LD30 August 22–25, 2014

Cosmic Conqueror – Post Mortem

Cosmic Conqueror: A Radical Imperialistic Space Adventure

party

 

Play Here!

 

Cosmic Conqueror is a space exploration game we did for the jam and worked pretty much until the last minute on. We’re happy how it came out and we enjoy the concept so much that we’re actually gonna keep working on the game past Ludum Dare, we’ve already added a bunch of features! (But I’ll touch back on that later)

How It Started: The game started with a base concept, explore planets, kill the aliens, get followers and make money. We didn’t really have an endgame goal for the game and we probably should have, instead the goal was just to collect as much money as you possibly could, which ended up pretty alright. We had a difficult time coming up with ideas for a game initially, we shied away from two world puzzle concepts and deep personal type games. We just wanted something simple and engaging, so what’s better then cosmic dominance? We discussed our planetary concept ideas and quickly got to work, we started within the first hour or so of the jam.

9

Ending Rush: At the end we finished up bridge building to connect the planets (which makes you more money) which was a bit of a challenge. We had to get the bridges connecting properly and menus in within about 6 hours and everything was coming to a sudden end, it was late at night, we hadn’t slept the night before, and we knew we had to iron these things out before we could release, so we got to work. Gage worked on getting the bridges to connect properly while I finished up some miscellaneous graphics. Finally the bridges were done with about an hour left, and us tired ready to submit dudes still had to make a menu; so we just quickly slapped together a somewhat buggy menu and it was good to go! Our submission was complete, and we were pretty excited about it!

1

POST LD: We released a post LD submission on the page a day later fixing some bugs with menus and bridges and it helped out quite a bit, we felt pretty good about it at that point. We’re still working on it now, fixing bugs, adding cool new things and expanding it quite a bit to make it into a real game! It’s a really neat project and we are very excited about it. Isn’t space just totally cool?

And, if you have any interest in what’s gonna happen to the game, you can follow us on twitter. Programming: @MunkeeBacon Art: @KeatonRMoody

Tags: 2D, LD30, love2d, post-mortem, space

Void Space – Conquest!

To battle! Glory awaits!
Not that you can take any part in it yet.

Gameplay is next on the list, you have my word on it.

And as promised, Time to Gif!

GIF TO THE MAX!

(I should probably remove the trippy background next time….)

For a more controllable/zoomable/immersable experience click here!

Tags: battle, conquest, gif, progress, simulation, war

Theme Bingo Update ~ Boulevard driven

After you have read my plea, have a pie:

Theme coverage graph

Note that large part of theme coverage comes from Boulevard of Broken Themes entry, which is why it has separate positions in the pie-chart. Note that “non-Boulevard” here means “is covered by something else than Boulevard”, not necessarily “isn’t covered by Boulevard”. Also, some special links were added, marked as [B]. Obviously, it stands for “basement” and has no relation to the game mentioned earlier in that paragraph.

Themes that have strong coverage found are bolded, while themes with weak or no coverage found aren’t (no coverage can be recognised by lack of linked games). I decide whether coverage is weak or strong arbitrarily, but there’s some measure decisive in most cases: if theme usage needs explanation, it means that it’s probably weak. Also, if there’s at least one game with strong coverage found, the ones with weak coverage won’t be linked (unless it’s one of weirder theme usages in Boulevard). Additionally, if there are many games that cover the given theme strongly, only the most noteworthy will be picked.
Additionally, themes that made it to the final round of voting are italicised. Just because.

Enjoy~!
(and beware of random links; they’re very random)

