LD30 August 22–25, 2014

** Post-Mortem


screenshot_bunny

What went right:

+ Memorizing: Dots to connect is surprisingly challenging even at your own pace.

+ No words: Matt suggested connect the dots and Diana had ideas about constellations. Jennifer and Beth also playtested, which clarified the tutorial. No words needed to play. The title ** also has no words. I now call the game .. (DotDot).

+ Drawing: Exported Flash drawings to Adobe Illustrator format and wrote a Python script to parse them into a JSON-like object. Clean separation of model and view.


screenshot

What went wrong:

– Convoluted teardown state: A bug that showed another drawing after the end of the game cost hours of troubleshooting. Next time could simplify the last trial teardown.

– Silent: Wasn’t satisfied with 8-bit sounds, so didn’t add sounds post-compo version. Next time could prepare to use MuseScore.

– Strict: Dots were too exact until post-compo version. Next time could playtest more Sunday afternoon.

– Scoreless: Wasn’t clear about a scoring system until the post-compo version. Next time could playtest more Sunday afternoon.

Play the 48-hour version or post-compo version

Ludum Dare 30 Postpartum

I wrote about my experience with Ludum Dare on my personal site.

LD30 – Planetary Devourers can be considered a puzzle game in which you have to navigate an all-consuming swarm from planet to planet in order to reach a warpgate to another solar system. The swarm consumes the planets it occupies, destroying them once they are completely consumed. This can cause the swarm to get stranded in space, sentencing it to doom with no way to escape.

More information about the game itself can be found on the official LD30 – Planetary Devourers game page.

Read the rest of the article on my site.

Tags: jam, LD30, ldjam, Planetary Devourers, post-mortem, postmortem, postpartum, unity, unity3d

Universal Love – Post Mortem

Hi everybody!

I’ve been away for the first week after the deadline ended (vacation and travel time, woot!) but I’m back now to just sit and recap for a moment the ups & downs that took place during the creation of my last submission:

universal Love Banner

 

 

 What went right

The initial concept for the game involved a space station that destroyed planets by chomping them to pieces right after catching them with a gigantic intergalactic hook. That idea seemed fun enough but from the moment I started thinking about it I just became bored with it. Instead of committing to it and trying to make it work somehow I completely ditched it in favor for a new and completely different idea. That’s when I came up with the idea of planets loving or blasting each other with missiles inside a solar system, while letting the player control one of them, allowing the player to intervene in this cosmic relations simulation.

Once the idea was decided y prototyped it pretty fast and the art came up together really nicely. I wanted to give the game a 16 bit look so I spent some time looking at how games like Super Metroid and Starfox draw their space and planets, you can totally see the similarities in there, apart from the fact that my art is nowhere near as good as those two examples.

The other big staple came up with the AI. I was a bit scared when I started to program it, thinking that it might not be fun enough to play against or that it may turn up to be way too random. Turns out my fairly simple approach worked right from the start so I didn’t have to tweak or change it too much. It works really good, and totally gives the impression that it is far more intelligent that it really is, which for me is a complete triumph.

 

scr2

 
 What didn’t go so well

To be honest I don’t really have much to say here. I managed to finish everything on time and without facing many real roadblocks along the way, but If I must mention something it should be the trouble I had trying to make the turn system work out. I might also add that I would have liked to have better looking menus and text, which now look a bit bland in my opinion. Also, apparently the objectives are not easily noticeable so I guess the notification messages need to be larger or better presented. Lastly, I didn’t have time to come up with any good ambience music, which I think would have boosted up the experience a bit further.

 Conclusion

In general I am absolutely happy about my submission, considering that my only and most important goal was to be able to finish something up that was completely done and playable and that it managed to give players at least 5 minutes of fun.

And I think I somehow managed to do just that :)

Go ahead and give it a try!

Play+rate Universal Love!

 

Connecting: post-mortem

This was originally posted over at my tumblr where I sometimes write about games. You can play Connecting here!

1 – The theme

The part of “Connecting Worlds” that interested me the most was not necessarily “Worlds”, but “Connecting”. It suggests liminality, something that exists between worlds but is not a part of either.* So my game, then, would be about being between, about being in a constant state of connecting – connecting being a present tense verb, so the title in a way suggests that sustained liminality. From there it wasn’t a difficult leap to “airport”; travel is one of the most obvious and popular forms of the liminal that we can all recognise.

