LD30 August 22–25, 2014

LD30 Post Mortem: Expedition

Hi everyone, thanks for you comments, support and votes!
(for those who didn’t tried it so far, give it a try here)

LD 30 was my 3 LD and my second try at a main event (I participated at one miniLD).

First of all I have to admit, that I voted against this topic, because I had no idea at all what should or could I make with this topic. I didn’t thought of another approach than the positve way. What I mean by that, is that, I only had in mind that the connection of those worlds had to be positve. A bad connection of worlds was absolutely not in my mind, so I only thought what game can I make were connections are important and necessary.

I only came up with a trade – transport tycoon in space.

First the bad things, what went wrong?
Almost nothing and almost all is the answer to that question.
I finished implementing the basic game mechanics 3-4 hours before the deadline. But I had to build planets and ships and I had to name them and place them in the world. So I finished this process about 20 min before the deadline. But now I had give it a name, upload it and make a entry post. Done one and a half minute befor deadline what a smooth landing.
And now the real but. I couldn’t implement all additional mechanics, like sending ships on a mission by selecting them and a click on a destination (of cause there had to be a connection chain to this destination) or a tutorial.

Screen Shot 1

What went right?
I’m pleased with the quality of coding I did. I couldn’t find major bugs and problems till now. Yes, balancing could be better but I didn’t played my game before the release. I had a period where I coded for 2 hours whithout any check if it’s working and when I finished the component I pushed the play button (I used unity) and it worked immediately without bugs or typos in my code. So that’s a big improvement of my skills compared to the LD’s before where I tested almost every line of code.

Scree Shot 2
What could be better or what if I …?
Now let’s be fortune tellers. Maybe if I had started the game from a nother angle and implemented the game mechanic quite earlier it would be possible to add some of the mechanics that were planed. But for every component I implemented, I immediately added the gui for that component.
Research and variation is fine but fewer ships wouldn’t make such a difference for user’s impression but it would have saved me a ton of time that I could use to add more functions.

Summary:
Wow, what a LD. A weekend I didn’t used to recover from the daily life, no I wanted a weekend of stress. And damned I got what I wanted! But it was fun and exciting and I came up with a game that’s better than I thought I would achieve. I was shocked shortly after the announcement of the theme but at the end it wasn’t so bad at all. There are better ones, but you have to live with them. That’s ludum dare!

Oh! For those that didn’t give my game a chance you can find it here. And please vote! Thanks!

Didn’t get any time this weekend

Okay so basically I had my birthday weekend, and turned 39. Was busy from Friday all the way to yesterday. I was going to shoehorn my game into the theme for the jam, however, even that time got usurped.

I’d still like some feedback on it thus far, so I’m posting a link, so when you get bored or done with jam games, why not try my asteroids game. It is in HTML5 and javascript, so you need a compatible browser and javascript on.

Thanks,
Uhfgood

Play my asteroids game here! Instructions on page, uses html5 + javascript

P.S. I have a laptop with an intel i7 and running windows 7 home, and tested this on firefox and internet explorer, they seem to run well for me, but YMMV. If it runs poorly or slowly please consider the possibility it’s either your computer, browser, or the fact you may be running other programs or things in other tabs – first, and then report to me afterward, thanks (I only say this because I’ve had people tell me something doesn’t work in firefox, and then it does for me so I have no way to reproduce the bug, not to mention eventually it works for them anyways without me doing anything, meaning there’s a number of factors involved that doesn’t have to do with my [lack of] programming skills)

Ludum Dare game browser updated for LD30

Greetings, I’ve updated the game browser for Ludum Dare 30! If you want a fast way to view, filter, and sort games then check it out! All 2539 comp and jam games are there!

http://ludumdare.itch.io

 

You can hover over each game to access the game’s downloads and see the number of ratings (the star) and the game’s coolness (the smiley face). The page is updated every 5 minutes. Games are categorized into groups by the URLs they have available for download or linked. For example if you made love2d game then one of your downloads should say love in the title or have a file URL with the extension .love. If something is categorized incorrectly feel free to tweet me, @moonscript and I’ll try to fix it. Thanks and enjoy!