  • Alchemy
  • Another World [B]
  • Artificial Intelligence
  • Brainwashed [LINK]
  • Break It, Fix It
  • Break The Rules
  • Chaos
  • Choose A Path [LINK]
  • Connected Worlds [1] [2] [3] (I sure do enjoy overly literal intepretations every once in a while)
  • Day and Night [1] [2]
  • Destroy The System
  • Do No Harm [LINK]
  • Don’t Save The Princess
  • Don’t Stop Moving [B]
  • Dreams And Nightmares [1] [2]
  • End Of The Road
  • Everyone Is A Monster
  • Experimentation [LINK]
  • Flow
  • For Science! [LINK]
  • Forces Of Nature [LINK]
  • Forgotten [B]
  • Fortress
  • From The Ashes
  • Glimpse Of The Future
  • Growing [LINK]
  • Human Stupidity
  • I For One Welcome Our New Robot Overlords [LINK] (I guess some people do…?)
  • I Think It’s Alive
  • Illusion [B]
  • Infectious
  • Isolation
  • It’s A Trap!
  • Knowledge Is Power
  • Labyrinth [B] [LINK]
  • Limited Capacity
  • Limited Control [LINK] (but it works well enough)
  • Loot [LINK] (well, he gathers some goods along the way? O.o”)
  • Losing Control
  • Lost In Space [B]
  • Love [B] [1] [2] (seriously, if I were to list every entry that strongly uses this theme of ~150 I played, I’d do quite a lot of linking…)
  • Manipulate The Environment [B] [LINK]
  • Maps [B]
  • No One Can See You [B] [LINK] and you’re dead
  • No Return
  • No Way In, No Way Out
  • Nothing Is Real [LINK]
  • Off The Grid
  • On The Edge
  • The Other Side [1] [2]
  • Points Of View [LINK]
  • Potato Salad [B] [LINK] (someone had to…)
  • The Power Of Machines
  • Randomly Generated (there must be something out there)
  • Rise And Fall [B]
  • Shadows
  • Something’s Out There
  • The Space Is Getting Smaller
  • Speed
  • Strange Physics [LINK]
  • Strength In Numbers [1] [2] (I need you!)
  • Supply And Demand [LINK]
  • Survive
  • Things Are Not What They Seem
  • This Happens To Me Every Day [LINK] (really glad to see such outlandish theme somehow got covered! XD)
  • Time Travel [LINK]
  • Transformation [B]
  • Trust No One
  • Under Pressure [B]
  • Unexpected Side Effect
  • Unlimited
  • What Could Possibly Go Wrong?
  • What Is That In The Distance? [B]
  • Where No One Has Gone Before [LINK]
  • Wonderful Apocalypse
  • You Are Already Dead [B] [1] [2] (boo~!)
  • You Are The Weapon
  • You Can Never Have Too Many
  • You Can’t Fight Back [LINK] (except when you can)
  • You Must Leave It Behind [B]
  • You’re Not Supposed To Be Here

Can you spot the games using the missing themes? :3

Comments

05. Sep 2014 · 12:53 UTC
Really fun to see the fun you’re having with my game :)

Linker Timelapse

It’s been more than a week and we finally managed to make a timelapse video of the Ludum Dare 30 game creation.

If you haven’t played “Linker” – you can play it here: http://stals.itch.io/linker
LD Page: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25969

For some pic’s and updates on other games we develop you can follow
https://twitter.com/StalsKnight or the blog here: http://letsmakeagame.net/

Play!

Web-playable games most popular!

After you’ve played my game, you can ponder this lovely stats table:

jam 48ers web,
flash,
html windows linux unity android osx,
os/x jam 1044 0 680 531 249 37 27 197 48ers 1495 1005 746 348 81 22 257 web flash html 1685 580 364 113 23 291 windows 1277 534 59 21 439 linux 597 63 8 382 unity 118 0 37 android 49 7 osx os/x 454

How to read it: the columns and rows are labelled by the terms I searched for.  The numbers in bold for each column show the total entries, and its also split out by jam and 48-hour comp.  The other numbers show the intersection of two groups, e.g. there were 8 entries that provided by Linux and Android links.

In my own game, which was a kind of meta-game, I originally meant you to be able to filter people by target.  Sadly time run out and the feature was cut 😉

The most-commented-on games are also Web games.

Ergo, LD31, focus on a web game!

Interestingly, there were 1685 “web” entries, and 5 Unity entries did not mention a “web” target…

Comments

05. Sep 2014 · 15:03 UTC
That’s super interesting. We chose to do a mobile only entry and I was very surprised how many ratings (around 40) and downloads (around 100) that we got. I expected to really have to “sell it” to get to twenty.
JNyknn
05. Sep 2014 · 15:25 UTC
No wonder why web games were the most popular: excluding Unity web games, they are only ones that can be run on any desktop OS.

Two Worlds – a short post mortem

I’d like to write a few a short post mortem about my LD 30 entry called “Two Worlds” (second prize for original title?). I think if I’ll wait a few days longer I’ll never finish it. So… This was my first Ludum Dare and I’m very happy with my results – I’ve made a finished – but pretty simple and unpolished – game. I was able to overcome my usual difficulties with game making – low motivation, focusing on some time-consuming useless features and, mostly, unfinished, half-working parts.

Two Worlds – interactive “strategy” game.

What went right:

  1. Fixed GUI. I was using old version of NGUI for Unity and wasn’t sure how it will work with modern scaleable UI. I decided to use fixed elements size and position. And that was one of the greatest discovery for me. On my another project I spend about 70% of time making “cool” interface, with scaling, draggable elements etc. If only I made something simple and fixed before – I think that project would be finished by now, not frozen for X months. For my compo game, I’ve made UI in about 2 hours and didn’t change it at all for the whole two days. And that was amazing.
  2. Feature cut. I’ve got a lot of elements planned. Most of them made it into a game, but wasn’t as deep and complex as I wanted at first. Usually, i’d like to make some complex system with many elements, random text generation, results etc. For the first time I said “Stop!” to myself and made everything just simple and fuctional.
  3. Focus. I’ve spend two days just. making. a. game. I think I was going to a shop for some food, but that’s all. Good sleep, comfortable room and no distractions – I think that’s all you really need to make something.