“Connected” also suggests a relationship, not just the actual connection itself but what that connection represents to each part. Naturally I went for a very literal definition of “relationship” and decided to make the game about communication between partners. Texting was the best way of displaying information about the relationship to the player in an interactive way, and continuing with the idea of liminalities, the phone can be seen as something facilitating the relationship between the player and Sam without being in the relationship. I mean, obviously. That would be weird otherwise.

2 – Sam and Robin

One of the most interesting comments on the Ludum Dare page for Connecting came from vctr_seleucos* who wrote:

“One last thing, it took me a long to realize the player is a boy, at first i think i was the gf xD Well, Sam is a weird name. Other avatars (more realistic) or names should fix it.”

The thing is, the player isn’t necessarily a boy, and Sam isn’t necessarily a girl. The same goes with Robin – both** the named characters in the game are so called because Sam and Robin are gender-neutral names. As a result, the player is supposedly able to fill in these gaps if they choose to. It plays into the concept of not tying the player to any particular canon – something I brought up in my last journal entry.

I’m not saying vctr_seleucos is wrong for thinking Sam is a girl and the player is a boy. That’s their decision to make and forms one aspect of their personal relationship with the game, with the scenario that they helped form as much as they participated in it.

LD30screenshot1

3 – Player as co-author

I think this is a good place from which to extrapolate the wider ways in which I wanted to play with the relationship between the player and the game. In a journal entry on LD I wrote:

“What this is an experiment (?) in is presenting the player with a situation without giving them prior information on it. The game is essentially asking the player to roll with the punches, to take in new information, use it to adjust their view of the scenario and make a response accordingly. You are essentially blagging your way through this dialogue tree.”

In doing this, I wanted to expand the possible paths that the story could take. By not providing a fixed context for the story, it let the player pick up any threads they wished without forcing them into a tell the truth/lie about everything binary. One unintended side effect of this is that people were happy to replay the game, to pick different options and create different stories as opposed to having the same story told again differently.

4 – Problems and improvements

There are a couple of things that I would have liked to have changed that I feel were within the scope of the jam.

The first is something that a couple of commenters have picked up on, which is that some of the endings feel incomplete. They’re meant to be ambiguous as part of the process by which the player fills in contextual information, but nevertheless there are a few paths where the conversation seems to just end. This is particularly true of the endings where Sam breaks up with you; the conversation ramps up the tension towards your reveal of your indiscretion, but after that there are only two or three bits of dialogue before the game just ends. On the one hand, it felt realistic as I was writing it – why prolong a conversation doomed to end badly? On the other hand, it serves the player no good because the for the player that conversation is the entirety of their experience within the relationship.

The second is more technical. When the player selects a response there’s a short pause of a couple of seconds before another message from Sam is received. Initially, I wanted the dialogue option that wasn’t picked to disappear so that there was a visual telegraph indicating which option had been picked. Alas, no matter what I tried, Game Maker offered no solution for me to destroy an object from within the event programming of another. There is, supposedly, a GML-based solution floating around various old support forums, but it never worked for me no matter how hard I tried.

LD30screenshot2

5 – Future scope

A post-Ludum Dare version of Connecting would work out those problems I mentioned above, as well as extending the whole scope of the game. Originally, the player was going to have parallel conversations with three people: Sam, Robin and another friend. The scenario would have been roughly the same, except because the player could talk to Robin there’s an opportunity for the player to establish what happened the previous night which would then act as extra context for the conversation with Sam – essentially determining whether you lie or not. Depending on where the conversation with each character went, the other conversations would make subtle shifts in tone or subject. Something else that Mallot1 suggested was having parts of the game take place on the plane, essentially adding another conversation. This would have the added benefit of allowing for better pacing in terms of the revelation (if you choose to have one) and the aftermath (should it follow).

nothke suggested adding in a countdown to correspond with the time until your flight leaves. This was also briefly part of the original scope, and would help provide a sense of time progression as well as story progression to the game. You also had the option to ignore message for half an hour or so, which would have consequences on the way the story went, and I’d like to have all of that in a polished, expanded release.

