possibilities for other audio-games.

Tags: audio game, LD#26, love2d, lua, post-mortem

Platonic Dot Solid – Post Mortem

The Tool: Unity

So around two weeks ago I made a reluctant post about being in for the Jam. I wasn’t sure if I’d take part or not, as I didn’t have any colliders prepared from my normal 2D framework, one of the harder lessons from my first Ludum Dare, the other being a hard 7-hour-costing lesson in buggy animation (which I later fixed). In fact I used Box2D the first time around, so I didn’t have any collider experience off the top of my head. Like the first time, I had to decide between GLBasic, or Unity+C#. The first time I chose GLBasic because I knew off the top of my head 3D modelling can be costly with rigging/weight painting, and I hadn’t spent enough time figuring out 2D.

I think ultimately the difference here in going the Unity route, was that it presented challenges I was aware of, but going GLBasic appeared less threatening and problems ended up creeping up on me the first time. This time I chose Unity and the result was much better. Not to mention getting 72 hours in the Jam as opposed to 48 hours of crunch time. That said, Platonic Dot Solid could have been made in 48 hours as I took a lot of relaxation time, and much of the last day was spent polishing up the boss fight. Also, the web based player is really convenient.

 

The Theme: Minimalism

The most minimal idea that came to mind was math and the elements. For me, this boiled down to Sacred Geometry and the Platonic Solids. Influenced by Plato’s ideas, the Platonic solids each represented a basic element: Earth (Cube), Fire (Tetrahedron), Air (octahedron), Water (Icosahedron), and Dark Matter (Dodecahedron).

On top of this, I also wanted to represent the conflict between humanity and the Djinn. In typical Biblical stories, there’s this idea of angels turning bad and becoming demons, but in the Qu’ran, angels have no free will and the Djinn are the only ones that may turn evil out of their jealousy against humans inheriting the Earth.

sucre

 

I created Sucre Cube a long time ago as a spontaneous 20 minute idea for a Sugar cube that travels through a kitchen to save himself from becoming used in coffee. I never fleshed out the idea, but when this theme came up, Sucre became Dot Solid. I remodelled him from scratch, but starting with a sphere. I liked the idea of a one dimensional dot becoming the whole of the 11th dimensional universe. I never followed through with making part of the game 2D, as a progression through dimensions, but I still like the concept. The texture is really the only thing I came into the Jam with.

morphI’m not 100% happy with the morph to Icosahedron, but I spent 5 hours on it. Blend Shapes or Morph Targets aren’t possible in Unity without an add-on by Chris West called Megafiers. If you use Unity, I think this is mandatory for intentional design and really the only must-have add-on for me at least. It cost $150 but the price is going up soon, so hint-hint.

 

What Went Right

Because of juxtaposition between all these ideas, including a nod to Metal Gear Solid (originally in title alone), everything seemed to come together serendipitously. By the end of the 48 hour deadline, I pretty much had the game done, but I needed a boss battle. I’ll admit, a bit of laziness led me to putting together different elements of the level to create the enemy. But then something magical happened. I created, METAL DJINN!

metaldjinnHis legs were made of pistons, his arms a Cannon, and his head a Dodecahedron Djinn.

I would have liked to add a lot more sounds like footsteps, or the pistons slamming, but automated looping animations are hard to synchronize properly with sound. The humorous voice by Camila really made it easy to not feel that bad about dying. Dying is not a serious issue in this game, which I think is something that works for games. In fact, more people wanted closer checkpoints. Possible one after each obstacle. This says something about casual games and experiences being compartmentalized. I could really consider making a mobile version of Platonic Dot Solid with single challenges and a proper save.

What can I say about the graphics? They were easy to do and they worked. I guess this is one case in which limits influence style. The graphics themselves are minimal and it allowed me to build levels completely out of primitives. I’m happy with the animation. HumanIK in Maya makes it really easy, as did using Legacy animations for Unity 3.5.7. Mecanim would have been overkill and as I still haven’t figured it all out, there’s no way I’d get the game done in time if I did this with mecanim in Unity 4.