Tags: itchio

Postmortem: Zeit

[Originally posted on my blog]

I participated in the 48h game jam Ludum Dare again last weekend. The theme was “Connected Worlds” and I started making a game called Zeit based on the multiple worlds interpretation, in which you are stuck in an endless time loop and have to fight off enemies and avoid a growing army of alternate versions of yourself. Sounds fun? Meh. I didn’t really like it, so I stopped working on it after 14 hours and left it half-finished. You can still check it out if you’re interested.

Zeit

The Good

So here’s some of what went well this time.

– Livestreaming. I did that, and a couple of people actually watched it. It’s great for two reasons:

Firstly, I was way more focused on the task and way faster than I would have been otherwise. You don’t procrastinate when you know you’re being watched. Secondly, I now have all of my 14 hours of work on tape and can revise my workflow and do cool things like this time-lapse. I’ll probably keep doing that in the future, and I can only recommend it to anyone who does anything remotely interesting.

– Researching. I did that for the first time. I didn’t have any idea what to make of the theme “Connected worlds” (at least none that would have been realistic given the time frame and my limited programming skills), so I googled anything related to “connected worlds”, “multiple worlds”, “other worlds”, etc. Eventually I got stuck on the many worlds interpretation, which gave me some crazy gameplay ideas about alternate universes and time-loops. The stuff is actually really interesting, and you should totally do some research on it if you’re looking for gameplay inspiration.

 
The Bad

Here’s what didn’t work out so well.

– Giving up. I did that way too early. In retrospect, I really regret not finishing the project. Even if in my eyes it wouldn’t have been a good game in the end, someone else might have liked it. (And some people already do.) Game jams are not about making a great game, but about making a game. And the experience of that might be worth just as much. I guess I’ll still have to learn to from time to time finish a game just for the sake of it.

– Not making sounds. Again. I remember last Ludum Dare I wrote something along the lines of “If everything works as planned, my next LD entry will have at least some sort of noise in it. Promise! Well. It doesn’t. It would have been a good exercise to implement audio into the game, too, but I didn’t even get to that stage. I’ll really try harder next time. Promise. For real now!

 
The Takeaway

– Don’t give up next time. As one commenter accurately pointed out in response to my game: “Some ideas are just worth exploring, even if there is no fun at the end.” Maybe next time explore it some more before abandoning it.

Trappy Tomb (featuring bonus hack attempt)

IMG_1473.JPG

In Trappy Tomb you play along with the ghost of every previous player and when you die you can leave a message which then appears in other people’s game – hilarious messages appearing already, along with what appears to be a MySQL injection attack?!! I’m no expert – does anyone know if that’s for real? Luckily I’m not using MySQL ;)

TRY IT HERE

IMG_1471.JPG

No-one has completed the game yet- will you be the first to see your statue grace the colonnade of victory?!

Thanks and happy gaming ;)

Tags: funny, hack

MMO God – Post Mortem

Nichii of Studio Junnav, reporting a late post mortem here 😛

This is our 3rd successful Ludum Dare Jam, with my best friend, Isaac, who is an artist for all of our games.

So, we managed to make a game under 2 days, fully polished and all features were implemented without a problem. We started making the game 6 hours later into the jam because of brainstorming and me needed a bit of afternoon nap to get my energy back up. We were pretty lucky that Ludum Dare started at morning 9am in my country.

Here’s a bunch of stuff that we have learnt:

1) Don’t give in your 100% – This is pretty funny, but weirdly, it did work for us. The explanation are pretty simply as to why we say this: If you put in your 100%, your expectation will be higher; and higher expectation leads to a longer list of features to be implemented. This is something that I have learnt from my college friends, especially on the assignment. Be lazy, and you will be able to achieve it in your own strength without any stress at all.

2) Relax and take some rest if needed – I knew that if I hadn’t took an afternoon nap that day, we could have made a terrible progress. Since I am a director and the programmer of this game, I need every single bit of power of my brain in order to focus in what we are doing. I swear I slept more than 20 hours the whole Ludum Dare. We even took some time off to look at other people’s progress too.

3) Try out something different – If you are making platformer game or a space shooter, you are not learning something new. Always Google search “Game Genres”, take a look at the Wikipedia page, and then choose a random genre you haven’t tried before and then work on it. Who knows that genre might suit your taste? 😛

What went right?

+ We went through the whole Ludum Dare without a single stress.

+ All features in the game were successfully implemented.

+ We have decided to make a full game out of MMO God 😀

What went wrong?

