LD27 August 23–26, 2013

Film Leader Postmortem

This is my second Ludum Dare, but i had more time than the first time.

I made Film Leader game during the weekend and  i am very happy with the result.

The game is based in Bombjack but with a time limit and a film leader countdown theme.

Play the game

Film leader

 

captura2

The good:

-I made a game in 48 hours!! Wow!!

-I find the perfect tools: construct 2 & aseprite editor

-I like the graphics, and i think they fit well with the theme.

-Pre-planing with  http://hightrack.me/ tracks

-I made a prototype with boxes first

The bad:

-I had problems with the jump that i have to fix.

-No time to make more levels.

-No time to add music

I must find/text/learn to use a music program for the next time.

 

Cherry Bomber Updated

bomb

 

I have made some tweaks to the game that are now live…. based on comments received.  It should be much easier to land those cherries and kill those pesky cup cakes now.  I will continue tweaking and refining with regular posting.

 

I would like some detailed feedback specifically in terms of the aiming.  Currently, to aim you should only move the mouse up or down.  I felt this would make the play simpler as you only need to worry about a single axis.  I am wondering if my presumption is incorrect.  Currently I feel like once you get the feel of the controls, it’s not too difficult.  Anyone?

 

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25098

 

 

Well, it looks like my personal effort for this Ludum Dare has been demoted to a Jam entry. 😛

Screenie1

Parallel Panic

The game is a little weird, you play as a scientist working on a teleportation device. During a routine test, something goes wrong and the facility is suddenly swarming with intergalactic invaders. Luckily a side effect of the machine’s going haywire is that it immediately warps you out of the facility- and into another dimension.

Gameplay is pretty basic, each level is a new dimension with some bits of plutonium scattered about. Collecting all the plutonium warps you to the next dimension/level. However, you only have ten seconds in each zone before the invaders catch up to you and begin flooding the level.

Each dimension is different and the game features zones underwater, in hell, in dinosaur times, with low/no gravity, potatokitties and more!

Screenie2 Screenie3

One of the main things that ate up my time this Dare was my decision to also work on a quick collab with DJWildebeest, making a pirate battle game where you individually control each of your ship’s 6 cannons, which each take ten seconds to reload.

We had to scrap a lot of the enemy AI work we did on the second day because it was becoming clear it would be too complex to finish in time, so the enemies are pretty simple and don’t use the same side-firing method as the player. The player controls are really all we got done, and are pretty unique. You control your ship with the dPad and WASD, with the arrows controlling your movement and WASD selecting and firing your cannons.

While it’s definitely what I’m blaming for Parallel Panic not getting done in time for the 48 hour compo, I couldn’t be more pleased with the game so far, and really look forward to helping add features like full enemy AI and little pirate boarders. Check out DJWildebeest’s page for more info on that!

Screenie4

Or just go play the game 😀

Comments

flavio
27. Aug 2013 · 19:42 UTC
Hey !

You might want to change the folder of your game, because right now Dropbox offers only to download files one by one.

You should try to put the file on the public folder and then provide the html adress. It might work 😉

Offspring Post-Mortem: So You Want to Make a God Game?

Offspring is a game about guiding a new planet. It starts out inhospitable to life, but through your mad clicking you’ll make it habitable, create life, evolve that life into sentient humans, and encourage those humans into starting the space program. I admit proudly that this game has been called overwhelming, tedious, and complicated!  However it’s also been called interesting, a lot of fun, and a great idea! So I got that going for me.

17811-shot3    17811-shot1  17811-shot0-1  17811-shot2

What Went Right

Reusing a (Semi) Tested Framework

I built a framework using Haxe (language), OpenFL (graphics API), HaxePunk (game API) and Haxe-Ash (entity component framework), and used this framework during the LD26. Since then I’ve used it to make two other games, expanding it along the way. Being familiar and comfortable with your tools is so important. I felt much more comfortable with the time limit this time, and although I did code right up to the wire, the finished product was more fleshed out and polished in a few areas.

Built a Rules Parser/Evaluator

I built a rules parser. I started by defining two types of rules, what happens when you click on a thing, and what happens when certain neighboring conditions are met. I then drew up an XML structure like this:

<object type="steam" audio="steam.wav">
 <click result="clear" message="Cooling some water"/>
 <trigger neighbor="lava" min="0" max="2" result="clear" message="Some steam cools into water"/>
 </object>

The object tag defines an object, which has a corresponding image in the sprite file. When any such object is created in the world, the associated audio file is played.  When an object is clicked upon, a message is given, and usually the object is transformed into something else. And at regular intervals the trigger lines are evaluated. The neighbor attribute defines what neighbor is required for the trigger to go off, in this case lava. The min/max default to 1-8 (orthogonal and diagonal neighbors are checked), but in this case anything up to two lava neighbors will trigger the result. It’s also possible to put a chance=”###” attribute on there,  which applies a randomness to the trigger, once all the other conditions are met.

Although I can now certainly think of numerous ways this format could be improved, coming up with the format quickly and committing to it meant I got a rules parser working quickly and (eventually) correctly. It also meant I could add new objects and rules to the xml file at any time to get new behavior, which was very helpful in testing.