6 – Closing thoughts

This is going to seem very arrogant, but I really like my little game. It turned out better than I imagined, thanks in huge part to Sandy Gardners amazing artwork – thank you again! I’m overwhelmed by the response that the game has gotten – hell, the idea that people played it multiple times to see how many different paths they could take is arguably the biggest compliment I could have received. I’m immensely glad that I decided to do Ludum Dare*** and the positive, energetic atmosphere around the whole community has both inspired me to do more game development in the future****, as well as acting as a welcome buffer against the awful month that the wider games community has had.

 

* vctr_seleucos made the platformer “Becky’s Adventure in Mirrorland” for LD30 which is, for my money, one of the more immediately enjoyable games I’ve played so far!

** Okay I guess Grey is a named character as well, but that serves the purpose of one optional joke. For what it’s worth, I think Grey is a really cool, interesting name and Sam’s totally being an asshole.

*** I only found out there was another jam with about 2 hours to go before it started!

**** Yeah, this was my first game ever.

 

Comments

Snoother
30. Aug 2014 · 22:10 UTC
Your first game? Wow! You should be really bloody proud. And I hadn’t noticed the gender neutral name thing — in my case I just assumed it was two guys. There are some gender suggestions though: I can’t really imagine two dykes using the ‘riding a stallion’ euphemism, for instance.
jackyjjc
30. Aug 2014 · 23:20 UTC
It was a really good game and you should definitely be proud! I would love to play your post ludum dare version of it :)

R.E.P.O.C.O.S.M.O.S. post mortem

greetings! I bring you the post-mortem for R.E.P.O.C.O.S.M.O.S.

Theme

First had an idea for a multi-player :) real time strategy game with connecting planets through some kind of piramid stargate when planets are aligned in the correct rotation, where you expolore and colonise planets, mine resources from asteroids and build spaceports for new ships and these piramid stargates to get a fast connection to travel between the planets. really liked this idea but the way i first envisioned it would be impossible to make sense off in 2/3 days, i kept the stargate – tower idea..but went for more close up scale. These stargates didn’t get any actual role in the game just yet. Right now it’s more part of the backstory where you need to re-secure this so stargate called the ‘worhole initiation tower’. In a post game these will get a lot more attention, and will serve as the goal of the game for different mission, perhaps with a bit of the RTS backstory on a more planetary level..

tower

What went right

This being my second Ludum Dare, i’m extremely happy with the result..the extra work i put in my first entry developing a post-game really payed off, a lot more experience with unity this time, i’ve had a nice balance between work spend on graphics, sound and coding, where the game is not over focused on only one particular element…the gameplay of gaining velocity and jumping between planets has come out really well, though i’ve probably spend a bit to much time polishing this in comparison to the combat system and level design..very pleased with the sound. I originally had an other track i made about a year ago for it..but i didn’t feel exactly right as is was more a song/soundtrack. fortunately my friend/composer Anna came up with a great track she had made, that fit the mood i was looking for extremely well, i just added some bass to it on the korg dw-6000 and it was done, i had a couple more synth chords to go with it when enemy’s appear but they didn’t get into the game yet. the sound effects on top off that I made with abletons operator fm synth…

repocosmos

What gives ?

not much really, time trouble maybe, could not start until Saturday afternoon, so i went for the jam..there is a lot more i wanted to put in, the enemy’s I put in the last few hours are only what I had planned as part of the planetary defense-system, some off the planets would be patrolled by rogue robots, some flying things and probably some bigger end-boss robot near the tower, so the level is not yet what i was aiming for, but what can you do in 2 or 3 days…Also the aiming of the laser still needs a lot of improvement. Still I’m really happy I got up a level which it is fully playable and the main ideas come across…

What’s next ?

Definitely going to work on this up to one full playable level the way i intended…I experimented a bit with mouse aiming, though i’m still sure how to implement it best when aiming for something behind the player…right now i’m already working on the droids and end-boss..when they are in i will take the combat system for a do-over :)

the droids that didn’t get in…yet..

newdroid

 

If this post-mortem got you enthausiastic to take a look, play it here :

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29159

Comments and suggestions are greatly appreciated.

I’d really want Unity to have a better MouseLook script in their default assets. If you think this issue is important, vote for it!

Are you tired of playing Unity3D games, some of which are great, while being annoyed by a terrible, hyperspeed camera movement that feels very buggy? Do you want Unity to come with a better MouseLook script? If so, please vote on this idea!

