LD30 August 22–25, 2014

telecaster – exploration space game

telecaster_screen

Telecaster is a game where you click Planets to Telecast to them in your Ship. Once abroad, various local effects occur that affect your mission. The goal is to acquire as many resources as possible in your exploration of all castable planets. 

Written in ImpactJS using an old template (Hence why this is a Jam) 

EDIT: (8-24-14 1:50pm PST) Way more to do, way more planets, better sprites, tons of kind-of-instructive text! 
You take your crew on an epic voyage through the telecaster, embarking on strange new worlds and frequently being sought out by the local wildlife. You are are a voyage to get as many Crystals as possible, they are required by your civilization to survive. If your crew dies, your fuel runs out, or your hull gets destroyed: You and your people lose. Winning is simply a trade off between the long sought out Crystals and the precious (but expendable) lives of your crew. Post screenshots of your high score with a brief bio of your Captain for a chance to be included in the next round of new planets! 

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=27775

And also a reddit link!

http://www.reddit.com/r/playmygame/comments/2elev0/completedeventld30_telecaster_exploration_game/

Tags: exploration, impactjs, javascript, LD30, space, web

We’re done!

Our game is “Good Morning bb” — lack of sleep rolled up into a short game.

Intro-Logo

Push the button! Don’t push the button! Either way, play it here.

We had fun with our first Dare, and look forward to next time!

Looking Back

Wow. That was probably the most stressful weekend of my life. I worked almost non stop on the game for the time that I was awake. I have learned so much and improved so much since it began.

I also learned how to work as a team. Me and Sirmivorint worked around 40 hours each on this game and we are very proud of it.

Timelapse coming soon!

Comments

stink123456
26. Aug 2014 · 01:55 UTC
Same for me, anyways, I am proud of what came out of my stressfull weekend, had the stressfullest hour of my life when we had to upload, Michi (my partner) his internet broke in the hour we had to upload our entry, now the entry i posted is badly tested and a bit glitchy, anyways ill have to make a patch tomorrow.

Post Mortem

I didn’t have enough game play to justify uploading what I’ve done. This was a more challenging Ludum Dare for me. I’ve been working on an engine using SDL and OpenGL w/ c++ over the summer and I thought I’d use Ludum Dare 30 as motivation to iron out problems encountered while working with the engine.

ForestZone_82514_0648p
This definitely turned into a fairly decent tech demo, I’ll continue to work on it some more to see what else I can do. It also lead me to creating some new pieces to the engine that should have been there earlier. It was a lot fun!

A New World !

This weekend, I made a game.

Even if my wife is 39 week pregnant and my two boys were asking for daddy.

I love making games and they loved to play them !
I really look to the date they will be able to participate with me.

My game is a Lemmings-like that I wanted to build 2 years ago when I started learning to build games.
It was my first formal GDD.

 

Try it and tell me what you think of it !

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=17454

 

Congrats to all the other gamedev, I will play as many games as possible !

Jam Game completed!

Really proud of our game Klarb Procreation Rift!

This was my 2nd LD, and my first one with a team. It’s crazy how much more work you can get done in 72 hours and with a team. Can’t wait till the next one!

 

Ex-Fraktion : Post Mortem

 

Hi I’m Tom, programmer/game designer on Ex-Fraktion, that you can play here

>>> PLAY EX-FRAKTION <<<

What is Ex-Fraktion ? Imagine Inception, except you control all the characters. I’d like to know how to pitch it without this reference but its the easiest way, since Inception is a heavy inspiration.

I started this project with Flex Roman, a very talented friend who made all the art and also helped with the design, and Lucas Maupin who did all the funky music and gave a crazy mood to the game (that fits the flashing colors !)

Here’s my post-mortem, mostly about the game design itself.

screen2

What went right ?

The game was ambitious, but we managed to make something I’m very proud of. This is my most polished ludum dare made on Unity yet. It’s fast paced and flashy.

I had that concept in my drawer for some time, except it was a local multiplayer game (the four players start on the same screen, then the screen splits while one player stays back to look for the others, etc…). However since we were all in differents cities/countries, we decided we’d make it a solo game, since we couldn’t have tested it together, and there aren’t that many people that could have rated the entry if it needed 4 controllers.

I’m happy because this is like a nice prototype, and I feel like it’s working, so maybe if someday I want to add controller and multiplayer support, it won’t take much time. Maybe we can provide a very INTENSE multiplayer experience.

