LD15 August 28–31, 2009

Journal? What Journal?

Normally I make an effort at including at least a couple of journal entries, but I didn’t write anything at all this time.  By about hour 30 an entry was looking very unlikely, so I didn’t bother.

Inspiration struck in the last 10 hours though.  I made a puzzle game with crude graphics, little polish, but a reasonable number of levels.

Play it here if you are interested:

http://disruption.ca/cave/cave.html

I’ve got a couple more level ideas, and some tweaks in mind.  I’ll probably upload a post-compo version in a few days.  Happy rating everyone.

The ONE thing I would change…

… If I could re-submit my entry.

My caverns are full of watching eyes and strange creatures, and the moment you leave the light, the darkness (or what it contains) swallows you up. It worked really well, but in my excitement, I decided to make the last 3 rooms of the game far more difficult than the rest. I wanted to make finishing the game more rewarding for people, because I worked really hard on the ending! But all I ended up doing was causing some players to quit just before they get to the best part of the whole experience.

Anyways, in some of the rooms there are red crystals. Unlike the blue ones, the light they give off surges, so their luminescent range of safety is growing and shrinking, so you have to time your movements between them. In the very last area of the game, there is one such setup:

I have to get to that upper red crystal to continue on.

I have to get to that upper red crystal to continue on.

This part of this room literally took me several hours of tweaking to get it just right, the amount of time that I would usually take to entirely finish two or three of any of the other room in the game. The problem presented is that the red crystals are glowing opposite of each other, meaning when the lower one is illuminated (as in the screenshot), the upper is dark. When the upper one illuminates, the darker one will fade away. Because of the nature of this last room (which I won’t spoil), it is extremely tempting for the player to want to just jump off that platform to the upper crystal when it illuminates. But that’s not the case, and if it is possible, it’s very difficult to pull off consistently if you fail and have to re-attempt it.

What you’re supposed to do is illustrated in the following screenshot:

You will die if you try to jump from the platform through the area marked by the red X.

You will die if you try to jump from the platform through the area marked by the red "X".

And you have to do this while the bottom crystal is still illuminated. Once you are up by the blue crystal, you are safe from dying, and have to wait there until the upper red crystal illuminates. Then, you can make the following jump across to it without falling into the darkness.

That first little landing is just in range of the blue crystal.

That first little landing is just in range of the blue crystal.

The problem here is, as you can see, the game is very dark. I didn’t want the game to have clear “boundaries” of where you could and could not move, or for anything to be precise. Which is why, in fact, that all the lights have a slightly extended “grey area” where you are safe but out of their visible range. I wanted the player to play by instinct, to move to wherever they thought would be the safest, to huddle in the faintest light when there was nowhere safe to go. Unfortunately, this particular design is too precise, and forces the player to think technically about what they’re doing, and not instinctively, which is what my base design was with the game. There are a couple other parts that I could get picky about as well and refine, but this part was the worst of them, and at the most crucial of times.

It was an unwise decision made in the heat of battle, and will be fixed up in the after-compo version of the game. But if I could do it all over, I would definitely fix this, because I already know that this part will (and has!) prevented several players from experiencing the game’s ending which I worked so hard on.

Alas! Everything else went exceedingly better than I thought it would (I wasn’t even confident I’d come up with an idea, never mind finish one!) so I definitely can’t complain. Let this serve as a guide to those of you who have not yet played my game, and may get stuck at the following part, because it’s worth it to continue on.

Candle – minor fix

I am told that animations do not display in local play of download version. Is very bad, but easy fix. I am changing file system settings to local for this build, and now it is working. If you have downloaded candle.rar, please to download new version.

Corrupt File?

I had some reports that the ZIP file for Broken Cave Robot was corrupt… but I also had plenty of people download it just fine.

I reuploaded the thing anyway, just to be safe. So if you tried once and it was corrupted, it should be fixed now.

Now you can play Brinie on the web

Brinie is now a java applet available on the web.

The url is: http://www.brinie.org

It looks like it works in firefox and chrome, but came up kinda weird on IE8 with Windows 7 RC.

Anyway, enjoy!

Timelapse!

I tried to make the timelapse app better this time, but only managed to rewrite the features I had last time – ah well. Next time it will be better, really!
If nothing else, the current framework can be extended, whereas the previous one was rather very hacky.

Here’s my timelapse video:

Tags: timelapse

Comments

afterthought
31. Aug 2009 · 06:23 UTC
Love the setup you have for the video
31. Aug 2009 · 08:13 UTC
Oh man, that status/time view is awesome! What did you use for that?
31. Aug 2009 · 14:02 UTC
Status / time view is a custom app I’ve been developing- At some time I need to make it more usable and release it, maybe next LD :)
31. Aug 2009 · 14:55 UTC
Yeah, I would love to get my hands on it. Is it actually on an additional monitor or was it an overlay on the captures?
31. Aug 2009 · 23:54 UTC
Aha! I couldn’t make up my mind which it was.
03. Sep 2009 · 06:29 UTC
Amazing timelapse video! I love the status update and the clock on the side of the screen! I should do something like that next time :)
03. Sep 2009 · 12:51 UTC
I may be releasing my app for next time 😛 We’ll see how much time I have before then (only 3 months?)
sirGustav
12. Sep 2009 · 15:39 UTC
I’m guessing most of that app could be accomplished with samurize

Irony! And a real level.

