LD27 August 23–26, 2013

LD27 – 10 Second Dungeon Hero Post Morten

The following is a summary and post mortem for our new LD27 game 10 Second Dungeon Hero. We hope you enjoy playing it.

Entry Information

So I have never written one of these before so here it goes.

This was our third, and when I say our, it is me and my three boys (6, 9, 11) and my wife. I usually do all of the coding, and the rest of the family helps with the artwork.

This was the MOST challenging and the MOST satisfying LD yet. Why? Because I wanted to QUIT half way thru the contest. At one point on Sunday I had major bugs in the code and it seemed hopeless. But, something made me want to see this finished. So I took a break for a couple of hours, and came back with a clearer mind. It really helped and we have the results to show for it.

This was by far the most ambitious game we have done. I had NO idea how much work it is to create a random dungeon crawler. Well, now I know.

The Good

  1. The Story — we had fun coming up with the story of Granny and her kids getting sent to another dimension. And having her BLAST their way back home.
  2. Game — I am really proud of the game, not just for the reasons mentioned above, but also because it is a really large complex game that is “mostly” complete.
  3. Hi Scoring — my goal for this LD was to use Scoreoid for tracking the hiscores and playing of the game. Mission accomplished.
  4. Theme — we really liked the theme and we had lots of ideas before coming up with the dungeon crawler. In hind sight, my wifes idea for a balloon popping game would have been MUCH EASIER. (note: play the game and you will see we still worked the balloons in)
  5. Random Room Name Generator — eash room you enter has a unique name. By far one of my most favorite features of the game. I got the inspiration from this article  that had a python random room generator, but I could not locate the code, so I rolled my own. I think it turned out nice.

The Bad

  1. Map — the random map TOOK FOREVER to program. I think the end results look good but the code has SO MANY magic numbers it makes my head spin. Lesson learned.
  2. Graphics — don’t get me wrong. The kids did a great job. But to take our games to the next level we need to step it up a bit.

The Ugly

  1. Testing — once again last minute testing caused some delay near the deadline. Of course, I blame my children who were responsible for all Q&A. Its really hard to find good help these days.
  2. Bugs — Grrr. Had some very nasty bugs in the shooting and level building that cost me many hours of programming.

Thats about it. Hope you enjoy it, and don’t forgot to play lots of games and rate them all.

Team Hocker

Comments

sP0CkEr2
28. Aug 2013 · 04:13 UTC
aaaack — thanks for that

LD27 – 10 Floors – post mortem

In Ludum Dare #27 I manage to create a game called “10 Floors“. In this game, the player have to reach the goal in 10 sec by avoiding enemies on their way. Its a very simple and classic concept but this is not what I came up in the first place.

As soon as I learned about the theme, I also thought about building a game where you can finish every level within 10 seconds. Its funny that when I see the games, most games have the same approach but of course the execution is completely different. Some games have totally nailed the mechanic.

My first thoughts about the game was to build a game where the game world will change every 10 seconds. As a player you have to predict in advance what the state of the world will be in the next few seconds and based on that the player will make their moves. It was more of a puzzle game than just a runner. I had the world changing logic in but it didnt seemed that appealing from the gameplay point to view. I gave it some more thought but then I moved on as I couldn’t came up with anything that looked like it’ll be fun to play.

It was saturday afternoon and I had nothing. The chances of finishing the game were getting bleak so I went back to the drawing board without wasting any more time on my first idea. The clever decision to take at that time was to turn things around in a way that doesnt involve trashing all the work I have done so far. I reused my level assets, refactored a small section of code and quickly came up with this enemy avoidance idea. It looked fun and challenging at that time. I implement the first level within an hour and felt confident. After that its all non-stop work until I reached a point where the game is fully playable. I felt really relieved on sunday afternoon after seeing the “final” results. I then spent rest of the time polishing and fixing bugs. This is my LD #27 game making story.

What went right?

– No mysterious technical issues. Yayy!

– Able to change things at the last moment without breaking too much stuff.

 

What went wrong?

– Struggled while creating the puzzles, didnt quite like the implementation of what I had originally in my mind. Lost too much time on it.

– Didnt gave much thought to the mechanic itself. I felt like I was interpreting the theme (10 seconds) as a mechanic. But I guess those are two different things. This slowed me down a little in the beginning.

– Controls are not refined and smooth. I received some valid criticism on it. I wish I had spent more time on it.

