LD29 April 25–28, 2014

“Game Jam Memories” coming soon on Spotify & iTunes

Hey again awesome people!

Thanks for all great feedback on the music in Pond Tycoon!

The soundtracks of three game jam games made by me will soon be up on Spotify, iTunes and several other music services.
These are the tracks:

  • Polytonia Soundtrack (LD28)
  • Pond Tycoon Soundtrack (LD29)
  • Fiddle Daily Soundtrack (BossJam 2014)

My artist name is Robinerd, and this mini-album, “Game Jam Memories”, will be available in approximately 2 weeks.

I am also just about to release the post-compo version for android and iOS (more info here), which will take several weeks because of Apple’s approval process. But don’t worry, you can still play the web version:

Play Pond Tycoon

While waiting, here’s the album art as a teaser:

Game Jam Memories cover art

Asteroid Tycoon Postmortem

For this Ludum Dare, I worked with a group of friends to create Asteroid Tycoon. I’ve done the Compo a few times in the past, but none of us had ever game jammed in a team before, and it was quite the experience. I’ve learned that doing Ludum Dare with a team brings with it both enormous benefits and unexpected challenges.

What went right

Diverse talent

Being able to work with an artist, a UI designer, a game designer, an amateur musician, etc (some people filled multiple of these roles) was an amazing experience compared to previous Ludum Dares. For the first time, I’ve submitted a game that actually looks and feels really solid.

Combining multiple ideas together

During our team brainstorming session, a few ideas became big hits: a candy-box-like about building an asteroid mining empire, something involving moles and tunneling, and a game with programmable robots. The idea for Asteroid Tycoon came about as we realized that we could combine elements from these three ideas into a coherent concept.

Constant balance tweaking

Gameplay elements underwent many changes as work on the game went on. For example, the robot upgrade progression initially was triggered by amount of minerals collected (a different mineral for each robot), but switching to a depth-based system proved to be a lot more enjoyable for the player. For much of the weekend (at least once we had something playable), at least one person (usually a team member taking a break) was playing the game at all times, so we constantly had feedback that we used to adjust parameters, and in many cases, rework entire mechanics.

Cute little touches

Little things like the marquee seem to have made a big difference in enjoyment and immersion. Also, some of our last-minute graphical tweaks, such as the beaming-down animation from the ship, improved the look of the game rather significantly.

What went wrong

Repetitive music

Once we had a short loop of music, we deemed that “good enough for now” and decided to come back to the music situation if we had time. Unfortunately, we didn’t have any more time to work on music, and the result was slightly disastrous, as the constantly repeating main loop proved to be annoying to many players. We quickly added a mute button, but the damage was already done. In the future, I’d hesitate to add music unless it was sufficiently varied to not be a hindrance.

Not enough organization

Never having worked with a team on Ludum Dare before meant that my default workflow was an informal, poorly defined task list and a single development branch in git. This is reasonable enough for one person, but proved to be a disaster when working with a team of 7 people. On several occasions, lack of communication led to two programmers separately implementing the exact same feature or our two artists stepping on each others’ toes. Meanwhile, all work being on a single branch meant that nearly every commit resulted in a merge conflict, which proved to be very time-consuming in the long run. In retrospect, we should have had a more well-defined task-assignment scheme and used feature branches.

Gameplay not explained clearly enough

The primary gameplay mechanic in Asteroid Tycoon works as follows: you first click on a robot to build and then click on a destination square for it to try to move to. However, we didn’t explain this very clearly within the game itself, which led to many players thinking that they had to click on the surface or on the spaceship — the result being that the robots reached their destination immediately and from then on proceeded to move in a way that would have appeared to be more or less random to the players.

To make matters worse, important information is conveyed to the player via printouts that regularly appear but go away on the next mouse-click. What we didn’t anticipate was that most players click around so quickly that they don’t even get a chance to see the printout before accidentally closing it (old printouts are still saved in the top-left panel, but most players never bothered to use it).

In retrospect, we should have done a better job of explaining exactly how gameplay works from the start, and come up with a different way to hide printouts (perhaps by giving them a Close button). These are both hopefully things that we will work on in the post-Jam version.

Only starting work after 18 hours

We made the conscious decision to not start work until noon (PST) Saturday, to give our brains plenty of time to process our different ideas. While this gave us lots of brainstorming time, it put us at a disadvantage time-wise compared to most Jam teams, and led to us being very pressed for time near the end (compounded by the fact that many of us had to go to work on Monday). In the future, I’d like to spend a little less time brainstorming and perhaps at least try to get a little bit of actual coding done Friday night.