– Nothing actually. I am a positive guy 😀

– Well seriously, nothing actually went wrong, all worked according to plan.

– Well, maybe our game didn’t have the best graphic or not too many features enough, but hey, this is what I have planned for anyway :)

– Oh, and I think I needed more work on my composing skills, that is all.

The more Ludum Dare jam that we are participating, the easier that it becomes. I can honestly say that we are pretty comfortable making games under 2 days now 😀 We are definitely joining Ludum Dare this December again!

Check out our game here!

MMOGODPoster

Ludum Dare Post-mortem: Cosmos Kings

41747-shot0

Be prepared to see this screen a lot.

Game available here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41747

It was a lot of fun working on this even with the limited time. Since the Kickstarter campaign for Cavern Kings  is still going on, I tried to get most of the audio work done in the first 24 hours so I wouldn’t neglect my work there and also be able to take care of new tasks here if needed. Vine and Mr. P had a concise vision of what they wanted in the game and gave me an asset list in a matter of hours. While they worked on the game’s art and programming, I started working on the BGM track.

It took 3h48m to get to this. The track and the SFX were all done in FL Studio, mostly using the native plugin 3xOSC, which I’ve grown to love, with FamiTracker pulses. I have been wanting to make  synthpop-influenced music for games for a long time, but didn’t want to stray away from Cavern Kings’ OST either because, well, gotta love chiptune arps.

Mr. P wasn’t used to the tool but learned it really fast on the go, and this was a fun experience for all of us, except for a bug (identified and corrected within an hour of the submission), so we don’t rule out continuing to work on this game in the future.

Cosmos Kings

Art by Vine
Music by Ryuno
Programming by Mr. P

Tags: LD30, Ludum Dare, music, post-mortem, postmortem

Otherworld postmortem

“Otherworld” was our second attempt at LD since the first time(LD29) we were not able to complete our entry, but this time we were successful! Unfortunately the scope of the project was too large and complicated to complete in 72 hours, so there was very little time to balance the game and the difficulty is quite high. But if you like 2D side scroller shooter, do give it a go and rate it!

An evil presence lingers in the forest your tribe calls home. As a shaman, you are able to travel between the connected worlds of the living and the dead and cleanse the forest of the evil within. However, make sure you guard your body well, else you might find yourself trapped in the spirit world for eternity.

Otherworld_title_screen

What went right:

  • We finished the game, yay!
  • Despite time constraints we managed to put in the core mechanics and features that we had planned from the start, though it would have been great if we had the time to balance and polish them as well.
  • Pretty happy with the visuals and how they came together.

What went wrong:

Time management was our biggest issue and many problems derived from it:

  • We wanted to have one full day reserved for play testing, balancing and polishing the game, but ended up having the build ready only a few minutes before deadline.
  • Difficulty is too high and it’s hard to even beat the first phase. There’s some bugs and the game lacks polish.
  • No time to ease the player into the game, making them understand the controls and objectives of the game.

Overall it was a very positive learning experience and we had a lot of fun doing it, despite the lack of sleep. We might tweak the build at a later time, balance the gameplay and fix bugs.

Otherworld_ingame001       Otherworld_ingame002

Team Cosy Cave:

Programming: Anssi Lappalainen / Art: Catarina Sarmento

Tags: LD30, postmortem

Announcing the 3rd Quarterly LD Games Compilation!

Hey y’all! The last two LD’s I’ve volunteered to make a compilation video for the LD entries. I’d like to do the same thing again this LD!

If you’d like your game to be in the compilation, please email me at [email protected] /* */ with the following things

  • A 10 second .mp4 clip of your game (preferably a download link)
  • Your entry’s name
  • Your name as you want it to appear in the video
  • 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, September 5th. I’ll try to get the compilation done that weekend and up on the internet my Monday, September 8th. 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), or anything else, please feel free to email me and ask.

Here’s the compilation video from the last LD!

Also, there’s no need to, but if you’d like, please check out my submission, Orbit.

Had to slip a shameless self promotion in there somewhere. ;)

Black Box Bandit – Postmortem

Hello people of the world,

Here’s my pseudo-postmortem of my Ludum Dare 30 experience. My game Black Box Bandit can be found here http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=34255

First things first, here’s my start screen art featuring Jack the Muffin Man as well as the Black Box Bandit.

