LD27 August 23–26, 2013

ADD Kiwi Postmortem – LD27 48HR Competition

AAD Kiwi screen capture 1 AAD Kiwi screen capture 2AAD Kiwi Graphics

In this 48 hour competition, participants created video games from scratch based on the theme of “10 seconds.” I had a difficult time deciding on a solid idea for my entry, discarding ideas like:

  • A timed destroy the targets test.
  • 10 second dungeon crawler.
  • Time traveling machine with a range of 10 seconds.

I finally settled on an idea based on Simon Says, a game which everyone already knows how to play. This is important because 10 seconds doesn’t allow you much time to teach new rules. The goal was to help players grasp the game’s rules quicker before they get frustrated by the time limit.

My idea combines 2D platforming and Simon Says, an idea inspired by Wario Land II and the Simon memory game that you unlock after beating the game. I also drew artistic inspiration from that game, adopting a retro Gameboy look.

What Went Wrong

I struggled a lot more with time this competition than with the last competition. I worked 5 hours Friday night and 9 hours Sunday morning for a total of 14 hours. There are several aesthetic bugs left in the final product due to not having time to work on the game on Saturday.

If I had another 5 hours to work on the game, I would have ironed out the visual appeal of the game by fixing bugs, adding particle effects, adding scan lines, and improving animations. Another aspect that suffered due to time is the unclear game directions. I planned to implement a graphical cue to let players know when a condition is met or failed, but that did not make it into the game.

Currently, the only thing that hints success or failure are sound clips which do not sufficiently get the point across. New players will be lost, not knowing if they are winning or loosing until the end. However, I could be wrong. It will be interesting to hear the feedback I get on this game.

What (I Think) Went Right

I was happy with the graphics for the most part. The character design was something I did in the tail end of development. The name of the game was coined somewhere along development as I scampered around the level in testing trying to accomplish rapidly appearing demands like a small bird with short attention span who flutters about with no obvious goal or purpose. I settled for implying a story with the title rather than spelling everything out for the player to maintain the simplicity needed for such short play sessions.

I was happy with the main character’s walking animation and sound effects. They’re kind of derpy, and it makes me happy. Although I’m not sure if I pulled my original vision for the game, I was proud of my concept, and it’s an idea I think I will return to some day when I have more time.

My tools of choice in making this game included Unity 3DGraphics Gale, and Photoshop. I used the platforming framework I posted via Youtube for most of the player physics. I also constructed a horribly inefficient 2D sprite generator for this game using techniques I need to research more.

If you’re interested in playing the game, follow the link below.

https://dl.dropboxusercontent.com/u/16605964/10/ADDKIWIWEB/ADDKIWIWEB.html

Likewise, I’d love to hear your feedback. Comment can be posted here:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22587

My Twitter: https://twitter.com/zanzindorf

My Tumblr: http://zanzindorf.tumblr.com/

Tags: 48 hours, gameboy, retro, Simon Says

Rainbow cube guy game finals!

Hey guys,

The new is our villain! And some final menu.
SO it will done by tonight and I am so exctited about it.
Check out our last designs :)

See you soon

Brigitalinerova( art designer)
finaly we have a new menu designes with all information

finaly we have a new menu designes with all information

our villain

our villain

This is another menu for selection of levels

This is another menu for selection of levels

I surrender.

With 5 hours remaining it’s becoming clear to me that finishing a playable version of my game in time is unrealistic. I’ve decided to surrender. However, I am very pleased with what I have so far and I intend to finish it.

Tomorrow morning I will get up and complete what I intended to complete today. I will also upload the game and post a full post-mortem. I want to thank the organizers of Ludum Dare for  motivating me to get off my ass and make something. This will be my first playable game!

Screenshot time:

Screen Shot 2013-08-26 at 12.35.28 PM Screen Shot 2013-08-26 at 12.35.33 PM Screen Shot 2013-08-26 at 12.35.56 PM

 

Now I’m going to go play some games…

Finishing up

I didn’t make it in the end, but at least I’m happy LD made me get around to coding games again, which I hadn’t done in months. I’ll keep working on the prototype and if it turns out to be fun, I might start an Android port, since the game mechanic is so well suited to touch screens.

D:

I didn’t finish my game in time.

D:

D:

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But I like where it’s going so I might try to finish it anyway :D

YOU HAVE TO GET THE ATOMS (LD27): game and postmortem

YHTGTAscreen1

(this post is copied off my blog teralabs.wordpress.com)

Look, a new game! In this game you have to collect atoms which, when arranged correctly give you special powers! You’ve got to use these special powers to get out of a room within 10 seconds (the theme of LD27), or else you will perish! Also, your score is a shape, which is nice.

YOU CAN PLAY IT HERE. Also, please vote!

And now, for the postmortem-y bit, THE POSTMORTEM:

What happened

I made a game. On my own. This is my first game on my own! Yay, result!

What went well

I used a good, cross-platform and easy-to-use engine

LOVE2D is amazing, and was especially useful in the compo. It was very quick to set up and add to, and it told me exactly what had gone wrong if it had gone wrong.

I slept.

I didn’t get up at 3am to see the theme being revealed because I am a lazy bastard a person that cares about sleep and ended up working well when I was awake! Result!