Enhance the MouseLook.cs script that come with Unity’s standard assets.

And if you are a dev, make sure to use better scripts:

http://forum.unity3d.com/threads/a-free-simple-smooth-mouselook.73117/
http://wiki.unity3d.com/index.php/SmoothMouseLook

(Note: you need an Unity3D account to vote.)

Let’s do this!

 

Comments

31. Aug 2014 · 04:45 UTC
Not sure if you’ve heard, but the Standard Assets won’t be used from Unity 5 onwards; instead, they’ll be replaced with ‘Sample Assets’, which won’t come bundled with the Editor, and are able to be updated without downloading a full new version of Unity (1.1GB currently).

What you did there is amazing!

Hello fellow darers and daresses,

Congrats to all of you who finished – the feeling you’ve been feeling the morning after (I hope it was – as in my case – overall positive) was very well deserved!
I have been playing and rating and playing and rating and I’m amazed with the high quality of so many entries. Of course of the small fraction of games I’ve played so far there’s some that I consider very very interesting, well executed or just simply beautiful in their entirety (connection of gameplay, graphics and audio).

Here’s my list of yummy LD games you might not have seen (thus far) – I know I know YOUR GAME is probably missing. So tell me where to find it ;) @leafthief !

  • One Ship Two Ship Redshift Blueshift a well polished PVP or PVE breakout/shmup crossover that’ll leave you wanting more.
  • Lady Lyla check it out and give it time – be patient – and you will see a cute and inspiring take on the theme, you’ll wish there was more (and sound ;))
  • Mor this is something else. Sounds and looks good and carries a message that’s rather obvious. Hauntingly executed.
  • Sun God Star Bridge like Power Rangers, Rainbow Unicorn Attack or He-Man? Then you’ll probably like this. I played it all the way through and had so much fun, it deserves some ratings!
  • Planetary Marriage Counseling had me laughing  so hard. Humor communicated through gameplay. I loved this and I think you should too. So well staged.

Ah that was great, wasn’t it? Wilma wants to tell you so as well:

wilma_goodjob

Now probably comes the shameless self-promotion. So here comes the shameless self promotion:

I made this game The Lion’s Song and I would really appreciate you taking time (~10 min) and playing it. It’s a short-story format point & click adventure game. If you have trouble playing it (it’s windows only) then there’s a small video of the first few minutes of “gameplay.”

Game Page download_thumb video_thumb

Ludum Dare site redesign

I was bored today, and seeing as there’s talk about re-doing the website I thought I’d try a quick redesign – mostly just different skin, similar layout for the most part. I added on a scrollable bar of random game thumbnails at the top. Would love to have a forum too. Click for full size:

Ludum Dare Redesign 03

Notifications would be nice:

Notifications

This colour scheme looks oddly similar to my game’s, lol.

I’m at pax prime! Any coders here want to meetup/have a chat on Sunday/Monday?

Hey guys, I’m here in a hotel attending pax prime all four days.

First off TL:DR If you have done the Ludum Dare/are a coder and are here at pax prime in Seattle, comment here or better yet, tweet me @djdduty I would love to chat/meetup and chill for a bit to get away from the Expo hall tomorrow, Sunday 8/31 or Monday 9/1.

This is my first time to pax and I love the friendly atmosphere, and knowing that everyone around you will share at least some interests. Being able to stop and talk to any random person you find like you are friends is an amazing thing, no awkwardness despite being sometimes awkward people.

Anyway, I notice the distinct lack of other programmers like myself that aren’t being swarmed because they are devs on some popular games, and I really want to meet up with some other programmers, sit and talk about coding, the ludum dare, just to say hello, anything.

Developing my entry into a full game

I’ve started work on developing my entry ‘Bound‘ into a full game. This isn’t the first time I’ve tried to develop a Ludum Dare entry further to make a full game, as I also started doing so with my first entry ‘Birth‘ after LD 27. But this is the first time I’ve had a clear vision for how the final game will look and play.

I thought some of you might be interested to see my current progress in developing the visual style of the game:

nomnom3

 

There are obvious comparisons to be drawn with Super Meat Boy, but the little slime guy in my game (currently called Nomnom) has a slightly bigger range of movement options to Meat Boy, being able to stick to and walk across ceilings for limited periods of time. The tile graphics are still very much a work in progress, but the character is coming along nicely.