Black Box Bandit - Art

Here’s what the game itself actually looks like. It’s a turn-based puzzle game that has been described as a sort of turn-based Pacman.

Black Box Bandit - Gameplay

Now, for the postmortem itself, the questionaire format  provided to me by the great 43iscoding. Check his amazing game, Salvation, out here http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35110.

Developer’s questionnaire


1.  How many Ludum Dares you participated in so far? 

I participated in LD29 with my entry called Billguk the Invasion Logistics Professional as well as LD30 with Black Box Bandit.

2. How did you choose the name for your game? 

From the very start I wanted to create a game about moving through computer systems. Computer systems contain black boxes and bandits are cool. Put them together and you get the Black Box Bandit.

3. What was the inspiration?

Pacman,  roguelikes/hacklikes, dungeon crawlers

4. What was the hardest to make?

AI for the drones. This might surprise you considering that the drones move around almost completely randomly. If they can destroy you in one move, they will do so, otherwise they will move around like headless chickens. The reason why this was the hardest to make is because I iterated over a lot of different possibilities for the drones on paper (like shooting lasers that could kill other drones, following the player sometimes), never quite finding something that I liked 100% so I stuck the randomized movement you see in the submitted version of the game.

5. What was the easiest to make?

I’d say the sound effects and the music because people have said it’s one of the best parts of the game. Especially, they’ve liked the transition music and the randomly pitched drone movement sound. All together, using Bfxr and the great Bosca Ceoil and Unity, I was able throw it together in around an 1h or 2h max. It was easy for me, it took barely any time and people liked it a lot which is good for an LD.

6. What was the greatest decision you made?

The backstory with Jack the Muffin Man.

7. What was the dumbest decision you made?

The backstory with Jack the Muffin Man.

8. What was the craziest decision you made?

The backstory with Jack the Muffin Man.

9. What is your impression of this Ludum Dare?

I really enjoyed making my game. It’s nice to see people playing it and enjoying it. It’s my dream to eventually be doing game development full-time and Ludum Dare gives me hope that I can achieve my dreams.

I’m also really enjoying playing other peoples’s games and giving them, hopefully, helpful feedback.  Guiding newer developers (eg. by pointing out music making tools they can use or pointing them towards pixel art communities)  is also very rewarding to me.

10. Lessons to learn or lessons learned?

  • Figure out basic game mechanics before touching any code or art or music  –  this helped me a lot, I think.
  • Prepare yourself  – learn the tools you’ll be using beforehand
  • Find playtesters – ask people to test your game because they’ll see things you won’t

11. Plans for future?

  • Work on game development for one hour a day – it took several false starts to get this going.  Just like it did when I wanted to start exercising one hour a day but I got through it and for the past three years I’ve been staying fit. I hope I can do the same with game development.
  • LD31 – I’m going to be doing LD31 and it’s gonna be awesome.
  • DDJV – After I get my university degree in software engineering diploma in April 2015, I’ll be pursuing a sort of Masters in video games at the University of Sherbrooke.

Thanks for your time,

Bill

Idilium Post Mortem

– Abstract

Idilium is a game about a magical creature that suddenly realises that some enchantment connected his world with an unknown one. His duty is to collect enough magical power to break this unpleasant situation! Gather all the gems spread in both worlds and find your way to the end of the level! Good luck!

Captura de pantalla 2014-08-26 a la(s) 02.38.53 Screen Shot 2014-08-26 at 02.44.52

– The creative process

Connected worlds can aboard a wide variety of game genres, from RPG, puzzles to stealth or action. It only depends on the flavor you want to give to the game as a developer, so in our case we chose to de what we do better – platformers.

From art direction, we wanted to experiment with a more abstract and magical atmosphere. We love cartoons and we wanted to translate this flavour to our game. Since we would put different worlds in the game, it also made sense that we could experiment with different styles from one to another. But the latter was also challenging, as they couldn’t be too much different or they would feel unconnected.

Also, we wanted to make sure that both worlds were clearly differentiated, not only from an art standpoint, but also in matters of level and mechanics designs. So we decided to switch gravity! This way, both worlds are really connected and traveling from one to another is just a matter of going high enough. Voilà!

Java is our language of choice. Not only we are experienced with it, but we also built a big robust engine from previous entries/projects that would make our life easier. We prepared a basic game loop, a basic character controller, level design tool and its parser, a sprite animation editor, a basic collision/physics engine and some other basic parts that can be reused in every game – until we felt we were prepared for the contest and ready to go.