All in all

After trying a Ludum Dare with a team for the first time, I don’t know if I can go back to doing the Compo! Not only were we able to build something bigger and more polished than any one of us could do on their own, but we had lots of fun working as a group. We’ll try to work together in future Ludum Dares.

As far as Asteroid Tycoon goes, we’re really happy with how it turned out. We’ll probably tweak it a little bit post-Jam — primarily to make the instructions more clear, make the music a little less repetitive, and fix some sneaky bugs that people have reported.

Tags: ld29, postmortem

3 Days Left to Enter the LD Compilation!

I posted last week about doing another LD compilation, and I’d just like to remind everyone that the deadline for submission is this Friday!

If you’d like your game to be in the compilation, please email me at me@nratcliff.com with the following things

  • A .mp4 10 second clip of your game (preferably a dropbox link)
  • Your entry’s name
  • Your name
  • A link to your entry’s page, so I can play it, and so I can add it to the description of the video :)

Please have your clips submitted by Friday, May 9th. I’ll try to get the compilation done that weekend and up on the internet my Monday, May 12th. Clips will be added to the compilation as they are submitted.

If you have any questions about video format (I really prefer we stick to .mp4 but if you can’t do that I can probably make an exception)

Here’s the compilation video from the last LD! Sorry about the compression issues, I have figured out how to fix that since the last LD.

Comments

SecondDimension
07. May 2014 · 19:11 UTC
Oh cool! What do people generally use to capture videos of their games? Is there something free which captures audio reliably?
iambored2006
07. May 2014 · 19:14 UTC
Hey, Noah, did you get my email? I sent you a clip and you haven’t replied.

Colony 31 Post Mortem

thumbnail

Play and Rate Here!
What went right:
The idea was fleshed out pretty quickly that first night.

No big interruptions over the weekend, even had Monday off from work!

I’ve learned from my previous entries to make the learning curve much more friendly. I think the tutorial worked really well.

Level design! I am pretty proud of the levels and the feedback I’ve gotten on the design.

The art overall was great, shout out to my buddy Kahlil (@kahlilangeles)! I really loved what he did with the cut scenes.

I think the narration turned out pretty well, though I am a terrible writer (as you can see in this post).

 

What went wrong:

All the people I was suppose to work with for this jam disappeared, I assembled different people right before it started so it worked out in the end.  I always prefer working with other people I think its more fun to share the experience! (If you think we would be good partners in crime hit me up! @CraziGame)

Terrible workflow! I was not familiar with any tiling plugins for unity it made level making a huge chore.

Collision problems! Lots and lots of collision problems, along with a few other small bugs.

Sound was kind of the rushed job. I initially forgot to loop a couple stage tracks which I fixed pretty quickly. There were also some volume issues where the music was too loud compared to the narration.

Timezones. The artist and I are on opposite sides of the world, our sleeping schedules heavily overlapped the most productive times for the other person.
Lessons learned:

LEARN THE TOOLS BEFOREHAND! Especially tools for making levels.

I need to familiarize myself with sound making tools.

Tags: ld29, postmortem

Comments

JayPC
07. May 2014 · 19:55 UTC
“All the people I was suppose to work with for this jam disappeared” That was my last Jam, except I couldn’t find any replacements. Good job though! Liked the game!

The Big 100!

Well, I’ve finally rated 100 games from this round of Ludum Dare.  There have been some really great entries!  I thought I’d make a short list of some gems that may still lay beneath the surface for a lot of people.  Here they are in no particular order.  All screenshots are from the respective game’s entry page.

 

One Cold Night

Play as a dog attempting to rescue survivors on a snowy mountain top.

Play One Cold Night

 

FuMeKuRi

Catch musical notes while you avoid being hit by the page turn.

Play FuMeKuRi

 

Burrow Down

Survive multiple dungeon floors while leveling up and gaining upgraded spells.

Play Burrow Down

 

Shovel Quest

Explore a “dig site” while uncovering lost artifacts from the world above.

Play Shovel Quest

 

Jelly Hugs (Android)

Help the jellyfish hug the exact number of friends they want.

Play Jelly Hugs

 

Well there you have it.  You can of course play my own entry Tiny Haunt here as well, if you so choose.  It would be greatly appreciated.  I’m still planning on rating more games, so if you have one that you want me to play, feel free to tweet it to me (@rojomojogogo), or leave the link to your game in the comments.

