LD28 December 13–16, 2013

Will You Be The 1 – Post Mortem

 

Game:

Will You Be The 1. is a 48h compo game made using HTML5/Javascript.

Using your mouse, you have to survive through three short levels avoiding all kind of moving obstacles.

Inspired by this awesome interactive video: http://donottouch.org/, I wanted to work on a game where other players would be part of your game experience.

To do so, here’s the trick: each session is recorded, and then sent to the server. In order make the experience more “realistic”, the game will load 20 records on startup, each with different completion rates going from 33% (previous player died quickly) to 100% (level was completed).

The last level only loads sessions going up to 66% of completion, to create the feeling that you are the only one to finish the game.

 

Synopsis & Twist:

Here’s the synopsis:

“So many of them… it’s comforting to not be alone in this adventure. 
But somehow the saddest part is probably to know that only one of us will survive. 
Life is too precious, we have to succeed. I have to succeed. “

If you manage to beat the game, you then realize that all along, your cursor was nothing else than a spermatozoon, looking for… the egg. By finishing the game, you become the one.

Level Concepts

 

What went right:

The main idea came up pretty fast (less than 5h). The main challenge was to find both interesting and challenging level design patterns. Since player sessions are recorded, no randomness was introduced, and the redundancy in the level patterns might create boredom.

The basic core engine was pretty easy to implement. Designing the game “server ” was a lot of fun, and also my first experience in making such a program. It’s basically a RESTful node.js server responding to all kind of GET & POST requests. The data formalism might not be the best, but it works fine given the scope of Ludum Dare. Since the beginning of the votes, I only got one crash, and the server auto-saves its data, making things easier in case of emergency.

 

What went wrong:

Many things. First of all, I got really frustrated by HTML5 on this one. I wanted to save time during development by using pure canvas calls. That turned out to be a bad idea since performances were taking a huge hit. WebGL would have been a way better choice for the low level rendering layer.

Second, the HTML5 Audio API. For some reason, sounds and music are not playing correctly when the game loads assets from the server on the first time. Once these assets get cached by the browser, everything magically works. This is a very frustrating bug remaining unsolved as of today…

Third, level design. Each level basically consists in succession of timed events. For instance, at t=0 make square_1 appear, at t=1 make square 1 spin around for 1000ms, and so on. It’s quite painful to polish your levels this way. You have to keep in head the timing and think ahead of what it might look like. It also implied numerous play testing sessions.

Lastly – and that was to be expected- one of the main issue is the visible latency when playing on a real server (vs localhost). Each cursor replay data has a noticeable lag, and that kind of killed the concept of playing with real players at the same time. Some people actually thought the cursors were some shitty cheating AI (it’s not :D).

 

Conclusion:

Even though this Ludum Dare submission wasn’t my best, I’m proud to say: “I did it!”. This is a complete game, I had lots of fun making it, and it was also the occasion for me to learn something new concerning basic game server designs (it’s still far from real-time scenario using sockets, but that’s a start!).

Feedback so far is pretty good and people are having fun, that’s all what matters :)

Level 3

 

Thanks for reading this short post-mortem! Please feel free to ask me anything in the comments section 😉

You can play & vote for this game over here ===>  http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6851

The Last Draw Post-Mortem

This LD has been great, so far every game I’ve played has been awesome!

Since everyone is posting these post mortems I thought it couldn’t hurt to post mine as well.

Read it on my blog here!

It’s more an explanation of design choices than anything but I do cover things I’ll attempt to do again in the next LD.

 

Tags: post-mortem, the last draw

Comments

glovecat
23. Dec 2013 · 06:37 UTC
Good to see you here TNERB! (I am a follower of your devlog on TIGSource :) I’ve a devlog there too!)
glovecat
27. Dec 2013 · 16:06 UTC
yep, thank you ^^

Tropic Warrior (Post Mortem)

post mortem

Hello everyone !
This time in this very last post-mortem, we’ll share with you some of the features we could implement if we had more time.
if you played Tropic Warrior once, you should have noticed the poor firing frequency of our hero’s gun.

