LD30 August 22–25, 2014

What a LD!

Wow is all I can say! This is my second Ludum Dare and it’s certainly not getting any easier!

Started my entry early on Friday. Spent a while getting the isometric engine working and only had Sunday to implement the gameplay, because of this I decided to use Monday too so as to create the best game I could 😀

I feel like I spent a very long time coding but with a limited if not flawed result. However for my first attempt at an isometric game I think I did quite well. Not using a game library was a challenge but I think it paid off both in the gameplay and my own experience gained in creating the game.

Try it out here: http://www.aldesko.com/

Source: https://github.com/ob6160/ConnectedWorlds

Vote here:http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31367http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=31367

Looking forward to December already! 😀

Victory Music Theme !

This is my last one for this week end, another great LD, thanks to all !

I tried to keep my “weird, dark, and space things” in mind :

Victory Theme

The 2 other theme are here.

 

Feel free to like, share and comment ! Thanks again to all and have fun now with all that great games incoming… :)

Under Maintenance

So in the short time I was able to work, I was actually able to make something that resembles a game, plays like a game, is only a few minutes long, and is hardly even close to the game I wanted to make… BUT IT’S SOMETHING.

Unfortunately there are a few to many of these V

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For my liking. But what can you do? I did my best! And with the time I had I’m satisfied. It’s not like this is the end of this game. I plan to put many more hours into it, and include far more endings and gameplay elements then what will be displayed in the version that I post here, so I’m very thankful to Ludum Dare. And to my good friend Vallar who showed me this competition…

Afterthoughts…

>_> EVEN IF HE COULD HAVE GIVEN ME A LITTLE MORE WARNING. But I can’t complain.

Now I’m just rambling while the game compresses. This is what my life has become over the last 2 days. Rambling and game creation. Well… that’s what it was before. But I didn’t actually have anything to show for it before. Now I do…

Okay… now to hit publish… But… well… the compressions only half done… Seriously… how long does it take for a 5 minute game to compress… I shudder to think of how long it’ll take the final perfected version to compress… if there is such a thing as a final perfected version.

Anyway, that’s enough on my end. I did what i wanted to do. All I have to do now is submit it.

Thank you Vallar and Ludum Dare for giving me such a harsh deadline to do SOMETHING by.

“Escape Earth” done but dusty.

I’ts a bit late to be introducing ourselves, but hi everyone, were The Lag Pack.

This Ludum Dare wasn’t only our first game jam, but our first game ever. Our programmer has been working very hard over the past 72 hours developing the engine as well as trying to put the game together.We have all been working tirelessly as were all quite inexperienced and weren’t able to find the time to post progress updates. We will definitely be participating in Ludum Dare as often as possible in the future and will continue to get better. We hope you can try out our game and give us a rating. Thanks!

Escape Earth

The Lag Pack

Enderman Invasion

The endermen have left the End and are swarming towards our world. Only you can stop them. Hold off as long as possible in this Defend the Spot style game!

P.S. My high score is 680. Post your high score in the comments!

Stop the Enderman Horde Here

Close but no cigar – still fun:)

So, my first attempt in Ludum Dare has sadly failed to result in a submission.

I went with the Jam since my timetable made Sunday (and part of Saturday) unavailable – implying I didn’t really have the extra time.

However, I probably would’ve managed to get the game made in time, if I:

  • prepared my virtual workshop better – evaluating newly-used IDE features across IDEs is a no-no, for example…
  • planned for eliminating subjectively frustrating elements earlier on – in my case, this would be the graphics, the lack of which resulted in a temporary writer’s block.

For the sake of completeness: the game would be a two player TBS. Each player gets an initially empty world and fills it up with various energy-generating terrain. At the same time, raids are launched through interconnecting, random portals. Some units could “pillage”/revert enemy terrain back into the void, eventually starving the opponent of energy and winning the game.

Here’s a screenshot with example terrain:
final screenshot
I wasn’t kidding about the graphics.

I’ve also dumped the existing code into a GitHub repo – I’m quite intent on finishing it!