Going from multiplayer to solo induced many changes :

  • The game cannot be too complex, since you’ll have a hard time following four screens simultaneously. In the extended concept, I thought about players give each other ressources through dimensions, like for instance you had limited ammo and needed to always provide your “guardian” with some. That could work with 4 players, but here, it’d just be impossible to follow.
  • Going from one screen to another can be frustrating, especially if there are too many monsters everywhere preventing you from really moving forward. First, switching screens is very fluid since all you have to do is hover with your mouse upon them. Second, we reduced the number of ennemies a lot to make it easier.
  • Since you can only play one one screens, all the others were inactive, and it didn’t really give an impression of simultaneous action. We added pills, that if you pickup, will transform your “upper self” into a temporary turret. This way you can play more peacefully on one screen while the monsters are automatically killed in another.
  • Flex came up with the ideas of “teleporter cuves” that you have to pick up and gather to activate the teleporter. I think it works very well because it gives you a mission in each level other than just shooting. Also since you have less characters each time, it’ll be faster and faster, and the first screen really feels more complete with it.

Flex made a cool shader that allowed us to easily switch colors for each dimension, and give its own identity to the game. Lucas’s music helped us build something a bit weird, and also induced the title, which is a combination of private joke/reference/theme of the game.

Maybe you won’t notice it as first, but the timescale is different in each Screen :) They’re divided by 2 each time you go “deeper”.

screen3

 

What could be better ?

Feature-wise, I thought of adding a “hardcore mode” where you’d have a time limit to extract from each screen. It’d be a time-attack mise en abyme, and could add a lot more intensity, especially if you rushed out of every zone just in time !
I think the game’s already hard enough for someone who has never played it, so I won’t add that feature yet.

I’m happy with the project, but the only thing that bothers me is that it’s “just” another shooter and we could probably have grasped something better with that concept (Personnally, my goal for the next Ludum Dare is to make a game without shooting/killing at all). As Flex mentionned, the game lacks planification, and defense phases aren’t the most interesting.

But at the same time, I know that we couldn’t have made something too complex since it’s a solo game. Another idea I had was to take inspiration from the game Surround, where each character has a weapon archetype, and if we made 4 archetypes we could have a choice of “which one do I leave here ?” if the challenge was a bit different in each screen.

Well that’s it. I don’t know if many people will read this, but writing this down helps me :)

Dream Epoch – adventure / rpg [LD30 jam]

bloggif_53fc4a588a61e

 

Original post (and game you can play) can be found here


Ludum Dare entry page – click here to comment and vote!

This game began with me toying around with a basic top down RPG.

The dialogue system is a reworking of the one made for my previous game jam entry.

There’s no real objective, it’s just a little demo made in 48 hours for KiwiJam 14 and Ludum Dare 30.

I want to make a world with other NPCs, implement a full dialogue and cutscene system, inventories, party members, a journal, and a map system. Your typical RPG, minus the combat. Using the engine, I’d like to create an engaging world with characters, colors, and atmosphere, and fill it with beautiful little tales the player can immerse themselves in.

This demo is just a precursor to that lofty vision.

Remember to play it in fullscreen!

 

Screenshots

 

dream epoch adam thompson emotion theory

dream epoch adam thompson emotion theory

dream epoch adam thompson emotion theory

 

 

Vines

Click here to Watch!

 

Music

Click here to Listen!

 

How to Play

Use WASD / Arrow keys, or even better, click and hold your mouse to move around.

Click on the other fellow to talk to him.

Click on the door to open / close it.

Explore.

 

Play

Click here to Play!

 

Follow me

Twitter

Website

Facebook

Tags: adam, dream, emotion, epoch, gamedev, LD30, ld48, theory, thompson

Now you can play The Forgotten Day

Now you can play The Forgotten Day

Since the finish of the jam we were working to bring Mac, Linux and Web versions, so everyone could enjoy our game.

Please give us some feedback about the game, at the end it was a really a extensive project and it was really hard to test everything in the best way.

We are very happy about our results and we wish you a good time playing it, tell us if you were able to discover what day is this 😉

 

Here you can find WEB, WINDOWS, LINUX and MAC versions of the game.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=22691

 

game

Arcaena – A Post-Mortem

This was my 8th time participating in the Ludum Dare and I have to admit I love doing it! I really liked the theme this time around and locked in on an idea pretty quick. I had never made an rpg style game before but felt it was the best way for me to get my theme across. RPG’s and Strategy are my staple games I love to play so I tried to imitate the turn based battle style of the earlier final fantasy games. I got it done, for the most part :) but I digress, on with the Post-Mortem.

What Went Right:

1. Theme and Idea Connection. Like I said I loved the theme and had an awesome idea for it. The really cool thing about the theme was how open ended it was. There were so many ways to interpret it, which will make for some really interesting games. I went with a straight forward literal interpretation. Worlds which are connected by warp gates.

2. Pixel Art. I have to say, this is my best pixel art out of all the LD’s I’d done. I’m really astounded by how great I made everything. Now I might sound like I’m boasting but honestly I’m not, well maybe just a little ;). I’m no artist as is evident by my other games I’m just really proud of the job I did.