I’ll shortly be starting a development blog for this game on my new site http://cavycade.com, so if you’re interested in seeing how he progresses come along and have a read. In the meantime, if you’d like to have a play of my admittedly incomplete entry for the contest, take a look here. You can at least get an idea of how Nomnom will control in the final game.

 

kosmovalse

Hello, everyone. Iam ‘the’, and i made a game for this Ludum Dare, named ‘KOSMOVALSE‘. It is a game where you fly in open space around asteroids, kill monsters, collect armor and health bonuses and earn scores.
Of course, i planned to make something more, but it is a 48 hours competition, right?

1234

So, let’s talk firstly about two big fails in my game:

  1. Theme. I wanted to do really small worlds in every asteroids with bosses and NPC. And enemies in space just must interfere to player to travel between them. Now it is sounds funny, but every time i planned to make a game, it is looks like Fallout, even not first. So, after a 24 hours when only mechanics was done, i decide to do something more then color changes only when i have enough time at the end of second day.
  2. PyOpenGL. It was first public game i made with PyOpenGL API instead of pure pygame and now i have a lot of comments like “crashed after button pressed”. That is means OpenGl shaders really do not work in many systems even between gamers from ludum dare community and i need to find a way to do something with that if i want to use them. Because of this I spend Monday morning to recompile sources with exceptions and also i very very sad now.

pic1

After this i want to say what in my opinion was a good in my game :

  1. Walking on asteroids. I do not know any other 2d games when you can walk on surfaces that placed at any angle (comment, if you know). Mostly people do platformers with simple gravitation scheme and sometimes with wall jumping, because of this it was pretty interesting for me to made a game where player can run on non-spherical asteroids.
  2. Black-white color scheme. I spend a lot of time in first day to understand how the game world will be looks like, especially asteroids (try to write shaders for them, use brown texture), and finally found this awesome simple scheme. I am not god at drawing (you can check my previous ludum dare game for example) and it was really great decision.

pic2

In addition this is a history of my ludum dare weekend:

  • Day 1, progress 0% ) O no, they chose this theme =(
  • Day 1, progress 2% ) This green rectangle is player and he is moving, not bad.
  • Day 1, progress 5% ) This connected lines are asteroids, let’s make a collision system.
  • Day 1, progress 15% ) Ok, i did it!
  • Day 1, progress 10% ) No, i dont =( need to find a bag
  • Day 1, progress 25% ) Now it is a lot of asteroids and i can walk on them and fly between them!
  • Day 1, progress 35% ) Made shader for player rocket-pack trace, not bad.
  • Day 1, progress 35% ) This shader for asteroids looks ugly.
  • Day 1, progress 35% ) This shader for asteroids still looks ugly.
  • Day 1, progress 35% ) x_X
  • Day 1, progress 35% ) Why i even decide to take a part in this ludum dare when i can spend my weekends for something else, i will never add a second world and complete this game in time!(
  • Day 1, progress 45% ) This black and white scheme looks cool, draw a player sprites in them.
  • Day ?, progress 50% ) First enemy appeared, need to sleep
  • Day 2, progress 60% ) Now player can shoot, also added new enemy.
  • Day 2, progress 70% ) Now with three enemy classes and routine with they sprites load code looks terribly, no way to found something in.
  • Day 2, progress 80% ) Finally I have a headache from all of this generated sounds.
  • Day 2, progress 90% ) Hey, this menu appeared when i smashed my head on keyboard.
  • Day 2, progress 95% ) Ok, compiled file do not work under Windows, need to load extra GLUT dlls.
  • Day 2, progress 100% ) Uploa….. sleep.

PS. You can find my entry here, some of my previous games available here and here. If you know what is a problem with OpenGl shaders please post some information or link, i will be really happy. Sorry for bad English!.

Tags: #indiegame, gamedev, indiedev, ludum dare 30, opengl, postmortem, pygame, PyOpenGL, python

Post-mortem

Honoring the traditions of our ancestors, I shall reveal my process, with all its flaws and failures.

So I did my this odd little thing called In My Garden, a text based… well, is it game? I’m not sure. It is some sort of experience and I guess, this was my starting point. I took the theme “Connected Worlds” more as a structural idea and thought about two different layers that might influence each other, without being to closely connected. I hoped this would give a more elusive and “magical” connection between video/sound and text, possibly stiring and creating subconcious motions.