The idea

I freely admit the idea of this game — the promise of it — is better than what I built. :) Correctly balanced, with proper achievements and discovery aids, this could be an awesomely fun game for fans of exploration and god games. Forget the fact that the game I built itself lacks these things (balance, proper achievements, discovery aids, etc), I can see a future game in here. And this game — with all its flaws — came out way better than my expectations for a 48 hour time limit. It’s still fun to play! Sure, it can be inscrutable at times and press your patience, but this is just as much a game for Ludum Dare as it is a possible prototype for a future (and better) game.

What Went Meh

The Theme

I got mixed reviews on the association of the 10 Seconds theme. I felt that everyone and their mother would be making McPixel and WarioWare clones, and everyone else would be implementing 10 second game timers, so I wanted to do something where the connection was more abstract. I figured here you are, Father Time, and you give birth to some time children, each of these ten seconds in duration. Then you send the time children out to the world, and they cause eons of change, growth, and evolution but take in real time 10 seconds. Sounded good to me, I started working on a god game.

One reviewer said the theme was “loosely fit.” I don’t know if I agree with that, but it’s definitely abstract. I mean, if we have to implement a 10 second time-pressure mechanic, then that’s not a theme, that’s a mechanic. I voted down any “theme” that sounded more like a mechanic, including this one, but hey it’s all good. If you don’t work out of your comfort zone you don’t improve.

The Triggering Implementation

The TriggerSystem is responsible for evaluating all triggers. I arbitrarily decided on the following implementation:

1. Read all triggers from all objects and store them in defined order in an array.

2. Every update loop, maintain an accumulator so that it only ran once every 50ms.

3. Execute the current trigger.

4. If the trigger passed the condition, execute the result and keep this the current trigger.

5. Otherwise skip to the next trigger, looping back to the top of the trigger list if needed.

I was concerned about bottlenecking the game so I put in this throttling mechanism that I don’t even know was necessary. It worked more or less, so I can’t complain about that. But it had some consequences.

First, the amount of time in between a trigger executing after its last failed trigger was variable. Different terrain conditions could lead to a trigger running repeatedly while the other triggers stall. This problem was made more acute with the introduction of the chance attribute. How do I put this — I’m a programmer not a mathematician, so I may be using this term wrong, but the standard deviation felt like it was pretty high.

Second, the randomization element was not scaled to time. If a trigger missed it’s 5% chance, it would execute again the next time the trigger came around, which was — when? It depended on the other triggers, whether they triggered or not, leading to an extra degree of uncertainty as to when that rodent was going to finally eat that damn plant. Plus any time I added a new trigger to check, all trigger rates went down because another trigger meant more time until the next eval. Now that I’m thinking about it, I guess I could have stored the last check time of each trigger, and then the chance variable could have some specific per second kind of meaning, like 5% chance of triggering any given second. Ah well.

What Went Wrong

The Rule Set Needed an Overhaul

I did lots of minor rule tweaking, but I never got around to an overhaul of the rules. Essentially whatever “promotion path” I came up at the onset of design is the path that stuck. Rodents and Humans multiplied on their own and all other creatures did not. Humans, trees, herbivores, carnivores, and meteorites decayed and died if clicked on, where others promoted or did nothing. Algae required minerals or would starve and rodents could be eaten by reptiles, but almost everything else survived statically.

The inconsistencies of design contributed a good deal to the frustration of the players. The goal was for them to explore the ruleset by trying different things, but they were not consistently rewarded, and oftentimes punished, so the joy of exploration is dimished. I had two hours left at the end of the day and opted to work on other things, like implementing a “child timespan” control and testing.

I don’t disagree with that decision — I was afraid if I started rewriting the ruleset at that juncture I would have too many errors crop up without enough time to fix them. But I should have started that rewrite on Saturday night instead of putting it off. If I did so, I probably would have adopted some patterns:

• Clicking always promotes and never kills.

• All things have kill conditions. So if  a promotion is too soon you can de-volve to some degree, making it so the user is not punished heavily for trying.

• All lifeforms have favorable conditions for multiplying.

Minor Shit

Everything else that went wrong was minor shit not worth bitching about. Overall, I’m happy with what I built.

Some Water Evaporates Into Steam

For those who’d like to try the game, here’s the entry page:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=17811

Be forewarned, you will probably need to read the spoilers and have some patience, or just have lots of patience. :)

For those who want to look at the source or modify the rules set and compile it yourself, it’s all available on GitHub here:

https://github.com/scriptorum/LD27

 

Tags: Ash, entity system, haXe, haxepunk, LD #27, postmortem

Army of BOTZ : Post Mortem

You can find Army of BOTZ here.

The week before the compo, as anyone should do, I have voted for the themes. This time during the voting I was VERY negative; I gave -1 to most of the theme.”10 seconds” though appeared to me as the most interesting of all. I didn’t really brainstorm much as to what I should do if any theme is chosen. Early in the week, I had a revelation: I have had an idea for a while now about a game in which you can control robots by programming them before the level. That idea was inspired by a Minecraft mod called Computercraft (which I used to use al LOT). My revelation was that I should finally give life to that idea and combining it with the “10 seconds” theme should it be chosen. As it turns out it was, and so I ended up making the game which became “Army of BOTZ”.