3. Sounds. Normally I spend a little over an hour getting just the right sounds for my game. This time though getting my sounds was quick and easy.

4. Battle Feedback HUD. Originally my battle HUD was either black or white, depending on which world you were in. I had jotted down that I wanted to put in some way for the player to know when they could attack and when they couldn’t. An hour before the deadline I decided to put in the battle feedback HUD. So now when you get into battle the players weapons with be green if you can attack and red if you cannot attack.

5. Knowing My Tools. Every LD game I’ve made has been made with Flash using the Flixel Framework. I had learned to use it back in 2011 and felt proficient enough with it by LD 22, or so I thought. But that was 3 years and 7 LD’s ago, a lot has changed as has my ability with Flixel. Earlier this year I started to learn Unity but do not feel I am ready to start creating games with it just yet. So I will stick with Flixel at least for one more LD but we will see. My art is made in Photoshop and I’ve been using it for several years now. If memory serves me correctly I started using version 5 back in the early 2000’s. I’ve used other programs but I always come back to Photoshop. I want to learn how to use Blender as it seem like a really cool program. Perhaps I will as I learn more and more about Unity.

What Went Wrong:

1. Pixel Art: Yes I know I put it down above, but let me explain why. While it was some of the best art I’ve made to date it took me entirely too long to make. Normally I spend Friday making all the art for my game. This time around not only did I spend all of Friday but most of Saturday morning too. To make matters worse, some of the art I made had to be remade on Sunday. All of this probably happened because of the…

2. Scope Of The Project. While I love the idea I came up with I do feel it was a little too big for an LD game. Days before the event I kept telling myself “the game needs to be small” and “I need to finish all the programming on Saturday”. Because of the scope of the game certain elements weren’t up to par. Which leads me to…

3. The Battle System. Oh what a clunky mess this was :) I really tried to mimic the Final Fantasy turn based combat. Its kinda there, which the exception that the boss attacks as your moving back. In my defense, it was the first time I tried implementing this type of system in a game. It looks so easy when I was playing Final Fantasy :) Now let’s talk about…

4. A Weak Story. It was really cliche and kinda hacked together. Besides not being an artist, I’m also not a story teller :) So it is what it is. HAHA! This would be the number one reason people lose interest in the game. Now what do all of these issues have in common, well I’ll tell you. Its me getting…

5. Flustered Before The LD Starts. It never failed. I vote for the themes I want, when the final round starts I jot down all the themes and try to come up with at least 3 different ideas for each theme, sometimes I can and sometimes I only get one or two idea. More often than not I can’t think of anything or the one idea I do get it really weak and I have a hard time understanding how I’m going to make it. To make matters worse, when the theme is announced I freeze up and my mind goes blank. I look over the ideas I came up with, if there are any and instantly hate them all :) I believe my problem stems from my lack of creativity and under used imagination. Another one of my problems is once I come up with an idea I get overwhelmed by the grand scope of what I need to do to complete the project, rather than taking it in small manageable chunks. I’m not much of a planner, but I’m really trying to learn to be one. as I feel it would greatly help me with my game development.

A little about the game:

I wanted to take some time here to kind of explain why I created the game in the style I did. I’m an old school gamer and I have a fondness for retro style games. My game Arcaena reflects some of the old school styles used in other games. The battle system, as I’ve said before, tries to imitate the turned based battle system of Final Fantasy. The movement on the maps is in the style of the original Wasteland game from 1988. Having read some of the comments I’ve gotten for this game and some of my previous entries I’m beginning to believe a lot of these concepts have no place in games today. Perhaps I need to rethink my approach to game development. Seems I have some thinking to do before the next LD.

Star Tycoons – Post Mortem

2

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40539

The LD30 has finished and now is the moment to do balance. This time, the team were very motivated and our target was to do a simple game with simple mechanics, because in past editions of Ludum Dare, we ended short of time always. But the braingstorming began and… disaster again: We wanted to a Space Transport Tycoon … the time was running..

THE WORST

– I waste a lot of hours doing a system of movable windows, similar to an operating system. We needed a lot of screen to play and manage all and this was a big idea, but very time consuming.

– Doing a big project for a LD, we didnt learn, and about the 50% of the game is without implement. We had illustrations for a lot of events (like the pirates event), but without time to add them. We wanted to develop an enemy IA to try to obstacle your bussiness, but again without time.

– The lack of a tutorial. The barrier for this game is very high in the first moment. With more time we would have added a nice help and tutorial panels to help the player in his/her first steps.

– The sound. We didnt have a musician and/or sound artist in this LD, then I had to improvise at last moment. We know that we can improve this part a lot.