In the beginning, we imagined the game could have be played either using sneaking or using destructive means. The sneaky approach would have been centered around chest powers and shadows.
Alas the course of the LD was slightly disrupted by personnal life event so we had to fallback on a more “efficient” way to finish the game… So we fell back into heavy gunning mode only.

bonus !

Burnnn
Yeah, too bad we could’nt add the Flame trower, we could use it to burn some fellows !
And what about the minigun, the same gun as the final boss !

boom
At last but not least, the bomb, like in the game we were inspired about Ikari Warrior, we would liked to explose some foe with one shot !

In the end, they roughly were implemented but it was impossible to finalize a balanced level design with them in time.

To sum up the experience :

What Went Wrong :
-Time went missing a lot !
-Exploding the theme more or less…
-Half the gameplay we wished
-Being separated form Gyhyom made the development difficult

What Went Right :
-We finished it !
-Using tiled what pretty cool.
-Graphic are cute.
-Coding was easy in that good old flash using a temporary bitmap.
-The chest gameplay actually works…

The ludum dare is truly an amazing experience : hope, regrets, achievement, success, failure, all in one week-end… Hopefully, holidays are near !

Thank you all, see you soon tropic pirates ! GGGGGrrrrrr
Thanks !

4

This entry was posted on Monday, December 23rd, 2013 at 6:02 am and is filed under LD #28. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Senile Santa, cute kids & ruthless Rudolph – Post Mortem

Okay let’s keep it quick. Oh, entry HERE by the way. Also, just uploaded the timelapse.

What went right : not much, actually. Saved by animation (and humor) again heh. Most of the feedback I’ve had about this game says it is “unexpected”, which was intended, so I got that point right too.

What went wrong : There’s no actual concept or gameplay behing the game, just an idea like “oh that’d be funny if…”. Thus, after playing it once there is no point in playing it again :/ I realized that way too late, while I should have forethought it, and that got me in a pretty bad mood on the second day of the compo. You know, this “I’m not sure it is actually worth it” feeling.
Another pretty unpleasant thing was that I grew bored of the animation work as time passed. I truly love animating, but it is a very repetitive work once you get the structure and timing right, and I basically had to redo the very same animations with 4 different characters – boring.

Conclusion : I really have to focus on looking for a gameplay idea next time. Maybe I was too quick on getting started and should have spent more time thinking about the theme and what the game was gonna be.
On the graphic/visual part, I’ll try to limit the animation work needed (i.e. the number of different animated assets). Also, I feel like the general aesthetic of the game lacks some spirit, gotta work on that.

Anyway, that’s not enough for me to lose the taste of the LD. See you next time, have a spoilery gif in the meantime :

MERRY CHRISTMAS

*:・゚✧ MeRrY ChRiStMaS ✧ *:・゚

Sophie’s World – post mortem

Sophie the cloud

 

Sophie’s World

So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time 😉 ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!

Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.

The idea
We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.

Along the way
At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.

FredWhat went great
The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.

What went wrong
Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.

You can play our game here.

Tools
Sounds – bxfr
Music – keyboard
Graphics – Inkpad
Engine – LÖVE and Sony PSM SDK

You can watch a video of the game played on the PS Vita:

Tags: bxfr, children, children game, inkpad, Love, love2d, PSM

Have you considered playing… Nero is Falling?

Nero is Falling Title Image

 

PLAY HERE

Hey guys. Last week we (@iossif Code, Design; @leafthief Art) finished our first team-game for the LD#48 game jam: Nero is Falling.
We called it a “dramatic sci-fi puzzle game” in which you have to get off a spacecraft because it’s running out of oxygen. Your fellow crew members seem to have given up – the only way off the ship is an escape pod. However, only one of six pods is working.

Nero is Falling ScreenshotNIF - MapEscape Pod

Gameplay:
So what players are actually doing is running around the ship using the arrow keys, trying to figure out which escape pod is the right one by talking to crew members and checking consoles (X).