MORE LOVE – Is a song I first heard from my friend Ahssan, who I met in University (for Interaction Design & Performance and Media Arts). That was about 10 years ago, and recently he let me hear version 5 of it which is a testament to his improvement. Both songs are used in the game. V5 for the intro and V1 for the ending. I love this song, but I didn’t always love Ahssan’s music. In fact I was the first person who honestly told Ahssan he couldn’t sing back in 2003. He came up to me one day and said he cried and screamed in his pillow, which I felt bad about, but he then said he realized he owed me a debt of gratitude because he had been spending a lot of money on lessons (his teacher even admitted to stringing him along). Today he raps and just synthesizes the music end of things and I think he’s really good at it. In this case, honesty was the best policy. I thought it was a perfect fit for this game.

Ideas for level design were well influenced by the first 5 hours I spent building Dot Solid. Knowing what his powers were, I could built platforming obstacles around them. One thing I wanted was multiple ways to pass certain obstacles and the Fight or Flight section (Timing or Force) had 3 different ways to pass it. This I think is an important part of good games. Sometimes you have to let the player play how they want, in their style.

 

What Went Wrong

AI was difficult to put in. I had simple facing scripts, but walking and pathfinding towards the player, firing at him was a mystery. I wanted the final boss battle to be a lot more epic, and less tedious. Yes you can fire at him from the top boxes, but I wanted the player to jump on his head and fire from there. The wind powers were too hard to control in both perspective and orthographic camera modes. I also wanted the boss to have 3 different forms, or timed sections where the player would be challenged to use each of their powers intelligently. In the end, I think Metal Djinn could be improved, but this is a challenge for another day.

Though initially, level design was very easy, as time went on, I started to repeat a lot of elements. I think in some ways this is necessary as it asks the player to get used to using the power, but I would have liked more diversity. I never had a chance to make sections of levels where the player had to use the sphere form to outrun a giant boulder like in Indian Jones. One of the reasons for this is that the orthographic camera makes it difficult to make bobsled-like tracks.

I should have made my game controller-friendly by not requiring the Left-Shift key.

cannons

BULLETS! These little 2D bullets which always faced the orthographic camera. This was easy to do when they were fired down the negative z-dimension, but when it came to firing Fireballs from Dot Solid, or Cannonballs from Metal Djinn, I had to overhaul it a little bit. They went all over the place until I set them to fire directly from the tips, and rotate towards the arm’s aiming direction. The fireballs were made collide-able, to make them less cheap, but I noticed when doing the same thing for the Cannonballs, they made the bullets look sloppy, arcing like a wingless bird. They also rolled around everywhere and made the last boss battle look ridiculous. In the end, the Cannonballs had no collisions, but the fireballs did.

 

Player Feedback

People complained about the controls, which I think is understandable. People don’t like cheap deaths. Most of the time, we’d like to die when successfully doing what we wanted to do. In this case, I thought it added a challenge to the game, as did the orthographic camera which I intentionally abused to mislead the player into false solutions. The good news is you’ll never truly die in this game so it’s basically just a challenge of patience. The game can be completed in 3 to 10 minutes. Possibly longer. The bad news is that my 4 year old nephew couldn’t wrap his head around it, but enjoyed watching me play it.

The orthographic camera was an intentional obstacle, but I noticed a number of players really wanted clarity in this. So this teaches me something about the player wanting challenges that don’t exist in the controls/interface of their character. I think that’s a very valid point. The original Resident Evil was very scary because it was so hard to control your character while escaping, but it feels cheap to die when your character doesn’t do what you expect it to.

The art style was the biggest positive and I kind of agree. Secretly, I’ve always wanted to see shaders that automatically add cross hatching or other patterns to objects so that I can do a game in the style of Valkyria Chronicles, but prepared textures seemed to work fine so far.

 

Conclusion – What I Learned and Need to Learn

This was my second Ludum Dare. The biggest lesson of my first Ludum Dare was that sometimes you have to cut features to ship. This time around I didn’t have that problem, but I think the biggest lesson was that you can never make a game too easy, and making a game both easy and challenging is in itself a challenge. I was planning on adding a hardcore mode (with one death), which would have been about 10 minutes of work, but then I realized that at one point in the game, you are supposed to die to advance. I didn’t want to risk offending frustrated players either.

AI is the next frontier. Even if I have to figure out how to use an add-on with behaviour trees, AI is really important in 3D games. Pathfinding goes hand-in-hand with that. For whatever reason, I’ve come out of this Ludum Dare really interested in procedural/random level generation and multiplayer, but there’s nothing I dislike more than an absence of bots, so I really should figure out AI first.

