LD29 April 25–28, 2014

A Day in the Life – Postmortem

This post will contain spoilers about the game, so be sure to play it first!

Click this to play the game

Now let’s get to it. First I’d like to get the traditional stuff out of the way, so here’s what went right/wrong with development:

What went right

  • I achieved my vision! I’m starting to actually have visions of how I want my games to be, and it’s nice to have it work out as I planned it.
  • Graphics went without a hitch. Sure, they could’ve been better. Considering the fact that I made them, and the short amount of time it took me, they look pretty OK. The important thing is- they function as they should.

What went wrong

  • As people have said in the comments, the game could use some music. Next time, I’ll be sure to just pick something if I don’t have someone to make it. This proved to be more important than I could have foresaw, as people seem to react a certain way to the game, and this could very well be amplified with some evocative music.
  • I struggled with the theme (again). I’ll go into detail about this now.

Last time, I had serious problems with getting ideas for the theme. In fact, I didn’t have any idea of a game I wanted to make, never mind the theme. I ended up working on a tech thing unrelated to the competition.
I had a similar problem this time. I didn’t start working on the game until about 8 hours before the end of the compo. So, I looked at some of the themes before the compo began, and I was excited for ‘Time does not exist’. I had an excellent idea for it. In a philosophy lesson a few months ago, I had this idea that time is in fact a spatial dimension, and that all existence is static. Basically, there are infinite frames of the universe coexisting in the time dimension. In one, we all have some parameters. In another, those parameters are slightly altered. Each version constantly experiences one infinitely small time frame of existence; and so, we experience time linearly.
This was my idea for the time theme. I didn’t have any gameplay planned for it, it was just something that came to my mind.

Come the day of the competition, I had no idea what to make! I started to panic, so my dad told me to just make a game that I want to make, and find some connection to the theme, later on (as it turns out, Notch’s interpretation of the theme is apparently very similar to my own).
I told my friend about my idea of a time game, and as I was telling him about it, the whole thing with managing time frames of a person’s life just flowed out of my mouth, seemingly out of nowhere. It was fantastic! I went home and set out to make the game.

Now, if you’ll look at my sketches for the game, you’ll see that I had some ideas beyond the ‘Be happy’ task, which didn’t make the game (they suck anyway). The thing is, I wasn’t too enthused about the game by the end of the competition, and I just wanted to submit it and go to sleep. I completely forgot about ‘Be happy’, which renders the original version of the game worthless and boring.

With ‘Be happy’ in the post-compo version, I got some nice feedback. I didn’t realize the potential of the game until I watched DanielSND (InfectionTeam) and TimTipGames playing my game in their streams. I started getting amazing responses such as these

“I think this is the most interesting experimental game in this jam. Thanks!”Maniulo

“It felt like a puzzle, and at first I thought ‘oh, maybe I can solve it…’, but I couldn’t; that was the ‘aha!’ moment when it clicked in my head. That’s not an easy thing to accomplish as a game designer, so well done!”cageinabird

and many more. Thank you, LD community! And thank you, everyone who’s played my game!

Click to play the game. Don't forget to play the post-compo!

Click to play the game. Don’t forget to play the post-compo!

Tags: java, ld29, post-mortem, postmortem

~Sail~ Postmortem

SailScreenshot

Sail is my third game jam entry, and my second Ludum Dare entry! I applied a lot of the things that I learned from the previous competitions, and although there were a few hiccups, this has been my most successful game jam by far.

Process:

  • I mostly stuck to tools that I was familiar with, and that let me be wayyy more productive than I was with previous competitions. For Glass of Water, it was my first time using Unity so there was a lot of experimentation and learning that ate much of the time, and with Only One, it was the first time I used the 2D tools in Unity. This time around, I primarily developed in Unity, GIMP, and Blender, all of which I’ve been using almost daily for the past few months.
  • To elaborate on mostly, the problems I encountered were in using tools that were new to me. The Scaffolding GUI framework was great, but I only spent a day playing around with it before the competition. It shows in the final product in certain resolutions, and it forced me to try to lock the aspect ratio to 16:9 to avoid distortions.
  • I didn’t start with a fully fleshed out idea of the game beyond a Wind Waker-y treasure hunt, but as soon as I had that idea I started cranking out models in Blender and putting the core together in Unity. Some of the work (mostly modeling) wasn’t very mind intensive, so I let it wander and came up with add-on ideas, some of which made it into the game (the squid) and much of which didn’t.
  • I worked a full 8-hour shift on Saturday, but I don’t really look at it as lost time. I also had full nights of sleep this time around. I think that the extra rest and the work break from the game let me recharge and be a lot more productive than I would’ve if I just ground through the whole thing ramped up on caffeine like the last couple jams. It would’ve been nice to only have to have worked for 4 hours, but what can ya do 😛