What went wrong:

  1. Presentation. Black screen with colored buttons just doesn’t look cool. And it’s completly lost on screen with other competitors. And it doesn’t look interesting at all. Also, I’ve spend too much time in development, missing all the “Developer Logs”, streams, discussions etc. I think things would be much better if I spend 1/4 of my time just writing about game, talking with other devs, and maybe improving my visuals a little.
  2. Playtesting. I didn’t understood that some of my cool features like “second trade option” was used by really low percent of players and the most used game options are the least fun. I think it’s really important to give someone your prototype and watch how fun it is to play and what actions the player will actually do instead of what YOU think he’ll do.
  3. Polishing. Everything is working, that’s a good thing. But there are many parts to be improved. And thou feature cut saved me a lot of time, some parts could be better.
  4. Progress bars. I always loved turn-based text games, like my own. But in some compo game I saw progress bars. You click on action, get the progress bar and just wait a little. And then you can click again. And then I realised, that I should use progress bars instead of turns and actions too! This can really improve game dynamic. You can have one huge progress bar for portal opening (like 30-45 seconds) and cooldowns on each possible action (grow resource, train troops). This can be really fun! And it’s really easy to balance the whole thing just by adjusting time! But then I understood that 48 hours passed about two days ago and became sad. But I’ll use progress bars and cooldowns in some future project.

I hope you’ve got something interesting from my post :-)

Tags: Two Worlds

Ports Ahoy! The Age of Trade – Postmortem

PLAY HERE

Ports Ahoy! The Age of Trade is best described as a tycoon game. Buy ships, draw out trade routes, and build up your empire! The game was made by the 5 of us here at Literal Games: 2 programmers, 1 artist and 2 music/SFX. This was our second Ludum Dare as a group, and I think we came on leaps and bounds since last year!

I was the main programming force behind the game, and I think now is a good time to reflect on what did and didn’t go well.

WHAT WENT WELL:

Doing an hour’s planning before bed

Being in the UK, the theme was released at 2am. We stayed up until the theme was released and spent an hour throwing down ideas and words that came into our heads. Then, with all those ideas and concepts buzzing around our heads, we went to bed and slept on it. The result was, in the morning, a group of people well rested, ready to make a game, and with lots of good ideas.

gif.gif

Concept Art!

Settling on an theme early

After breakfast, we managed to decide fairly quickly on a trading game. At first we were going for space – then someone suggested boats and we were all quickly on board. That meant that, even without a solid game concept, most people could get to work. Our artist made some boat concepts and our sound guys started working on some naval music.

Setting a schedule

Before we even started we had decided on a rough schedule – Day 1 was basic gameplay, Day 2 was extra features and Day 3 was polish and bug fixes. I’m not going to say that we rigorously stuck to that schedule but it allowed us to know when things were taking too long.

Debug mode showing connections

Writing decent code and knowing my base code

If I do say so myself. Even though I’d never done a game like this before (I’d never implemented zooming in a game before!) because I’d written the engine myself and knew it inside out, and had been working with AS3 so long, I knew exactly how I wanted to attack this game. I had a few problems with maths of zooming and positioning, but it all worked out on the end. The code I wrote the first two days was surprisingly clean and clear and allowed me to add features and functionality quickly and efficiently – like the debug mode we used to remove connections that went over land!

Having a GREAT BIG whiteboard

We took the whiteboard that usually resides on my wall down and used it for everything – planning, concept art, feature list, bug list, doing maths, listing out ports, and more. It was so useful being able to explain something to others by quickly drawing a sketch, or feeling the satisfaction of (literally) wiping off a bug. It kept us organised and on task.

Planning on the whiteboard!

Deciding who was cooking what when

If you’re working solo, you probably don’t realise that working in a team has some disadvantages – we had to feed 7 (the 5 of us, my girlfriend and my brother) people in my house for 4 days! But we had meal plans set out and dinner ended up being a stress free welcome break for everyone. Another good idea was having a takeaway on the last day – everyone managed to keep working and got a nice meal!

Streaming/Blog posts

We had a stream up last year, but it didn’t really take off. We had a couple of regulars last year, but this year we had loads of people who stayed and some who even came back again! We had two followers on Twitch at the start of the Jam – and now we have 23. Having people talk to us in the chat and interacting with them was so much fun, and hearing people compliment the art and the concept in the blog posts we did kept us on task and excited about working. Our artist made loads of graphics for the stream like borders for the webcams, splashes, and a countdown that I made, which I think contributed greatly to the look and feel of the stream. Making GIFs and writing blog posts gave us a quick break and broke up the monotony of doing the same thing for many hours a day, and having new people come and watch the stream after reading the posts was always nice.