 

Overall, I had a lot of fun making this game and learned couple of new things, especially about shaders and lighting. Shaders really changed the look and feel of anything whether its a 3D model or just a simple 2D line. Its magic.. lol.

Thanks Ludum Dare and I am definitely looking forward to the next Ludum Dare. In the meantime, I have other games to make :D. This shit never stops, eh.

Thanks everyone for playing the game. If you haven’t tried it yet, here “10 Floors“. After you beat the game, you can enter yourself to the online leaderboard. GET ON IT!!! 😀

Tags: 48 hours, compo, Ludum Dare, post-mortem

Temporary Crash Fix

So I got word that my project often was crashing or not launching, I figured since because my game was programmed from XNA, it might have been some XNA Game Studio compatibility. To combat this error, I made a new build, less dependent on XNAgs for loading external files (as my level data is all stored externally) and made a new .zip archive in which I included XNA Redistributable. And after a few trials of testplay on a few different my friends’ computers who do not have xna or gamestudio or visualstudio on their computers, I discovered that it works. It’s a bit buggy, for example whenever I ran it on my friend’s win7 32bit laptop without xna gs, every time It beat the first level it crashed. Every other level worked fine, just the very end of the first level was causing a crash.

I updated the download link with my new archive.

Either way, If you do try my game and that crash does happen, I would appreciate it if you could just disregard it and select a different level. Thanks [:      And here it is if you wanna try it:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=23578

Untitled

 

Celly – First Ludum Dare

I recently had the honor of participating in my first Ludum Dare Jam, after learning about it a couple months prior to the event! I had a real blast, and I learned so much from it.

I teamed up with a buddy Jimmy, and we finished it at about 12pm Noon on the final day (Monday) of the Jam submissions.

Ludum Dare 27 Jam Entry Page
Click to play “Celly” – Ludum Dare 27
Programs I used includes Photoshop, Mixcraft 6, Adobe Audition, & Unity with C# for our Engine and code.

The theme for this Jam was “10 Seconds” and so we decided to make a 2D Casual Cell Game. Lol, I’m actually not exactly sure what this genre is called…  <_< So for the “10 Seconds”, we decided to make it “change worlds” (from Passive to Aggressive) every 10 seconds, as well as the phrases in the Background Music changing phrases every 10 seconds as well.

As I began to work on the project, I really didn’t know exactly where to start, so after fiddling around for about 6-8 hours (lol….) I started playing around with instruments inside of Mixcraft, and within only about 30 minutes, I had produced this MUSIC LINK and everything was clear. I had a blast killing myself for 3 days straight, I’d be honored if anybody took the time to check out the game from the link above.

Here’s a screen of the Title/Opening of the game from above, and Cheers

Celly - screenshot

Celly Ludum Dare 27

 

Taquito Tower: The Burrito Galaxy Bean Saga 30X6

 

 

I had to force myself to start writing this so it’s all fresh in my head, 2 lazy u kno? Post-mortems are important though. They help you reflect on your experience and really solidify what you want to do better next time, and they’re immortalized into the internet so you can read ’em over whenever you want. I’ll try to keep this more concise though.

 

This is my 7th game jam, and my 5th completed game. Wowow. I’m ready to start a bigger game soon, and I’m looking forward to seeing how it goes. This game jam was also my second collaboration, and my biggest collaboration yet. Mush did pretty much all of the graphics (aside from the burrito sprite, I know burritos more than anyone else would), and Kfaraday did the music.

 

What went wrong:

 

-Planning/scope: I’ve done lots of game jams lately, most of them being 7 days long, so when starting this game, the scope was pretty messed up, even though I’ve done 2 LDs before this. I planned on a procedurally generated dungeon crawler, with modular dungeons.  The dungeons modules were read in from an image containing blueprints for a bunch of 16×16 rooms, and would piece them together. That part alone actually went pretty well, despite taking quite a while to implement. Right when I finished it and it worked, I sat back and thought, “Wait, since you only have 10 seconds to explore, how the hell is the player even going to see all this shit?”. I realized this the next morning. Nothing else was implemented, just the dungeon thing, so I stripped out all the junk and made it only use one module per floor. After some messing around and cleaning up, it worked out. At the same time though, I wasted half of day one, which would have really messed up the project if I were doing the 48 hour compo this time.