Graphics:

  • I was pretty confident that I could do a 3D game even though I only learned to model and animate about two months ago. I’ve been spending a lot of time recently modeling for Homestead, I’m really happy with the results, and I’ve got a process down that actually flows pretty quickly (I’m actually working on a series of blog posts on it, so keep an eye on this site if you’re a programmer who can’t model!).
  • The design for Pudge (the cute little main guy :D) was actually an idea I had a while back that I’ve been itching to create. I never actually modeled or drew the character, but all my ideas for the possible themes this time around involved him and other adorable rolly-poly characters like him.
  • I picked the colors for the game based mostly in the same way that I pick the colors in Homestead: basically, I love how desaturated and bright colors look on my low-poly models when cell-shaded, so I stuck with that.I actually started with Unity’s default water, but towards the end of the first day I realized how similar my game ended up looking to Wind Waker so I made my own texture emulating that to put on a plane and learned how to scroll the UVs for a watery effect.

Design:

  • I really wanted to make a game based around chubby cute characters, so I kept that idea in mind when making Pudge and the squid. The squid’s dialogue just kind of came to me towards the end of the second day; I wanted him to be big and dumb, but unintentionally wise at the same time. Also, I really wanted to use the opportunity to actually write out the strange noises I make sometimes 😛
  • I played around a bit with the fish splashes to try to make them more visible from a distance, but then realized that if I put birds above them I could make the splashes look decent while still being identifiable from far away. I dropped a hint for this in the squid dialog, but I think I could’ve tried to make it a bit less obscure (maybe an icon for the net activating)
  • I did want to add a few extra effects to make it more clear what was happening (fish flying into your boat as you drag the net, fish flying into the squid’s mouth when you’re near him, maybe a ping when you’re near treasure when you have the map for it), but I didn’t have the time. Also, I was planning on having the treasure chest just being one of the objects you find, the rest being other interesting artifacts from under the sea :)
  • ***SPOILER*** The ending was a bit brutal 😛 I put it together right at the end, and I was tired, and a nice king-of-the-sea thing seemed too cliche. Plus, I kind of like the whole “dark and cute” aesthetic. However, I think I’ll expand this game, and I have a few alternate endings planned that aren’t so cruel. ***END SPOILER***
  • One last design decision that I think is really important to note is the basic “collect X amount of Y” form of progression. I mentioned this in my Glass of Water postmortem, and I think it’s extremely important to success in developing a full game in a tiny time-frame. Once I had the core gameplay down, all I really needed to do to extend the experience was to clone the “chest” gameobject, move it somewhere else, and crudely draw a map for it. This differs from Glass of Water, where I would’ve had to plan out an entire jump scare or scene and do a lot of extra scripting and modeling for each extra 30 seconds or so of gameplay. Obviously you don’t want to artificially extend the game by making the players collect 150 of the same object and boring them to death, but when you apply this pattern (waves of enemies also fits this in my opinion) with a good amount of balance I think it can work really well.

Thanks to everyone who has played my game! All the positive comments have had me buzzing all week, and the critical ones are very helpful! Like I said before, I’m working on a series of articles detailing my Blender and Unity workflow, so if 3D modeling seems impossible (or getting Blender models into Unity properly seems impossible :P) check back here or at my site over the next couple days! I hope that sharing my experiences doing these game jams helps a few people out.

A lesson in the madness

For this ludum dare I made a game about a character trying to make a game. The idea isn’t terribly novel and there was very little game to it, but I think there’s something that can be learned from it.

ff595bebd35f9d60024dca259c4cf5f1

The story of the game involves a character who attempts to make his own game, but completely fails to attract any sort of outside interest. Players won’t download his games even for free, reviewers won’t give him the time of day, and overall nobody cares. He pours a great deal of time into his craft but ultimately gives up after failing to earn not just fame, but any recognition whatsoever.