Tags: burrow down, compo, favorites, fumekuri, game, jam, jelly hugs, ld29, one cold night, screenshot, shovel quest, tiny haunt

Vaults Inc will become a full game

for the reasons I mentioned in http://blog.gamenific.com/2014/05/the-power-of-good-feedback-new-game.html, I am very proud to announce that my Ludum Dare 29 entry, Vaults Inc, will become a full feature game. Thanks for everyone that played and gave me crucial feedback.

Future development

The game needs to go back to design. Not only there are several features that I could not implement, but also I have to give a total remake on things that already done.

From a quick list, here are some items:

  • Save and Load functionality: auto explaining and the benefits are quite obvious
  • Graphical revamp: it was one top complains from LD players and not with reason
  • Bots: a computer opponent for single player
  • New game play features: challenges and empty blocks are among the things I want to implement to make the game richer
  • Campaign mode: for single players, with specific scenarios
  • Multi player: online and local
  • Social: comparing scores with friends
  • Multi platform: PC, Mac, Android an iOS for sure. Other platforms could be considered

 

If you have not played yet, Play it now!

vaults inc LD29 logovaults inc title vaults inc LD29 6 vaults inc LD29 4 vaults inc LD29 3 vaults inc LD29 5

Tags: final, ld29, SuccessStory, unity3d

Comments

08. May 2014 · 11:12 UTC
This is something I’m definitely gonna look forward for! :)

Mini Metro Subway Tycoon – Post Compo Version

Hi there! Just finished post compo version of Mini Merto Subway Tycoon where you construct your own metro system to unload traffic jams in the small city. In this version I have added all that planned for compo version, but had no time to add, and a bit more.

metro_post_compo 2014-05-08 13-35-11-87

metro_post_compo 2014-05-08 13-38-09-17

metro_post_compo 2014-05-08 13-39-21-36

metro_post_compo 2014-05-08 13-46-09-91

Full list of changes:

– Added beautiful music created by my friend Zuick.
– Sounds
– Added “Train Occupance Rate” Tab
Now you can see load of your metro subway lines.
– Changed economic model
Station costs $1000 and spends $40 per second if in use.
Line segment costs $100 and spends $8 per second in use.
Station/segment is in use if at least one route goes through it.
Every route going throuth metro system gives you $3 per second.
All info about your economic state you can see in the right panel:
Income = 3*routes_using_metro
Expense = 40*stations_in_use + 8*segments_in_use
Cashflow = Income – Expense
Changed initial amount of money to $10000.
Now you’ll get GAME OVER if your balance will be -$1000.
– Added Happiness parameter
Every of people calculates comfortable travel time between home and work.
This value depends linearly on distance between home and work.
If real travel time actually no more than this time, this man is happy.
Happiness parameter shows how many people are happy over all of them.
– Achievements
1. Well done! [complete game – get load less than 12]
2. Excellent! [get achievements 4, 5 and 6]
3. Brilliant! [get achievements 7, 8 and 9; almost impossible to get]
4. Optimizer [get load less than 11]
5. Richi Rich [earn $100000]
6. Santa Claus [get Happiness at least 95%]
7. Perfection [get load less than 10 (yes, sometimes it’s possible)]
8. Millionaire [earn $1000000 (not so hard, but really long)]
9. Messiah [get Happiness 100% (don’t know it’s possible to get it or not)]
– Clouds in main view mode.

PLAY HERE (and check compo version too!)

Igneous!

Hey Everyone! I just wanted to post about my LD29 entry, Igneous!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=5839

Igneous is a puzzle game where you, through a rock character, must dig paths under the surface from the magma below to the volcanoes above! But there are many different obstacles in the way, such as boulders, water, children, etc.

This LD was very very fun and I can’t wait for the next one!

Created a trailer for Bitmite Blitz

This is my first time making a trailer, but I think it turned out pretty well. I used Open Broadcaster Software for recording the game and then Movie Maker to edit it. I recommend both since they are both free and worked well. I tried to showcase the gameplay and how it really speeds up as time goes on, while also showing some of the main features of Bitmite Blitz. Let me know what you think!

Bitmite Blitz Trailer

 

 

StrataGEM – How To Play Video by Crefossus

So there is a huge barrier to entry for my game, StrataGEM. It takes a few rounds before things start to click and few players are aware of all of its rules. This is partially because its gameplay is quite abstract, but it is also due to my explanation method – description text. There has to be a better way! I should have included an in-game tutorial, but Crefossus has made the next best thing – a video guide:

Project Tethys Post-Mortem

Project Tethys was my entry for this Ludum Dare. You can play it (and rate it!) here.