GUI and the upgrades screen!

Polish

Our motto for the weekend was “Simple and Polished”. Looking at previous games, the ones that did well were the ones that kept to that idea. We’ve had so many comments about how polished the game is, so we definitely managed at least half of our goal! Simple… maybe not. Simple things like tweens, things fading in and out, drop shadows on EVERYTHING, and well designed GUI meant that the game feels very polished. I think something that really shows this is the upgrades screen. Clicking the shipyard button doesn’t just pop up the upgrades screen – it slides out, and not just that – it also bounces. That took an extra minute to add in, but adds so much.

Music and SFX

Our two sound guys did such a great job. The music has received so many great compliments. It fits the game perfectly, with seafearing riffs and maritime instruments giving the game the perfect feel. The vast array of sound effects they created from nothing but their mouths and what was lying around my house, I think, is extremely impressive. If you want to hear the finished tracks and some in progress tracks, check out our SoundCloud.

WHAT DIDN’T GO WELL

The concept

We said last time we entered Ludum Dare that we would never again do anything that needed balancing. Somehow, we forgot that. The game is not balanced at all – a few good trade routes in Europe and you can buy all the upgrades – you don’t even have to cross the Atlantic, which was supposed to be the main point of the game! The type of game also meant that there was lots of GUI involved, which hampered progress for both me and the artist.

This is what pirates do.

Endgame

On the last day, with about 6 hours left, we realised – there’s no way for you to lose or win the game. We quickly decided that you could win by discovering every port and lose if you lost all your money, but neither of those things are really feasible. There are too many ports to make it fun or viable to catch ’em all, and with the balancing issues we had you never really have to deal with ever getting close to losing.

PIRATES

We struggled a lot with how to do pirates. We decided at the beginning that they shouldn’t be visible so you had to watch where your ships disappeared to find out where they were. However, whilst we were playtesting on the last day, we realised it didn’t really work – but what to do about it? We left it, but we have had comments about how annoying and nonsensical pirates are. Yarr…. we know. Pirates invading ports was added in quickly as a last minute thing, but doesn’t occur often enough to have an impact or for most people to even see it!

Drawing trade routes!

Interface

As we all knew how to control the game, we never realised this was a problem. People didn’t understand how to make trade routes! All we said in the help was click and drag. I watched a livestream of someone playing our game, and they tried to make a trade route to Rotterdam to start with. They dragged straight from Bristol to Rotterdam, which I’ll admit, makes sense, then were very confused when it didn’t work. Maybe the waypoints aren’t visible enough or we need to explain it more, but it is definitely a problem. In a similar vein, Privateers needed more explaining too. No-one realised you could move privateers once they were in the ocean, and the idea that you can’t move then into ports unless there are pirates attacking is very unintuitive.

“Vector” graphics

The amount of scaling and zooming in the game means that vector, rather than bitmaps would be preferred – even the art style, mainly block colours and straight lines are perfect for vectors. Except… neither me nor the artist knew how to make or use them. So we ended up having to deal with huge bitmaps and spritesheets, which was less than desirable. It also means that the game takes up almost 300MB in RAM! I also didn’t realise it doesn’t run at a steady 60fps on any low spec computers. Work could definitely be done on that!

The game at the end of Day 1!

Time management/Feature Creep

I said earlier that we didn’t stick to the schedule. At the end of the first day we were on schedule – just. The core concept of the game was finished (just). The second day, however, was a bit of a shambles. Lots of polish that could have been saved for the final day was done, when really I should have been focusing on making the gameplay engaging and other basic things. Hell, I didn’t even make ships turn around until almost the end of the last day. And feature creep was definitely an issue – with about 3 hours left on the last day we decided we should add wealth to ports. It turned out okay, and was definitely a huge improvement, but it so should have been done a lot earlier.

Multiple Programmers

I’ve never had another programmer help me in any game before. We set up git and did use it, but finding things for our other programmer to do was hard, and transferring assets and keeping folder structure means we lost time when he did start to work on things. We should have been working on everything together from the start, and comments were few and far between in my code which was definitely a problem. This is definitely something that went very wrong and could have fixed many of the problems caused by not having enough time.

CONCLUSION

Wow. This has turned into a mammoth post. All in all however, I think we’ve all improved hugely since our last Ludum Dare. We’ve learnt new lessons, and reinforced what we learnt last time (DON’T DO ANYTHING THAT NEEDS BALANCING!). Thanks for reading if you’ve got this far, and I’d love it if you gave the game a try if you haven’t already.

The finished product! Click to play the game.

Universal Love gameplay

Are you a lover or a fighter? 😀

output_8oiD6q
Play it here!