Aside from that, the game overall was a bit too ambitious. I wasn’t able to put in much character progression in the game at all, which it really could have used. I quickly made attack damage go up for each five burritos you’re holding, to make things a little more interesting, though I don’t think many people will really utilize it, also bombs spawn after floor 14 which is ok I guess.

Another thing this really impacted was my sanity. I knew this probably wasn’t going to get finished if I didn’t pull an all-nighter on the last day, and pulling all-nighters is THE WORST. You’re tired,  you just want to stop working and pass out, but you can’t or your game won’t get finished, then that shitty feeling is attributed to your game, then every time you play it or open up the source you’re going to feel kinda shitty. It has happened to me lots of times. Really try to keep your scope sane, or you won’t be for very long.

 

Not familiar enough with the toolset (again): I thought I learned my lesson from using Unity for my 7DFPS, but NOPE! Even though I learned a lot about Unity over the last few times I’ve used it, I know I could have done many, many things way faster if I knew the toolset better. Like damn, I pretty much learned how to implement an actor system which is integrated with GameObjects while doing THIS game jam. Guys, please don’t do that. I’m crazy and dumb. You can learn different tools any time you want, you don’t need game jams for that, what you DO need game jams for though is to learn more about game development itself, design and scope and gameplay, not “OH GOD WHY AREN’T THESE GAMEOBJECTS BEING DELETED UGHHH I HATE UNITY HOLY SHIT”. If you don’t know your tools super well, crack open a book on it, read through some sources or something. I plan on reading  through a Unity book ASAP if one exists.

 

-Etc: The rest of the issues mostly came from scope, but I’m not sure I 100% if I like the weird semi/turnbased system. It’s a little hard to understand from the surface for some people, like rapidly tapping the slap button or the eat button, not knowing it’s sort of a turn based system and the turn executes every second. It was kind of like that for Room, where people would mash into enemies as if it were a normal turnbased roguelike, and never realize attacks happen per turn automatically when you’re adjacent to an enemy.

 

What went right: 

-The game was finished: Does this even count? I guess it does. It’s my 5th finished game jam. Aw yeah. That’s 5 in a row. I wanna do MOOOORE.

 

-It was a good prototype: The next game is going to be a first person dungeon crawler thing too, so me and Mush figured it’d be good to make a first person dungeon crawler in Unity. LD was a pretty good and productive way to prototype a game. The best part is that since LD is such a big event, it’s great for getting tons of feedback. I learned a lot about what direction the next game is going to be in. I learned that I don’t really like that semi-turnbased system I often use, so the next game will lean either towards full turn based, or full action. If they’re mixed in the game, they won’t be in the same place. (e.g., turnbased battles and realtime movement, or the other way around). One thing that seems to be going well so far is that people really like how everything is synced with the music. I think that cohesion is something I can really use in future games. The only issue is making sure it’s perfectly synced.

 

-Everything else: Sorry if I seem to be getting lazy at this point. It’s way easier for me to reflect on the things I did wrong and how I can improve them, because most of the time the things that go wrong are more important to take note of, since a lot of what goes right is more luck and experience. Basically everything that went right is all the cool stuff about the game, its awesome mushart/mushgrafix, and the awesome kfaramusic.

 

Play it here.

Hallucivian – small resolution version now available!

Smaller resolution!

Smaller resolution!

I posted a post-compo version of my bird nesting game with a smaller resolution after many people complained it not fitting their screen.

I also added a bit more thrust for the bird, so it should be a bit more easier to control!

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20803

 

The feedback has otherwise been absolutely great and the game has been featured on IndieStatik and on the frontpage of Newgrounds.It’s been really motivating and I already cant wait for the next Ludum Dare! :)

@Hypnohustla

Roope Tamminen

Can I bug-fix my entry?

On my entry: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5888

I got some feedback that mentions buggy things like:

→ screen resolution to high

→ lags on start-up and in-game

 

So can I fix those?

I’d like to make the game fullscreen so it fits the screen.

And move the network-setup to the start-screen phase to remove the start-up lag.

And check if disabling VSYNC helps to remove in-game lag.

 

Comments

28. Aug 2013 · 06:33 UTC
I say fix it: it’s not changing the game play, or adding features etc…
28. Aug 2013 · 07:14 UTC
Nice. Thanks!

What I Learned During My First Ludum Dare.

