LD27 August 23–26, 2013

God I can’t wait for the results!

I know I don’t have a chance for winnning but it’s so exciting to see the most ranked game and of course to see the votes on my game :D

(which I’m cuirious to see cause it is horribly short and a bit buggy though very moody)

 

So, yup this ludum dare was my first and it was a total fun! I didn’t know I have enough motivation to actually go and make pixel-art and somehow come up with a medly and it was just fun!

I used C++ and DirectX 9 ,so XP users can play.

I look forward to see everyone next comp.

Screenshot:

Substation :D

and everything started from this XD

 

WAS LOTS OF FUN!

HAPPY LUDUM DARE 27!!!

G_O :D

ReTurtle, ReVised

In this post I want to describe the changes I made to the game for the post-compo/post-jam/bonus-week-version of the game (wanted to write this earlier, but has been a busy week for me). You might also call this the post-mortem part two (here‘s the actual post-mortem), since it will be mostly about what changes I would have suggested to myself. The changes also were an exercise in making a game more audience-friendly, so I would really appreciate any feedback on how well I did. If you didn’t get to play my game yet, you might want to try it now, to avoid any bias.

I might also post a few example-runs later if there’s interest, showing how to beat the silver- (sub 6s) and gold-times (sub 5.5s). Especially beating the gold-time requires some mastery over the mechanics of the game (the shield gets important at this point).

A new look

The main menu and the boss were on top of the list of things I didn’t like the look of, followed by the stage and the player.

It's the first time you actually see what you controlled in my game, isn't it?

It’s the first time you actually see what you controlled in my game, isn’t it?

First the boss was changed. I wanted him to look more like the sketch I made during the design-stage. With less pressure this time around, I approached everything a lot less awfully inefficient. The heads are completely detached now, which allowed me to add new effects in the actual battle. I also added these holo-rings I originally dropped because they would have to be tuned (to not obscure the boss) and animated. This time I also was able to add the health- and time-display to the boss.

Like a boss?

Like a boss?

Next I made a new main menu, which took the most time, simply because I need yet to learn how to properly setup a scene with all plain-white objects. Redesigning the main menu was also a good opportunity to experiment with scene-transitions in Unity. So I used it as some kind of playground.

The stage would still need some work, so it could provide the player with some landmarks for positioning, but I had to draw a line. Will definitely redesign it if I ever pick the game up again.

Feeding it back

A lot of information didn’t make the cut for my original entry, which in turn made it hard to approach the game.

In the main menu I now have set up a simple progression-path of three steps. I’d be curious how well these new instructions work for someone just picking up the game. I still probably don’t tell clear enough that you can shoot faster than you should.

I also increased the amount of information in the actual battle at various places. I added auditive and visual feedback to the enemy/player/shield getting hit, I also added the actual ring-display for enemy-health where it was supposed to be. For both shot damage and shield-reflect I’ve added popup-values to inform about the effect of charging- and shield-mechanics more directly. The time-display on the boss is a nice gimmick, but I don’t feel it has much actual value.

On to gameplay

For the gameplay itself there are two major clusters.

The first one is based around making player-characters destroy each other on contact. The reasoning was that I didn’t like some of the most effective strategies being based around putting your characters on top of each other. You could for example place all of them in the bottom right corner once the first grenade is launched, and for a while everyone can shoot from this safe spot at the boss. Related to this change is also a new starting-position for player-characters. In this layout only the third one is in the path of the first batch of enemy-bullets. While it’s not a major change, I think it hurt the compo-version that you had to move your first character right away, or got killed within two seconds (and killing the player within the first two seconds is not the best message you can send).

Yeah, not exactly making the game easier

People found my game hard, so I obviously had to increase difficulty. Logic?

The second batch of changes is based around the upgrade of my ordinary seconds to fancy Marvel-seconds, now with 60% more time per second for 36% more hype. One of my biggest issues with the compo-version was that the boss moved really fast, not letting you setup any shield-tricks. Also the player’s projectiles were so slow it was hard to hit over longer distances. I distributed the additional time between the part before and after the laser-sequence (which means they get 80% more time each). The laser-sequence is just as long as before (but with more pew). I think this change makes gameplay more methodical and finally I could at least myself start building shield-setups. To keep the boss interesting I added more projectiles at various spots (through you might argue it could have been the drop in difficulty the game needed). Of course one could claim I just made him shoot more fireballs because the heads can now rotate independently, but… Look! A three-headed turtle!

Sneaking in Features

I silently added support for the XBox360-Controller to the game (last-minute-change, so only battle, not menu, sorry). Use left stick to walk, right stick to aim, A/RT to fire, B/LB/RB for Shield, Back to retry (same use as ‘r’) and Start to return to menu (same use as ‘m’). Might be only useful on Windows though and need some proper tuning.