Overall, I’m happy that I had a chance to participate in this kind of event, and I’ll be definitely taking part in future editions :).

Biotope Finish !

Normaly for the compo i hope you  appreciate this experience of dynamic generation procedurale map

LD30 1

Biotopes

 

Tanks ludum dare for this crazy session

 

 

 

 

JUST made it!

I feel like running around the room screaming – I think I’ll just do some power-biking instead.

This is my fifth LD and my fourth completed game. I almost let scope creep kill this one too but ended up with concentrating on a single, fun mechanic! Even though I have zero sound and even though I had to use the jam instead of the compo to submit an entry, I still feel good because what I made will make a good foundation for a much richer game down the line!

Triumphant Individualism

logox3blue
(click the image for the awesome intro movie !)

Greetings, conqueror !

You are a proud member of one of the 4 mighty clans living around planet Delgacron !

In order to promote the sharing of the numerous resources between the clans,
the planetary general council installed a network of teleporters, lining together
all the chunks of land of the asteroid crown of Delgacron.

New technologies were developed with the sharing of rare resources.

But now, this is an open war where selfisness triumphs !

Exploit your resources ! build your home and your defences !
Loot your enemies !

Will YOU be strong enough ?

Pilgramage

 

My goal when I went into this ludum dare was to make a multiplayer game. Because of some time restraints I had to use some art and music from open game art and entered in the Jam, but I did it. Very proud of myself for getting the multiplayer aspect working, even if it meant I spent more time on google trying to find what was wrong than I normally do.

Any way here are some screenshots from my Ludum dare 30 game Pilgrimage.

 

Pilgramage 4

Pilgramage 2

Pilgramage 3

Comments

25. Aug 2014 · 23:05 UTC
Reminds me a lot of Journey; can’t wait to try playing it!
25. Aug 2014 · 23:14 UTC
I see what you did there. Good job on getting multiplayer into a jam game.
besieger1
06. Sep 2014 · 20:58 UTC
Do you plan to release source for this, loved the whole multiplayer experience. Could diffidently be expanded!

Ludum Dare 30 – Disconnect

Hey guys,

We are a german team consisting of 4 members. We just submitted our game “Disconnect”.

screenGame3

You play two players that are in two different worlds, but were connected by evil scientists. Now they can only move when the other person can move too. They only have a disconnector that allows them to wander around independently for a short time before the energy goes out. You need to find the endless powersource, developed in the same lab, to be able to disconnect and free the two forever. But be aware of the guards walking around. 

I (Jonas) made a short made a playthrough of our game for you to watch:

https://www.youtube.com/watch?v=-To3KiIhNrA&feature=youtu.be

Have fun with our entry, 
Team Banana4Life 

screenshotCredits

Twitter: @bananafourlife

Aw, so close! (not really…)

It’s time to face the hard truth: we won’t make it in time.

At least that means one less game about planets…

Poking Planets

 

It’s kinda heart breaking not being able to submit our hard work, but if anything the experience was well worth it.

We went into this with zero preparation and we got out of it with tons of experience. And better yet: we had fun.

Well, better luck to us next time! We will be returning for sure!

Now onto playing a ton o’ games…

 

 

 

Comments

Fanatrick
25. Aug 2014 · 23:04 UTC
I agree about the one less game with planets part.

Space Pirate

Wow I had some problem this time, lack of time + lack of inspiration. Finally I didn’t manage to get something for the Compo.

But here is my game:

Space Pirate

Try it 😀 !

Have fun 😀 !

Wifi Or Die

Hello everyone !

Try out my game and see what score you get. You’ll stay alive so long as you have a wifi connection as you move between the planets, the closer you get, the more points (and wifi) you’ll gain.

  • Move left and right to avoid crashing into the planets.
  • Activate the wifi on the white planets by hovering your mouse.

Let me know what you think!

http://www.wedarecreate.com/game/

 

Philou from We Dare Create

Can I still make it?

I don’t know! But so long as that “Submission Hour” is an actual Submission hour and not there to taunt me! I can still make it!

This isn’t good for my health! I’m almost done uploading it. it took way to long to compress….