Anyone who has done any sort of creative endeavor, which of course includes making a game, can probably relate to the character’s plight. There is always a very distinct possibility that you’ll spend hundreds or thousands of hours on a project, and in the end it’ll only be looked at by an extremely tiny minority of people,  assuming anyone looks at it at all.  It’s a very miserable feeling when you think about it. You may spend a thousand hours working on something only to have everything you’ve done written off and ignored for reasons you’ll never know.

So what’s the lesson here? It’s simple: you have to accept the possibility that nobody except you will ever give a care about anything you produce, and continue your creative endeavor for one reason: because you enjoy it.

 

Breathless – Post Mortem

It was my first Ludum Dare and besides some technical problems, it went pretty well.

I knew upfront that I couldn’t work the full time, because a good friend celebrated his birthday at saturday evening. Also this was my first Godot project and I am not very experienced with game engines in general. So I set my goals pretty low because I really wanted to have the game done after the two days (that’s what we all want, don’t we?).

Breathless

Day 1:

I brainstormed for around one hour and came up with this simple puzzle idea. I did not plan every mechanic in detail, the only thing I knew was that there are some air bubbles under the water that the player has to bring up to the surface. In my first idea there were no pipes at all, the basic idea was that the bubbles will move up (as they naturally do) and are blocked by some walls and stuff, the player would have to shift around that walls to open up the way for the bubbles.

I started doing some basic tile artwork with Pyxel Edit, which I learned to use one day before. I am a programmer and I really have nearly no experience with this. After around 4 hours I had some basic tiles done and already implemented elements that you could drag around horizontally. During that work, I had the ideas with the pipes and since the artwork for those tiles was very easy to do I added them next.

Day 2:

I started adding the bubbles and valve animations. I knew I should really start implementing the main game logic, the only thing I had done so far were some parts that I could move around. I underestimated that part hard! It took my around 5 hours to add the logic to detect when the puzzle is solved correclty and for the move-bubbles-through-pipe animation. I thought I just use the physics engine and add an area (sensor) at every pipe link, which would me allow to easily detect when the pipe is connected, however I just could not find out how to detect collisions on two areas in Godots physics engine. So I ended up doing that stuff on my own.

Now it was sunday evening, and I finally had one working level. I only had a few hours left to finish the content, because I had to go to work at monday. So I made a checklist with all final tasks I needed to finish, and some tasks that would be nice to have. I estimated the time required for each task and worked on them. During the work I had to kick all nice-to-have tasks. However I made it just in time! I even made it to record some sounds and had 8 finished levels. I had the game finished at 1:30 am CET, at least I thought so …

The Release:

1:30 PM CET, 1:30h till the end. Time to submit, time to go to bed. I exported the game and then it happend :( Instead of playing the sounds, that exported version just started to lag everytime a sound should have been played back (as it turned out later, I was using the wrong player type for small sound effects). It was so late, I was not concentrated anymore, I just wanted to have the game done and when it was arond 2:30 PM ( 30 minutes before LD ended ) I decided to remove all sounds and create a final build, uploaded it. But that was not the end of that story, the next problem arised: I noticed a few typos in my start-screen, so I fixed those and reuploaded the binaries, but when I downloaded the game again, it was still the old version. I tried over and over again, but the text did still appear like the old version. As it turned out later on, bitbucket seems to do some strange caching of the files, however so tired and unconcentrated I did not really know what went wrong (and would never expect such a thing btw ^^). I tried it until time went out and uploaded my last version, around 2:59 PM and gave up. But the result was good, anyways.

Final thoughts:

I learned a lot, it made a lot of fun and I am really proud about the results :) I will definitly attend Ludum Dare again.

Thank you for this great experience!!

For the next LD, I hope to know my tools better and hope I can improve my artistic skills.

Breathless can be downloaded here.

New screenshots!