<3

Showcase Part 4! – All About Potato Salad, StarLord, & Lucid Dreaming

When one finds themselves adrift in space… snacking can be a very important past time. Especially when it’s potato salad. Especially when such a snack has had a massive Kickstarter recently. Just be sure you aren’t near any potato related piggy cults when you make it. But we have to be quick. We have Spirit Crows and StarLord coming over to snack with us. Just be very careful you don’t accidentally fall into the Dead World or somebody elses Dreams!

The Games Showcased:

StarLord by Lowcade

Lucid by Fisholith

This Little Piggy by Infection Crew

Tags: game reviews, Video Showcase

Star Fuel – Post Mortem

THIS  is our 2nd entry for Ludem Dare Jam and we decided to write a short post-mortem on our thoughts and experiences.

Goals

  • Complete a functional (and fun) prototype of a game adhering to LD30’s theme.
  • Create a Starfox-esque arena battle game

What went well

  • The ship controls are fluid and intuitive.
  • Atmosphere feels grand and otherworldly
  • Music pairs well with the action
  • Gameplay feels fair albeit unforgiving

What could have gone better

  • We would have liked to have more varied combat, flying enemies, different types of things for the player to zip and dodge around.
  • The game is quite unforgiving. To balance it, we’d want to implement a player health system, possibly checkpoints.
  • Mouse isn’t stuck to the game window, so there were reports of players accidentally clicking away from the game. While fullscreen mode would help solve this problem, we’d need to change the way the cursor works in general to get rid of this issue altogether.

Thoughts on this Ludem Dare Jam

Tim

This jam went really well! As this was my first experience with 3D modeling, I spent a good chunk of my time learning the tools, and fixing my silly mistakes. Luckily, now I know the tools (to an extent), and have a semi-solid workflow for creating basic models, and then texturing them.

Audio was very functional, but nothing special. If we decide to iterate on the prototype to make a full game, I’d want to create more obvious and unique cues for enemy fire, goal completion, and improve on the player ship’s thrusters.

Mark

I had fun participating this Ludem Dare, I feel like my teamwork with Tim has improved greatly since the last LD

In the game itself we had to shrink down the player ship A LOT, when next  to the terrain or buildings you’re like an ant in comparison.  This was done to create a massive world feeling and had the effect of appearing to travel fast and long distance while only moving a tiny amount.

The ship controls and movement  is actually fairly simple and was a quick way to imitate a rail shooter. It consists of a camera acting as the main movement piece and following a long combination of the ship, targeting reticules, and a giant plane mesh collider which was used for steering. The collection of objects always pointed towards the mouses world position projected on a plane and  the camera simply moved forward and rotated  towards where the collection was pointing in world space. The issue with using this is I didn’t have time to make a system to keep the mouse in screen on the web build. Overall though I’m happy with the result and I hope to participate in the next LD.

 

Our Game

If you want to check out our LD30 page you can find it HERE , and a direct link to our game over HERE

Any comments or feedback are appreciated greatly and we hope you enjoy playing it!

Who we are

Mark Swick –  Programmer who began as a hobbyist and started pursuing it as a career. Currently working on unannounced titles while a college student.

Tim Rurkowski – Composer/sound designer with 3 years of experience who has previously worked on titles such as Six Sided Sanctuary, 10 Second Ninja, Dudeski, and Two Epic Tortoises. He dabbles in game design, tortoises, and art on the side.

 

Tools used

Unity3d – Engine
Blender – 3D modeling
GIMP – Texture editing
Logic Pro 9 – Music Composition/Sound Design
ProTools 11 – Sound Design

Playthrough

I watched this video today:

http://www.youtube.com/watch?v=rXaZCdM5i9o

Yeah! That guys are really awesome! But they’re totally didn’t understood how to play my game. So I was inspired to record masterplay of IMPOSSIBLE DIFFICULT:

If you want another try, here is link to my entry: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=14848

Ok, my compo entry is imbalanced now, because weapons are useless. I working on this project and already re-reviewing gameplay and added useful things. I don’t know when I’ll release new version. Work is going very slow.

Tags: gameplay, gameplay video, playthrough

The Social Network – Post Mortem

There are 9 days left for voting and I decided to make a post morten ^^

MyGoal
– Since I had some problems finishing a projekt in the last time my main goal für this LD was to complete my ideas
– Do some art and sound. I´m a good coder but a terrible artist and musican i i wanted to make some arts and sounds that at least not look like crap

I´m lucky to say, I reached both of these goals 😀

What went wrong

I begin with this section because it´s much shorter then the things that went right.
Basically nothing went wrong. Everything worked together in first attempt and I had nearly nothing to correct

What could have went better

In the end I messed up balancing a bit. Because I had no playtesters I had to play the game by myself and correct balancing issues. This is really not recomended. You ALWAYS should have playtesters
Also I used the new Unity 4.6 UI system. It worked like a charme but all of this was new for me, so I wasted a bit of time, learning how to achieve a certain goal

What went right

This was the best game jam I ever had. I´t took me 24h to upload a playable version of my game. The other 24h I completely had to polish and extend my game. There was no stress, no time pressure, nothing. I slept alot, I had time for my family and all in all it was completely relaxing.