Colliders. Although Unity makes this really easy, I still need to understand how to build this from scratch someday beyond simple box checking.

C# and Javascript do not communicate together well. I like C# more, but for the enemy rotations, for some reason I used Javascript as I learned it that way from the Tornado Twins. It’s not that I can’t do it, it’s that the porting hasn’t been done yet and it took less time to come up with a cross-script call.

All in all, I often fall into the trap of procrastinating, just because I know how much work is ahead of me, but when you buckle down in a game jam like this, it really brings out the best in you. Also, using Sucre or Dot Solid officially removes a game idea out of my mental vault of ideas. I wasn’t planning on participating but I’m glad I did and the community is the best part. I’ve only heard constructive and honest criticism, but mostly supportive comments. A much better contrast to when just posting videos of progress on youtube or forums and getting death threats for it. Hahaha… that actually happens.

I’m really proud of what I created so I hope more people will get a chance to play it.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=17759

 

 

Tags: Metal Djinn, Platonic Dot Solid, post-mortem, Prelucid

Here it is !

I’ve spent my day trying to fix big issues with the build I’ve posted yersteday (or in the morning), but I finally made it in less than 72 hours. 😀

Now I’m tired, so I just copy the description I’ve put with my game: Sunset Death.

Dr_Geraud_decorsSamuraiV5

YOU CAN PLAY HERE

Sunset Death is 2 player duel game:
– The goal is to kill your opponent 3 times before he does the same.
– You can dash, backdash (both only once in a fight) and slash with your sword.

Controls are simples:
– P1: s (backdash) d (slash) f (dash)
– P2: l (backdash) k (slash) j (dash)

The game is a mix of reflexes, mindgame and alea. But the most important is that it keep the fight simple. Everything is in the atmosphere.

This is my first time making a game in solo, my first time doing art for game and my first time animating something. That was REALLY TOUGH !

Softwares :
– Photoshop
– Construct 2
– Audacity

Hope you’ll enjoy it.

I rated 20 games!

It was a bit harder to rate games, as I was on linux, and it is a pain to find games that actually package linux natives with their jars, had a linux port, or just didn’t use Unity, as I was having a lot of trouble with Unity, too. I wish linux was more widely accepted. None the less, I rated 20 games and I am going to keep rating until the judging time runs out! Good luck everybody.

Comments

30. Apr 2013 · 19:49 UTC
You can use the search function to look up the word “Linux” and the results should have a higher concentration of Linux games.
martijn
30. Apr 2013 · 19:54 UTC
I am also rating games from a linux machie. Most windows games work fine using wine.
30. Apr 2013 · 20:54 UTC
Hi djdduty,
djdduty
01. May 2013 · 23:30 UTC
I played it, the game ran ran, fast and stable, but I didn’t hear any audio, I wasn’t sure if there was supposed to be any or not.

Conversion – Post Mortem

Conversion-WallMessage

I wrote a game titled Conversion, after the condition known as Conversion Blindness. You cannot see, so you must complete the game using only your sense of hearing and sense of touch. It’s minimalist by reducing your senses and distilling the environment down to the remaining senses. The game is intentionally vague about what’s going on in an attempt to immerse you in the confusion of someone who just had a traumatic event trigger blindness.

That’s already a bit of a spoiler, so if you don’t want to be spoiled further, go rate Conversion and come back. We’ll wait.

Theme Selection

I did not like the selected theme one bit. At all. I hated it. Everyone is just going to do “minimal crappy graphics” I thought. It took me a couple hours of pouting before I decided to take the “minimal graphics” idea to it’s ultimate conclusion – no graphics. And since text adventures are a well defined genre that just left audio-only games. It still took me another hour or so to refine what I meant by audio-only – a game where you hear sounds and have to walk to them to get the next bit of the story.

Implementation

I knew I needed positional audio and I knew XNA (my chosen platform) could do positional audio, so I went to work creating a simple tile map and player actor to interact with. And then I heard it. And it was awful. XNA’s positional audio is so far from precise that you’d be bouncing around the map trying to locate the sound. You can’t tell front from back, and the zone where the sound was equal volume for both ears was so wide that the sound could have been coming from anywhere. And JSIL doesn’t support it. So I went about implementing my own positional audio using just volume and pan. I was able to narrow the area that’s considered “in front of you” and I made “behind you” quieter than in front. Both cues that’ll help you find your goal.