Took some new gameplay screenshots from the final game, since the previous ones were from the development phase XD

Since I saw some people posting some of the comments of the game on a blog post, I decided to mash the new screenshots and some comments together on this one ^^

 

Clean Them’All – PostMortem –

 = weaponshoot0

 

[EN] hey, Hey, HEY ! Here is my postMortem about this Ludum Dare 29 \o/

What can I cay ? “48h is not enouuugh” ! I’ve seen to big for this time ! Amon the ideas I need to reject, there is :

  • One mob additionnal : he could fly and pass through the wall and platforms. Very classic, yeah…
  • 3 Boss : only one have been added but I had two more in my mind => Each one of them had to be a ++ version of a mob. I was very inspired by this principe we found in old games.
  • Random generated levels : I want to use the Spelunky system, with the principe of number of exit, but it requires more time I have.
  • 3 melee weapons and 3 shoot weapons : and an upgrade système => lack of time here too (creation, code and balancing), that’s why I prefer to keep only one at the beginning (the continuous jet) and, when I see I have more time than I think, add a second one (the spray) more powerful, but with less range.
  • A more funny and offbeat universe : here, the fault is due to my lack of talent in art :/. The weapons had to be derived of household tools (vacuum, cleaning spray, brush, mop, Karcher, and so on!). Altough, if you look close, the hero’s weapon is a spray 😀

The base idea had to be a mix between Mega/RockMan (get power/weapons/objets on the boss ?), Metroid (one large map which is unlock itself), and a little of rogue…

I admit the game look like more funny in my head… I have so many idea to complete it !

That’s why I have a question for you : do you detect something in this “little” game who deserv I do something greater ? I had to take it back, complete and finish it, it will be my red thread to work and improve art, sound and, of course, development :) ! But I can leave it here, and go back in a new project, you tell me 😀 !

However, I have the intention to open a blog (Tumblr or WordPress, mmmmhhhh…), to, first of all, have a motivation to post regulary, and for you, to follow my wanderings ! You could find principaly my progress in game creation, but not only, sometimes reviews of games, reflexions, maybe some videos, who knows 😀 ?

Sorry for the mistakes in english 😀


[FR] Oyé, oyé ! Voici venir mon postMortem a propos de ce Ludum Dare 29 \o/

Que dire si ce n’est que j’ai vu trop grand ce coup ci ! Parmi les idées que j’ai dû rejeter se trouvent :

  • 1 Monstre en plus : il devait voler et traverser les murs en se dirigeant vers le joueur. Très classique en soi.
  • 3 Boss : Au final, un seul a été codé, chacun deux étant tiré d’un des monstres => J’ai été très inspiré de ce principe que l’on retrouve dans pas mal de jeux rétros.
  • Génération de niveaux aléatoire : je voulais reprendre le système de Spelunky, avec son principe du nombre de sortie, il ne me manquait pas bcp de temps pour le faire, mais au dela de la création, cela nécessitait du temps d’équilibrage, chose que je n’avais pas.
  • 3 armes de mêlée ainsi que 3 armes de tirs : ainsi qu’un système pour pouvoir les upgrader => Ici, c’est clairement le manque de temps (création, code + équilibrage), c’est pourquoi j’ai décidé de ne garder qu’une arme au début (le jet continu), et, voyant que j’avais un peu de temps, en mettre une deuxième (le spray) plus puissante, mais de moins grande portée.
  • Un univers bien plus décalée que ca : pour le coup, la faute incombe a mon manque de talent graphique ! Les armes devaient être tiré des objets de nettoyages quotidien (aspirateur, spray, balai, serpillère, Karcher, et j’en passe !). D’ailleurs, si vous regardez bien, l’arme du héros est un spray 😀

 

L’idée de base du jeu devait être un mix entre Megaman (récupération de pouvoir/objet sur les boss ?), Metroid (une gigantesque zone qui se débloque au fur et a mesure) et un peu de Rogue…

J’avoue que le jeu me semblait bien plus fun dans ma tête ! Et que j’ai tellement d’idée pour le compléter !

C’est pourquoi je vous demande : avez-vous décelé quelque chose dans ce “petit” jeu qui mériterait que j’en fasse quelque chose de plus grand ? Si jamais je devais le reprendre, le compléter et le finir, il me servirait de fil rouge comme travail sur des graphs, son et bien sur, code :). Mais je pourrais aussi le laisser tomber, et repartir sur un autre projet, à vous de me dire !