I’ve written up a post-mortem over on my blog, for the interested among you. TL;DR – not much went wrong but plenty went right, I just need to get to know my tools better before the next compo.

In case you’re wondering what the game’s all about, here’s what it looks like:

That’s right: intense underwater 2D side-scrolling combat! I hope you’ll all have as much fun playing it as I did making it.

LD Historical Rating Criteria/+Other Musings (Thanks archive.org)

 

Logos and funny headlines.

Note some things may not be 100% accurate as I just did this for fun and not cookies. Why won’t you give me cookies? Oh you’re broke too? Wait what am I doing with my life again?

Decent chart with ld dates http://en.wikipedia.org/wiki/Ludum_Dare (oh dear you know it’s going to go well when there is a wiki link right?)

Ludum Dare at archive.org

 

24hr Compo in April  2002

Judging Categories:

– Gameplay (the grand prize essentially), Adaptation of Theme, Originality, Art, Sound, Code,  Polish

 

July 2002

Overall, Gameplay, Fun, Graphics, Sound, Technical, Complete

 

November 2002

Overall, Gameplay, Fun, Graphic, Sound, Technical, Theme, Cosmetic, Complete

 

Mechanical cat does some hosting?

 

Minimalist categories

2004 ish?

  • Fun,Innovation,Production (graphics, sound, polish)

 

July 2006:

Noted this information which is still in great contrast to today:

Obviously it wasn’t allowed before this and at some point this changed.

 

2008 host?

 

Jan 2010

Innovation,Fun,Theme,Graphics,Audio, Humor, Overall, Completeness

First seen humor – not sure when it was introduced though

Interesting tool discussion from 2010:

Should we consider banning game development tools such as Game Maker?

 

August 2011

Fun Audio Overall Theme Graphics Humor Coolness Innovation Community

“As of December 2011 (Ludum Dare 22), we’ve added a new Entry Voting Category: Mood.”

August 2013

  • Mood – Storytelling, emotion, and the vibe you get while playing.
  • Community – Journals, photos, timelapse video. Everything you do above and beyond just making the game.

 

Some guy was QQing about getting banned from irc in 2002 ish but the thread wasn’t archived… aww! No harvesting tears from the past :( You can taste mine from the present instead.

 

The general feel of the competition has gone to making a game from scratch without any game engine code – to making a new game with whatever tools you want. Of course it’s without any art assets/music and having pre-declared code.

 

So it’s kind of less about rebuilding boilerplate code and more about making games! I like it.

 

Judging Criteria

What can we gather about the overall judging theme changes? Well – community doesn’t mean your game is good right? I believe this is changed to “coolness” which is just how many games you’ve rated and has no affect on your final placement, but I could be wrong as community is still in the ludum dare rules.

Minimalist category groupings don’t really work since there are many different types of games.

Completeness was totally dropped, possibly because semi-incomplete games may also be really amazing and/or it’s just unnecessary because the ratings should reflect how complete it feels overall.

I could swear there was like a health/taking care of yourself category or something idk if this was a joke one LD.

 

Update on Beneath your House

I’m working on a new version of Beneath your House. I’ll use the same mechanics from my LD entry, but switching up the genre. The game will feature some minigames that happen when different events are triggered. I am journaling the progress on the Stencyl forum. You can check it out if you are interested:

http://community.stencyl.com/index.php/topic,31850.0.html

Chuck

Tags: game, journal, update

A Post mortem : Theres something beneath the surface at coral cave

So this past ludum dare I made a game about… Surprise surprise! DIVING!!!!

Play it here.

So this is a post mortem and I geuss I have to do a good and bad thing. here we go!!!

 

THE GOOD!!!

  • The majority of this game goes here.
  • The graphics turned out great tanks to my friend Pichus tileset and character design.
  • The music turned out great because I forced my big brother to do some music. Give him some love check out his soundcloud or facebook
  • The core gameplay is very solid if slightly glitchy.
  • Most importantly it’s a game I want to play.
The shop GUI. Although verry confusing it's the most complex I've done so far and it turned out well for a jam.

The shop GUI. Although very confusing it’s the most complex I’ve done so far and it turned out well for a jam.

 

The random sealife distribution keeps the game a little different on each dive. Add that to you're most likely increased oxeygen capacity and you have a not grindy feeling grindy game.