What i leaned:
– Brainstorming at the beginning is essential. I did this nearly an hour and after that I had a clear idea what type of game I wanted to make
– Keep your idea simple. At first i thought, making a simulation would be much work, but it wasnt. My concept was small but promised fun. This is the perfect start to LD
– Keep out math. I could have done some calculations to determite how many users you gain per tick, what every feature has to cost etc etc. But i decided just to set a value, play the game, adjust the value, play the game again and so on until it feels right. If math isn´t your strength this should be your way to go
– Upload early. If your idea is small enough to finish it hours before deadline upload it! People will test your game and give feedback that really helps you to polish your game. Updates can be done on the fly. I uloaded the first version after 24h. There was no way to loose the game, there were a lot of bugs and balancing was terrible. But I hat a day left and so I made some fixes, some polishing and some new features and uploaded this “patch”. Then I did the same process again. I´m proud to say. At deadline my link to web player version got clicked nealry 300 times.

And last but not least: TANK YOU FOR YOUR FEEDBACK
Your comments were motivating as hell and I´m really looking forward to your votes.
Here some of your comments:

Zer0 says …
Aug 23, 2014 @ 8:09pm
This is kinda like Plague.Inc but with a sozial network. Great Game tho 😀

xWarZonex says …
Aug 24, 2014 @ 1:30am
This is amazing! How did you do this so quick?

ViliX says …
Aug 25, 2014 @ 12:32pm
One of my favourites. You should do some post-compo version.

Robinerd says …
Aug 25, 2014 @ 12:50pm
Cool concept. Thought at first it would go on to infinite, but then I realized the troubles of gaining a larger user base. Well done and very interesting! Creds for the instructions and the ability to turn of the music. Great learning curve.

Geckoo1337 says …
Aug 26, 2014 @ 6:25am
One of my favorites for this LD32. Well done ++

If you whant to play (and rate) my game “The Social Network” you can to that here

Hey! You should check out my game!

Why? Because I told you to. And people said this!

Wertle says …
Sep 6, 2014 @ 6:29am

Nice work on this, I liked seeing the Ikaruga-style mechanics in a runner, which I don’t believe I’ve seen before. If you continue this I would recommend a method of ensuring you don’t get “impossible” spawns or long stretches of spawns where you don’t have to interact (you can do this a couple ways, one way is pre-designing segments that work really well and just procedurally generating the segments, or you can figure out the minimum distance needed to swap and make sure things don’t spawn under that distance). Since swapping is the only mechanic you could really play up the polish on those characters and have them animating super cute! Playtest with the colorblind :) Overall really nice work!

43iscoding says …
Aug 27, 2014 @ 10:41am

You seem to use both this LD theme and previous theme aswell 😀
Simple game, simple graphics, but it all seems very organic and lovely!

C_Walden says …
Aug 26, 2014 @ 7:33am

Aside from the die-for-no-reason bug, that’s pretty fun! I think it can be a little tricky sometimes to tell what’s a power-up and what’s an obstacle. The music sounds a little harsh, but the sound effects are nice. Overall, I liked it.

cardboard
says …
Aug 25, 2014 @ 7:01am

The pixel art is very nice, and everything blends together fairly cohesively. The music is nice and fits the game well. If there were no bugs, I can see myself enjoying this game (even more). The random deaths were quite funny to me, but basically eliminate the competitiveness since it is more “player versus game” than “player versus player”.


 

PLAY SAID GAME


Rift Knight Post Mortem

Rift Knight Post Mortem

A Post-Mortem for my LD30 game Rift Knight, a fast-paced action platformer.  Play it Here



 

RiftKnight.01

Part 1: The Story of Things that Mostly Went Wrong

Despite it all working out in the end, there was a time on Sunday when I was really close to giving up.  Initially this was going to be a team effort with 2 of us, but James has to drop out almost straight away (he is still recovering from a detached retina, so he is forgiven).  So on Saturday night I found out that I had to do all the art myself as well as the gameplay and sound, and I had already lost time as I was travelling back from Scotland most of Saturday.  I stayed up really late Saturday getting the movement and platform mechanics working, but was a bit worried about finishing everything.  Sunday I got up early and made music and sounds, as I knew I could at least do this bit.  That went well, but after that things started to go downhill.  I tried to create some graphics, and ended up scrapping everything and starting again 3 times!  I gave up and worked more on the gameplay to try and get that ready at least.  By late Sunday night I tried doing some more artwork, only to hate it again.  At this point I had a black & white game with some squares jumping around a screen, and although I knew I could use the Monday and submit to the Jam, I was very close to just throwing in the towel.