NPC portait from NERO is fallingThe version we submitted to the jam can be a bit confusing and has some rather rough edges but still: we’d very much appreciate if you GAVE IT A SHOT. We would also love to hear what you did/didn’t like about the game because we are currently discussing a post-jam version.
Hope to be hearing from you,

@leafthief and @iossif

 

 

Tags: puzzle, sci-fi, space

Dungeon Darkness Timelapse

It’s been a little while since the actual competition weekend, but I’ve finally gotten the timelapse made.

Play/rate Dungeon Darkness here

or watch the timelapse below:

(Apologies, as it starts about 1 hour into development, plus there’s no audio)

Post-mortem coming soon!

Make Tetrominoes! Postmortem

Make Tetrominoes! screenshot

This was my fourth LD (in a row!), and I’m really quite satisfied with how things went, overall. My game, Make Tetrominoes!, doesn’t fit the theme all that well, it really needs some balancing, and due to other areas of my life being busy I was unable to get away from the JavaScript library/engine I used last time, which doesn’t play well with Firefox and necessitates a soundless version. However, the game has been well received, it’s colorblind-friendly, it’s playable in a mobile browser (which wasn’t true of the last game I made with enchant.js), it’s pretty easy to figure out without reading anything even though I didn’t get a tutorial in like I wanted to, and since I’m a better coder now, I can easily extend the game — it will be easy to balance what I have and I believe it won’t take an inordinate amount of work to make the game playable by blind people.

In general, it’s clear to me that my coding skills have improved since last time. 😀 So now for a breakdown, bullet list style.

What went right

  • Make Tetrominoes! was designed with accessibility in mind. Making it vision-impaired friendly wasn’t in the cards for the compo version, but the colorblind and the hearing-impaired can play the game without issue.
  • I took a systematic program design MOOC between LDs 27 and 28, and by using the methodology learned in it was able to program efficiently and with a minimum of bugs. It was ridiculous how much stress I eliminated by using systematic program design.
  • It uses mouse controls instead of keyboard, and enchant.js treats them as the same thing, so it’s playable on mobile this time. 😀
  • In LD 27, I learned that even though pretty code doesn’t matter too much in a game jam, sometimes you do need to refactor so that you have a clue what your code is doing. I remembered that lesson well and refactored at a critical point. I’m sure it saved me lots of heartache
  • Greater familiarity with Javascript made it very easy to leverage prototyping to my advantage.
  • I wrote the code with future extensions in mind. Not just for adding accessibility, but for things like changing the board size and number of colors of pieces and enabling 5-block tetrominoes as an option.

What went not-so-right

Make Tetrominoes! prototype graphics

  • Although the game was designed with colorblindness in mind, my prototype graphics weren’t colorblind friendly. I was uploading builds for people to dink around with, and it turns out one of my friends is colorblind and couldn’t play until the final version of the game. Oops!
  • There was a lot of time spent not coding. I had a Skype call from my best friend shortly after I started coding. This lasted a few hours and did horrible things to my ability to concentrate on code, but he and I are separated by a distance of about a third of the Earth’s circumference, so I am okay with that. It was good to talk to him, but not so good for game progress. And I spent a lot of time cooking. I may have gotten a bit too gung-ho about eating well during Ludum Dare.
  • This is kinda a subpoint of point two, there, but I did not get a tutorial in like I wanted to. :(
  • I really like enchant.js, but the fact that having sound files in the game keeps it from even loading in Firefox is a problem. I need to learn a new engine/library before April.
  • I’ve refactored and cleaned up the code quite a bit since submitting my game (and fixed a bug), but I still haven’t really documented things. That might come back to bite me in the rear later.

Tags: post-mortem, postmortem

Comments

laaph
23. Dec 2013 · 19:24 UTC
What class was it when you say “a systematic program design MOOC”? I am always interested in taking them and if they helped you that much (and my boggy code was interfering with finishing my game, so if you gave me the title, I’d see if they are doing it again.

Less gfx, more fun!

This is my third entry on LD Jam and it’s definitely my best one so far :) Now that I’m finally finished improving the post compo version it’s about time I made a little post mortem!