Captura de pantalla 2014-08-26 a la(s) 02.39.57

– What went right

We had a straightforward plan – we knew what we wanted to do and how to achieve it. So we started prototyping it and we saw that the core mechanic and its wow effect was wonderful. It worked!

Also we know from collected feedback that the art design and the music fits perfectly with the mood we wanted to inspire with the game – a wide world to be explored, challenging but not stressful and cute.

– What went wrong

We had some issues regarding with not testing enough our engine before the start of the contest, so we lost time debugging some core features we shouldn’t have lost time with.

Also we underestimated the amount of work the game would take from an artistic point of view. More animations should be added for better feedback, an ending cinematic, a wider tileset for the map and a cleaner UI. Also we should be giving better clues about where to go during the gameplay! Right now the map seems a little puzzling.

– What we would do next

If we had to choose something, we would try to make the game *beautiful*. We would animate every single tile of the map so we would be showing that the world(s) is(are) really alive. We want to make this a really enveloping experience.

Please try the game and rate it! We would really appreciate it. Thank you!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=27472

 

Game Jam ‘post mortem’

First ever game jam entry so thought I’d make a post mortem for the team :)

What went well:

  • Decided on an idea quickly
  • Split up tasks and kept on top of everything that had to be done
  • Art style was good and consistent(for 3 programmers)
  • Decided on a game idea quickly
  • Managed to make levels using nothing but paint

What did not:

  • Using git badly (slowed us down a lot)
  • Not deciding on how to do movement properly at the start – led to a lot of bugs and problems
  • Collision detection was broken under certain conditions
  • Coded quickly so not the best coding practice
  • Poor design of some levels

 

If you haven’t tried it yet, here’s the link 😉
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39895

Finally finished a game, thanks LD30.

This is my first Jam, and I had a blast. The game isn’t nearly as finished as I wanted, and probably got loads of bugs, but I enjoyed it.
The feeling of actually finishing a game, and uploading it for others to try out was a great experience.

I will definitly be back next time!

Here are some gifs from my entry, Sara Space Rescue

gif1
gif2

Some feedback would be cool, cheers.
LD page

Space Evolution – Reflection, Resumé or whatever you want to call it

“More an Experiment, than an actual game!”

The decision to participate at Ludum Dare (for the first)
I did want to compete in a Ludum Dare before, but I hadn’t time.

But this time I swore myself to take part in it, if I could imagine a setting under the impulse of the moment. – I couldn’t. I disliked the theme.
So I spend the first day of the compo-challenge derping around in various streams and saw a vast amount of people coming up with great ideas.
On the morning of the second day I started drawing planets. They were better than expected, so i showed them a buddy of mine (kuchenkruste).

We both liked the sprites and decided spontaneously to take part in Ludum Dare 30 (Jam).

What went well:
– The sprites turned out to be prettier than I expected. (they’re still far from beeing perfect)
– Writing parallel on the same code with my buddy using Saros (http://www.saros-project.org/) and Eclipse.
> That’s it

What could have been better:
– Everything!
– We startet to implement a render-routine using int-Arrays (raw pixels), after implementing the rendering of the primitives (ovals, lines, rectangles and polygons), we decided to dump that project and use Java2D instead.
——————————————————
– If we were more bound and determined, we would’ve been more motivated.
– Our time management. (Also a lot to do in real life, so that we couldn’t work fulltime on the game)
– If we’d been more organized, we could have made faster progress in implementing the application frame and the drawing
– The fun aspect in the game comes to short, there a not a lot of fun gameplay-mechanics implemented, that we planned to implement

What we’ve learned:
– pixel-pushing (alias working with int-Arrays) is cool (because you learn of how it can be done)
– use Java2D instead of pixel-pushing (you can still achieve the pixel-look) and it’s easier to scale and rotate stuff in
– premake your own engine or library, if you don’t want to use an existing one
– know the libraries you want to use (at least a bit)
– prepare everything you can (which is not forbidden in the rules; eg. prepare a development environment, choose an engine or library (or prepare an own))
– twinkling and colored stars look better than static, white or yellow ones 😀

What i’ve learned:
– Lambdas in Java 8 are great and very powerful!
– tell your family (as long as you live with them), that you have something to do at the weekend and you don’t want to do housework during the competition.
– Before submitting, test the compiled project jar. (For me it turned out, that during development the game used a different font, than as a compiled jar file)

Because we wanted to take part, and not throw away the “game”, we handed it in anyway (approx. half a minute before the time limit ended (and the submission hour began)).
It is more an experiment, than an actual game. Technically it isn’t even an experiment, but an animated and interactive slideshow through my drawn sprites, in that you can connect planets with a kind of leash.