Conclusion

Unfortunately I still had to limit myself on what I would add to the game. I do have some ideas for two or three additional bosses. One could teach you the basics of the game while the others could properly cover unexplored aspects of the existing mechanics and add new interesting patterns to move characters through. On the other hand I always have a bunch of projects just as interesting and waiting for me to continue them, so back to Ministry of [redacted] for now (or the unnamed Roguelikelikelike).

Tags: unity

Night Stalker Postmortem

It’s a bit late for a postmortem, being 3 days till the end of voting, but I have been wanting to write one and have been to busy to get to it so here we go.

 

Overview

First of all I’ll start off by saying this was my first Ludum Dare, and really my first game jam; I’m really happy that it went successfully for me. Now let’s get into it, starting Ludum Dare 27 I had an idea of what I wanted to do. I had this idea that I would have a zombie game with no violence from the player, sort of an obstacle avoidance game. I started working on it right away. Fortunately I quickly realized that this idea could not be realized in the 48 hours given. I quickly came up with an idea for a basic stealth game (with some inspiration from friends, of course). My initial vision for the game was huge, I had to lay down and count to ten before I could calm down and start to shrink it down and I think I made sacrifices in the right areas. If you are interested you can go play the game here.

26320-shot0

What I Would Change

Going through the development process I spent a lot of time testing for bugs myself and fixing them in programming which led to other areas of my game, such as art and sound, suffering. I think the best thing to do would be to have some people to test my game for me. Unfortunately I don’t really have the resources for that yet. Another thing I would do is to establish a code base before starting development; I found myself rewriting scripts I had written a million times before. As for the game I’m not quite sure what I would change; I felt like it had a good game mechanic and is simple enough to be played easily, yet complicated enough to make for interesting game play. I would have liked to add more to Night Stalker: implement some obstacles, bigger levels, more interesting scenery, etc. Even though I did not get everything I wanted implemented I feel like it was a great first run and an amazing confidence booster; with the compo I had that urge to make a game again, to create a world, and I did and it felt great.

26320-shot1

Post Compo 

After the compo I took a step back from my PC for awhile, I attended PAX Prime here in Seattle, had some friends over, and brewed on the idea of continuing development on Night Stalker. Now that the judging is almost over, and I’ve been getting mostly positive feedback and good criticism I think I’m ready to work on a post-compo version of the game. I want to take it a step further though. I’m shifting all my extra time that I usually use for experimentation and slowly piecing together another game of mine to work on a more realized version of Night Stalker (perhaps a name change to something a little less “disturbed teenage boy” ) . I plan on adding some “dimension” quite literally and also some more depth in the game play and story areas. If anyone is interested in checking it out I’ll be doing updates as I go on my website bearmacstudios.com. if you read through all of this I seriously commend you and thank you. I wish I could have participated more in the community, but perhaps I’ll embrace it more come next compo.

Until next time,

Hunter “Mactinite”

 

tl;dr

Ludum Dare 27 was amazing, check out what I made if you want here, and I’ll be expanding upon this idea and detailing it on my website bearmacstudios.com

<3

Comments

14. Sep 2013 · 17:38 UTC
This is what made me go and play your game. Amazing work!
14. Sep 2013 · 18:33 UTC
Also thought I’d let you know that you have the highest reported score so far, second to mine of course 😉 lol

SuperHot Steam greenlight

SuperHot is a game that was made for the 7DFPS competition. This is one of the games which has gone above and beyond to be on Steam Greenlight. If you would take a second, and if have a Steam account, it would be a mean alot to this guy if you would push for his game.

It is always really cool to see Indies make it to something more “traditional” such as Greenlight. Some pretty big gamers are pushing this one. Including Dan Hardcastle (Nerd^3). So, he might have a chance of approval!
You can Steam Greenlight it here:
http://t.co/HB2l3DeRMu

Or, if you want to try it before you approve it by all means go ahead:
http://superhotgame.com/
(Unity Web build.)

Getting games like this only further validates things like Ludum Dare. We should really push for things like this when they come up. Anyway, sorry for the mini-rant. Vote it up!

Tags: 7DFPS, greenlight, steam, SuperHot

Edits on Comments

Hey guys, MrBlade here and I have a request and or a question. I don’t know how much control the admins have over what users can and cannot do with the site, but I have a request I was hoping could be looked into!

I would love a way to edit comments once I have submitted them on an LD entry more time than I can count, I’ll finish reading over one of my novel sized comments on a post, click okay and RIGHT away find an error. I don’t want to have to comment again with my correction, and I think there should be a way to edit the comments.