Fighter's Last Hope

Fighter’s Last Hope

What went right:

Contrary to my previous entries, I didn’t care about graphics and spent more time on gameplay. As a matter of fact, I was so careless about the pixels I ended up releasing some not-so-final-art I could’ve fixed in no time.

As a result I think the gameplay and fun factor was pretty good! It was also a good idea to have only one level and make it good.

What went wrong:

There was no time to make music (even though I probably would’ve sucked at it) and my wife who usually takes care of that part was busy and couldn’t help.

The intro/menu screen was made in a rush on and it looked God awful!

Conclusion:

I think it all went pretty well considering the hours I put into it. I feel I’ve learned from the previous entries and will hopefully get better at the next one :) It’s also the first I time did a significant post compo version of the game (still working on it)!

Link to game:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=6882

 

YOGO Cookie Retrospective addendum

I’ve gotten some really great feedback on my game. I think some of us lose sight on the fact that the voting period is just as important if not more important than the actual weekend we produce our work.

Some things after feedback I want to keep in mind for next time:

  • Polish is super important, little things like proper start screens, checkpoints and other little things mean a lot when it comes to getting people to play your game.
  • Focus on fun. I did a lot better this time than last and my feedback has been way better.
  • Sounds make a big difference, I need to work at making better sounds.
  • Don’t add features at the last minute. I added a couple things to the game about an hour before that caused annoying bugs in my game that I didnt see till after the deadline.
  • Exposure is important. I’m not sure how to improve this, but I think getting my game played on Jelly’s stream as well as some good retweets helped make my game more visible.
  • Get a good screenshot. That screenshot that is shown on the rating page is really important. If it doesnt make people interested they won’t click on it.

All in all though, my biggest takeaway from Ludum Dare is improvement. I try to make my entries progressively better and that is thanks to everyones comments on my games.

So thank you for playing my game and giving feedback!

You can play my game here.

faif – post compo version online!

faif – Battling with the odds

faif is our entry for Ludum Dare 28. It features a novel combat system based on… gambling!

INSTRUCTIONS After choosing 5 adjacent tiles you only get one! So play wisely with the odds and kill your enemies before they kill you. * Heart: +1 life * Skull: -1 life * Sword: +1 attack for every skull in the selection.

 

The concept

faif was a 12 hours concept we decided to make because of… well, Ludum Dare! We love the jam and we really liked the theme, so why not? After finishing and sending an early concept version of the game (no sounds and some single-battling against dumb AI), we started receiving really encouraging feedback. Lots of people seem to love the core mechanics we came up to!

What we’re working on (post compo)

Despite currently working on another game (The Narrow Path), we resolved on making a post compo version of faif. So we started working on a to-do list with some specific goals in mind. This is what we’ve achieved so far:

  • Infinite Battle Mode: fight one opponent after another until you are defeated! Every opponent has different behaviour and intelligence types).
  • New visuals and retrofuturistic aesthetics!

Jam version (up) vs Post-compo version (down). Retrofuturistic turn!

Here you can check some new menus!

We will be improving and uploading new versions of our weird battle game for players to enjoy it, test it and help us flesh it out! In the next days we will add new tiles and special powerups. (Note: Check our post compo version and please use the comment section if you have any suggestion o want to share any feeling about it).

So… are you ready to faif?

Thanks for reading and being so awesome! Cheers everyone!

Tags: beavl, faif, post-compo, unity

Comments

23. Dec 2013 · 20:34 UTC
Just wanted to say that this is an incredibly beautiful usage of orthographic box rotations.
23. Dec 2013 · 22:42 UTC
^ this. The aesthetic is lovely.

Akh – Updates?

Greetings!

We are very happy to receive your comments and feedbacks about the game Akh!
Also we are proud to announce that the game will have continuity as an indie game!
Our team are increasing and we are really excited to do all the upgrades.

We are organizing and creating the official planning of the game Akh right now :)

If you have time, please play and rate Akh! I would really appreciate it and feedbacks are always important :)

-PLAY AKH HERE-

akhupdates

Comments

23. Dec 2013 · 19:20 UTC
Definitely keep us all informed of your progress. Looking forward to the full version of this game!