We know that it’s not really great, but hey, it was fun to programm, to participate and we had a lot of fun in skype and during the development.

Have a look on it and please don’t hate on it, we really know it’s bad.

cheers ~ keddelzz & kuchenkruste

 

 

Tags: jam, java, LD30, post-mortem, postmortem

AffixIt: The Red, Gre²n, and Blu Explanation and -A Post Mortem-

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=3625

– Post Mortem-
1. Theme
At first when I heard the theme, I was less than excited. But after some thought and debate with myself, I started to really like the theme and I knew right away that i did not want to create a space game, or a game that relied on characters with switchable worlds, or had multiple worlds that you could interact with at the same time. I wanted to create a game where you had to take some lovable rects and help them back to their own world or be selfish and go yourself and by doing so maybe teach you something about yourself.

2. What went right
 I created an entire game in 48 hours. Complete with graphics, music, sound fx, levels, game-play, and even morality choice.

3. What went wrong
Pretty much everything. Dial-up internet, that speaks for itself, i almost missed the submission time-frame because of dial-up. I failed in the designing stage, the game I made did not resemble in any way to what i had designed on paper. At first I started with a 2d plat-former, by the end of a few hour long rampage of making the 2d game mechanics and art I realized it’d be better as a 3D plat-former. I had created mechanics and the art assets for a game I was never going to keep or finish, so I delete it all ! Big mistake, in retrospect i could and should have kept the art and tried to reuse them but i didn’t. I failed at creating a HTML5 port, mostly due to me never trying to build a UE4’s HTML5 project before and the UE4 HTML5 tool-chain being super finicky and really un-intuitive. Next LD I will have a proper build process for HTML5 ports before hand as well as offering support for Linux and OS/X platforms.

4. Conclusion
Having proper design choices before development is key. Also having and knowing your tools for ports is highly important. Better than dial-up net, i should have taken my laptop to the local free wifi and uploaded it there. But regardless im getting better than dialup soon. In the end I don’t think I could have squeezed out much more efficiency in my work. Focusing that efficiency on the other hand was a huge problem. My development style was so erratic, i went from making music and mechanics to sound fx to art back to music back to mechanics to level design, and so on and so forth, but in the end I am happy with what I made and to me that makes me a winner of LD48.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-The Red, Gre²n, and Blu Explanation-

The game is about racism, segregation, and self-image. Where you and these lovable rects come from & Where you and they are going in this all connected world. Red, Gre²n, and Blu all come from different worlds but you the player are a mix of  Red, Gre²n, and Blu, but somewhere along the way you lost your color, that thing that makes you, you; your self image. You are told that by helping these lovable rects to get back to their own world, that would some how help you get your color back. During the game you are either desperately trying to use the others as stepping stones to see their worlds, or helping them get back to their own world. All to reclaim your lost color. No matter what you do or how you do it in the game, at some point you need the help from the lovable rects.

Yep, you read that right AffixIt is about race, segregation, and self-image. not sure if it is really clear within the game but if you read this and have played AffixIt, now you know what I was aiming for and if you haven’t played it go check it out before you read the rest of this.

artwork
The game heavily relies on the fact the player is given a choice, either travel yourself, or put one of the lovable rects through the colored world portals. No matter your choice in the game all the portals lead to the same place at the end, where you can reflect on what you did, maybe in every level you helped only one color to their colored portal, maybe you tried to help one color per level, maybe you said screw these rects, im gonna invade their worlds. Maybe you noticed it didn’t matter their color and that any one of them could travel to any other colors world. Maybe you didn’t do any of those. No matter what you did or how you did it, all of our worlds are interconnected, it doesn’t matter where you come from. We all need help at some point from others to accomplish things. You cant do everything on your own. In the end we all end up in the same place. Maybe my game helped you realize something about yourself, maybe you thought it was pretentious, and to some extent it probably is.