THE BEST

-We tried something different and we already won this time because  we  already have an incredible simulator done in 72 hours, by 3 people and with a lot of possibilities for the future. A lot of the code will be reused in future projects (like movable windows) and we are very proud of the final results.

– The graphics. Eduardo and Sinda have done an amazing work, with a lot of creativity and personal style. We always try to do games in 2d with great quality, but this time the work of these artist of Mechanic Moon, has been spectacular.

– The dynamic path system was a brainpain but at least it works well and it’s very interesting to improve and reuse it in the future. There are some bugs, I know, but the game is very stable in Html5, and we ended it in time.

THE SECRET

– Work a lot. We always give the 100% in LD and we want to live doing games, and in this world, there isnt an easy way. The only way is to do good games.

And now, some extra art for the events that we didnt have time to add to the game :

eventometeoritos

eventocordonpolicial

Thanks for reading, we will see soon in the next Ludum Dare 31!!!

 

Tags: MechanicMoonStudio, post-mortem

Geez, Tim, you didn’t make a game AGAIN?

Technically, there is an entry with my name on it, so I could say I finished a game if I wanted to. Systeme, my teammate Finnbar’s entry, was originally to be our game. But given what has actually happened, it’s really only his game. And with respect to him, I’m really, really disappointed in it.

Unlike the last two Ludums, I didn’t lose this one entirely to lack of motivation. So that’s a plus. Rather, I lost it to bad planning and bad team management. So let’s go over what’s happened, shall we?

The First Night

Ludum Dare starts Friday night at nine o’clock here on America’s east coast. I was teaming was Finnbar, like I said, who lives in London, where it was 2 a.m., so I had to do brainstorming on my own, apart from a little chatting with a friend. Finn was supposed to be the music guy and help a little with programming, while I was the main programmer.

So, the theme was Connected Worlds. Now, my first thought upon hearing that was Space Elevators. Haha, Space Elevators. Funny, right? I moved on, though, trying to come up with a real idea, but honestly, I wasn’t very focused. I stayed up quite late trying to get something good so Finn would have something to do in the morning while I was asleep, and I finally sent him three ideas. I didn’t really like any of them, but I told him he could pick one or come up with his own and I’d catch up with him in the morning.

We Rise At Dawn– Er, 10 o’clock

When I awoke, I was first met with what seemed like pretty good news. Finn had picked the Planet idea, and had already completed a prototype!

The Planet Idea: “Make your own planet to music. Very much like our old game, Song of Sparks. Add cool stuff to explore to it, or things that can kill other players. At the end, fly around and explore others’ planets.”

I wasn’t sure if I even liked that idea. I mean, exploring other players planets? That meant networking. And there were just so many parts to it. But I liked the “Make a Planet to Music” part. That sounded fun. And Finnbar chose it over my other half-hearted ideas, as I’d expect, since it involved music. He’s a music guy.

To my surprise, though, our good friend Michcioperz offered to help out with the network code, offering us a server he’d paid for! Wow! So that could work after all. And Finn already had a prototype where you could edit a planet and it would spin and stuff… but wait, what? All the code is based on rotating graphics– none of it is class-based, which meant that none of it could really be salvaged for a final product. Either he wanted a proof of concept or he likes instant results more than code that will actually be useful in a final result. I’m not really sure.

So, we talked about where to go next. I specifically said I wanted to create a planet class just before I went off to lunch. When I got back from lunch, though, I found that Finnbar had already started making a planet class. Uh, okay, I guess he can do that… wait, he’s using Moonscript?

Don’t get me wrong, there’s nothing wrong with Moonscript– it compiles to Lua, so it was perfectly compatible with what we were doing– but I don’t know how to use it at all. He had picked it because it has built-in classes for object orientation, which we needed, but I already had a library that could do that in Lua! But Finn didn’t know how to use it, so he picked Moonscript. And honestly, I had no idea what he was doing. He kept assuring me it would be fine, but I searched his code, and to me the whole thing seemed like a mess. I was still getting the impression that he was going for instant results instead of anything useful. So that’s what I told him.

There was nothing I could really do. I was supposed to be the code guy, and here I was without be able to work with any of the code. I told him I had half a mind to scrap what he’d done and start from scratch. But I didn’t, for a while– I let him keep going and I hoped that maybe it would start making enough sense for me to step in. (It never really did.)

So I had a lot of time to think. I kept thinking about how hard the idea was, and how it wasn’t really going to work. It needed to be simplified. I searched through my first ideas– blah, blah, Space Elevators, blah… Hm. Space Elevators. Wouldn’t it be funny to have a shmup game about defending a Space Elevator from space pirates and seeing how far you can get it? And hey, what if the game was played to elevator music? That’d be hilarious!

Wait… why hadn’t I thought of this to begin with?!