You Only Get One: A Postmortem

Warning:  SPOILERS!  You may want to play the game before reading this.

When I saw the potential theme “Beiber 4Evar <3”, I had worked out about 7 different game design, all involving one scene, in which you uppercut someone, and Justin Beiber’s cute face pops out, just like the “Toasty” in Mortal Kombat II.  In fact, no matter what game I did, no matter what the theme was, I had that planned.  I couldn’t not do it.  I’m sorry guys.

I had started this Ludum Dare with the idea I’d learn, or at least practice, the 2D engine for Unity.  Someone else suggested that you don’t write any code until you plan out your game.  I had a good game design (which I completely forget now), but I was really struggling with Unity – it was as if I completely forgot how to do anything with Unity.  Frustrated, I just tried making a sample program in which things fall, to verify that I hadn’t quite forgotten everything.  I had a ball, it fell, hit another ball, and bounced off.  Actually, it didn’t – it landed perfectly on top, and didn’t fall off, but if I off-centered it a little, it would fall off.  Okay.  It worked as expected.

I wrote a loop to fill out an array of pegs, and dropped a ball through them.  It worked like I expected.  And then I dumped a bunch of balls down there, and hey, you know, that’s a game, right? I put in a bucket to catch the balls, making it more of a game…  which did not follow the theme at all.  And more importantly, did not include the Beiber uppercut.

So I added a guy, who would introduce the game, and then I added options for what you did after each round, one of which would inevitably lead to a Beiber uppercut.  I wasn’t quite satisfied here – like in Mortal Kombat, I wanted that to lead to a secret level.  I had plans that you would have a minigame afterwards.

Somewhere along the line, I got the idea I’d like this to be a puzzle game.  I don’t remember when, it was when I still had the curtains from the “experimental” part and thought they should do something.  So I had a “man behind the curtain”, who would say things on mouseover.  The men would give hints, but more importantly, unlock the extra menu, which I also made unlockable by catching various amounts of balls (all the balls, none the balls, etc).

Cutting a long story short, I realized I followed a similar path as my “Adventure” game for the theme minimalism – I didn’t really know where I was starting, but I just kept going with it.  I would get various ideas, curse that I hadn’t written the code to support the ideas (the dialog trees are a huge mess of if/elses – the reason there isn’t more interesting things he says).  I made it a “puzzle game”, despite not looking like such, with a way to win, that I thought fit the game perfectly (despite some complaints that it did not).

What went right, what went wrong?  Well here are some interesting things that went right:

  • This game was fun to make.  I said that about the game I did for the Charity Game Jam as well.  I don’t know if I am putting my sense of humor in to games, or what.
  • I had planned to work with an artist, instead, I just ripped assets from http://opengameart.org.  A++ will rip assets again.  :)  I’m sure you can tell the images that I drew and the art that I didn’t.
  • Not so wiggly pegsThe pegs wiggle.  For some reason, I got multiple comments on the pegs wiggling.  I wouldn’t have expected it to be such a popular feature.  I made the pegs wiggle because it was pretty easy to trap two balls between pegs and they’d be stuck, and more balls would stack on top of them, preventing all the balls from being catched or being registered as having passed the bucket.  It was much less likely, though possible, a ball would land perfectly on top of a peg, and balance perfectly, and not roll down one side or the other.  Wiggling fixed these issues.
  • People caught on to the puzzles. Not only that, people were looking for easter eggs everywhere.  I saw one player carefully move the mouse over every peg in the game.  People were trying to “mousefully” rub the master’s head.
  • The scoring system is much less evil than the last game I made.  Not only is it possible to get the perfect score, it’s really easy to do so.
  • If you find the Batcave, Batman gives you clues to win the game.  Despite the Batcave being impossibly hard to get to, many people figured it out how it works without his help.
  • By writing such a simple game, it gave me a lot of time for polishing the game.  For example, I spent at least an hour or two animating the “Laaph Puzzle Games” on the opening screen.  It was hard!  I was trying to get them to align correctly on the right side via algorithmic means, I wound up having a variable for where each one ends up instead!
  • The bugs that made it to the end of the compo were almost irrelevant.  Far more relevant was the text-not-fitting-in-the-box issues, and textboxes going to weird places on different resolutions.