So, what went well? I got some positive feedback for the writing. I spend the bulk of the time, almost eight hours, simply on that text, writing, editing, writing editing. I think this led to a particular quality, considering the short amount of time. My native language is German, so I was rather nervous to write and “publish” something in a language, that I learned for less then four years in school (what a vain sentence; I have been working in the English speaking world for a good decade, so I had enough time to practise…). I think there’s some substantial improvements that one could make considering the dramaturgy of the text, more garden, less retirement f.ex., but all in all, the general structure does seem to work.

What went wrong? My camera broke (video was recorded with mobile). My binaural microphones “broke” and I couldn’t record without a really annoying hissing noise, possibly the cable is. I would have liked to have a really good video and audio layer and possibly also have more footage, but I lost a good chunk of daytime, shouting at my equipment and accusing everyone around me to have tinkered with it.

What went… amiss? There’s plenty of things, that could have been done differently. Obviously an integration of video and text in the same layer would have been an option. I chose not to do that, since I would have spend most of the time fiddeling around in Unity and the file would have been slightly large. I prefered to spend that time writing.

What’s next? Other works. Me and Mr.Headchant will finish a nice action rpg over the next week, do some of our serious adult work and then I will make a post-compo version. Not sure where to go. Bin the video/audio and just make something for e-readers? Or at least attempt to bring the layers together in Unity. I’m happy for any advice and/or remark! And thanks for playing and drinking all that beer in the garden.

paper

Your games on our LiveStream!

Hi there, people!

I’ll be doing another livestream of your Ludum Dare games. This time I’ll be accompanied by my brother, so you’ll be getting a second opinion. If you want your game on the stream, click here and send us your entry.

We’ll start streaming in about 30 minutes, just need to finish setting up and all that. Do join us in the fun, we’re looking forward to playing some of your awesome games!

FACED – Post Mortem

    If it fits, I sits.  

Play the game!

 

Post mortem

Information

  • Start: ~11:00 AM (5:00 AM EST)
  • End 3:00 PM (9 PM EST)
  • Time spend sleeping: ~18 hours
  • Software used: Sublime Text, LÖVE, Aseprite, Pixitracker

Sick

So this Ludum Dare didn’t went smooth for me, because what happened, is that I got sick. This led me to end up with almost no progress on day one, except for maybe the main mechanic. I went to bed early and slept almost 12 hours. My last Ludum Dare I spend only 11 hours sleeping, so being sick cost me 7 hours on sleeping only. On day 2 I felt a lot better, and somehow got my motivation back to make the best out of this.

Idea

The game idea came natural to me. As if in a fingersnip I had the idea of the  whole game down. No idea what happened 😛

Good game choices

  • The artstyle

First the game looked like this:

 

 

 

 

 

 

 

 

It looked dark, gray, and just ugly. I decided I had to make it look more colorful. First I tried giving every color also its own shape, but that looked confusing. So then I decided to make them all squared, and give them faces. I get a lot of good feedback about how the faces tell you if they are overlaying or not. I’m very happy with the artstyle I ended up with.

  • The size

I think 5×5 was the perfect size for this game. I first made it really big, like 10×10 or something. I’m happy that I noticed I had to keep it smaller.

 

Bad game choices

  • The music

Hit me in the face. I am such a dumb-ass. So I can’t make very good music. I tried some stuff but it just sounded bad. I ended up with a very simple, short tune. The game itself looked simple, so the simple music would fit. But I was afraid people would get bored of the 4 second tune repeat 100 times. So I made the music pitch go up after a while, where after the pitch got really high, it would go back to normal again. I hoped that this change in the music would reset the player’s mind about the music. But what happened, is that people would think they were hitting a time limit. I should’ve completely removed the pitching.

  • The tutorial

Here is a summary of my tutorial vs the game:

In the tutorial you get the basics. Which blocks you can push and pull. Then level 7 is the first real level, and it’s on a completely other level. I should’ve slowly worked towards the full game’s difficulty.

Post Ludum Dare version

I’m definitely going to expand this game. Here are some features I’m thinking about:

  • Mobile version
  • Levels with step limits
  • Levels where you are awarded if  you finish it with low step counts (bronze, silver, gold, platinum).
  • Undo step button
  • Time limit mode

If you have any ideas for the game, I’d love to hear them!