Ludum Dare 27 is the fourth LD compo I have attempted but only the second I managed to finish. At first, knowing making “Army of BOTZ” was probably going to be complex, I wasn’t certain to make it in time. But nonetheless, I somehow made it! Along the way, many things happened; some of which were good, others were bad, and some were ugly.

The good:

-> Making the idea come to life:  As I said, at first this idea seemed quite ambitious. Using Game Maker : Studio, I thought that handling certain elements (such as executing the programs) would be complex. However, I was supprised to see how fast I managed to progress on the first day, as by the end of the day, the whole programming interface was done and so was transfering the data to the computers.

->The theme : This time, the theme was more interesting. And as a result, before the compo had even started, I already had an idea.

->Time: Working suprisingly fast, by the end of the first day, most core mechanics were done.

 

The bad:

->The sound: I did record some sounds but for some obscure reason, they wouldn’t be played ingame. I tried to change the file formats but nothing worked… :(

-> The level design : Initially, I had planned to make at least 20 levels for my game. In the end, only 15 were made since I had wasted a lot of time.

-> The web version? : I am still not sure what the problem is/was, but for another obscure reason, the web version of the game wouldn’t load for some people. I my self tried a first time but it didn’t work either, and then a second time it worked…

 

The ugly:

-> The graphics: Lets face it, the graphics are ugly. They were only mad in about half an hour…

->Uhm… I don’t have any other ideas…

 

 

Next time:

I certainly hope there will be a next time. I will try to come up with an other innovative idea and manage to make it come to life. I will also try to spend a bit more time on level design, sound, and graphics. And if I get enough feedback, I might just try to keep on making this game and possibly one day sell it.

 

Anyway, I have had a lot of fun making Army of BOTZ and I hope you will have fun playing it.

Failure? No just new experience

As I mentioned before I failed maybe 3 previous LDs, this time I felt different but it happened again. I don’t take it as defeat and I want to share this with you. I take it as new experience and that I stepped up a level and maybe next time I will create game.

I actually didn’t go to sleep because I wanted to know what was theme and already one and half hour after annoucement I had this little game planned in my head. I wrote basically to-do list and things I need to do and went to bed. But when I woke up I really couldn’t focus on work. Everything was a distraction for me. Maybe it was the confusion of new environment of Unity, maybe not.

Watching the deadline I made decision, that I will complete this little game even though it’s over, whatever it’ll take I’ll do it. Finish it will be small win for me. Then I can try miniLD and in few months LD28.

Comments

Broxxar
27. Aug 2013 · 20:17 UTC
Not your average post mortem here. Unity is a powerful tool and will let you develop very quickly for future Jams should you choose to learn it. Keep it up. I’ll have to remember to find you again at LD28!

10 sec defense Post-Mortem

Here I am writing my first post-mortem! I hope I’m doing it  right 😉

>> Little story on my brainstorming:

So this will be about my game called ’10 second defense’ which I created for LD27 in 48hrs. I should probably start with where I got the idea so here we go: It was 6AM for me, I woke up earlier so I could check out what the theme was and start programming. I don’t feel comfortable programming at night, so I rather went to sleep earlier the day before. Then I woke up and checked out what the theme was. Once I found out it’s 10 seconds, I was really excited and glad it was that. You can basically take any famous game concept and re-work it to fit this theme. My first idea was to create a platformer where each level would take 10 seconds. That wouldn’t however be very good, since I’m not good with collision and tiled maps. Then, I realized I have some experience with defense games. I once wrote a very very simple tower defense game. But tower defense game is too long for 10 seconds. So I had to think a lot to came up with base concept for 10 second defense. Once then, I started writing the code.

>> What went good: Gameplay is pretty rich, sounds got implemented very fast, shop is working, game can be played infinitely, I had enough sleep that weekend 😉

>>What went wrong:
It took me some time to come up with the idea, I came up with lots of new ideas… during coding, so it was pretty much madness(you’d know what I’m talking about if you watched the stream http://twitch.tv/tomsik68), GRAPHICS(that seems to be the only thing people hate about this game)

If you’re now interested in looking at the game, you can feel free to
>> Check out the game <<

The Firts Odyssey – Postmortem

titulo

 

Hello! Here’s a brief port-mortem of my game: The First Odyssey.

gameLevel_small

The GOOD:
– Level Design: Using photoshop to draw the levels and the collisions was very fast and the unity editor to place the entities.
– Sprites: I was able to do a decent character walk cycle.
– This time, in spite of sleep only 4 hours during the all LD, I wasn’t very tired in the Sunday.
– Finally, I was able to do something more fun this time! 😀

player_walk-animplayer

out7

The BAD:
– Idea: the game idea was good, but could be great if it had taken another course.
– Level Design: Although, the level design tool was great, the levels could be more polished. Also in Photoshop I was lost in the scale of the rooms. Also, maybe, I spent too much time doing the art.
– Difficult Balance: my priors entries was very hard, now it was too easy. Well.. now I know the two extremes, my judgment should be better now.