What went wrong?

  • Getting to the Batcave requires doing something I don’t make much reference to in the game.  Well, I do – it’s just that if you never played Mortal Kombat II, then you probably aren’t going to figure it out.  It’s a little bit iconic, but not nearly iconic as the Konami code.
  • Games aren’t given much time by the judges and other players of Ludum Dare games.  What this means, is that I had some people who completely missed the point.  I got the comment “The goal of the game to collect as many of a certain color wasn’t very clear to me at first.”  This is not the goal at all.
  • The code is a nightmare.  The dialog is a huge mess of if/thens – if it weren’t so painful to add dialog, I would have written a lot more.
  • More nightmare code:  There is an object, that should behave a singleton, that behaves more like a global variable, that gets created at start and keeps track of your score and what curtains and other things should be saying. This meant that to test anything, I had to start from the opening scene, even if I wasn’t working on it.  I really should have made that object be created dynamically (like a singleton!) from a prefab rather than placed in the opening scene.  (And really, it’s just an empty object with a script on it.)
  • The resolution is a bit large for some monitors.  I would have thought 1024×768 fits on everyone’s screens but really no it doesn’t.

I also have a long list of things I’d like to do different

  • I really really wish that I had made the curtains pull back and someone would pop out, perhaps with speech bubbles, rather than the existing dialog box and green glow.  Not that I’m complaining – it’s just it could be so much more fun.
  • I would have liked more puzzles.  I mean, I had complete mini-games planned, and I feel that all I wrote was a single mini-game. This may have been overambitious.  Even so, Batman should say more than two things!  There really aren’t that many secrets in this game!
  • I had meant to “borrow” background music from opengameart.org.  I do wish there was more sound.
  • I feel I should have put more hints on how to win the game, not just from Batman, due to the difficulty of getting to him.  Don’t get me wrong – this secret stays – but since not everyone has played MKII, you shouldn’t be required to find Batman.
  • I would have made more mouse interaction – as I said, someone tried to mouseover the master’s head – next time I’d make it so you can do it that way.

Where can I go with this?  I feel this game is the most likely to go to the October Challenge (well I never did put my Misunderstood Monkey through that challenge).  I find myself playing it occasionally, as catching balls is the perfect activity to do when it’s late and you don’t want to play a game but you want turn your brain off.  The current win condition does not lend itself to repeat play.  However, I don’t need to stick with that – and I really like the idea of a boring looking game on the surface with odd puzzles as you play about.

Thanks to everyone who played and rated my game!  If the master did not smile and tell you your fortune, maybe go play it again and see what he will tell you!
http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=3320

Blight Post Competition

I’ve been continuing development of Blight (play it here!) a bit more, replacing all my horrid art with pretty internet graphics and rethinking the Pestilence VFX. Here’s what I have so far:

Screen Shot 2013-12-23 at 8.10.24 PM

 

Most images taken from First Seed.

I’m not thrilled with the timer at the bottom or the room indicator. There are also a few weapons I haven’t found good alternatives for, but I’m getting there.

I’ll also be tweaking the balance per some comments, replacing the awful font I was using, and perhaps adding a victory/game end. If I’m feeling extra productive this holiday season, I’ll be adding multiple characters (including female alternatives), some mild progression, and new SFX. And if I’m feeling extra *extra* productive, I’ll see what I can’t do about creating an iPhone version.

Should be able to post a new version in a week or so.

PotatOne Post-Mortem

I’ve written Part 1 of my post-mortem up on my blog here

You can play/rate my game here

You can view the development posts here

I don’t have much else to say.
There are entries to be played, and games to be developed!

HeroesGrave

OmfffFgg Enhanced version of Ultimate Wish In-cuuuming !