Sinon, je compte ouvrir un blog (Tumblr ou WordPress, je me tate encore), afin de me motiver à y poster régulièrement ! Vous pourrez y trouver principalement mes avancées en création de jeux, mais aussi d’autres diverses choses tel des avis à propos de jeux, des réflexions, peut-être même des vidéos, qui sait ! Je n’ai pas encore d’idée précise de ce qu’il y aura, mais je veux faire en sorte qu’il y ait du contenu réguliers (et intéressant !).

 

“Le bisou o/”

 

Comments

Geckoo1337
03. May 2014 · 20:34 UTC
Salut. Je réponds en français puisque nous le sommes. Déjà – bravo pour cette contribution flash, laquelle me semble vraiment aboutie. C’est un bon petit jeu qui semble “polished” comme disent nos amis d’outre-Atlantique. Ce qui me plaît beaucoup, c’est la fluidité des mouvements – même si la combinaison clavier/souris est un peu originale. Faudrait-il en faire autre chose ? C’est à toi de voir. J’ai du mal à rester sur un projet très longtemps – je me lasse vite. Il t’appartient de déterminer l’avenir de ce jeu. Bon courage pour la suite ++

Ocean WildLife [GAMEPLAY VIDEO]

Play&Rate

This is a video i made for my 48h entry hope you like it sorry for the bad qality :(

Remember to follow me to have every single update with my games

 

http://www.ludumdare.com/compo/?p=360061&preview=true

DO IT BECAUSE Trailer!

Welp, I’ve just uploaded a trailer thing for DO IT BECAUSE, my LD29 entry. Yes, I’ve been reading the comments posted on the game’s page, and yes, I’ll try to fix all the bugs in this version. But I’ll get more into that in a ‘Post-Mortem’ post or something like that, which I’m planning to do sometime. Probably tomorrow.

Anyway, here’s the trailer. Have a nice day!

 

 

Click here to view the game

Tags: ld29

Ninja vs Worms – Post Mortem

NINJA VS WORMS

What went right

I managed to get it done! This is my second Ludum Dare submission, and I really cut it close this time, but I managed to release a fairly finished product 30 minutes before the deadline. I had a few issues with my physics library, but I managed to solve most of them before releasing. The only collision issues left were some minor issues with the wall.

The game ended up being more fun than I though it would be, even though I didn’t plan ahead at all. I literally had no idea what I wanted to do before, other than wanting to have a ninja fire a bow at something coming out of the ground. I just started writing code and saw what it came out.

Some of the assets came out pretty nice. I really like the ninja, the arrows and the music (which I wrote in about 30 minutes). It’s not great, but I’m still proud of it 😛

What went wrong

I didn’t do enough work on the worm asset. It looks really choppy and awkward. If I could do it again, I would just draw an individual section of the worm and have the other sections follow it. I also wanted to add line beneath the worms showing the tunnel the worms dug. I just ran out of time before I could.

The balance was a little off. Some people figured out how to spam arrows and sit in the corner. I’ll have to add some safeguard against that.

Finally, I wish I’d added more variation to the gameplay. Maybe another weapon, or mechanic.

A few tips (if you want :P)

Good physics and collision solving are super important, guys. If the physics don’t work right, it turns me off the game really quickly. If you really want to write a physics engine for your submission, that’s fine, just practice it first. I spent a few days writing a simple AABB collision library, just to see how it works. I still prefer to use an external physics library, though.

Try to limit the scope of the game. Game jams are for getting interesting core gameplay, not for creating an entire game. A single level with fun gameplay is preferable to a multilevel game with stale gameplay.

Keep the art simple. Unless you have a dedicated artist (for the jam). I recommend sticking to pixel art, because it’s easy, fast and usually looks pretty good.

Thanks for reading. I learned a lot from this jam and I hope you got something out of it too. :)

– Chuck

Let’s Play some Ludum Dare #29 games! – Part 1

A Spanish guy had a great idea that I also have to do:

 damnit, how can I embed videos?!?!

In this video:
– Go, by mimiga
– Fluid Mind, by tinytouchtales
– Mining Incorporated, by treeman
– FedIt!, by zedutchgandalf
– OblivionMiner, by Prudiiarca

 

Comments

04. May 2014 · 00:41 UTC
Hey, if you want you can add my game to your to-play list. Also, I believe if you just past the link into your post (don’t try to embed or anything), the site will take care of the rest.
Gravity Games
04. May 2014 · 03:27 UTC
Mind doing my game?

MiDriPod – Postmortem But Still Alive!