 

Chicken Snatch – The inside coop!

hiduzHarZbT

PLAY  |  RATE  |  SOURCE

Chicken Snatch is my second LD entry. I made run run amoeba  last year, skipped a couple LDs and now a year later my LD rash was itching!

What was different this year? I was ready! I knew to dream big and focus little. I knew to  stock up on things like coffee, deodorant and granola bars. I knew that having no friction in a platform game kinda sucked.

What else was different? It seemed like the whole universe was trying to stop me or tell me to start a country music jam instead. My car’s engine blew immediately after 1300$ of repairs and my hardrive went on my main dev box!!

Lets get to the good stuff..

So I log into IRC and what happens as soon as I log in?

Screenshot from 2013-08-23 21:01:16

 

BAM theme in your face! 10 seconds?! why does space never win???

So I high tail it with my artist and Q.A. girlfriend to the coffee shop with the same notepad from last year.

We drink coffee/tea, we talk, we drink, we talk… it comes down to a traffic light administration simulator OR a fox and chicken platformer. hint: this post is not called traffic (game)jam – the inside coupe ~ I just made that up!

Our system is pretty good. I do all the sprite/tile/design/code and she does the fine art, concept art, story boards and QA testing as I update builds. We use trello  https://trello.com/b/mLVA6FOS/chicken-snatch to keep organized slightly and she reports bugs and updates stuff on there.

chickensnatchsized

We stay up until 4am and have a rough prototype we release to our friends online

Screenshot from 2013-08-24 09:30:34Screenshot from 2013-08-24 01:17:17

Sunday I wake up super early, finish the tilesets and add a dog.

Screenshot from 2013-08-25 03:34:30

We break, run some errands that are totally FAIL (more on that later) and then come back and finish the game up. I crank music and design the level and she finishes the congratulation artwork.

chknsn_short

So lets postmortem a little :)

What went well?

  • I used a framework and code base I’m real experienced in so there were not many bugs
  • The game controls felt good and the game play concept was really fun from the beginning
  • The Art created for the title and end level screens was beautiful
  • My friend in Florida hooked me up with music I requested on time
  • The game actually worked in IE9+
  • I was able to make the game freshly installing Linux mint wiping my entire system
  • people helped me. On twitter, on steam on irc and everything in between. suggestions, code problems, you name it. Community is good, ludum dare community is amazing. seriously go buy some coffee and pretend I did it thanking you.
  • using trello to work on things https://trello.com/b/mLVA6FOS/chicken-snatch

What did not go well..

  • So remember I dropped windows? well I needed visual studio to change the mime support on my hosts web.config for ogg support for html5 audio… I ended up switching my host to Linux which left the public site down for a few hours and I had no public QA from the friends
  • I didn’t implement the ending level screen until really late Sunday night and it introduced a bug… the player kept re-spawning and exploding AFTER you beat the game. BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox. I had to work in a few hours and here is this omgAWEFUL bug staring me in the face..
  • I use impactjs and JavaScript which is cool because I’ve used impact for 2 years and I work full-time as a developer writing internal business apps (mostly in html5/js). HOWEVER I also used impact++ which really improves impactjs, but it also requires a learning curve. This was probably not the best decision but Collin Hover saved my game by tweeting back and forth with every issue I had. I really owe him some success because I would have lost a lot of functionality if he couldn’t help me and I had to drop impact++ from the game.
  • I added some lighting effects as seen above in the dog image.. they just did not work. I wanted the game to have a night feel but the lighting just made it look weird and took away the retro coin-op feel I was going for.
  • Sunday I left for 3 hours to go look at a truck I was going to buy at a dealership AND IT DIDN’T START… SERIOUSLY?!!? I called ahead and said I was coming a day in advance and the damn thing doesn’t start when I get there… WOW I could be working on my game instead of wasting my time in Chardon, OH with a truck I can’t even test drive… (I’m still mad about this).
  • Firefox hates audio. I don’t know why but I just am done messing with Firefox and it’s problem with my .ogg sounds.
  • Everyone is making awesome gifs on their blog posts and I can’t seem to find a way to do this without some dumb website stamp. (I don’t own photoshop CS)
  • If you do beat the game then it will ask you to press space to replay. this actually reloads the page because I was having a major issue removing the existing entities from the game. the chicken counter would double (based on how many chicken entities are in existent). and the player wouldn’t reload properly.
  • I ran out of time as usual so I didn’t……
  • tweak the jumping from a press once to a press and hold. This prevents players from using skilled jumps and releasing to have more control.
  • have time to make a fox cutout appear in when you enter the fox hole. This would have added more to the play and experience.
  • fix a bug that if you die jumping, you will respawn with the same velocity you die with. It’s kinda fun but will piss you off in a speed run.
  • get Firefox working.. but I didn’t have time to mess with the audio. stick with chrome or safari for optimal experience please.
  • make the fox drop the chicken on death instead of respawning with it in it’s mouth.
  • get the game on kongregate
  • get the game on newgrounds
  • get the game everywhere I could get the game

Stuff used

A Very Special Thanks to:

  • My first fan Matt Tippens @matt_tippins
  • @i8bugs one of my best friends far away
  • @collinhover I can’t thank you enough for what you do for the impact community and my games
  • @Orlai for never holding back
  • 507th Aristoi aka mochnant Good ideas are hard to find
  • @bryan_on_rails thanks for letting me spam you all weekend
  • John Zeller, Sorry I blue screened you, switch to linux :)

So anyway this was a blast and I did like 10 times better than last year!