Yo bros
Just some news from my ld 28 game  (yeah autopub-egotrip i know :D)
I managed to remake my teleport engine !!!! (wohoo achievement)
The compo version is near unplayable cause of the unprecize teleport system
My nose is still bleeding with booleans, else, and other basics code for you but terribly advanced for my  tiny graphist brain :D
be sure to test the compo version  by clicking this gif (beware bugs inside :D )

bandicam 2013-12-15 17-43-31-254

And here is the proto of my enhanced version aviable by clicking this gif
click : shoot
reclick :cancel shoot
space : teleport (with bounce on, you only can TP if you did one bounce)

ergonomy is not set up yet, am working on it.

protoenhanced2next tasks :
-> egronomy
-> level design  n’puzzles
-> FX uneleashed
-> Music/sfx
-> release the post compo Ultimate Wish only for your eyes :)

XOXOXOXOXOXO BROOOS !

 

Unity Export for Linux

I just saw that caranha posted a reminder for Unity users that they should consider exporting standalone versions of their game for each major operating system. The process inside Unity is extremely simple and goes a long way to help other people play your game. At the very least, export a Linux version for your game – Unity’s webplayer isn’t functional on most Linux distros. It is definitely worth the minimal effort that it takes.

The following is a guide I wrote up for LD27 to outline how best to package your Linux export. This process puts the package in a format preferred by most Linux users, shrinks file size, and properly configures file permissions all in one fairly straightforward process.


1: Download 7-zip.  This will allow you to create archives in Linux-supported formats (.tar and .gz).

2: Export for Linux in Unity:
I’m not going to post a tutorial for doing this, as Unity’s interface is fairly self-explanatory.  But you should end up with a folder that looks like this.

Screen1

3: Put both files together in one folder and name it something that makes it easily identifiable.  LD27-YourTitleHere should be adequate

4: Right-click on this folder, select 7-Zip>Add to archive…

Screen2

5: This will bring up a prompt that allows you to package the directory in a variety of ways.  For archive format, select “tar”.  Leave everything else with the default settings and click OK.  This should give you a new file called LD27-YourTitleHere.tar

6: Repeat step 4 on this new file (Add to archive), but in the prompt, select the Archive format of “gzip”.  Leave everything else default and click OK.  You should now have a file called LD27-YourTitleHere.tar.gz

7: Upload your new Linux-friendly game to your hosting site and link it on your page.

This may look like a bit of work, but keep in mind that the few extra minutes this takes can really improve people’s impression of your game and open the door to a broader audience.

Incomplete Post Mortem

“Incomplete” is my very first LD game and second game jam overall. Since i suck at coding my brother can only do “programmer art” yet we decided to work together this time and i think it turned out well.

Play the Game

“Incomplete” is a point and click adventure in which you have to make the right choices to become a better human being. God has punished you for living your live in a bad way and thus took away several body parts of yours. Get them back by being a good person or continue your way and suffer the consequences.

screenie

What went right:
– Art Style: I decided to go for semi realistic Pixel Art which was a great choice because i have the most experience with this style and doing anything different would have been a disaster, both time and quality-wise.
– Software: I worked with photoshop cs5 and thanks to a good workflow i was way faster than i expected. While my brother always encourages me to work with open source software i think its important to stick with what you know, atleast for a game jam.
– Distraction: We had a friend over, played skat and smooked hookah, went bowling and ate some delicious cookies our mom made. Keeping a good balance between work and relaxing keept me going and helped us refocus and rethink our concept.

What went wrong:
– Time Managment: One of my biggest problems in the jam. I Spend an hour on a small graphic with little or no importance to the game and this forced me to do more important graphics like the main character in 30minutes in the last night.
– Game Concept: After 1 Day we changed our game concept from a minigame-collection to a point&click adventure. Sadly even after doing so we didnt take time to think it through, resulting in a nice concept about morality but some inconsistencies in the implementation.
– Real Life: Monday i had a university appointment and lost 6hours. Atleast i was able to test the game on my tablet but spending that time on animations wouldve added even more juicyness to the game.

Overall a great jam and alot of fun and stress in 72hours. Cant wait for the next one!