If my humble entry wasn’t a true success, at least with one more week of work, it looks like something. As usual 24 hours wasn’t enough. I’ll try harder (and faster) next time. But for now, you can have a look at what it’s slowly becoming at www.gardn.fr!

screenshot_v1.5

My friends said it’s impossible to make a RTS for a Ludum Dare. I tried to show them it’s possible. Actualy I didn’t :) But I’m still trying to make one! Hey, fight and hostil AI are the next steps on my TODO list!

New features (since Ludum’s end):

  • Passing diagonally is no more a bug: it’s a feature!
  • New resource: the power-gem (green) is needed to produce energy!
  • New building: the energy stash store energy!
  • It now has a tutorial!
  • Better cave design, now with harder rock!
  • Mining Drones (MiDro) now autonomously mine and refuel!!!

Making an update for the game

I’ve been working on music and sfx for the game. Fixing bugs too so it’s more enjoyable. SO far, I made a song for the game “Into the Couch We Go”

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=18514

Tags: ld29, music

Surf’s Down – Time Lapse

My game turned out simple but humorous. It makes you feel like you’re diving deep and the chaos grows fast. Here’s my tool list and a time lapse:

Surf’s Down – YouTube.

SurfsDownYouTube

Primary tools used to develop the game:

  • Flash Professional CS6
  • Flash Develop
  • Bfxr
  • github
  • Chronolapse

Special thanks:

  • Perforce
  • Emacs
  • Photoshop
  • Audition

Play the game here.

Tags: ld29, timelapse

Tiny Haunt Music

It seems like a lot of people like the music in my LD29 entry, so I thought I’d upload it to Soundcloud and share it.

You can also play the game here!

Tags: jam, ld29, music, tiny haunt

The Sun And Moon, a Post Mortem

Click Here To Play The Sun And Moon

Instead of a standard post mortem I’ll just talk about the development process I went through when making The Sun And Moon.

If you haven’t played it already, I would love for you to give my game a go before reading on! A lot of what I talk about won’t make much sense otherwise, and I think it’s really fun to discover the mechanics of the game for yourself.

One of the later levels in The Sun And Moon

One of the later levels in The Sun And Moon

The Idea

Long before the weekend I knew I would be out for the entirety of the first day. On the downside this meant I had a lot less time to work on the game than I would like. On the upside, I would have plenty of time to think of a good interpretation of the theme.

By Saturday night I had come up with two ideas.

  • My first idea was to make either a top down game or a platformer where you could use the mouse to flip tiles and expose what was beneath the surface. By flipping tiles you could create paths, remove spikes, block enemies, and so on.
  • My second idea involved controlling two characters at once. One would be above water, and the other would be underwater, and there would be multiple ways for the two characters to interact with each other. For example, I thought about the underwater character being able to surface and act as a temporary platform for the above water character.

I felt that either of these ideas might have had the potential to turn into a good game but that neither was really quite there yet.

So I kept thinking.

In particular, I thought of how the theme Beneath the Surface could apply directly to the mechanics of a platformer.

And then I came up with the concept which would eventually become The Sun And Moon. Very briefly my idea was to have the player control a bubble moving through air and water, but I quickly dropped this in favour of simply moving through air and ground.

My Original Game Idea

My original concept

The Features

I knew from this point that my game was going to be about using and building momentum to move through the level. I was starting to get ideas for puzzles, but wanted to lock down what elements the game would have before I started designing these particular puzzles.

Firstly, I considered having both passable ground and impassable ground, as this would give me the tools needed to make lots of interesting puzzles. I felt that, without impassable walls, the player would be able to find easy ways to move through each level which would limit the different ways I could challenge them. After some thought I dropped the idea of impassable ground as I felt it would make the levels feel too closed in; I didn’t want to build a wall around the player and force them down a single route. I wanted my game to feel open and free. On the other hand, I couldn’t let the player have complete and utter freedom of movement through each level so I introduced the spikes.

I thought about adding more features to the game, features such as enemies, moving platforms, ground that would make you weightless, buttons, springs and so on, but I decided against it. I wanted to keep the game as simple as possible and I wanted to challenge myself and see how much I could explore the central mechanic. I really like the idea of creating complex gameplay out of simple concepts.