PLAY  |  RATE  |  SOURCE

hiduzHarZbT

Tags: game, html5, jam, LD27, postmortem, screenshot

10 Seconds to Insanity Post-Mortem

With the 27th Ludum Dare now completed (well, the voting’s just begun, but the games themselves are supposed to be quite done), it’s time for some post-mortem joy!

The game our team made for the jam was 10 Seconds to Insanity, for those curious about it (I mean, it’s pretty slick, you should definitively check it out), here’s a link, as well as video, because god-dangit-I-made-it-so-I-want-people-to-see-it (also, shameless promotion)

Alright, now for some actual thoughts about the Ludum Dare.

What went right:
– Working with familiar languages and libraries ensured that no issues were had regarding the languages itself (by now, we were pretty familiar with Java and Slick, and as such didn’t waste any time learning stuff)
– Rendering in an isometric view, while it demanded more work than a regular view would’ve been, really gave the game charm
– Creating the game’s atmosphere was a blast, especially since we had both access to music and graphics (the best part of being a team, really)
– Having the labyrinth randomly generated really gave the game length and longer-lasting appeal
– The lighting system was easy to implement and a ton of fun to work with

What went wrong:
– Having the labyrinth randomly generated represented a huge workload that took up a significant portion of the time we had
– Having the only programmer with free time on monday night being called away by real life sadly prevented the addition of much-needed sound effects
– Ideas with dubious gameplay implementations proved to be dubious gameplay-wise, while the game was very atmospheric, the gameplay itself left much to be desired

Final thoughts:

Easily the best Ludum Dare that I (the guy writing the post-mortem) was able to participate in, also, I believe this is true for my partners as well

Yet another first Ludum Dare Post

Well, the fact that I got this far must signify something.

This is my first Ludum Dare (the first for my partner too) and I’m pretty happy with the results. At 4:00 P.M on Sunday I was pretty sure this was going to be an absolute flop – but somehow it actually worked itself out. So without further ado, I’ll introduce the game concept and a few other details.

 

Game concept: It was heavily inspired by Chronotron, a game where players can go back in time and solve puzzles by making their former selves do part of the work. I played Chronotron a while back and didn’t really think much of it at first. But then… I realized there might just be something to this game that could be applied elsewhere. As in, the concept of time travel. Before Chronotron, I’d never really heard of a game which used time travel as a gameplay element. Turns out there are a few, but most of them don’t implement it like Chronotron.

So we decided to give time travel a second chance and incorporate it into a turn-based semi-strategy game. You would have as much time as you wanted to think about your actions, and then you would execute them. I even had ideas for a kind of time-travel portal device (past portal and future portal).

All in all, the game ended up having the art style of Geometry Wars, controls like a roguelike, puzzles like Sokoban, and gameplay like Chronotron.

And the name of the game: Timing is Everything

 

What went well:

  • During the early part of game development, I was just churning out code. My partner was drawing pretty well (I’m have the artistic skills of a planarian) and a lot of the early code was working flawlessly on the first test.
  • The art style was definitely influenced by games like Geometry Wars and Pew-Pew. One would think that it would have no place in such a strategic game. But it actually fit in quite nicely.
  • Some levels were quite creative. My partner designed all of them (although I did help out). The ideas of paradox avoidance shows up in the later levels and was well executed.
  • Libgdx proved to be pretty easy to use as well as cross-platform.

What didn’t go so well:

  • Time travel was a real pain to deal with. To make it easier on ourselves, we had started with a goal of making ANY game entity capable of traveling through time (just in case that time-portal device ended up being used). When I actually got to coding the player’s interactions with the time machine I hit problems. Originally, we wanted the player to be able to specify how far back in time they wanted to travel. This ended up creating a lot of annoying bugs and glitches, and the little framework which I had written didn’t suffice. So, we ended up ditching a huge chunk of code and going back to doing things Chrontron style – you can only go back to second 0. And after a lot of modification, we got that to work. The other problem was being able to use the time machine more than once. And the idea that when former selves went into the time machine, they had to DISAPPEAR but still get reverted later on. One of my ideas that never ended up completely working was that former selves could be linked to their future selves via some kind of linked list starting at the current player. In the end, annoying bugs and glitches made a game with more than two instances of the player impossible, and we ended up compromising and only allowing the players to use the time machine twice. If we had thought through the implications of time-travel ahead of time, we could have made a far simpler and more efficient framework which would have been able to handle that.
  • Some of the early levels were a bit too hard. Level 2 should have been level 8. And level 10 was too easy (at first). Some levels were designed with only 1 solution… so if you made one wrong move or if you forgot to sprint, you would inevitably fail.
  • The code eventually disintegrated into an absolute mess in the later hours. Best to look at the actual code if you want to see what an “absolute mess” looks like. Some code was unused.
  • Real life got in the way. This is probably the busiest time of the year for me, and to shove everything to the side for the Dare was not easy. In reality, we only put about 20 hours of work into this entry in the 72 hours we had to make it.
  • Porting issues. While they say “Port later” in the guide, be careful. If you want to make a web game, prototype on your browser frequently. I didn’t and I had an 1 hr and 45 mins to figure out Libgdx’s GWT port. And it didn’t work, so sometime this week when I have time, I’ll have to make a web port.