The Stone That the Builders Rejected

So, now, Finnbar was going to bed, and I had options: do I try to work on this dumb planet game that I don’t really like, or a game about Space Elevators that actually sounds doable and fun? So that’s what I did. I worked on it that night. I worked on it the next day, starting around 1:30 because I had to go to church and eat lunch and whatnot. And I was making decent, if slow, progress.

Finn and I had decided that we were now making two games at once, me helping a little on his and him helping a little on mine (we’d hoped he’d do that elevator music). It was a dumb plan, but he wanted to finish Planet Game and I wanted to do anything but finish Planet Game, so it seemed like a logical course of action.

But I wasn’t having it easy with Space Elevator, either. I got some decent stuff done, but it wasn’t going fast, and there was some fundamental stuff I couldn’t figure out. And then, I lost a ton of time.

I took an hour break to eat dinner. Then, when I was ready to get back to work, my mom came and asked me to help her with setting up a website. She’d made a lot of mistakes, and it was really stressful trying to fix everything for her, especially since I was losing development. That took an hour and a half. Then, I took another hour and a half trying to recover from that stress. At this point, I had lost four hours, and all my motivation to work on the game.

I did a little more work that night, but I wasn’t in the mood anymore. I was just too tired.

Epilogue

Could I have made a comeback on the third day? Probably. But it would have had to be with a completely different game that was easy to develop in that time, and I was too tired for that.

Finnbar cut back on the scale of the Planet game. Some was harmless, like making the travel to other planets random instead of a controlled flight section. But other things were more drastic. There was no musical creation of the planets anymore, the player just drops items on the floor and calls it their own. The musical creation was the only part I liked. There’s no goal. If anything, the music reacts to the planet’s size and the items on it, which Finn likes.

I ended up helping package the final game and test it for bugs a little. It’s called Systeme now. I don’t even know why it’s called that, or how to pronounce it.

So, what could we have done differently?

  1. I could have woken up early instead of staying up late. That might have bought us more time. Finn could have taken less breaks.
  2. Finn could have started working on the music first so that I could have at least begun the programming that first morning from scratch.
  3. I could have actually focused on coming up with good ideas the first night. If I’d enthusiastically tried to come up with things, I might have invented the Space Elevator idea to begin with, or something better. (I also could have been stronger and taken over all programming on Planet Game, but yeah…)

So, I’ve discovered another way to do the Ludum Dare wrong. That’s okay, though. I’m learning.

Comments

SnoringFrog
28. Aug 2014 · 15:25 UTC
If you’re learning, you weren’t doing it wrong.

TETHER: Postmortem

I wanted to jot down a few of the key ideas that spawned TETHER in its current state, what I learnt from making it, and what might happen to the game in future. You can play it here.

The core mechanic of the game is the concept of transferring jump momentum between the two characters, allowing the player to control jump height. This mechanic came about as a happy accident, I had intended it to simply be a single jump, but the way I coded the inputs meant that holding the buttons while a character was landing instantly made the other one jump, which visually looked like momentum was being exchanged.

Before I did anything else in the game, I made sure this act of jumping felt really good. This is extremely important to this game especially, since the player is doing nothing but jump, and they really have no choice as to when. The shake, sound and physics of the jump I took a lot of time making, and the game felt the same as it does now from about 8 hours into the comp.

An earlier version actually had up to 4 jump heights that built off of each other. I cut that idea simply because it was an unnecessary complication to the mechanic. If a player saw the arrow prompts and was suddenly bouncing around at 5 different heights, they would give up after their 2nd death, because they would not understand how they did it and what they’d have to do to replicate the “right” jump.

Now, I could just include a separate tutorial/text wall explaining the game in full. Personally I consider those approaches as bad as movie exposition: actors talking to each other about an event for the purpose of filling in the audience. It’s a visual medium, show don’t tell. In an interactive medium, showing is fine but playing is even better. This is how I went about doing that:

  • The Boost-Jump: In the “tutorial” section at the start of a fresh run, there is a small jump placed immediately before a bigger one. The bigger one requires a boost jump to clear, and since they are so close together, the player will press jump within the boost jump window upon landing, subtly forced to discover it. After that, there are a few more that need boost jumps, so that players can practice the move, and confirm what they learnt. If a player completes this part, it is skipped for future runs.
  • The Controls: The only controls are left, right, A and D. These are keys that are usually mapped to a horizontal axis of some kind in other games. I wanted to take out the arrow key prompts, but decided that it would have been too far a simplification. Players would have been thrown in with absolutely no help, and quit after their first death. What are they supposed to do if they die after trying to jump with the wrong key? Probably close the game. So I made it show up on the first playthrough, or until the player completes the “tutorial” stage.
  • Advanced Controls: The game also includes a float and a stomp move for each character. Holding the jump key after a close call will have players realize that they are falling slower, and there are plenty of situations in which the player might do that. Same goes with being about to hit an overhead spike; a player would unconsciously see if they can descend quicker by pressing the opposite direction. It’s gaming intuition to “press the button harder” or “lean into a turn”, so I bottled that and turned it into an actual useful action in game. Originally, the player could use up, down, W and S to scroll up and down the screen in order to avoid being in a tight spot, instead of the float/stomp. It felt worse, and I wanted players to commit to a jump they made, and not be able to escape the consequences in a direct way.