When I added the collectible bits I hadn’t decided whether to make them bonus collectibles or a requirement to beat the level. After I made a few levels I found that making them compulsory allowed me to introduce more interesting challenges into levels by forcing players to move in and out of an area.

I spent about two hours while in the car planning the features.

The Code

I used Gamemaker: Studio, as it is fast and what I’m most familiar with. I also used my Beaver Engine for collision detection, tiling and camera control. There isn’t much I can think to say about the coding process. I knew what I wanted the game to do, and I knew what to code so that the game would do it, so for the most part I was simply on autopilot. The exception being that the following things all took a considerable amount of time and effort to get right: the player trail, the level select screen and fine tuning the player movement so that it felt exactly like I wanted it to.

Overall I spent about four hours coding, but most of this was interspersed with graphics and sound.

The Graphics

All my graphics were made in Photoshop CS6. I started off with a very basic Gameboy-esque color palette and over time I added more colors as I needed them.

Original Palette

Original Palette

Final Palette

Final Palette

For the parallax background images I created Render Clouds in Photoshop and used blending options to make the lighter half of the image transparent. By making the Render Clouds 1024px by 1024px they automatically tile. I really like this technique as it’s an easy way to create interesting, abstract shapes. So I made two images this way, colored each with a solid color and added parallax scrolling at different speeds to each. Much later on I added horizontal scrolling as well, to add more activity and life to the game.

Render clouds

Render clouds with transparency

For a while the player was a simple blob with no eyes or trail. I experimented a lot with different trails before I came up with the current version. In the current version, at each frame I created either a “light” or “dark” trail at the player’s position. For the light trail, it draws circles all the same size but of decreasing opacity. For the dark trail, it draws a line from (x,y) to (previous_x, previous_y) and the line thickness slowly decreases. I originally had it drawing circles of decreasing size but this had a few issues, mostly that as you began to move fast enough the circles would separate from each other and look terrible. Because I wanted my game to include really fast vertical speeds I needed a better approach.

Tileset

Sprites and tiles

Lastly, I wanted to make sure my game felt really responsive and so I added sound effects, screen shake and screen flash to various events. The intensity of the response varies depending on the event. For example, when you hit the ground the screen shakes relative to the speed you were travelling at.

An early example of what the game looked like

An early example of what the game looked like

I spent around four hours on graphics, though much of this was spent testing different styles.

The Audio

I used bfxr for the sound effects and FL Studio for music. Early on the Sunday I spent a long time trying to come up with an interesting melody for my game but with no success. It was only a few hours before the deadline that I came up with a track that I was relatively happy with. If I had had more time I would have made the track much longer and much less repetitive, but I’m happy nonetheless that I was able to include what I would consider adequate sound effects and music. In my previous Ludum Dare game, Javel-ein, the lack of music was one of my biggest regrets.

I spent about four hours working on the audio, but a lot of this was unproductive.

The Levels

I kept a notebook (the paper kind) with me at all times, and any level ideas I had I would quickly sketch them down. I found this really useful as it meant I could focus on keeping the coding, visuals and sound on track while slowly building up pages of level ideas. Then, when I wanted to take a break from some other aspect of the game which wasn’t working, I could begin creating levels without having to think. I made a large number of levels then began to play through them and test them for difficulty, uniqueness and fun. Any levels that weren’t unique or fun enough were modified or removed, then I ordered the levels.

Of course the main factor in ordering the levels was difficulty, but I also tried my best to order the levels so that levels with a similar structure or featuring a particular mechanic didn’t appear too close together. For example, levels 13, 17 and 26 all involve jumping from a large height and diving deep into a solid block. I wanted to keep similar levels far apart from each other so the player didn’t grow tired of a particular mechanic. I also didn’t want the difficulty curve to be simply increasing. When players beat an unusually difficult level I wanted to reward them with a fun, easier level. Here is one of many articles on this concept, which explains it much better than I have here.

I introduced the controls and mechanics across the first two levels and introduced spikes in the third level as I felt this was the fastest way to get the player used to the main ideas of the game. I purposefully left the central mechanic of the game up to the player to discover. I set up the second level so that (if all went according to plan) the player would find themselves in a pit too tall to jump out of, with instructions on which button the action button was and with nothing to do except try to figure out what this button did.

I also included a level select screen as I wanted a way for the player to track their progress as well as skip and later return to levels that they were stuck on.