I am sorry if I am being a “forceful” with my suggestion, I understand you guys are busy people up there in Ludum Dare HQ.
Thanks to all of you wonderful people!
~Blade

Comments

14. Sep 2013 · 04:19 UTC
Agreed, and a way to reply to a comment as well as a notification when someone replies to your comment would be wonderful too!

Happy Birthday To the Ground

It’s my birthday which means i’m a year older and a day closer to my inevitable demise, Sadness overwhelms me. But you can help make this day more joyous! Yes You!

10 Second Lead

And leave me feedback, it’s not perfect or anything, but good/bad reviews are all i ask for. For some odd reason getting comments on my game makes me happy *shrug* however that works.

Speedungeon post mortem

Post Mortem

What went right

-Graphics: It’s the third time I participated to the Ludum Dare, and if you look at my previous games, they just consist of squares or crappy pixel things. This time I practiced this part and the graphics were way better. I just tried to make the game looking good while having a very simple tileset and a few sprites, because I didn’t have a lot of time to spend on graphics, and I think it worked well.

-Level design: I had the time to make 25 levels, which I think is good. It was the first time I designed levels during the LD, and I found it pretty easy. I created 3 types of hazards: the spikes, the arrows and the laser, and I managed to make challenging, but understandable and sometimes clever levels using this elements. Some people found the game too hard, mainly because of the lack of chekpoints, but I think it’s not that difficult, I saw several people managing to finish the game quite rapidly.

-The overall: I really loved taking part in this Ludum Dare, I didn’t expect to be able to make a such game in 48 hours. The feedback I received was quite positive and now I’m motivated to finish the games I make during my spare time! 😀

What went wrong

-The music: The music I made was repetitive and annoying, though some people found it great.

-The level data: To make it easy, I created the levels as images with pixels as tiles. But I completly forgot that this way the levels were completly editable by others, and as I didn’t have a lot of time to spend I just made a little program that converts an image to a code that creates and fill an array of integers.

 

So that’s it, thanks for reading. If you want to try my game, it’s here.
See you for the next Ludum Dare! 😀

Turnip Archer:Post-mortem

So this is a bit late in the game but I figured I should write one of these. I wanted to make about the same thing with some more RPG elements. I was able to talk it out and realized that the fast paced gameplay we wanted would only get bogged down by having to make decisions and enemies having a real amount of health. We considered the Bloons approach where certain enemies just take damage and change into lower level enemies but we ended up running out of time for that. So overall I am satisfied with the final product although I don’t think the game really has the level of ‘fun’ we had intended. This is also our second Ludum Dare and I think we improved how we handled it.


What went right:

  • We managed to finish at a comfortable time. We spent most of the weekend on it and then had plenty of time left over Monday to polish what we could.
  • I learned a little bit more about Unity. Like Prefabs are just GameObjects and can be ‘Loaded’ as such dynamically. This was a fact that eluded me for a longer time than I care to admit.
  • Karl and I as a team were able to further flesh out how we like to get things done in general. We have kind of been going willy nilly lately and it was a satisfying change.

Graphics: I am satisfied with the art style that we figured out. Karl did a great job as usual although we did end up re-using assets from a previous project for the Spider’s.

Music: Also on Karl. I think it worked out nicely. He always manages to surprise me.

Back end: I think I could have cleaned it up a little bit but overall I think I maintained a coherent structure.


What went wrong:


Theme: I was very unsatisfied with how we used the theme. Mid Saturday I had read about people discussing how 10 is any number you want it to be if you change the base and I realized that I had limited myself a bit too much when trying to think of a game. I still personally found the theme very restricting even considering that fact though. This obviously affected our game and design in a negative way. Next time I will more actively give the theme a better chance.

Level/Round Design: Overall, personally I am not very happy with how the waves ended up working out. 10 seconds was just too fast but it was our main tie into the theme. Again I wish I had thought about the theme further. I don’t actually play games like mine very often so I had a lot of trouble thinking about a good way to prevent wave overlap while still keeping the game at a satisfying difficulty and pace. I think my ineptitude at creating the rounds led to a fun experience anyway but I was not very confident that it would upon release.


Overall:


Late Saturday I was realized that I just wasn’t happy with the direction the game was taking but it was already too late. I just didn’t think the final product was actually going to be fun. We kept on trucking and Turnip Archer came out. By Monday when we submitted it I realized the game was just fun in a different way than I had expected. It could still be better and the rounds could have been cleaned up but it’s a game and people seem to have overall positive feelings about it. And I was able to publish it to Kongregate which is a personal first that I am very proud of.