I didn’t bother with my weak point, art.

I kept to multicoloured squares, and as a result had more time to be infuriated at code!

I made a level editor.

First off, level editors are awesome. Secondly, it helped me quickly make levels when I was running out of time, so yay for looking at the time!

I was reasonably good with time.

I didn’t spend five hours on the collision code. Instead, I complained about it and made the game top-down,  removing gravity and actually making it much better!

I had an idea beforehand.

See here.

I checked the calendar before the compo

I had a free weekend! Result!

What didn’t go well

I ONLY checked the calendar before the compo

Turns out we were meeting family on the Sunday, and it wasn’t on the calendar. Five hours were murdered that day. :(

I spent very little time on the content

I only spent a few hours on levels and menus, and the gameplay suffered because of that. Bah humbug.

Not much else really…

What went well because things didn’t go well

I composed the soundtrack on the train!

Yeah!!!

What didn’t go well because things went well because things didn’t go well

What I learned

How to organise my time and get on with it!

It was fun creating the game…

…but seeing how the others react to your game, and playing everyone else’s games is an incredible experience!

I think I’m a bit addicted to Ludum Dare. Please, someone, help me. D:

 

(Great work, everyone!)

H-BOMB : last rush hour !!!…

Less than 5 hours to the end, wish we had a time travel machine to go back in time and work… more… AAAHH!!

In game glimpse of our LD #27 Game, “Castle Clocksworth” :

SCREENSHOT - in game 02

*coffee time*… again.

Done yesterday, Writing a post now! LD48 #27 – Use it Wisely

Hello guys, I am new to this whole ludum dare thing, so I almost forgot to post that my game has been completed!

My game is called use it wisely, it is a puzzle platformer, where you are an assassin hunting the king, making your way through the dungeons in order to get to him. The unique thing is, you have been given a watch, not just any watch, but a time holder. It is a watch which can stop the world around you for up to 10 seconds, but you are limited to 10 seconds per level.

 

Say, you freeze time for 3 seconds in order to jump of the arrow that’s flying towards you, you only have 7 seconds worth of “time holding” left.

Try it for yourself and please rate and comment, I would love any feedback.

NOTE: PLEASE, PRETTY PLEASE, READ THE INSTRUCTIONS.

P.S ARROWS MAKE REALLY GOOD PLATFORMS WHEN FROZEN, AND FALLING TILES MAKE GOOD STAIRCASES WHEN FROZEN IN TIME AS WELL 😉

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25204

Post-Mortem

Hello everybody,

Here is my entry for 48h Compo of this 27th Ludum Dare ! I hope you’ll enjoy it !

I wouldn’t have said that before but I’m really proud of what I’ve done in so little time. Sincerely, I thought I would never find an idea or even finish my game within the 48 hours.

Of course, many things could have been different with more time like graphics which are very simple (I know that I could do better) and my music loop which is very short. I’m very impressed by the Slick2D library (I discovered it a few weeks before LD27) and I think that I will use it again for my next participation.

I found this first participation was a good experience and I enjoyed those thrilling 48 hours !

Thanks for reading and please check my entry. Comments will help me a lot for next time !

Unfortunately, I’m out!

Because of my mishap from friday, and lacking time management skills, I dropped out of this Ludum Dare. I like the theme, but real life got to me and I couldn’t finish in that timeframe.

In the meantime, I should practice my game programming skills more, as well as planning ahead to avoid what happened last weekend.

Oh well. Maybe I’ll make a game next December.

Post Mortem: 10 Seconds to Save the World

I made it!

 

Play and rate the game here! http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17731

This was my third time participating in the Ludum Dare, but my first time being all by myself and entering the competition. Like always, I learned a lot about game development, and a lot about how I tick.

What I did right!

I settled on the art style  and made the animations pretty quickly. Construct2 made programming the game a breeze, so no issues there. All my controls were tight as possible, and I designed the level around the mechanics and play tested a lot, so no game-breaking bugs arose. I put music and FX in pretty early, so that was easy to take care of. I got plenty of sleep, and posted lots of updates over the span of the two days.

Whoops. . .

What I messed up on.

I didn’t make the goal very clear!  You are to jump across the level, grab the planet, and make it back before the music ends. It’s tricky, but it is do-able! About a day into development, I got tired and cranky, and I decided I was going to quit. I was feeling crummy and sick, and I couldn’t get myself to work anymore.  This always happens to me; I get wrapped up in a project, get no sleep, take no breaks, and I quit. But, I got over it, and I finished the game right before the dead line! I also had some issues with uploading my game. Construct2’s “arcade” hosted my game for free, but didn’t scale it correctly. But at least it’s playable! I made some mistakes but none that were too egregious.

o/

See you at the October Challenge!

That wraps it up. It’s been fun!

Done and done.

My team and I wrapped up Viral Attack today, just needed some new sound and a results screen.

I’m happy we finished, but I don’t think this game holds up to our ToJam entry.

Anyway, you can play it now here. Thanks for the good times.

LD27-ViralAttack-Screenshot_01

Speedungeon timelapse

I uploaded the timelapse of my game called “Speedungeon”.
You can play the game here.
Enjoy! 😀