The game is intentionally quite hard. In the small amount of time I had, I knew I couldn’t make a huge level and expect the player to be entertained. Making a game hard not only makes it longer lasting, mastering a tricky part feels great. But this is a very thin line to tread. The lack of checkpoints was a bit of a gamble for me in this respect, but I really wanted to maximize that euphoria of mastery and really nailing something in one go, the auto-runner genre really amplifies this feeling.

Because of the difficulty, dying MUST be interesting/entertaining in some way to offset some of the frustration. The response for the chain breaking sequence took me quite aback, people really liked that part of the game which really made me happy. If someone dies in an unforgiving game and loves it, that’s really big for me.

That’s all I really want to say about it, other than my plans to bring it to mobile in an extended form. It will likely involve procedural level generation for an endless mode, as well as a short narrative. Follow my twitter for updates on that, if you like :)

Thanks for reading.

Farm Invaders: My Jam Entry

Hi guys,

I would like to share with you a funny story and then at the same time my game entry to the ludum dare 30.

First of I had one heck of a busy weekend and not coding wise, NO personal stuff.
At first on Friday I thought, YEAH ludum dare compo, man I cannot wait. This is going to be fun….
Then the long awaited Saturday morning arrived and what do you know, the them “Connected Worlds” was chosen.
Man, I was afraid of that theme, I do not know why but I had no idea what to do for a game.

The whole of Saturday and Sunday passed and the 48 hour compo was done.
Well I gave up on the compo and decided maybe next time.
.
.
.

And then, I can’t explain why but for some reason I got an idea Monday afternoon and thought, BUT wait, maybe I must give it another try and enter the 72 hour Jam compo.
So, I started with my idea of a game…

It is called, “Farm Invaders” and I finally finished it to a point of entry 10 minutes before cut off time.. Showweee…
So I coded with no stop until 4 AM this morning, just enough time to have 2 hours of sleep before WORK and here I am.

The basic idea of the game is that you the player are a farmer and must defend your farm from and alien invasion.
There are these portals (Connection to other worlds) that opens up and aliens passes through.
You have to kill as many of them as possible.

Here is the game entry link: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=32655

And a screenshot:
Image1

First 9 hours of developing Worlds Collide

Here are the first 9 hours of development on our [game]  and how it took shape. There’s no more after that because the next feature took the rest of the night. Then the next day I was too frantic to finish everything it slipped my mind.

Hour 1

Hour 2

Hour 3

Hour 4

Hour 5

Hour 6

Hour 7

Hour 8

Hour 9

WARP WORLDS: High Score challenge.

WW icon

Just wanted to say thanks to everyone that has played my game WARP of the WORLDS and taken some time to rate it and give me some feedback in the comments.

HS

The new global high score is 3738, if you manage to beat that please Tweet a screenshot from the main menu to me: @ThumbsBlue (Note: to get back to the main menu from the Game Over screen press “L”).

If you haven’t played it yet, but would like to try your hand at beating the High Score you get easily download a Windows .exe version here from the link here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39189

Also if anyone is interested in playing this game after I update it (a non LD30 dropbox version that I’ll email you the link to) with various features I forgot to put in and extended game play, please send an email to bluethumbsgaming@gmail.com.

Cheers, Ben.

disconnected thoughts on LUDOPHAGIC TIMEWAVE SOUND HYPERWHISTLE

screenie

so, up until now i had three personal rules for these things: don’t use any text (besides the title), write everything from scratch, and don’t stop looking for ideas until you see a borges short story referenced in a nonfictional wikipedia page.  i still like the first one, but those second two have to go.  there are only so many borges stories, so i at least need to expand that criteria to other agentinians and i fucking hate writing movement/collision code.

one neat thing is to print out a screenshot and then put tracing paper on top of it.  it reminds me of a sound trick i never tried, where you listen to the music recording you are working on through a closed door.  as soon as i started tracing my first screenshot, i realized rulekeeper had enough contrast to jump through but i couldn’t make out any of the humans.