If you want to try it out you can find it here.

60 Ratings! W00T!

VEGETA WHAT DOES THE SCOUTER SAY ABOUT MY RATING LEVELS?!

ITS EXACTLY 60!!!!

60?! THAT’S IMPOSSIBLE!!!


Haha, no, but really! MY GAME HAS 60 RATINGS. WHAT IS THIS. WHAT.

My game is still pretty buggy, however I am aware of this, and everybody seems to be being pretty nice about it. Which is always a good thing.

That is a lot ratings!
For a game made in 48 hours, too!

I have rated over 145 games, so it isn’t like I just randomly get ratings. But it is still really cool to me!
Thanks guys!

~Blade

 

(If you want to play my game, here is a link. Thanks again! You guys are awesome.)

Hackfield: The NetField Update – early plans & concepts

After the great inspiration I got from Hackfield, I started to plan a bigger sequel. There are only some simple feature ideas, but I hope you like even this one (even though these are just plans)!

Story:

2041. Years before, the biggest panicwave in humanity’s history have spread all over the world. After this event – that is known as the Anubis Incident – the United Nations have remade the architecture of the Internet by completely changing the security system of the New Age Protocol.

Needless to say, that it makes recovering way longer – but finally, they could implement their final plan: reorganizing the whole internet. Now it’s called  „The NetField”, where computers are available only through governmental nodes.

Surveillance of people have reached a level we’ve never seen before. The NetField is fully censored and controlled; everyone who uses it is not able to get informations that is not allowed by the governments of the world. They try to cover it with the depiction of a perfect world (Utopia, as they call), but the truth is that the gap between working people and leaders is increasing.

Resistance expected that the Anubis Incident may help to take over the world and starting everything over – but the Center was quicker. With an unkown power that makes governments stronger, security forces could save and conquer almost the whole computer network of NAP.

The resistance couldn’t escape this time. A lot of them are already dead. However, Hackfield have survived the chaos, and stayed up-to-date until the born of the NetField. It dissapeared then…

…until now.

Planned features:

– hub of computers

Hackfield acts like a special browser that allows you to manage inside the main architecture of the server you are connecting with. By this, closed connections are available, and even though it’s a bit harder, you can contact with computers that are not connected to the NetField – indirectly, every computers are available through the NetField, since the incredible amount of WiFi systems.

– specialized targets

The computer name generator of the original Hackfield is on a great way of being fixed and improved. To make it sense, all kinds of computers are gonna be custom. Every computers are going to have different memory map size, difficulty, variety of used tools and custom access-ports, files, softwares etc. on them.

– manipulation of the world

Change variables in access-ports to make people pay attention in real life for your actions! Close doors, turn connecting systems on and off, change text of monitors, send messages throughout real life, and so on – but be careful, before you are becoming disconnected!

– microprocessors

Low-level systems? Low-level operations! Use the WiFi system that covers the whole world to your own advantage! Hack WiFi stations, check the list of available devices, and manipulate smartphones and cars!

– thousands of records and e-news

Don’t forget: this is a living world! While the hours and days you’re spending on the NetField, event happening around the world. Follow them through various news portal, or read the historical event that happened since and before the Anubis Incident!

Tags: concept, plan, sequel

More thoughts on compo music (and content generators)

This is actually written in response to all the comments that were made on a previous post I made about the surprising (to me) amount of high-quality music in the compo division.

First of all, thanks for all the thoughts and feedback on my last post everyone! Always nice to hear good discussion on stuff like this. Sorry for the late reply on my part, I hadn’t realized the post received so many comments (would be nice if the site notified me somehow).

Anyway, first of all let me say that I wasn’t assuming most people or even anyone in particular was cheating. I just saw a very high level of quality in compo music and that made me a little suspicious if it was supposed to all be created from scratch. Maybe it was just a statistical fluke based on the particular 30 or so compo games I played… maybe there actually was a high level of musical talent in the compo… maybe the definition of “from scratch” was a bit more lenient than I originally thought. I didn’t know. I guess I just wanted things to make sense.

I hadn’t considered that music generators like Band in a Box or Abundant Music were legal, but that’s the impression I got from those that mentioned them. If that’s the case, then I think it’s safe to assume that they may be why so many compo entries have decent music that follows the conventions of popular music fairly well (similar to tools like bfxr/sfxr being the reason so many compo entries have decent sound).