 

Anyways, if you haven’t yet played it, try it out here.

Tags: strategy, time travel, turn-based

My post-mortem for my compo game

Things I thought I did good or better

  • The game is playable! (compared to my last 2)
  • The game has sound! (not good sound, but it’s the first time I made a game with sound)
  • The game has levels! (A first for me)
  • I didn’t spend all the time thinking about the messy code! (Progress shot up)

Things I thought I did bad or worse

  • The game is super short! (2 minutes to go through)
  • The sound and art is sloppy! (Drawing and music is a weak point!)

As for whether or not to use a framework…

My first Ludum Dare was made without a framework, and it was better than my second.

My second Ludum Dare did use a framework, but it was terrible.

My third Ludum Dare used a miniscule  framework which is so small, it is basically starting from nothing, but this is defiantly the one I am the happiest about!

What I want to do now

  1. Make a framework that doesn’t suck
  2. Make a game outside of a game jam (because making a game and trying something new and awesome = learning and realization from failures, and it would be good to do this more often!)
  3. Stop stressing over “not having a good enough coding structure” whilst making a game. (I need to focus on the game more than actual re-usability of the code, because this isn’t boring software, these are GAMES!)

TIME TO PLAY YOU GUY’S GAMES!

Seconds of Light – Post Mortem

LD27 was my first time participating in the 48 hour compo. A few years ago I was part of team and we participated in the jam. Back then, we where not really able to finish our game. But still, we had a lot of fun. This weekend, finally, I had time to participate in another ludum dare.

I managed to create a game, that I am really proud of. The only thing I am not that proud of is the name: “Seconds of Light”. This kind of was a last minute decision.

Hm, screenshots dont really show how the game feels...

Hm, screenshots dont really show how the game feels…

The Good

First off, the theme “10 Seconds” is great. From the list of the fifth voting round, this was the only one I really wanted to make a game for. I already played more than 50 other games and I have seen A LOT of really creative and unique ideas on this theme.

Some weeks before this ludum dare, a friend and I made a game for a university course on network programming. I had created a very limited, but easy to use C++ framework for this game, based on Qt and OpenGL. I used the week before the compo to pick some classes out of this game and added a simple entity component system. This turned out to be a very good foundation for this compo. I had no technical problems what so ever. The only problem was, that the windows version had problems with the OpenGL version I used for the mac version. So I had to rewrite the renderer in OpenGL 1.x during the compo.

Although at first I had the idea to make a turn based RPG and threw away this idea half a day into the compo, my time management turned out to be perfect. Almost no crunch time at the end. A few more features would have been great, but that is just a bonus.

The Bad

Not much. The only thing that bugged me at the end was my more and more messy code. This was manly caused by very simple things like handling the state of an object or by adding a timer for delayed actions. The result was an if-else-hell. Next time, I have to prepare some classes to handle these simple things.

Now I want to play as many games as possible. So much inspiration everywhere!

Also, if you want to try my game:

-> PLAY IT HERE <-

Comments

lulzfish_4
27. Aug 2013 · 19:56 UTC
I’m going to play your game since Qt is wonderful and I also used a custom Qt framework for mine.

Version 1.1 is here !

While I helped my brother to translate in french (he is very useless in english), it allowed me to reread what I wrote. And I didn’t count how many grammatical errors there were…

So, I decided to roll up my sleeves up and hunt them ! And after 2 hours, version 1.1 is born ! I also rephrase 2 or 3 sentence and add a “Majin Booan” gif ! Also, Hamumu, a Ludum Dare moderator, have a sex affair… 😡

My entry –> Bombed Life

Space Blitz – Post Mortem

My second Ludum Dare is done, and right now, I simply can’t wait until the next :-)

Even though my game did not turn out as I originally planned, I am more or less happy with what I ended up with.

What Went Right

Limiting My Ideas

During the weekend we had visitors coming and going, to celebrate my daughters 2 years birthday. I was aware of that prior to the Dare, so I had already decided to try and limit my ideas, and as such I managed to cut away some of my ideas, before even trying to put them in the game. And since I submitted only a few hours before the deadline it seems I did the right thing there.

Graphics

I’ve never drawn spaceships or anything like that before, but I decided that I wanted to have at least some decent graphics,. I sat down, and spend close to two hours, just to draw 1 spaceship, but I was very happy with the results, which helped keep the motivation high. I’m also happy I decided to do the multi layered star background. In my opinion that added a lot to the game.