 

Thanks for reading, and I hope you enjoy the game!

Comments

31. Aug 2014 · 11:23 UTC
“Play game” link go to -on take-

STAR TURTLE 64 POST-MORTEM

Hi there! We’re chikun, and we made a game called Star Turtle 64. It is the sequel to our Ludum Dare 29 game Turtle Simulator, which rode on the wave of ‘simulator’ games at the time and came first for Humour in the Jam with 4.58/5.00.

We are an eight-person group, and have competed in many game jams, as illustrated by the table below:
members

We experienced our best reception from Turtle Simulator, which has outlandish writing and strange characters. So we decided to continue that theme in this Ludum Dare. Sadly, our main writer had prior commitments, and we underestimated the extent of these commitments. As we realised this, and also realised that we were relying on our writing, we decided that we needed to focus on other aspects of the game. Here I will break down each part of the game and list what we did right and what we did wrong.

Main Menu

Let’s start off with an obvious one. The main menu was created almost entirely by Chris, one of our programmers. All of the code was written by him, and the final redesign was by Josef.
main1main2

This was a major success. Not many negative points to mention, except for potentially a better background image. The ‘scale mode’ and ‘volume’ options were little flairs that we hadn’t included in a game before.

Enemies

We hadn’t written a combat system like this before. Random enemy spawning was calculated by Mark and refined by Bradley, who also wrote the player’s weapons, inventory, and enemy movements and attacks.

 

 

 

 

 

As a positive, it was an interesting new system which was implemented quickly. Bradley’s code was effective and powerful, even though it was messy and structured strangely. The inventory animation was smooth, and the weapon-switch hotkeys on Q and E, though not widely used, were appreciated.

As for negatives, there were too many enemies according to some comments. This was a common topic of discussion, with some people praising the ‘fight or run’ battles, and others feeling overwhelmed. The final boss was also unclear, which makes sense. (The final boss has its type above its head instead of health – you have to shoot it depending on its weakness). Some people didn’t like enemies respawning upon leaving a room.

Writing

Ryan wrote a script with most parts fleshed out (intro speech, Garfunkel speech, level introductions and Broodmother), and Josef filled in the rest. Ideas were bounced around constantly, and a prominent one which stuck was the Michael Jordan basketball planet (originally the Air planet).
write1 write2

 

 

 

 

 

The dialogue was well-received this time. We planned to include so much more, along with many NPCs, but we had little time to complete anything substantial. We originally planned to have planets which were ‘at war’ and which hated each other, but that could not have existed without NPCs.

Map Design

Our map designer Mathew decided to approach this Ludum Dare with a greater focus on backgrounds than on tilesets. This may have lead to our maps being larger than we’d previously anticipated, though much more detailed.
lava

The largeness of our maps is a common criticism. We also originally planned to add much, much more into our environments, including collectibles to open up other puzzles, and small villages. A more concise and better developed script and vision would have lead to better maps. There were a lot of last-minute decisions which meant we didn’t have time to change the maps either.

Graphics

Only one member of the group didn’t contribute to graphics at any level and that was Cohen, our dedicated musician.

  • Bradley recoloured the knights and also designed the spaceship. He designed the weapon sprites and also created the inventory screen.
  • Chris designed the original main menu.
  • Gage designed the pulsating planet links and the hell gate which appears in the middle of the space pentagram. He also designed the on-screen controls of the Android port.
  • Josef edited the main menu and added HP above enemy heads. He also chose fonts and wrote the credits menu. He implemented animations and dialogue.
  • Mark designed most of the sprites in the game (including the main character). His pixel art was impressive, and also very quickly produced.
  • Mathew created all of the maps in the game (backgrounds and borders). He also designed all of the planets, except for the basketball planet.
  • Ryan designed the ‘cover art’ for the game.

9UjglVj (1)

Our graphical style was mostly criticised. One person claimed our graphics were disturbing. Why would they think that…
1One reason that people didn’t like our graphics was perhaps that our backgrounds had more detail than our moving entities. Seven people working on graphics also creates a certain level of inconsistency, which was probably a problem too. I suppose a dedicated sprite artist and greater attention to detail is what will help us next time.