Though that would explain why I see what I see, I have to admit I find the legality of music generators to be a bit odd. I have a Casio keyboard and it features dozens of different instrument samples and accompaniment in dozens of different musical styles. I can simply choose a musical style, give it a tempo, and it starts playing a 6-part track including bass, drums, piano, etc. including an intro, outro, bridges, and fills. I would feel like using that music would be cheating for the compo… yet, if Band in a Box is legal, I don’t see how using the keyboard’s features are that much different.

I guess the question is where does that line of “creating your own music” get drawn? Using music generators is kinda like taking a bunch of sound samples and musical patterns made by other people and rearranging and tweaking them to suit your tastes. Should that count as making your own music?

If you answered yes, I have a question for you. What do you think about this?

HeroMachine

HeroMachine is another content generator. It’s a tool to generate a character portrait for you. There are dozens of options for creating your portrait from different body parts, clothing, and other pieces and tweaking those pieces to suit your taste. Should it also be legal for me to use HeroMachine to generate graphics for my compo entry? I would argue that music generators and tools like HeroMachine are no different. They should either both be legal or both be illegal… but I suspect people would be a lot more upset about the usage of HeroMachine in a compo entry.

Interestingly, bfxr/sfxr feel like they are in a slightly different category of content generator. I think the usage of them feels (to me at least) a little more “pure” and legitimate than other content generators because the core content that the generators are based on are simply mathematical functions. These generators are not simply combinations of various “snippets” of art that were created by someone else. Though you could maybe argue that even the presets of “Pickup”, “Explosion”, etc. required the artistic input of someone to decide the range of mathematical parameters that made those types of sounds.

Well, regardless of people’s opinions on the various aspects of this topic, there seems to be one common thread. Everyone seems to agree that there should be some clarification regarding the rules of music production for the compo division. I don’t really care much either way, but I would like those restrictions to be more clearly defined.

Tags: compo, contentgenerator, music, rules

10s Castaway post mortem

ld26_final

The good

  • Tiled – I used this editor for the first time and it was very easy and flexible. It supports multiple layers but I only used two: one regular layer for the map and one object layer for trees, items etc. For map drawing Tiled has a great “terrain brush” which can draw all your edge and corner tiles for you. Another killer feature is JSON export which makes maps super easy to parse in a JavaScript game.
  • Jaws – This was my second game made using this nifty JavaScript game library and it definitely saved me a lot of time. It has many helpful components that help with drawing and animating sprites, simple collisions, keyboard input and camera scrolling. At the same time it doesn’t force a custom class/entity model onto you  like many other JavaScript libraries. You can use just the parts that you like and it’s very easy to bend Jaws to your own needs: there’s no problem using raw canvas functions.
  • Pre-compo experimentation / base code – Before the compo I played around with Jaws and JS seeing how easy it would be to use a custom font or parse a Tiled map. After messing around I extracted the code that looked useful (as well as some code from my previous LD entry) into reusable functions which I threw into my base code. As I mentioned above, parsing Tiled’s JSON maps is really easy so I probably would’ve managed to write this code during the compo, but having a simple base code was quite helpful. For loading a custom font I used this small library which I also found during my  pre-compo experimentation: https://github.com/Pomax/Font.js

The not so good

  • Time organization – I spent a lot of time trying to decide on a good idea. Perhaps it would’ve been better to settle on an idea earlier on and get more work done during day 1. On the other hand it was nice to know more or less what I wanted to do before I started coding. This is a tough trade-off. Hopefully as I gain more experience in ludum daring my idea generation skills will also improve. During coding I feel like I wasted some time trying to find the most elegant way to do OOP/inheritance in JavaScript. I probably should’ve left this sort of stuff for post-compo refactoring and just do the easiest thing that worked. I also didn’t end up making any music due to lack of time an energy.
  • Last minute level design – This kind of fits in with the previous point but I think it’s important enough to deserve it’s own bullet. So yeah… level design is important, so don’t leave it till the last moment like I did. I was only going for a single map, so I managed to make something more or less playable pretty fast but I think I should have set aside more time for this.
  • Graphics tools – I started out using Aseprite (first time user), which seemed pretty nice for sprite sheet animation. I had some problems with the native linux version (cursor lag) so I used the windows version via Wine, which seemed to run smoothly, but later I discovered it had some problems with browsing the file system. So I ended up falling back to GIMP, which is okay, but not really optimized for pixel-pushing and animation. Next time I might try using Grafx2 which has gotten support for animation since the last time I used it. Grafx2 saves animations as animated gifs, but those can easily be converted to a sprite sheet using ImageMagick. Its extensibility via LUA scripts also seems pretty sweet.