Here are most of my level idea sketches. If you’ve played The Sun And Moon, a lot of these sketches should look familiar to you.

Level ideas

Level ideas

More Level Ideas

More level ideas

Even more level ideas

Even more level ideas

I spent about 5 hours making and testing the levels.

The Plan

Finally, something I’ve had trouble with in the past was keeping myself on track and making sure that everything got done in time. For this, I constantly referred to my online To Do list to make sure I was always working on the most urgent and important aspect of the game. I used Trello for this and I highly recommend it to everyone. On reflection, I could have made my To Do list much more in depth and extensive but it worked well enough anyway.

To Do list

To Do list

Thank you for reading this and I hope you enjoyed my game! If you have any comments or questions I would love to hear them.

Tags: ld29, postmortem, The Sun And Moon

LD29 Gameplay Stream Archives

As I mentioned in an earlier post, I’l be streaming some LD gameplay over the next few days. For those who won’t be/weren’t able to catch them live, the archives are located here.

There are probably plenty enough people doing Let’s Plays of this LD, but it’s fun to do so I’ll keep doing it. 😛

“Behind the Surface” – Post-Mortem

Since everyone does these, why not me too?

This Ludum Dare I spent way too much time playing League and not working on my game like I should’ve been. It still came out with the concept I wanted, but the gameplay was short and very limited. You dug up stuff, you bought more stuff, and you kept digging. With only a few things to destroy and 3 shop items, the game got old fast. A few people have commented and told me that they thouroughly enjoyed it and managed to play it for half an hour to an hour (Meaning they played it multiple times, it has a 10 minute time limit) because of its simplicity and addictiveness. While I personally find these people crazy, it’s nice to know my game was more entertaining than I thought it was at first.

That being said, I’m already in the process of remaking the game in Java rather than Lua so I can more easily optimize the game. In the Lua version, all chunk handling and terrain generation was handled along side player input and rendering. In the current Java version, all chunk management and terrain generation is run in a complete separate thread and not syncronized to the player input and rendering. When both were handled at the same time, there was obviously a lot of lag when loading new chunks. Having them separate, currently the only lag experienced by the user is due to rendering of particles.

The new game, now named Tellurion, will contain dozens more pixels (hopefully) and have a wide array of tools and items to craft and create from them. If all goes well, you’ll be able to control a civilization that can aid you in gameplay (or you aid them through gameplay, however you want to look at it). I hope to have the basics of all of this done in the next few days.

In short, this Ludum Dare was fun, but I needed to work harder. I’m making up for it now.

Our Game and a Possible Future For it

Our game was simple – you control a little guy, mine up some ores, and then buy explosives and other things from the shop. It didn’t really have any challenge or objective, which a lot of people noticed.

I decided to remake it. I originally programmed it in Haxe, using HaxePunk. I’ve decided that I like HaxeFlixel better, so I’ve started working on a newer version. But I think that the biggest change will be the lighting. In the original game, there was a circle of light around the character, and darkness everywhere else. I did that by drawing an image around the player and filling everywhere else with rectangles. That was really bad. It only really works for one light, so I couldn’t implement torches.

I’ve decided to get a little bit adventurous with the lighting for the remake, and it works a lot better. I can have multiple lights, they blend nicely, and they can even be different colors! How did I do it, though? It’s actually pretty simple, compared to how complicated I thought it was going to be. I made a BitmapData, filled it with transparency, draw circles with a radial gradient, and used BitmapData.merge to merge it into the FlxCamera’s buffer. Onlything is, it’s a bit slow sometimes. Gonna have to figure out how to optimize it

The new version will have lava, water, enemies, more items, more minerals, more game modes, pretty much more everything. I’m looking forward to playing it, which is a good sign that I might actually get pretty close to finishing it or actually finish it.

I guess I’ll find out =]

Six Clouds Above

Six Clouds Above

Six Clouds Above is a flight / shooter game in which you control an aircraft powered by solar energy.

To destroy your ennemies, you will have to dive under the surface of the clouds and shoot them.
But under the shadow of the clouds, the aicraft will not be powered by solar energy and will lose power.

You will have to keep an eye on your enemies and your solar power.

This ludum dare in solo was a very cool experience and i look forward to the next ludum dare.

 

Try Six Clouds Above