Problems

There were plenty. I was not prepared to build an audio centric game. Though I had the tools available, I didn’t remember how to use any of them. But when the muse strikes, you don’t say “sorry, no tools” you just plow through.

  • Audio recording. I have a Belkin  TuneTalk. They’re supposed to be good at recording good quality audio. Unfortunately they’re noisy as heck. I spent a lot of time cleaning up sounds and re-recording them. I need a new portable recording solution (or just a better mic for this thing).
  • JSIL, the XNA to javascript compiler, doesn’t support audio panning. I’ve since taken a whack at trying to solve that, but my first attempt failed, possibly because I don’t understand the Web Audio API. I’ve got a bug filed against JSIL on this and I’m still continuing to look into it so I can provide a web build. The game plays completely fine in JSIL otherwise. But imagine being blind and deaf in one ear trying to track down that damn leaky faucet.
  • Content. There was supposed to be a lot more content. This is largely a problem with my engine primarily being for arcade/action games, there just wasn’t any support in it for pre-determined events. With time running short, I only got the win/lose condition in  literally just before the compo ended. The “intruder” you chase literally teleports between two locations because my event triggering system doesn’t allow for the spawning of actors with actual AI. I lost a lot of time because the feeble triggering solution I had kept breaking every time I needed to add another type of trigger.

Surprises

I completed. No, that really is a surprise. Literally 15 minutes before compo deadline Serilyn can attest to my giving up. I literally had no end condition. You couldn’t win or lose. Somehow, cobling together a lot of hacks, I managed to make the gun fire a bullet (instead of just making a sound) and have that bullet kill the intruder and have it trigger a player death if you use too many bullets (yeah, cheesy, but I needed a lose condition). Thank God (and the LD admins of course) for submission hour.

Conclusion

I love the concept that I proved. I hate that it’s so short and that the neat story I had envisioned was completely lost. I plan to do a post-compo version, though it’s going to have to compete with my other non-LD project for time. Luckily both projects make use of the same engine and use exactly the same mapping tech under the hood, so I can advance both titles simultaneously for a bit.

For those interested, I use Mercurial for revision control and did multiple commits over the course of the compo. The repos have been mirrored on Bitbucket. Compo source. Engine source. I tagged what was released for the compo so that I can continue committing post-compo code.

So now that you’ve read this, please rate Conversion. Tell me what you liked. Tell me what you’d like to see. Tell me what you didn’t like.

Thanks!

Game:
Mono Cave

screenies

Description:
Mono Cave is a little game where you venture through a cave and shoot the bad dudes that get in your way! The entire game is made up of only two colors: black and white. It also features the retro sound of a gameboy synth for the music.

What Went Right:

  • I completed the game. Considering I didn’t even plan on entering in the first place and worked on the game purely because it was fun to keep going, I’m very happy that I finished. It’s nice to work on a game for no other reason than it’s fun to do so. In the end I created enough content to last someone a good 10 minute play-through.
  • Some people seem to like it! I’ve gotten a decent amount of compliments which makes me super happy. I have also gotten a fair amount of criticism but I think it’s all justified and it’s about things that I would have sorted given the time. I’ve found only a few people have straight up said it sucks but I can take it… Honest… :'(
  • I learned a bunch. I’m not used to using flash, I generally work with java and Libgdx or game maker. (Occasional some C++ and SFML.) I found I was able to very quickly adapt to FlashPunk in combination with Actionscript. This seems to be partially down to FlashPunk being very easy and straight forward to work with. I’ve come out of this with far better skills when developing flash applications.
  • I feel like I managed to stick to the theme fairly well. The graphics, sound and gameplay are all minimalistic while avoiding it being ugly and boring. (At least a little bit. 😉 )

What Went Wrong:

  • A game breaking bug. I managed to let a bug slip which would mean picking up a key would sometimes not work. The player would then be stuck, unable to beat the level. I believe the bug is sorted at this point but it still bums me out to think many people had to deal with the frustration of things breaking. I found especially early on, many of the comments on Newgrounds where complaints of keys not working. I must have lost a fair amount of people to that glitch.
  • One of the game-play decisions I made to simplify the game backfired. I decided early on that I wanted the player to only shoot in two directions and the direction would be determined by which way the player was facing. People didn’t seem to like this and would have preferred Binding of Issac style controls. I do agree that the game would have been more fun that way. Sadly by the time I realized that was the case, I didn’t have enough time to re-work the levels to fit that gameplay.
  • The music is very love hate. I think this is kind of a good thing in some ways and I’m especially happy when people say they like it because of the great rush I was in to make it. I almost didn’t bother because it wasn’t going well at first and I literally only had about 20 minutes to write and implement it. The reason this is in “what went wrong” is because I realize that picking high pitch notes in such a short loop was a pretty bad idea. It really becomes annoying unless you’re into that sound. I should have probably gone for something a little easier on the ears.
  • I didn’t give enough time to really take the game to it’s full potential and to the level of polish that I would want. As I mentioned earlier this was just a spur of the moment thing and I only kept going because it was fun. I feel like if I had really set aside time I could have taken the game a bit further and made it more fun. On the same note maybe the spur of the moment decision was what made it such a joy to work on.

Summary:
This was a great experience. I don’t expect to come close to the top 10% of games or even come above the top 50% but I managed to make a game with about 12-14 hours of work and enjoyed doing so. I learned a great deal and many people have said they like the game. What more can I ask for? :)

I’m Streaming too!

Imma be streaming me playing some LD Games woo!

http://www.twitch.tv/saampahlavan

First aftershock since the deadline

Once again, I finished my entry in time. For the fourth time to be precise.

As usual, I kept the graphical appearance to a basic level. Only this time I was encouraged to do so *sqeee*. The thing about basic graphics is that I can put more time in the game rather than making it look good.

My finished entry is Trapped In Minimalism.
You are a man who is trapped in a mysterious world in which everything appears different to ours. Everything looks basic, simple, minimalised. You have to escape in one way or another. Your plan to escape puts your life on line…
Click the image to get to the game.

What went well?
* The most important thing that went well is that I managed to finish the game.
* As opposite to the other times I participated in Ludum Dare, I had a scribble file to write down all ideas and plans I had to sum up how I wanted the game to be.
* To add to the previous point; TODO list vs optional TODO list. Knowing what is highly needed in the game and what would just be a secondary feature. With these two lists I could easily finish the core of the game without having unnecessary code in my way.
* Knowing when something headed the wrong way. I quickly noticed, halfway through the first day, that my sprites did not look anything like I wanted them to. Because of the early notice I managed to redo most sprites without feeling stressed out for the deadline.
* Oversleeping. During the other LDs I have participated in I did not sleep a lot, maybe 4-5 hours á night. The outcome was always feeling really bad the next couple of days, not to mention catching a lack-of-sleep-cold. Because of me oversleeping both days this time, I managed to keep my hours of sleep, have a clear mind and feeling relatively good afterwards.
* Testing. Oh dear Goddess, test the game as much as you can throughout the creation to spot errors in time. Streaming helped a ton since the watchers would spot an error or two which I missed. Thanks guys! <3

What went bad?
* Some things on the list changed throughout the event. I did end up with some working but horrible looking code in the end.
* Do NOT do something if you do not think you can do it easily. I got stuck with two things during the event because I was experimenting. Mainly, I tried to add a type of projectile, Missile, which would home against targets. I struggled a lot with the code for the homing effect and wasted time on something that was not even added.
* Something something, I know this point is important but I have unfortunately forgot it.

What happens now?
Time to play and rate games! 😀
When I hit 100 games rated I’ll post a top-5 or top-10 list.

So until then. Toodles~

one life: a… post-mortem? sure!

I am learning things!  In this, my first Ludum Dare!  (Take a drink?)

This probably won’t be a proper postmortem.  I’ve never written one, but I do think quite a bit about things I’ve done, so here.  we.  are.

 

Things that went wrong-ish: should have allowed more time to properly flesh out the concept.  As I mention on the game page, I was indisposed for a large portion of this weekend, but… I figured, if I had something built that I was relatively proud of by the time the 48-hour period ended, I might as well submit; no?  Maybe you, my audience, would have been better served by a spill over into the jam, but what are jams for if not to challenge oneself and expand experiential boundaries?

I used Construct 2, which I’d never used before other than to assemble a sample game from a tutorial earlier last week, and found it to be more helpful than restrictive.  I almost certainly would not have been able to get things up and running so quickly without it, but also ran into some relatively severe limits to either the product itself or my knowledge of the product (most likely the latter).  What should have been seemingly simple sprite collisions were totally all like, “wait, what brosef?”