All in all I’m quite happy with my second LD entry. I think it’s a step forward from my previous game in some ways, like more interesting graphics. Still no music unfortunately, so that is a goal for my next LD :)

Comments

15. Sep 2013 · 14:47 UTC
I really loved this entry – I thought the graphics were fantastic. I was hoping that you’d work on this post-compo and make it more open world-ish 😉
LTyrosine
15. Sep 2013 · 15:42 UTC
Really liked this! Congrats.
manuq
15. Sep 2013 · 18:04 UTC
Nice description meszka. Sticking to an idea or continue brainstorming is certainly a tough trade-off.

Watch my timelapse! (please).

I timelapsed webcam footage and screen recordings, chronicling our team’s participation in the jam.

Do not watch if you are offended by the following:

  • Nocturnal teenage boys.
  • Excessive alcohol and caffeine consumption.
  • Procrastination.
  • Smooth Jazz.

Robot Planet on iOS/Android?

I plan to play a bunch more games tonight as we’re getting down to the wire on voting. Would appreciate it if you’d take 5 minutes and check out my game!

Click to play & rate Robot Planet! (Web browser – easy!) Robot Planet on iPhone 5

Robot Planet on iPhone 5

I’ve been thinking about porting the game to mobile, as the quick session time seems to fit the platform. In fact I ported it to iOS last night and added swipe controls to move in the 4 main directions, similar to NimbleBit’s Nimble Quest. It works pretty well. In fact, the frantic swiping adds to the overall suspense and chaos of the game.

I’d improve the graphics, sounds, and add more planets and lots of robot types. I can see having several planets to unlock and you have to complete one to unlock the next. Each with a new setting, theme and robot types.

Please check the web version of the game and drop me a comment if you think you’d enjoy this on your phone. I appreciate the feedback.

Click to play & rate Robot Planet! (Web browser – easy!)

donut panic: postmortem

My first Ludum Dare!

Before the jam started, I had decided that I was going to use it as an opportunity to experiment with online, multiplayer game programming. Setting out to use the jam as a learning experience was good for me, but not so good for the game: if I’d been less intent on the multiplayer/online aspects, I probably could have refined the core game to be more fun to play. Can’t win ’em all, I guess.

The result: donut panic!

 

donutpanic

 

What went well:

  • Completion: in spite of a busy life, ambitious goals, and total inexperience, I managed to ship the game. That was exciting!
  • Collaboration: I worked with my son Micah, who is 6. Without him insisting on making the game playable, I probably would have spent the entire time yak-shaving.
  • Multiplayer: Actually works! With in-game chat!
  • Coding: I haven’t written python or javascript in about a year. I had no problem at all getting back into a groove with them, or switching back & forth (checks his python for stray semicolons…)
  • Shiny toys: I was completely new to canvas, websockets, and tornado. These were all nice tools to work with, and good to learn, and didn’t make me crazy with frustration.
  • Algorithms: In spite of 25 years coding, I’d never written a maze generator or implemented path-finding. Now I have, yay me!

What went better than expected:

  • Graphics: I managed to pull out non-horrible graphics! I used aseprite (and didn’t aim too high.) I wish I’d settled on larger sprites, though.
  • Sound: I used my microphone and some processing in Audacity, and managed to make sound that’s not embarrassingly bad.

What went poorly:

  • Playability: The tricks for making a fast-paced multiplayer game work over a slow network are pretty well-known and documented (interpolation, client-side prediction, etc)… but I didn’t get to them. As a result, the game feels very sluggish when played over the open network, which is how almost everyone has tried it.
  • Fun: If I squint really hard, I see a sketch of a game that’s fun to play… it’s just not there yet. I have tremendous respect for the folks who managed to make games that are actually a lot of fun to play.
  • CSS: The splash screen uses HTML controls and CSS styling, and I spent an embarrassingly long time bending CSS to my will.
  • Real World Gathering: I organized a real world gathering at a local hackerspace; unfortunately, everyone else bailed at the last minute, and Micah and I were the only ones there working on a game. Oh, well.
  • Theme: I was not (at all) inspired by the 10 second theme. It’s used in various mechanics in donut panic, but certainly not the theme of the game.

Conclusion:

I learned a ton, and I’m proud of donut panic both as a technical accomplishment and as a game. I’m super pleased that I managed to ship it on time. And I’ll be back for more!