The random sealife distribution keeps the game a little different on each dive. Add that to you’re most likely increased oxygen capacity and you have a not grindy feeling grindy game.

This is the entire level as in the (in the works) post compo version. The stuff above the red line was mostly in the original release. I used tiles to design it but using the ocean ripples filter in photoshop. got a nice varied effect.

This is the entire level as in the (in the works) post compo version. The stuff above the red line was mostly in the original release. I used tiles to design it but using the ocean ripples filter in photoshop. got a nice varied effect.

Welp this is the best animation I've ever seen. :P

Welp this is the best animation I’ve ever seen. :P

THE BAAAAD!

  • The game was glitchy as I opted for unitys polygon colliders and you could go through certain walls.
  • You couldn’t tell some of the collectible wildlife from enemies. These were shown in the tutorial and some people seemed to guess but it was still awkward to explain.
  • The boss (cringe) even though few people made it it was a let down to them. I’m really sorry and have a super ultra boss planned for post compo to make up for it.
  • Difficulty: People complained of not having enough time or money. But at the heart of it I think tha adds to the charm. I feel the game hase rouguelikelikelikelikelikelikelikelikelike elements in perma death and random wildlife distribution that’s how I justify the difficulty to myself .

 

The best boss I could scrape together in 2 hours or less.

The best boss I could scrape together in 2 hours or less.

Overall

I’m proud and the game can be found here. I’m begging you to play and rate 😛

 

Haunted Mine Update

I added some features that will hopefully make the game playable.
Play+Rate Games and let me know what you think :)

Comments

fallingBear
09. May 2014 · 09:08 UTC
Oh, sillly me. I forgot to change the link, thanks for reminding me that 😀

zakjr-blender-unity

Part 5 of my tutorial series on beginner Blender modeling and getting it to behave with Unity is up! This post is a bit short, but it covers making the actual texture for your character. I give a few tips on stylistic choices, but it’s mostly up to you! Also, there’s a bit about getting the texture into Blender.

SailScreenshot

I created Sail using this process, so if you like my style of low-poly graphics and are wondering how on earth I made the models, UV’d, textured, rigged, and animated them all in 48 hours, you might be interested in this series! I’m trying to crank out a post per day for the next week, each covering a different aspect of the workflow.

Also, I’m totally open to feedback on these articles! Please let me know if any parts are confusing, or overdrawn, or straight-up wrong! You can leave a comment here, or on my site (no email or registration is required–  you can leave any or all the fields blank in the comment form), or let me know on Twitter!

—–

We’re going to take a break from Blender for a while! I’ll be using GIMP to make the texture, but the concepts should be the same whether you prefer Photoshop or anything else. First, you’ll want to open up characterUV.png in GIMP or whatever your image editor of choice is.

Create a new transparent layer (Layer->New Layer or Ctrl-Shift-N) and drag it beneath the UV layer. The UV layer acts as a blueprint, so paint everything on the new layer! It’s up to you how to paint the character, so I’ll just give a few pointers…

Read the rest on my site!

Rad new promo graphic

I’d love some more feedback on my game. Let me know what you think I should add. Download it on your Android device so you’ll be ready when I update it to maximum awesomeness.promo

 

Rate mine, I’ll rate yours. Follow me on Twitter, I’ll follow you. Download my other Android games, you are awesome.

 

 

Comments

09. May 2014 · 14:25 UTC
I rated your game 😀

Porting – from LÖVE, but to what?

I’d like to port my LD29 entry, which is a LÖVE2D game into a different programming language, or maybe even to a different device (Android, etc.), how can I decide which would be the best choice? For example, I’m 90% sure I’d be able to do it for C++, with Allegro, but does that worth, especially if I want to monetize my game in the future?

Comments

ambi
09. May 2014 · 02:46 UTC
Unity is good. It’s a very extensible framework with many build targets. Construct 2 is good, if you don’t bump into the free limitations. Intel XDK seems a good way to port HTML5 to various targets, but have not used it yet.
Jerre
09. May 2014 · 05:03 UTC
what is the reason that you want to port it, if you do not have goal, you cannot choose your path
Miltage
09. May 2014 · 08:55 UTC
What is LÖVE?
Cognizant Game Studios
10. May 2014 · 03:05 UTC
Well if you port to Java, you can create web applets (to run in browser) android builds and cross platform Windows, Mac, Linux, and Solaris (and any other os with JVM).