RiftKnight.02

Part 2: The Story of Snatching Victory from the Jaws of Defeat

Monday morning I woke up very early, so decided to sit down for one last attempt at making the game work.  I played through the one level I’d made and thought that it actually felt really fun to move around, so it was worth trying to finish it off.  Knowing about my terrible art experience from the rest of the weekend I decided to leave that until last (better to submit a finished game with no art than risk the whole thing failing).
So for the first half of Monday I created a few more enemy types, designed 5 levels and did a bit of a tutorial.  I put in some blank title and intro screens too.  So after lunch I had an essentially playable game made of black and white squares.  Then I set about trying to make some graphics.  Attempt number 5 went a lot better, with the enemies I stuck to my normal style of drawing the weirdest things I could in a simple child-like way.  I animated them in really simple 3 frames by just moving legs up and down.  Luckily they were moving so quickly in the game that it didn’t matter.  With the main character, I ended up creating each body part as a separate layer in paint.net, then I would copy the file and rotate them accordingly.  This is a new technique for me and it worked really well, so I ended up with some almost convincing movement animations.  From there things got a lot better, I put all the animations into the game and added some screenshake effects and it all started to feel pretty good.  I threw in some very quick text for the beginning and end of the game and I finally had something that felt worthy of submission.  I tweaked a few things, uploaded and submitted with about 4 minutes to go before the Jam deadline on Monday night.


RiftKnightGIF 16

Conclusion

The main thing that went right was the way the game feels.  I spent a long time tweaking all the movement variables to try and make it feel fun; I wrote down “joyful movement” on a notepad right at the start, and I think I came fairly close to getting that right.  It’s definitely not perfect, but a good starting point.
The other thing that accidentally went right was the graphics.  I still think the game looks a bit rubbish, and art is not my strong point, but I was pleased with my animations.  They were simple 3 or 4 frame animations, but they did fit with the controls and conveyed a nice sense of movement.
I was fairly happy with my music again this time, I was worried it got a bit repetitive but I think it fitted the mood of the game.
Finally, despite all the problems, I’m glad I managed to pull it all together by the end!  I got 5 relatively playable levels with simple beginning and end screens, so I ended up submitting a short but fully complete game.

In hindsight I am really happy with my entry, as it’s the first time I have made something I would consider genuinely fun in terms of how it feels to control.  I would like to build on it, so this game will definitely go on my list of ongoing projects.  Plans are to expand the main game as well as adding challenge and speedrun modes.  It could possibly be a pretty fun local multiplayer game with some tweaking as well, we’ll have to wait and see.

Thanks to anyone who has already played it, if not you can give it a try here

Two Islands Postmortem

Two Islands

 

It’s almost two weeks since I made Two Islands, and I’ve had some interesting feedback.

Firstly, here are the problems with the game:

  • Two difficult to understand at first
  • Little (or no) tutorial
  • No sound
  • Too easy

This is all really good, and more or less what I had expected. I was a little surprised to see that people wanted a tutorial. I agree that the game is difficult to understand but it seems unusual for a 48 hour game to have any kind of tutorial.

The feedback was generally positive though, and people seemed willing to put in some patience, for which I was very grateful. For the first time I actually found one of my own games fun, which is a benefit.

Given extra time, I’d have worked on the AI more. If I were to start again, I’d probably leave out AI altogether. It’s a lesson learned though – 48 hours is not enough to create challenging and interesting AI.

If you’re interested in playing Two Islands, you can find it here.

Sprite-to-quad tool for Unity

I made this little tool now during LD30, in order to get “sprites” that sorted correctly when rotated and displayed in 3d. Someone else might have some use for it as well perhaps.
All it does is to generate a quad and a double side shaded unlit material based on the layout of a sprite in your scene. It offsets and scales the quad and texture accordingly. It cannot handle off-center pivots correctly though(and maybe other things as well), so feel free to expand upon the script if you wish(its source is also in the game repo).

.unitypackage

quadify2

Sprite based tree (left) and quad based (right).

quadify1

The gadget.

 

 

 

 

 

 

 

 

 

Tags: sprite, tool

Flicker – Full Version Update

flickeralbum

Hey all! Still hard at work on the final version of my Ludum Dare entry, Flicker papacheech.itch.io/flicker

I am adding more enemies, animations, a graphical overhaul, and other things to make this game really fun and give it more longevity. I hope you all will play it when it is finished.

For an update when the game is released as well as all the latest news, follow me on twitter @danforstinger.