Tags: compo, LD30, ld48, post-mortem, unreal engine

Gamedev is better with family!

This weekend was complicated. But in a good way. Since I’m on vacation, I had to choose between spending time with family and working on my game for Ludum Dare 30. Of course, family comes first. But fortunately having family nearby always has its benefits even when you’re creating a game in no time. After working all Saturday in programming and devote Sunday to enjoy the beach. I came back on Monday to finish all the art. My sisters kept everybody away from me and were playtesters, my mom cooked some nice meals (mom is great) and dad for the most part didn’t understood what was happening. In the end I was able to finish the game in time for the Jam. I like to participate in Compo because I usually work alone, but seeing how thing went this time could easily be considered as a team work.

I am very happy with the game. It was fun working on it and it is gratifying to see that many people are having a good time with it. Ludum Dare is a unique event and each time gets better.

I hope you enjoy the game and continue to share these moments of creativity but above all always remember to mix it with the non-digital world. It is a strange world, but it can be equally rewarding.

Cheers!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=32989

A Galaxy United – Postmortem

It’s been two days since I submitted my entry to the Compo, and I wanted to take a look back at the good and the bad of the entry. Postmortems help me formalize my understanding and intuition on my projects, so I can more easily see what went right and wrong over the course of the event. Without further ado.

The Tools

In my “I’m In” post, I talked about wanting to try Unity2D this time around due to wanting some real experience with the engine prior to working with it on another project. While I had used LOVE for every entry prior to the first, I rarely ever kept anything from past projects, so using a framework like LOVE cut down on the actual game implementation quite a bit. Rather than working on my game, I had to first set up the foundation.

However, there was one little snag in my plan: I also wanted to stream the development. I felt that due to my inexperience with Unity, I wouldn’t provide anything exciting to see, as most of the time would be spent searching for answers to questions that even a novice Unity user would be able to answer. So, I went back to LOVE to both use something I am already familiar with and to provide an option for viewers to look at a framework that they may not have been aware of.

The Theme

Prior to the beginning of the event, I usually look at the final round and think of a few, simple, starter ideas for each theme. This helps kick start my creative juices and separates the themes that I’d like to do from the themes I wouldn’t. Connection Worlds was not a theme I was particularly excited about.

One thing that I believe makes a good theme is how agnostic it is. Something like Break the Rules or You Must Leave It Behind can apply to any setting, any genre, and nearly any game. It doesn’t coerce you toward a single path. Global Game Jam often provides good, ambiguous, agnostic themes that you can wrap your idea around, rather than the theme encompassing your idea.

A shorthand that I have for identifying good themes is how quickly you begin to think of ideas for it. The quicker the ideas come, the more the theme is pulling you in a direction. Connected Worlds pulls you heavily in the direction of “space,” and you have to fight to find your way out of that mindset.

The Game

After twisting myself away from the first idea I had (a Settlers of Catan-like board game, which would have either required multiplayer or decent AI to make interesting), I went with a Lost Viking style platformer called “A Galaxy United.”

You have three characters from three different planets orbiting a yellow sun: Foo, Bar, and Baz. Each character has a special trait that the others do not possess.

Foo is actually a much smaller alien that rides around in a tank like vehicle that he can deploy and retract into his pocket. This allows Foo to pass through small pockets that are too small for the others to squeeze through.

Bar is a world class boxer with a single floating fist that demolishes structures. He can break through obstacles that others can not avoid.

Baz is the most athletic of the group, and can use his spring to jump into the air. He crosses gaps that would be the death of anyone else in the solar system.

There are seven different levels in the game: one for each possible combination of characters. Each character has a solo level which acts as a tutorial for their ability; the level is usually extremely straightforward. Then, there are levels for each pair, and finally a level at the sun which requires all three characters.

The Good

love.physics

I had previously used supplementary user libraries like HardonCollider (no, I didn’t misspell that) or bump for collision detection, and then rolled my own simple physics, but I wanted to give the box2d implementation that LOVE comes packed with (love.physics) a shot, and for the most part, everything went extremely smoothly. I didn’t have many issues with getting simple platformer controls in place, and had much more flexibility in creating what I needed for individual objects on the screen. One particularly good part was combining Tiled’s Object Layer with defining the solid ground my players would be on. I could simply build my level with my tiles (of any shape and size), and then define a polyline in the object layer that traced the edge of the world. Then using box2d’s chain shape, I simply create physics objects that follow the polyline. Before, I was often either having to create large, conditional logic functions for particular tiles with abnormal shapes, and had to try and programmatically construct a complex definition of the “solid ground.”