Getting Rid of Tiles

All the games I’ve ever worked on has been tile based, at least to some degree. I actually started out with a grid, where the ships were supposed to move around, like pieces on a chess board. At some point I realized that the tiles were more of an obstruction and decided to get rid of it. In turn this decision changed the game play into what it is now.

What Went Wrong

Code Structure

Since I am more or less a self taught coder, I’ve always struggled with maintaining a structured code. This gets even worse when there is very limited time. If I decided to continue this project, the first thing I’d do is clean up the code.

Collisions

Initially I decided that if the ships collided, they would damage each other, friend and foe a like. This turned into a big mess, since it was next to impossible not to hit your own ships early on, and again when close to the enemy, it was like one giant traffic accident – in space! The worst part was, that since the collision part felt so natural to be included, I spend a lot of time testing and tweaking it, until I finally realized, that I should try to get rid of the collisions. The first test I did after removing the collisions, the game immediately felt like a game. I could have spent that time adding another nice feature :-)

Lack of Helpful UI Elements

A lot of small things would have made this game feel more polished, and somewhat easier. I wanted to add some UI element, that helped you keep track of where you and/or the enemies ships were. The plan was to have small markers at the edge of the screen, for each off screen ship, showing you the direction they’re in compared to the camera. I’ve played a few games, were I “forgot” about one of my ships, and it just flew off in some direction, never to be heard from again. This could lead to situations where you’d have to restart the game.

The Theme

Before I finish this post, I wanted to write a few things about the theme. Initially, I wasn’t happy at all with the Theme, and I found it hard to come up with some solid ideas. Through the voting process I had my eye on the “Space” theme, so I thought – Why not make an idea based on that theme, and after that convert it to the 10 seconds theme- And that was exactly what I did, and personally I think I managed to include the Theme, and not leave it as some secondary thing.

In Space Blitz, the 10 second delay is too much time, at least for some people. If I decided to continue this project I would probably reduce that time, or even let the player be able to adjust it.

If you want to try out my game the link to it is here:  (Best viewed in full screen in 720p or higher.

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20130

Don’t hesitate to leave some feedback, if you have any.

The game is made in XNA, so for you Linux and Mac users I’ve made a video showing some gameplay.

Time to go back to rating more games! See you out there.

Post Mortem

So now my game is done.  After I actually caught some sleep, I was thinking about how it went and all that. Lets start with bad and end on a high note.

10 Seconds

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25802

BAD

Time/Schedule – Although I was concerned with this from the start, it did seem to bite me in the end, nearly causing the game to not be submitted. I did not plan for enough time dedicated to: Sprites, Sound, or Programming issues. My schedule is what really killed me though. With the theme declared in the evening on Friday, I was only able to write in a notebook until Sunday afternoon.( Excluding about 30 minutes on Saturday night) This issue was obviously huge because I have never actually made a game before, so I had no clue how long a simple game like this would take me.

Sprites – I should have made these as stand-ins at the very start. Since most of them were made in the last 2 hours of the jam, I clearly could have put them in at the start.

Sound – Would have been really nice so the player wasn’t so bored had something to listen to while they figured out things.

Programming – Boy oh boy, that was fun. And by fun I mean, frustrating. But those issues are par the course for learning something like that. That time limit really helped me distill a lot of that frustrated feeling into a small time-frame though, so at least I was efficient. :)

Cues – Some instructions didn’t end up getting written. I completely forgot… >:(

 

Good

Organization – Having to work on paper for so long in the Jam really allowed me to have a clear plan of attack once I got on the computer.

Idea – My wonderful girlfriend proposed the idea, which was really cool and I think the better of all my other ideas.

Gameplay – Though I think it might be too easy I felt it was important to get to the final “Title” screen.

That feeling – You know. That feeling you get when you have that creative spark and you draw or write it out before it is lost and forgotten. That feeling of overwhelming pressure to do your best. That feeling of accomplishment not when you are finished but while still working, when you know that your idea will come to be. And finally, that feeling of proud satisfaction when you let your idea, now a real thing, into the world for others to see, flaws and all.

I want to thank Ludum Dare and all its members for giving me a reason, and excuse, to finally start and Finish a game. Something that I have wanted to do all my life.

-R

 

Second LD – Royal Decree

Have been really pleased with some of the great feedback our second game is getting. I had a moment of doubt that the concept wasn’t enough of a game, but the humorous multiple ending seem to be enough of a reward for players to go through.

Play Royal Decree here

 

King and his courtiers

Your Court

“Encouraged by the accolade, you decide also to define 20 seconds.” The Good 

  • Lucky to get 10 seconds as a theme, halfway through the voting our artist thought of a setting for the game. So the game fits very well with the theme.
  • Music adds a lot to a game, after adding the Bach track  was the first play through I actually thought it was kind of good.
  • The humour, wake up on Sunday to find my Dad had emailed me a large table of endings and reactions. By mixing the pair we’ve made over a 100 different conclusions, the randomly picking just adds to silliness.
  • Slowly getting used to object orientation.
  • Lua tables are brilliant for storing data in whatever structure you like, write a clever stage director script that would pass lines and directions to the actors. Using theatre terminology made the most sense for writing cut-scenes.
  • This time managed to include all the things my last game (a simulation for LD24) didn’t: title screen, sound and cut scenes.