So back to time as a factor: I furiously pounded URLs into fields screaming, “SUBMIT, YOU MONSTER!” as the clock for preparation time counted down to zero.  Then I realized a timer for submission had an hour left on it and cackled as would a maniac.

 

Spoilers?  There might be spoilers coming up here.  Actually, I think I’m about to spoil what didn’t make it into the game, but that might spoil a little bit of what did, so you decide if you want to keep reading before playing!

onelifescreenshot

“Oh no, don’t.  Stop reading.  Ahhhh.”

I wanted to explore a little more; I envisioned a sunrise paired with music.  I wanted to wander through the thoughts of the character with a little more abandon.  I wanted to visually represent the people speaking in the narrator.  I think I will, but probably not for another twenty days or so.

I have this nagging feeling, which has become a fear, that I have “ripped-off” this concept; that I have seen this very game before in passing and internalized it in such a way as to not recognize the idea as belonging to someone other than myself.  I seek comfort in the knowledge that the game is populated with the thoughts and feelings of my character, and not someone else’s.

 

 So did anything actually go right?

Some things did!  For one: you people!

I have thoroughly enjoyed playing, rating, and commenting on the contributions of others.

I have also enjoyed reading comments on one life.  After a while I started to view the game as sort of a fun social experiment: it’s fascinating, the different ways people play and interpret.   It brightens my day to know that others have laughed, or contemplated, or maybe even a gotten a little angry, and this community seems fantastic.

The game’s nowhere near perfect, but I am happy with my submission, which with any luck will be the first of many.  Nice meeting all of you.

:-)

Instructions or no instructions?

bladeless3

So it seems the comments for my game are split down the middle: half seem to like that there are no instructions, and it’s a bit more rewarding once you figure out the visual clues for the gameplay, the other half think that that instructions would have made it less frustrating to jump into the gameplay and just start chopping guys in half right away :)

One of the problems we face as designers, is we always know what to do when we test our games. Boss battles are always easy since we know the pattern, and hints are always clear, because we know they are there. In this case, I took the minimalism approach to the instructions as well and just left a hint above the first battle.

So try it out, and let me know: more fun observing and figuring it out, or add instructions so you can jump right into gameplay.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20811

M.

 

Comments

30. Apr 2013 · 19:24 UTC
I think as long as you give them a chance to learn with clear and positive feedback, and in a timely manner, you can do without instructions.
kidevil
30. Apr 2013 · 19:36 UTC
Yea, I think the shortened attention span that comes along with a contest like this (so many games, so little time), that if you don’t get it instantly, you move on before you get it at all :/
30. Apr 2013 · 20:29 UTC
I think if you can logically guide them through hints in the design it becomes a more powerful reward when they do figure it out. But you also have to fall back on other methods if they still don’t understand.
kidevil
01. May 2013 · 00:13 UTC
That was my hope :) Good news is, my dad (who I don’t think has ever played a videogame) tried it out and figured it out right away so it should be cake for a gamer.

Runaway Money

It’s been a full year since my last LD…  ::sigh::  But it’s great to do it once again!

This time I made Runaway Money, a party game about being invisible and stealing money.  Sounds kinda fun, right?  Does it also sound kinda strange that a multiplayer game would use invisible players?  Yeah, me too.  I had to think a while to make sure it was possible.

As it turns out, it is and it’s pretty fun.  Give it a try with your friends!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=654

Tags: C++, invisible, multiplayer, opengl, party, SDL, SDL_gpu, stealth

BLOB, my best game.

I’m so happy with my entry this time around, just making it is a reward in itself.

It has (by the standards of stuff I make) gone viral, and almost 1500 levels have been played.

For those who haven’t played my game; It’s an action/puzzler where you can manipulate gravity by pushing buttons. You also shoot fireballs. It has 15 levels.

The game posts some statistics about the playing itself, here are some charts I made — as you can see there’s a big increase in difficulty, but some players just won’t accept it! They have to push through;

Did I tell you how happy I am with my game? I’m happy with my game.

The Side Factor (Jam)

The Side Factor is a local 2 player turn based strategy game. It explores the idea of creating a strategy game with a minimal number of unit types, in this case only 1. The core mechanic is shooting through things.