Audio

Most of the (rather expansive) audio production was handled by Cohen, with Josef creating a few tracks and Ryan creating the main theme. We used Psycle, Cubase, Audacity, sfxr and an electric guitar.
psycke

This is the most work we’ve put into background music in a game, by far. It has resulted in a 21-track soundtrack. Some people wanted music to be improved, but most people enjoyed it. Not all sound effects were implemented due to time constraints, however.

Technical

Prior to this game jam, we used Dropbox. This was mostly terrible. We used Bitbucket and git this time, which was vastly superior, especially for a group as large as ours this time. We highly recommend it for even small groups. We created a framework before the Ludum Dare started which was highly helpful.

We also used bit.ly to track link clicks this time. This was useful to see who is clicking what:
links

Conclusion

We believe we performed well this time, however we feel there were many areas where we could have improved. We probably weren’t used to working in such a large group.

This time, we may do well in Humour again, but we aren’t sure exactly how we’re going to do in rankings. Hopefully we do well, and we’re confident that we’ll do well in -some- area, but we’re not sure where.

Thank you for reading! Please check out our game if you haven’t already. Here are some photos from the development process as well.

Submit your games for our LiveStream

Hey!
We had some technical issues when starting up earlier today, but we’re up and running now!
So come and join us as we play a bunch of your games.

You can submit your game here!

Space Horror Alpha 2 Build

I decided to continue working on the game since the LD version was pretty far from what I planned to do. Here’s the updated build that addresses a number of issues mentioned on the comments and adds features missing from the original.

One of the issues addressed is balance, as the original version was pretty much impossible to beat. The new one might be a bit too easy, or at least it feels like that to me.

Alpha2 Release Notes

– Modified game balancing, now the game should be completable.
– Added missions. They can be acquired from planets and yield rewards upon completion. You always start with a ‘Build Portal’ mission.
– Added a clear notification when the Horde Strength grows.
– Added an end of turn summary.
– Added a battle end summary.
– Added a particle effect to planets that already have portals.
– Navigation buttons now hidden when inventory is open.
– Added a button to view instructions during play.
– Added an exploration panel for choosing whether to explore or end turn.
– Added end of turn events, which can yield good or bad things.
– Added a menu (press ESC to access) for quitting / restarting.
– Normal enemies do not generate Horde Strength anymore (except if they defeat you).
– Types of enemies spawned are now tied to how many portals you have.
– Lots of small fixes.

Future Releases

I still have a lot of ideas on how to improve the game, including new events, randomised planets, new scenarios (meaning different win/lose conditions), explaining the backstory, etc. Whether or not I will continue working on the game depends a lot on the feedback I get, if there are people who’d actually want to see a further refined versions, I’ll have some motivation to keep on making them (so let me know!).

Another thing I want to do is take the game further away from the Arkham Horror design, as it currently feels a bit too much of a clone.

Downloads Links

Windows

Mac

 

 

Orbital Expansion, Working on a Post Compo Version

I’m currently working on the Post Compo version of my Ludum Dare Entry :

Orbital Expansion

I changed the UI System, making it more understandable, adding some icons and i also started to add more content, new buildings etc.

The menu now has new buttons with more space.

I will work a couple of more weeks on this Post Compo version, but If you want, you can try the 48H version of the game :

Orbital Exansion (48H Version)

 

Post Compo version 1.1

Since the Jam was over I’ve continued to work on my little game and I just posted the first post-jam version!

You can now battle your friends in local VERSUS mode
Destroy the other player before it destroys you!!! 

VersusBig

[Play it here]

 

Tags: post-jam

Garden of Oblivion Release : Escape the Garden

Better late than never, right XD ?

title screen

One day Reven awakens in a strange but beautiful place where the young teenager is treated like a very special guest. There are talking animals, each being rather kind and friendly. Unless the door is mentioned. The one in the back of the garden. But what could be behind that mysterious door ? And why Reven isn’t allowed to go out ? You shouldn’t try to know the truth…

GoO 02GoO 03GoO 04

Due to lack of time, the game jam version was really unpolished and full of bugs. We fixed many of them with an update but we felt it was still very much incomplete. So we took some more days to make a post-jam version on itch.io that offers a more polished experience.  If you want to rate the original LD entry, drop by our page =).

Post-mortem incoming !