Cheers

Dan

Stellarlink Corp. Post Mortem

Here is the post mortem for the Stellarlink Corp., built as a jam entry for this 30th Ludum Dare (and my 8th edition).

StellarLink gif

 

Theme

As always, theme is announced Friday 22:00 here in Brazil, and right after it the overall idea came clear to my mind. I’m somewhat cautious about using themes literally (there would be room for much more creativity) but working alone with limited time, you simply can’t have the best of everything in your entry – a legacy knowledge from previous Ludum Dares.

Initially this game should be in 3D space but after a second thought I saw some problems with this approach. Mainly with player interaction and the strategies to fix/improve it would lead development beyond jam deadline, so fixed camera was chosen leaving the game environment in X/Z plane.StellarLinkCorp1

Stellarlink Corp. idea is that player controls a company that provide data links between cities at planets. These planets orbits a star and have their own rotation movement with random settings every game (angle, velocity).

There would be upgrades to apply on city transmitters, links and satellites to buy.

 

Environment

Heavy work started at Friday night and by Saturday dawn I had a functional environment with cosmos background, proper planetary movement and a cool random perlin surface generator. This last one took me like 40 minutes and I really liked the results. Morale was high so I went to bed.

StellarlinkPlanets

 

Saturday – Gameplay gameplay gameplay

Cities and their attached transmitters were created and fixed at their planetary sites (thanks Blender).StellarlinkCity_

First gameplay tests proved that this game could be fun but it also made clear that (then again) it would be a hard game with an unusual player interaction where one must split attention between precise aim and overall surveillance about planets motions to spot possible link paths. As the player progress, the links requests start to come in row and more often, turning the link delivery business into a chaotic experience for the unprepared. It was time to upgrades.

 

 

 

Saturday night – Upgrades

I had enough time to code every single planned upgrade and they really do a lot of difference in gameplay. The last one coded/modeled, Satellites, were one of the top reasons that convinced me, back in Friday planning, that the whole idea had potential. And I really loved how they fitted to game;

I spent some more time on balancing and tweaking values and prices, adjusting satellites control/function and by Sunday dawn Stellarlink Corp. was a complete game.

Sunday – round the edges

Some work on UI, some more balance/tweaks, intro and game over sequences, bug fixes. Then, for the first time in all Ludum Dares that I took part, I had a clear chance to submit a game in the 48 hours compo, except by 2 little details: 1) The game would go with no sound/music and 2) that would forbid me to use the only previous made asset in game : The blue cosmos background. So, I decided to stick with JAM 72 hours and start to add sounds.

Monday – real life work then sounds/music

As JAM rules allows, sounds from several sources were used, with some remix at the amazing Wavosaur.

Then I got my old keyboard from under the bed and started the music creation at Monday 20:00 in FL Studio 11. I had some problems trying to make a seamless loop to fit nicely in gameplay but at Monday 21:30 time was up and I had to upload as is.

 

As always it was amazing to take part of Ludum Dare. This one was a breeze, no rush, no stress, things worked as planned and I’m liking players feedback.

Thank you, see you in LD#31.

WithU – Post Mortem

Time for my wrap-up for LD30. This was my second LD, and I have to say first and foremost, this one was much more enjoyable for me. Things were very confusing and almost frustrating the first time around. Now that I’m familiar with both the site and the competition itself, things came much more natural this round. My entry is called ‘WithU’, and is the story of a lost boy and his deceased grandfather.

screen_5

Setup via the Game window

I spent a lot more time with both my notebook and my pillow this time around; that is to say I spent a lot more time designing and I slept pretty consistently. Both of these worked out well.

My original plan was, of course, actual planets. This was thrown out almost immediately:

screen_0

After a lot more doodling in the notebook, my next idea was a boy and a girl who fall in love but are separated by a void. You must help the boy and girl work together via a split-screen setup so they can be together. Here is my setup for that idea:

Screenshot of my Unity3D setup from earlier

Screenshot of my Unity3D setup from earlier

Next, I decided to try out a first-person view and mechanic. It too was short-lived:
screen_1

Back to the notebook! Finally, I landed on an idea that really inspired me. The plan was to swap the girl out for the boy’s late grandfather, and using my cube layout from my previous idea, it wasn’t long before I felt like I had something.

screen_4

Setup via the Unity Scene view

After landing on the boy/grandfather idea, the new mechanic and map started coming together pretty quickly.  A big help was using a cube of 1x1x1 alongside Unity3D’s built in snapping system… which allowed me to duplicate and place the cubes really quickly.  There wasn’t enough time left to design an entire game around this mechanic, so I settled on a few puzzles and added the optional “side quest” of collecting coins.

This game is mostly narrative and environment, although there is one puzzle in particular that I’m pretty proud of.  To see it, and more of the game itself, you’ll have to play!

WithU: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35774