What went right

  1. Paper prototyping – We used a Chess board and some folded pieces of paper to iterate over the concept of shooting through things. Originally we played with a rule that you could capture enemy pieces by straddling it on both sides and shooting through it. That was abandoned in favour of gameplay where players never lost any pieces.
  2. Audio design – One of the reasons why I entered the jam instead of the compo was to work with a fantastic audio designer, Gordon McGladdery. I spent a lot of time implementing it and adjusting the animations so it felt right.
  3. Visual design & polish – Gameplay was completed on Sunday so I spent all of Monday polishing it. It’s one of the prettiest games I’ve made in a game jam. Below is a series of progress shots from the end of Saturday, Sunday, and Monday.

Progress

What went wrong

  1. The Theme – Minimalism is not a great theme when you assemble a team ahead of time to create a highly polished game. Instead of focusing on aesthetic minimalism we tried to explore it through gameplay. When I created the instructions on the website I realized even though there was one unit type the rules weren’t that compact.
  2. Playtesting – It’s really difficult to playtest a 2 player game by yourself and writing an AI was out of the question.
  3. Publishing on Android – One of my goals was to release this on the Google Play store. It runs surprisingly well on my Nexus S but still needs some optimizations, buttons need to be bigger, and support for different aspect ratios. It’s still in the cards but a post jam version with playtesting and tweaks instead.

 

Play Now (Unity web – Mac/Win/Linux binaries too!)

The side Factor

Tags: jam, multiplayer, unity3d, vs

Astral Offset: Linux & OSX builds + Timelapse!

I’ve now added OSX and Linux ports for my entry: Astral Offset!

astraloffset_gameplay

 

With Astral Offset I tried to experiment with the idea of representing the game world in an alternative minimalistic way, alongside the normal one, and also allow for some form of interaction between the two.

I also put together a small gameplay+timelapse video, enjoy:

Entry page:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11939

More will follow: a post-mortem.

Well, this was my second attempt to 48h compo and the first time I finished and submitted my game.

What to say? I think I learned some things.

To be honest, I learned a lot from my first attempt on LD #25.

What I thought after giving up on the last compo revealed as being true this time: first goal must be “being pragmatic”. And by “being pragmatic” I mean aiming at a target that’s reachable in 48 hours according to your skills.

This is a good lesson, that can be extended outside the specific LD target, into the “real world”.

I’m not a game developer, I’m a CS student. I think I’ve got skills, but I need to work a lot on myself and to improve myself and this competition is a great way to do it.

My game won’t surely win anything and won’t surely appear in the top rated games, but I don’t care at all, because designing my own game, crafting my own game, coding my own game and seeing it coming to life was just a real pleasure.

And I’d like to thank you guys for making fun games, making me feel part of a cool community for 48 hours of hard work.

Submitting my game, playing your games, reading and writing comments, seeing how many incredibly smart ideas you people have got about my same theme and put into your games… I loved this competition. Thank you guys!

And, by the way, this is my game, Euler’s Inc.:

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19092

See you on next LD! 😀

Tags: post-mortem

My Mini Castle: Short Post Mortem

 

Schermafbeelding 2013-04-29 om 04.26.42

 

Doing the super short version :

 

What went right?

– Couldn’t come up with something initially, so I JUST STARTED WITH SOMETHING. Sometimes you should do that and more ideas will come along while doing so.

– Others said they had fun playing it. Why? Because I made it the way I liked playing it myself! :)

Schermafbeelding 2013-04-29 om 04.28.57

 

 

What went wrong?

– I should’ve acknowledged EARLIER that I couldn’t come up with some clever idea.

– A lot of minor things you probably didn’t even notice 😉

 

PLAY IT HERE

The End

Super Simple Box

So, I had to work two full shifts this weekend, as well as take care of some other business – meaning, I wasn’t able to participate in LD26. That didn’t stop me from trying, though! I tried to get something together soon enough to enter the jam, but I didn’t quite make that, either. Still, after about 14 hours, I’ve got enough to show off. If there’s any interest, I’ll update when the game is actually finished.

Note: The following are all gifs. Kind of ruins the effect if you don’t open them up. ^^

ssb7gif

ssb8gif

ssb9gif

Yeah, things got a little messed up there at the end (but it’s fixed now).