i’ve been reading a lot about visual storytelling lately, and it’s all head nods and “yes, yes” and “but of course” until the whopper at the end — it’s all about the story.  is it?  i mean, i guess it is because hitchcock/steranko/noble/eisner have made work i can’t even begin to approach yet… but do i throw out their advice because i don’t want to think of games as stories?  is what they say really what they mean, or is it another way of saying something else?  can i reconcile this by modifying my own personal art history/future structure?  situations…  i’ve described games to myself that way, situations instead of stories.  or story-generators, that’s a trendy way to think around games.  or maybe even

speaking of steranko, i tried to use “method music” for this game except i couldn’t figure out what a completely unbiased judge would listen to.  in fact, they would listen to silence.  i chose tokimonsta’s “go with it” at the end, but i know that was cheating.

when i was still with secret library, we spent a few weeks sketching out a first person walker or whatever you want to call it.  i couldn’t get past the fact that my world which was so BIG — like a bunch of meters — felt absolutely puny.  the problem was that there was no obstacles or obstructions.  i started reading skyrim maps and it looked like a bougie suburban city plan, all cul-de-sacs and dead-ends and obstacles.  blocking your view made the world bigger.  without things in the way, how do you turn the corner and see something new?  towards the end of the jam i started wondering about my own plane, the big honking rectangle field in the middle of the screen.  it felt the same way, i see this all at once i am not impressed.  i turned down the saturation on everything which almost helped, but i should have hidden it more.  i used to know a guy that designed lines at disney world, i wonder what he thinks about nooks and bends.

also secret library, when we were coming up with ideas matt marchini would sometimes suggest we play them in our head for a while first.  i never really got good at that.  the second night of the jam i tried to play what i had in my head while i fell asleep.  all the colors were off and the proportions were a bit fish-eyed…  but it sort of worked.  after that, i tried to jump into first person mode, to BE the judge watching the match.  that also worked but was a bit eerie.  being surrounded by glitchy soccer players the size of refrigerators, solid colored and faceless, was a bit horrifying.  it was like dancer in the dark, but nutcracker choreography instead of abstractly oriented industrial machines.

sleep: two nightmares both about toliets.  one toilet made of dover art books, stacked three feet high.  the next night, a toilet made of water.  i wish instead of free unity pro licenses we got neofreudian dream interpreter skype coupons.

reading: the first night, no borges but read cortazar for the first time.  if i get nothing else of this one, i get that.  i must be a horder, i always want little cultural anchors for the things i make.  somebody was telling me about a book horder episode where they wrote where the bought/acquired/received each book they had; i thought it was really romantic.

reading: like some drunken kabbalist i was searching shakespeare and the bible, thesauri and thoreau for little theme words.  i thought i saw something in an outkast lyric.  i thought i saw something in an article about organ transplant recipients who started to experience the memories of the organ donor.  i tried to force (for the second time) and idea about open individualism.

reading: like an asshole, i read alan moore talk about how kirby looked for the good ones and didn’t just re-spin and re-use… and what do i do?  decide to read kirby.  that’s me.  it’s a good quote though:

“Whenever you get creators talking about some inherit fall or failure in the medium or in any particular genre, they are mainly talking about their own flaws and failings in their own creativity. You can’t blame the medium: “I guess there weren’t that many super-hero ideas. I guess that we’ve used them all up.” It reminds me of the ancient Greeks when they were coming up with all these myths in the first place. The world of ideas is inexhaustible and infinite. You just have to find them, which an awful lot of people are not prepared to do. They’d rather let someone like Jack Kirby do all the hard work and mining and the back-breaking; mining an industry for thirty or forty years and then the nuggets that he happens to throw to the surface always find them and they put a new spin on them. They don’t want to do the hard work themselves. This is not a blanket condemnation of the whole industry. I think it’s fair to say there are a number of people in the industry who are much happier sort of working with stuff that’s already been placed, rather than to try and build up their creative muscles and do some of that work themselves. But that’s just my own particular feeling I’m sure.”

reading: down in the sparse graph of thoreau grepping i realize that the middle of “economy” and the end of “conclusion” sound like the exact same idea (i am very tired at this point).  it makes me wonder about him, and melville too.  i love everything about moby dick except the whale story.  why couldn’t they just publish books of aphorisms?  nietzche did just a few years later, was it a cultural thing.  do i just want aphorisms because i’m getting lazy?  i’m pretty sure taleb just wrote a book of aphorisms about being an asshole to lazy people.

reading: i decide to name my game after a phrase in walden.  it doesn’t make any sense, it actually makes anti-sense (visually).  i keep it for a while, then use a phrase from academic game theory (in retrospect, a spectacular combo of boring and pretentious) then discover the word GLOTTOPHAGY and fall in love.  what would it be like for a game to die like a lost language?  luckily, we know the answer to that question.  spoken languages are stronger than nintendo emulators, stronger than hardcore gaming 101.