O, Irony! I spent all weekend making a spiffy level editor and didn’t have time to make an actual level. However, afterwards I did manage to put a decent level together without any changes or bugs.

biglevel_full

If you want to try it out, replace level.xml in my entry with this one:

level.zip (Biglevel)

There’s still nothing to collect or do, but it’s a nice challenge to see if you can make it to the chamber on the bottom right. And plus it looks way cooler than the testlevel that was included. This took about 90 minutes to make — less time than I spent trying to make new art this morning (that didn’t work and so the time was wasted). Sigh.

Remember, this level was made post contest, so don’t consider it in your judging (though you may consider levels that you make yourself, because the editor is part of the game, heheh). I don’t think it’s an issue though, there really isn’t any gameplay.

contact lost timelapse

With annotations!

Edit: I’ll try to do a post mortem later, I’m thinking tomorrow though :)

Tags: timelapse

Cave Diver Timelapse and a Pretty Graph

Here is my timelapse.

And here is a distribution chart of programs I used to create Cave Diver.

distribution of programs I used to create Cave Diver

The chart was created by sampling which window had focus when the screenshot for timelapse was taken.

Tags: timelapse

Comments

Jpfed
31. Aug 2009 · 12:02 UTC
>The chart was created by sampling which window had focus when the screenshot for timelapse was taken.

I Forgot to Add These Last Night…

I’ve uploaded a fixed version of my game.

Late last night, but still well before the deadline, I fixed several bugs, including the segfault.

I also added a few more enemies, and they now respawn when you kill all of them.

This was completed about two hours before the deadline, but I forgot to update the package on my computer last night.

I’ve been told that it’s okay to upload this, since it was done bofre the deadline, so long as I also offer the unfixed version.

—Mr. Dude

Timelapse for ‘Shelter From the Rain’

Put together a timelapse for this weekend; the picture-in-picture is me, waving my arms in time to the beat of stupendous bugs.

Tags: timelapse

Star Kittens Timelapse

Even though I didn’t manage to finish my entry, I still did a timelapse. Because timelapses are cool.

Tags: timelapse

Comments

03. Sep 2009 · 06:30 UTC
I’m sorry you didn’t finish on time. The name alone would have got you some success!!

Ack!

I realized moments ago why my final submission wasn’t the fixed one.

I had forgotten that Code::Blocks keeps its binaries in a separate path.

That happened with my upload of the fixed version, so I swapped things around real quick.

Now I’ve uploaded last nights fixes! X-D

To clarify

It’s important to note that my entry was not done in four hours.  This weekend ended up very different from what I thought it was going to be, but I was so far behind my schedule that I didn’t feel I had time to make a journal entry to clarify this.  I worked through the night instead of going to sleep prior to my first prior engagement, so that was an extra 8 working hours.  The other of my prior engagements fell through, supplying me with an extra 6 working hours or so.  So in reality, I had about 18 hours to work on it.

If it looks like it only took 4 hours, that’s because the majority of my time was spent fixing very early bugs rather than adding new content. So, sorry for the mostly-empty game :/

AND to clarify yet further: I didn’t design any levels for this game.  The levels are procedurally generated.  I tried two schemes for this: one based on recursively taking edges in a graph and complex-ifying them (which never worked to my satisfaction), and another (much simpler) one based on random attachment, with a few extra edges thrown in to allow cycles to form in the graph.  After generating the graph out of edges and vertices, I “rasterized” it into blocks to make collision detection easier.

Cavern Defense Timelapse & Mac OS and Linux ports

As promised here are the linux and mac os ports:
Mac OS X (11,2 MB)
Linux (4 MB)

And here is the windows port (again, for the purpose to have all files in one post):
Windows (5,4 MB)

Linux notes:
– You need libSDL, libSDL_image, libSDL_mixer, libSDL_ttf and libSDL_gfx installed on your system to run the game.

Mac OS X notes:
– For some strange reason (specific FreePascal/SDL_mixer/Mac OS X – bug) there is no sound on Mac OS X.
– Be sure to copy the application from the image file to a directory with write permissions because the game creates a log file.

And if you don’t want to read my journal online, I put together a PDF and added a short post mortem:
Click here (3 MB)

Click here to see Cavern Defense Timelapse
(I realized I hadn’t chronolapse running all time during the LD, so my timelapse is rather short.)

Tags: cavern defense, timelapse