So I’ve always had a bad run with personal projects, I get halfway through one and then decide I can do it better and restart it. I also have prototypes for games everywhere that never went anywhere.

So to stop that, I did Ludum Dare 27! It was great fun.

Here are some of the things I learned during:

  • I’m rubbish at music and that is fine with me, I spent 2 hours trying to compose some music and completely failed. I ended up using Autotracker.py which I would highly recommend to anyone that is tone deaf like me.
  • I’m rubbish at art, I found something that works, minimalism(i know) but it feels a lot more like a polished game than it would have if I put ugly pixel art everywhere. I’m not saying everyone should use minimalism, if you want to be good at art you can only get better by trying!
  • I am not happy with my personal libraries, my number one priority until the next LD is to come up with a new 2D engine most likely in SFML.NET and a standalone editor!
  • I created a level editor in game which just made everything hard to manage and it was hard to create a symmetrical levels,  another thing on the list to do is to create a generic level editor that I can port to any format I like.
  • I can get a game working a LOT faster than I thought, Not just 48 hours but I only spent about 7 hours on all the major features of the game and then spent the rest polishing(except for the last minute random level generation).
  • The Ludum Dare community is full of very nice and helpful people! I will definitely be doing it again in the future.

Here is my entry if you want to check it out.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=26147

Missed Ludum dare

I was so sad that I missed Ludum Dare (I have so many school assignments…)
Anyway, the quality of the entries I have seen so far is so high, so good luck 😀

Also, I am re-making Laezer from Ludum Dare #26 so wish me luck 😀

Comments

28. Aug 2013 · 07:26 UTC
Heh. I just checked out your laeser game and it was quite awesome:3 I’ll definitely play the sequel. Good luck with it!

Stahlholz Post Mortem

Hi there,
so this was it, our first ludum dare. Some things went pretty well, others failed completely. Nevertheless it was such great fun and crossing the finishline is just such a great feeling, we instantly decided to take part next LD for sure!

Bad Stuff

  • We started with Gibbo2d, but shortly realized it was definitely not the tool we needed. None of us really did a Game with Gibbo. It is an ambitious Project, but since its very new, not much Community is present and I missed some key features (or probably more their documentation). After 6 hours we changed to c++ with sfml.
  • We totally fucked colission detection (or more likely colission treatment). Things are now fixed (actually this is not too hard if you know what you are doing but in the short time we were unable to figure out the small piece which made it work.
  • Since I was in a hurry changing from Gibbo to c++ (omg omg so much time wasted) i craked the Project Setup with some really strange Setting. Release was not compiling (running in debug mode seems fine while programming) in time for the deadline, so our only chance was to submit the Debug-Version. Hours later we realized you need some damn microsoft dlls to run debug.
  • A more sophisticated name for our Game would have been appleasing, but since our entry is some sort of dilettante the name is actually just fine :)

Good Stuff

  • c++ and sfml work really great! I did some Projects with this Tools and my Team member got into it in about 10 seconds. “how do I draw” – ” yeah just call the windo.draw” “o_O”. Nice to see things work out
  • Doing Music was pretty fun. I run a semi-professional Recording-Studio so I just created a Bass-Line and some syths. SoundFX were done with sfrx which is an amazing tool. I didn’t do any 8Bit or retro style so for next time I will definitely have some Drum-, FX- or general Sound-Samples ready.
  • We used a global class for setting all the relevant “magic game numbers”, like gravity, PowerUp-Timers,  Tile Size and so on. Since we are both programmers, this worked out great, because we had one point for changing Parameters. I will definitely keep this up for future projects.
  • Idea and Game Concept Creation. I just love my blackboard. Drwaing the concept in the easiest way was just the best thing we could do. And having the sketch still next to me still makes me smile over and over again.

blackboard

So this was our first LD. Thanks for the opportunity and keep on!

Laguna

Ludum Dare 27 Warm Up… don’t know why I’m posting it NOW. but yeah.

I wasn’t originally going to post this but I saw another game in the Game Jam that was similar to this one so I wanted to share. It’s basically a roguelike dungeon crawler with a few rpg elements. Rooms are procedurally generated. The goal is to stay alive as long as possible. You can find time as a drop from enemies, find it in chests, or buy it in stores, the longer you live, better chances you’ll find better gear to help you stay alive, etc. My high score is six hours and twelve minutes. er, Game time of course, which translates to roughly six minutes in real time.