Metadata

I decided to formalize a Lua metadata file for each piece of art I used, regardless of whether it was an actual spritesheet or not. This allowed me to be much more generic in my classes, since I didn’t need to hard code in the quads or animation definitions. Each metadata file had the path to the image, width and height for the physics object, quad bounding box definitions (Quad being the LOVE term for individual subsections of an image, like the frames of a spritesheet), and animation definitions (which references the indexes of the quads for easy reuse).

Art

I am absolutely not an artist. I can get by if I take a long time to craft an image, but it usually doesn’t turn out well. This time, however, I was determined to try and implement some character art. Since the game revolves around using special powers for specific characters, I needed at least some distinguishable models for each character. I also wanted to try and implement some animations as well, because there is nothing worse than a single frame just moving statically across a screen. I started out with much more complex models, but quickly realized that the more complex the model, the more fluid the animation would need to be to avoid being stilted and jerky. So after a few aborted attempts, I ended up with the models present in the game, which all have a nice charm to them.

Streaming

Streaming probably saved my game. At one point, with around 10 hours left, I was extremely dissatisfied with the game. I already had my MVP (minimum viable product), but I just wasn’t invested in improving it. However, I had made a promise to stream the development, and felt that I would be abandoning the people who might have been enjoying my work, regardless of my personal feelings on it. Streaming, and the obligation to stream, kept me from pulling out. Beyond that single instance, streaming meant providing entertainment for an audience, which reduced the amount of time I spent screwing off. Given how well streaming kept me focused, I might do it more outside of Ludum Dare for game development.

The Bad

Polish

One thing I have found throughout my many Ludum Dare’s is that the more polished a game is, the better reception is receives. It doesn’t really matter if it is the simplest game or the most complex; the more bells, whistles, and polish a game has, the easier it is to look over other issues. My game has very little polish. It has only two states: level select, which is a static screen with the different levels visible, and the game state. If your character falls into oblivion, you have to restart the executable. There is no sound; all the art besides the characters is extremely bland. There is no explanation of controls, no options menu, nothing that a highly polished game would have. There are probably plenty of bugs that I wasn’t able to squash.

A lot of my issues with polish have to do with my choice of LOVE as a development tool, By using a framework, I have to spend far more time creating the engine and then my game using the engine, meaning less time for art, sound, and debugging. That was part of the reason I considered Unity this time. I always plan on creating something simple and then spending the last 16-18 hours just polishing what I have, but it never ends up that way. I usually have only 6-8 hours for all the art, sound, and bugs, so I am super rushed at the end to cram it all in.

Fixes

I say this nearly every Ludum Dare, but I need to make simpler games. Even “simple” games end up being complex, so I shouldn’t worry about whether my entry will be complex enough, because adding addition complexity in the programming seems to increase time spent exponentially.

Currently, I am fairly rusty on game development practices, and as such, need more time to remember the best ways to implement things. I should code more often to stay fresh.

Use more libraries, whether self-built or from users. I have a tendency to want to do everything myself, but that just wastes a lot of time when it is something that doesn’t really require custom logic.

Dino Bolt postmortem

I posted a lengthy postmortem over at Pastebin, thinking it’d be easier to link to.

Anyway, if you want to check it out,

HERE IT IS!

Also please drop by and play/rate the game. I started rating games last night, and will return the favor if you rate/comment in my thread.

CLICK HERE TO PLAY!

Run from time-traveling zookeepers!

Run from time-traveling zookeepers!

Ludum Dare is European!

Ludum Darers in Real World

As you can see, there’s a nice tight bunch on the east coast of the US, but otherwise LD is a very European affair!

CLICK HERE FOR INTERACTIVE MAP!

Now in my game there’s lots of strange map goodies all over the world, and I’m particularly pleased with Iceland, but who will be able to unlock them?

UPDATE: There is a Ludum Darer in Iceland – thx Banni!  And there’s even players in the middle of the Amazon jungle!  How cool is that?!?!?

I am also tracking comments over time this LD, so will be able to make some pretty charts later as scoring draws to a close.

Oh, and I need to set about making another LD mosaic