“In your shame you retire to your privy and compose poetry.” The Bad

  • Finding our artist was unable to connect to our project server was a bit of a disaster, next time stuff like that needs to be sorted before the start of the contest
  • Never got round to selecting outcome based on what the player did.
  • Writing multiple line text was a pain as the renderer didn’t support it, given the time would have written a function to auto break lines by feeding the extra text to a different object, it would have taken a day I didn’t have.
  • Would have liked to have written more game mechanics.

Tags: post-mortem

Browse Ludum Dare #27 Entries LIKE A BOSS!

I was really annoyed by the Ludum Dare interface and by looking for entries that will run on my system (Linux), so I created this little script that can filter Ludum Dare #27 entries by type (jam / compo) and platform (mac/linux/win/web)! :)

Screenshot from 2013-08-27 23:53:46

 

Go check it out: http://ldbrowser.filshmedia.net :)

Comments

Josh Riley
27. Aug 2013 · 19:57 UTC
This is great! Thanks for sharing
Suese
27. Aug 2013 · 19:59 UTC
Thank you. You sire are a golden god.
Suese
27. Aug 2013 · 20:00 UTC
I only can view web entries, and typing in ‘web’ in the search box doesn’t always bring me to web entries. This really aught to be a feature on the web site.
epaik
27. Aug 2013 · 20:07 UTC
Nice work!
27. Aug 2013 · 20:20 UTC
Thanks guy
flavio
27. Aug 2013 · 20:22 UTC
WAOW ! I was looking for this for my Mac !!

Thanks ! 😀
dinos
27. Aug 2013 · 20:51 UTC
Wow, nice! Thanks! Could you add an “Android” filter to the platform list?

Save Them – Postmortem

First off, a big THANK YOU to Ludum Dare and the guys who run things behind the scene. This was my first game jam and I had a BLAST! I slept about 4 hours each night, but never really felt tired. I also had about 3 hours I had to be away for a prior engagement, but still managed to finish my game. This is the first complete game I’ve made in a long time, and the first time I’ve ever done something publicly. So I’m pretty happy with the result. So far I’ve played and rated about 20 games I think and I’m continually being impressed by what people have done.

characterAnimation

The Game

I made the game Save Them. I guess you could call it an arcade / simulation. You’ve got space ship crew coming out of stasis (ie spawning) every 10 seconds and you need to get them to the escape pods in another part of the ship. They walk in a straight line until they hit a wall and then turn in a random direction. If they pass a door, they will go through it. You can open and close doors to direct them, but every 10 seconds the ship also goes haywire and opens and closes random doors.

To help you guide them, every 10 seconds you get some random movement tiles that you can place. These tiles redirect the crew and last for 10 seconds themselves. Your goal is to save as many crew members as you can before the ship explodes (after 20 ten second cycles).

Fun Times (The Good)

I’m a programmer by profession, but I had a ton of fun making the graphics. They took me a long time though! I estimated I spent around 30 hours in total working during the 48 hour window, and about 12-14 of those hours on graphics. So almost half my time. But it was worth it to see my own creations come to life on the screen. The programming all went smooth, with only one bug that stumped me for a good hour and a half right near the start. My code however, is pretty ugly! I quickly gave up trying to develop smart, modular code, and quickly went with hard coding and doing whatever was fastest.

In terms of sleep, I actually felt great. Slept about 4 hours each night. A couple hours before submission I was pretty much done everything I knew I could accomplish and just focused on polish and fixing up some images, colors etc. Thats about when it all hit me and I started to feel pretty tired.

Seeing other people play the game and rate it, is very rewarding too. I am definitely looking forward to more of these!

The Bad

Not a lot actually! I spent about 2 hours brainstorming and working through a couple ideas before I had finalized on this one. I had plans to add a couple more features, like a random room catching fire every 10 seconds, and air lock doors which would randomly open. I was then going to have tiles you could get in your inventory that would put out fires or close airlock doors. So if you had those tiles great, otherwise you’d have to be more clever with keeping crew out of those rooms and closing off rooms with open airlocks. But I quickly realized I wouldn’t have time for that, and with the limited ship size and movement areas, it would have really added to the chaotic feel :)

I feel there is a bit too much randomness in the crew movement patterns and the move tiles you place disappear too fast. Maybe increasing their duration to 20 seconds would have helped.

Sound was my biggest issue. I have one sound effect. For starters, I know nothing about generating sound and had downloaded cfxr ahead of time. But I hadn’t used it much and had a hard time generating the effects I wanted. Every 10 seconds when the doors scramble, I wanted to play a sound of them opening/closing which I think would have added a lot to the game and the 10 second cycle theme. But I just ran out of time. A couple more sound effects and some appropriate background music would have really helped.

My Entry

Please give it a try and let me know what you think!

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=25089

Once again, thanks to everyone who helps run Ludum Dare, its a great event and I can’t wait for the next!