One of the reasons I didn’t post this when everyone else was posting their warm ups was because I’m a hipster and that’s too mainstream(And that was a joke). No it was because I didn’t actually get around to starting it until the Monday after warm up weekend and didn’t finish it until like… Thursday? I think. Either way, as always, it’s nice to get feedback on games I create, so feel free to criticize/compliment. I really like this Ludum Dare community so far, I just joined last week and everything’s just so swell.

Untitled

If  it looks interesting you can check it out Here for Windows. (controls and all needed information is already in game in the help page)

I did not make a game this time, and I have questions

After a few months working on prototypes, this Ludum Dare pushed me over a limit I didn’t know I had, and I burnt out completely. A lot of the prototyping work I’ve been doing was pretty tough, and I’m afraid we might be spending too much time and effort on it, often by over-designing the prototype.

I’d like to know a little about other people’s jam and prototyping habits, so here’s a little questionnaire I cobbled together : Prototyping for good

I’m going to make the results public, and I’m also working on a follow-up about jamming fatigue and burn-out, which I’m not sure how to approach tactfully yet.

Please take a moment to answer these questions, with any luck we can learn a little about how jam-style prototyping can help, and also how to avoid associated problems.

Black Hole Runner is my entry for Ludum Dare 27, it’s about spaceship, black hole and time dilation.

Physicists found the fact, speed and gravity can slow down time when they increased, which they called time dilation. It’s an amazing fact, isn’t? Physicists are really smart guys.

Time dilation is the core of Black Hole Runner. You’re a bad luck captain, try to escape from the gravity of a black hole. The only solution is space jump, but unfortunately it needs 10 seconds to set up. At the mean time, you need collect fuel and evade asteroids. The good news is the black hole changed the time speed, you have enough time to response. The closer to black hole, the time is slower.

I think escaping from black hole is a mission impossible in reality, so this game is very difficult. As designer, my best score is 1 second left. Hope you have better luck.Screen Shot 2013-08-25 at 下午5.29.45

Tags: Black Hole, space, time

Comments

Larzan
28. Aug 2013 · 08:45 UTC
Hmmmm, time dilation, sounds familiar… 😉

Totem Wars – Mini Postmortem

Totem Wars

What Went Right

Idea: After a long brainstorming session we ended up with 2 ideas which we had a tough time choosing between. The other idea was a top down shooter that we now know it wasn’t going to meet the deadline. We all now realize that we made the right choice.

IMG_1977

Prototype: Early prototyping of the core gameplay brought it home to us that this was actually the game we were going to make. We found it fun to play right then.  At early stages – before prototyping – we were to use other elements, i.e. Sword, mace, and shield instead of typical RPS ones. Early prototyping made us put the idea aside and start using the original elements to simplify the game.

17

Art: Our artists had an almost solid background of pixel art. That helped us a lot although they were working part time on this Jam. The game was originally planned on another art style, but was eventually switched to pixel art on the second day.

totemwarss

Team: We were a team of two programmers, two designers, and two artists. It sounds a bit too crowded for a three day game jam. The experience we had from a year of work together aided us well to have things managed.

BTS

What Went Wrong

Sound: Our sound artist joined us too late and just worked during the last hours of the jam. That is why we were not able to finish all sounds and polish them. We overlooked the matter and got in touch with our mate too late. Hopefully, next time we are going to start sooner.

Item: Items were not part of the original idea of the game. We started working on it in the last day and so we didn’t have enough time to put it all together. Tutorials and visual effects of the items were ready to be placed into the game but it never happened as we didn’t have time for it.

25366-shot0

Tutorial: We realized a bit too late that the game is too complex to be left without a proper tutorial system. Our current tutorial sucks and we know it. Having too little time for it left us with no other choice.

tuto

 

Try our game here and give us feedback , thanks in advance.

sine – ported to android

Play sine HERE

I finally ported my entry sine to Android. I changed the tutorial to reflect the controls and had to do some minor changes (mainly things that explicitly referenced keystrokes).

It really hurts to dig back into the code and leave all things that I know didn’t work the way I wanted them to be unchanged. I’ll have to do a post compo version to get that burden of me ;-)

I tested it to run fine on a nexus 4 and a Desire HD. It should be safe to play on devices with resolutions of 800×480 and up. If you have a smaller screens you may try it but are probably better off playing the desktop version.sine-qr