coding: oh jesus, i forgot everything.  i don’t really make bugs per se, but so slow.  more to the point, afraid.  i dance around doing it, read articles about doing it, see if anybody else has done it, worry about doing it.  once i do it, it’s like three lines.  in a game jam, you have to pretend everything hard is easy because there is no time.  i need to internalize that mindset.  it’s opposite in “big/real” games, you have to pretend everything easy is hard because shit takes forever when there is no external deadline.

coding: it feels like the openframeworks documentation is 90% EDIT THIS PAGE overhead and 10% actually what i want to know.  LÖVE had wonderful documentation, always there for you in a pinch.  i can’t go back though, i’m too enamored with one-liner ffts and simplex noise (they are both probably in LÖVE now).

music: for what feels like the eighteenth time in a row (probably accurate) i use canned samples without even making an effort to alter the pitch or volume of the played back canned samples.  i found a really nice recipe for a fm synth whistle here:

http://stimresp.wordpress.com/2013/01/14/tempest-recipes-apito-whistle/

but i just whipped it up in nano studio’s eden synth and played it back CANNED.  how much cooler if i was synthing on the fly…  a whistle should be playful.  it’s a whistle, for god’s sake!  mechanics-wise, i considered asking the player to blow short-medium to signify halftime and then short-medium-long to signify game over.  as it turns out, i didn’t come anywhere close to refining my whistle play so it sort of didn’t matter.

rules: i wrote down a little schedule for the last four hours:

5:00 gameover/rules
6:00 vfx/title
7:00 audio
8:00 package/write
9:00 DONE

so i guess i only spent one of the seventy-two hours encoding my rules.  i ended up with only three:

1. signify goal with whistle
2. signify out-of-bounds with whistle
3. don’t blow your whistle if there wasn’t a goal or out-of-bounds

LET THE KIDS PLAY, you know what i mean?  i actually don’t really, but i came across that quote reading an article about the nba scandal where tim donaghy claimed the 2002 playoffs were rigged.  LET THE KIDS PLAY is about as semantically vacant as IT IS WHAT IT IS.

rules: boy i wish i had figured two other rules:

4. you only see a N-RADIUS amount of the field, centered around your eye
5. don’t touch the ball

i feel like those would have added some much-need move incentive.  i considered having the crowd throw bananas if you stood still, but that didn’t make very much sense.  as it is, wasd to move is actually irrelevant.  the reason i didn’t add N-RADIUS is that i couldn’t figure out how to make a little circular cutout around the player.  i could have sworn LÖVE could do that with a scissor/stencil but i didn’t have enough time to figure it out in open frameworks.

finishing: fuck, it doesn’t work! 8:30 and it doesn’t work! i had exactly one person interested by a screenshot (thanks seiji) but it doesn’t run on his system.  i frantically read about the GLFW/SDL underpinnings of open frameworks, tried a few different resolutions and eventually gave up.  after seventy-two hours i just wanted to eat something that wasn’t coffee or cigarettes and take a walk.

body: seventy-two hour jams seem a lot less healthy than forty-eight hour jams.  go figure!  i didn’t not sleep or anything, just attention-wise.  the first night was pretty nice, spent with compatriot carlos quinones, but that was just rabbit holing into wikipedia.  the actual draw/code/music part was spent hunched over a laptop.  i did build a stand-up desk at my new apartment, but it balances precariously on cinderblocks and the last thing i needed during ludum dare was a face full of broken monitor.

human touch: for some reason, i fixated on having the player walk the ball back to the midfield after a goal, and then blow the whistle to begin play.  i liked the idea of the ref/judge/impartial-nobody being center stage for a few seconds in-between.

drawing: markers, whoa.  i’ve been getting too into felt-tip pens lately, but these markers the amount you can cover in a second is unreal.  they are like the flood fill of analog art.  i used a scanner for the first time on the second day.  i contemplated using that as my background straight-up, but was put off by the thought of matching everything to it.  have you ever made a mix tape that goes from a snes track to something with acoustic guitar and vocals?  it’s impossible, right?  i worried it would be like that.

drawing: i keep thinking about using reference when i draw/model… it’s something i’ve never really done.  but then i went to school for programming and it was all RTFM and what is drawing from reference but RTFM.  i didn’t really have a reference though, so when i came to the part of my four-hour schedule where i had to pick colors a basically panicked and used the digital color meter to match my scanned-in index card color sketch.

sleep: i decline to draw sharp lessons from this, no what-went-right or what-went-wrong.  each new approach has a little of both.  i do know that ludum dare after four months hiatus is a little much.  i also know my color chords and collision code are rougher than volcanic rock, going to hit that hard this week.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10426

I FEEL IT EVERY LATE MORNING. Finished!

LOGOBIG

Well, the game is finished! “I feel it every late morning” is a strange game (or non-game?) about… Turning the light on and off. It’s somekind of interactive experience.

Can’t wait to see your reviews guys!

PLAY IT

FinalScreen