Tags: postmortem

Pinokio and Juliet 2113: post mortem

so, LD27 is about to End (with capital “E”), and I think it is a right time for a post mortem. so…

worm-txt

the team:

ibis_ibis – art lead

caryoscelus – art, music, additional programming

lonely – art

kibertoad – lead programming

spirulence –  additional programming

pencil – game design, project lead

we speculated about the theme of LD27 the night before the jam. “10 seconds” was far ahead of all over themes, so we discussed, what we can do with it. first of all, we discarded all concepts, where you have to collect/shoot-up as many as possible in 10 seconds. with that the idea of “you pick something, you get additional 10 seconds” was discarded as well. I came up with this fight situation, where you sort of get “bullet-time” to analyze the enemy and plan your moves. in my head it should have been both intuitive and tactical and keep the player under the pressure – like a real fight. and when the jam started and the theme was “10 seconds” we were prepared. kinda…

2

 

UPs and DOWNs:

UPs:

+ art. I think our incredibly awesome artists made a pretty nice job. unfortunately some of it did not make it into the game.

+ music and voiceover.  eternal gratitude to ibis_ibis for her angel’s voice ^_^

+ gameplay. it seems to me that we almost accomplished what we intended: tactics+intuition. despite the fact, that we argued about 500 hours about how the game should look like and be played. more of gameplay in DOWNs.

+ story. in my opinion, it is nice even for a short/simple game to have a story. our story has two endings! 😉 (not counting “you die” ending)

DOWNS:

– gameplay (yet again)… let’s take it step by step:

– overwhelming variety of actions. we simply did not have enough time to make it right: leveling/unlockable moves, so we just threw everything in right from the start.

– perks. post-jam version has them, jam – does not. yet again – the dreaded Time (with capital “T”).

– no detailed tutorial or in-game help. see the “T’ cause >_<

– to sum up: it happens to be intuition > tactics, but it is not that bad. or is it..?

hit locations

 

all in all, it was my first time as a lead and I naively hope, that I did not terribly fail *_*

enjoy the game, feedback of any kind is always highly appreciated, thanks for reading.

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7122

Cf! :E

Tags: game, jam, LD27, post-mortem

I’ve rated 140 games. Time for a Best Of! (Part 3)

I’ve previously done two “Best of” lists of the games I enjoyed the most so far – you can find them here and here. I always planned to do this third part, but then life happened – and now at last, with one day of judging left, I present to you this final part!

So one last time, in no particular order, here are some more entries that I think nobody should miss out on:

 

pleading-rainPleading Rain by Brassawiking
You aren’t really sure what happened, but standing in the rain with a gun to your head and two people shouting at you, it’s quite clear that you probably fucked up. This is a dialogue game, fast-paced and intense: You try to figure out how to get out of this situation, and until you do, you’ll have to stall without spilling any unwanted proverbial beans. It has no less then 9 different endings and some of the best writing I’ve seen this LD. (Two tips: You can click on parts of the images when you “Think”, and sometimes you need to click on more than one part until a new dialogue option pops up.)

 

flooded-dungeons
Flooded Dungeons by ripatti
A super-polished dungeon crawler where your primary concern are not the many monsters or the riches, but the impending watery death flooding the higher levels. Fly, you fool! Oh, but maybe grab some of the riches while you’re at it. This game feels so finished, I stand by my suspicion that ripatti secretly made a time machine for this LD. Or cloned himself. (Then again, I guess this level of dedication would make up for the cheating.)

 

10013-milliseconds10013 milliseconds by mortus
This is a short adventure game with a Myst-like vibe: You are a technician, and not a happy one, because an explosion in the bunker you are in destroyed some pretty important equipment and locked down all the doors. Your only hope: A distress signal. The computer hasn’t got much power left though. Oh, how I love this game: The super clean graphics, the sound effects, the music. The mood they create together so dense, I feel like I can touch it. (And if you still aren’t sold: It also features a fox!)

 

ecostarEcoStar vs Aeronox – DreamTeam
EcoStar vs Aeronox is the best side-scrolling shooter I’ve seen at this LD. The seasons have been greatly sped up and invaders attack – luckily you’re up for the defence! The enemies are element-coded according to the seasons with strength and weaknesses, and you can get an element shield and charge an elemental attack additionally to your normal one. Great music, wonderful graphics and a lot of R-type-like fun!

 

antidoteAntidote by Antidote
You’ve come to get the golden idol, but you’ve been poisoned – quick, make your way out! And while you’re at it, grab a lot of riches to make it worth your while. Another super-polished game – this time in the jam section, being a perfect example of what you can achieve with a team of dedicated people. Everything fits together, and shooting, blasting and running through the dungeon while picking up shiny jewels feels great.

 

tai10 Second Tai by Teejay5
A short game about oversleeping, flying with jetpacks and fighting sharks (oops, spoilers). While it’s really rather on the short side and it’s missing music, for me it was pretty hilarious. There should be more ridiculous physics-based games. And I can’t get over the faces Tai makes! They are just so well done, haha.

 

clocked-inClocked In by rylgh
An avoider-type game with some pretty neat design choices. It just feels extremely smooth, everything about it – even when you lose a heart, it just feels like is factored into the normal flow of play. It also features a flawless and clean visual presentation, a nice minimalistic soundtrack and great level design.

 

 

Did you like my recommendations? If so, maybe you could rate and comment on my game too. I’d be really happy about that!
 
Lost-in-the-DarknessLost in the Darkness by TobiasW
Your three friends are scattered in this nightmarish world, turned into creatures of darkness – and you’re their only hope. Follow the music and save them! It won’t be easy though: The world is in constant change. Be ready. And don’t stay in the darkness for too long…

 

Tags: best of, LD27

Pro Crastinator: Now with theme relevance!

I updated my Jam game, Pro Crastinator, to have the ten-second solutions I originally envisioned for it. After finishing those, I can safely say that what I had in mind was WAY out of scope for Ludum Dare! 😀

Sound is still conspicuously absent (Martin_Monosys), partly because levels one and three don’t present many opportunities for it, but mostly because I’m running outta time to rate games!

Won’t you please check it out and leave some feedback? I put way too much time into a few visual jokes that as far as I know, are literally going UNSEEN D:

Pro Crastinator

THIS IS IT: Our favorite games (so far?)

Well, Ludumdare 27 is coming to an end so we’ve decided to show some extra love to those games we played and enjoyed the most with this Top-8-of-sorts that I hope helps these games get the praise they deserve! (games are listed in no particular order btw).

 

PROBE TEAM” by Andrew Shouldice

PROBE TEAM

PROBE TEAM

Man this game is good! Pretty solid and very polished. Amazing graphics and atmosphere together with a fun yet challenging gameplay make this entry one of our favorites without a doubt!  If you haven’t played it already you better give it a try now!

 

 

 

 

 

 

 

“You will die” by HighQuality

You will die

Looking for a challenging game with innovative controls? Well look no further. “You will die” literally delivers when it comes to honoring its title. You’ll have a great time dying though!

 

 

 

 

 

“Space Hunt” by korfi 

Space Hunt

Can you believe this is the first game this lad (or lady. Not sure)  makes? We couldn’t believe it either! ( I wish my first games were as good as this one is). One of the nicest things of Ludumdare is the chance to witness the first steps of a game developer and give him/her feedback in return.

 

 

 

 

 

 

 

 

 

“Chicks And Dungeons” by Kotstulle

Chicks And Dungeons

This is an amazing gameboy-style dungeon adventure. Please bear in mind that  the music and sfx were borrowed from the epic Legend of Zelda: Link’s Awakening game (which is something the author him/her-self explicitly says in the entry description!).   I’m pretty sure ladies won’t appreciate that much the (ab?)use of the damsel-in-distress trope, but I think it manages to use it in a creative (although slighlty disturbing) way while seemingly merging it with the theme.

 

 

 

 

 

“MegaPunch” by Nick Weihs

MegaPunch

Solid and fun multiplayer game (yes, you heard right, MULTIPLAYER!).  I hope people are still playing this because there’s nothing more fun than fighting other players in this awesome game!

 

 

 

 

 

“Kitty Force 10” by Raiyumi

Kitty Force 10

I truly enjoyed this game! It’s GORGEOUS in every way. A tad difficult but not annoyingly frustrating. The level of  polish in this game is insane!

 

 

 

 

 

“Hand Drawn Hero” by Ritzblues783

Hand Drawn Hero

Save for minor problems with collision and stuff this game is actually QUITE enjoyable. The hand-drawn graphics will charm you to no end. In fact most aspects of this game just scream quality. Totally worth checking it out if you’ve not done so before.

 

 

 

 

 

“Launch_0xa” by robertcodes

Launch_0xa

If hacking and solving riddles under stress is your thing (and I know it is) you’ll love this game. Creating the perfect mood for the experience is also really hard and this game excels in that department!

 

 

 

 

 

 

 

There are many other games we truly enjoyed… but if we were to list them all we would end up with a list of almost every game we played!

Anyway, here’s a bonus if you are still craving MOAR LD games:

Bug Buster

What is this?! Well it’s Bug Buster by yours truly (ConflictiveLabs).

To be honest we are all pretty happy with the feedback we’ve got from you guys, so a big THANKS to everyone who played our entry. All the support and constructive criticism this community always gives us definitely makes us feel all warm and fuzzy inside.

If you’ve not tried our game before please give it a go and let us know your thoughts on it!

 

 

 

 

 

 

Comments

16. Sep 2013 · 12:21 UTC
Wow, thanks! :)