WAY TO STRESSFUL

Comments

zeal
25. Aug 2014 · 23:07 UTC
I hope you make it, pal!

Yay! We did it! :D

We get to finish in time! 😀 😀 😀

It was a crazy weekend! XD

We all 5 in team worked really hard, sleeping the least and nonstop programming, drawing, making music & sounds (and fighting some almost indestructible bugs XD) but we had a really great time! 😀
CREW-(dead)-animated-cropped

For most of us it was the first Ludum Dare, and although we would have loved having more time to polish the game, we are very satisfied: D

We wanted to pay homage to the NES. So both the music (made with FamiTracker) and graphics (sprites with a maximum of 6 colors, 3 color tiles, etc.) and the kind of game tries to imitate the games of that great console.
You should listen this music while watching the world go round XD

We had a really good time , we are exhausted but very happy ^^

I hope all of you had as much fun as we did! 😀 See you in the next Ludum Dare! 😀

Our previous post:
http://www.ludumdare.com/compo/2014/08/20/we-are-in-d-3/
http://www.ludumdare.com/compo/2014/08/23/connected-worlds-wip/

Our game:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=38790
——————–
SPANISH (Our team is mostly Spanish, so we’d like to translate this post for Spanish speakers ^^)

¡Conseguimos acabar a tiempo! 😀 😀 😀

¡Ha sido un fin de semana loquísimo! XD

Hemos estado trabajando a piñón los 5 del equipo, durmiendo lo mínimo y sin parar de programar, hacer gráficos y sonido y pelearnos con bugs casi indestructibles, pero nos lo hemos pasado genial 😀

CREW-(dead)-animated-cropped

Para la mayoría de nosotros ha sido nuestro primer Ludum Dare, y aunque nos gustaría haber tenido más tiempo para pulir el juego, estamos muy Satisfechos 😀

Hemos querido hacer un homenaje a la NES. Tanto la música (hecha con FamiTracker) como los gráficos (sprites de 6 colores máximo, tiles de 3 colores, etcétera) como el tipo de juego intentan imitar los juegos de esa gran consola.
Si podeis deberiais escuchar esta musica mientras veis girar la tierra XD

Nos lo hemos pasado fenomenal, estamos derrengados pero muy muy contentos ^^

¡Esperamos que todos os lo hayáis pasado tan bien como nosotros! 😀 ¡Nos veremos en el próximo Ludum Dare! 😀

Nuestros post anteriores:
http://www.ludumdare.com/compo/2014/08/20/we-are-in-d-3/
http://www.ludumdare.com/compo/2014/08/23/connected-worlds-wip/

Nuestro juego:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=38790

Done!

logo

I’m done, I added sound effects and a splashscreen (seen above)

Linux and Mac builds will be coming soon.

Subspace Junction – Last Minute Disaster :(

screenshot

So, we were getting towards being finished on our game when my coder friend’s computer takes a shit, and it wrecked the main scene on the Unity file he was working on.  So yeah, I guess we won’t officially be taking part this time.  We will post up the finished game on the blog later when it can be remade.  Let this be a lesson: always keep backups or use source control or something!

Need some last minute music loops for your game?

I just finished my ninth track this weekend, fully loopable and free to use in your game. Check it out!

If that one doesn’t suit you, maybe some of the other tracks in my Ludum Dare collection will :)

Happy creating!

Soooo, I wasn’t able to find time to start, until now.

Lol, so, while the deadline’s already over, since I finally have downtime after moving my stuff to my dorm room, I’ll finally be able to game jam, even though it won’t count for the jam, lol…

Post mortem – Macecraft

Hey-ho guys!

I’ve attempted LD Jams with friends a few times, but never finished either due to my own laziness or just plain running out of time to fix game breaking bugs. But this time I finished, not with a great finish but I did it. And to me, that’s an achievement in itself

 

What went right?

  1. So the drive & motivation for programming was sustained, even when I felt like I wasn’t ready for some of the tasks I was trying, I still gave it a go.
  2. The guy who did music, a good friend, did a great job on the sound effects & music.
  3. We lost a lot of time due to a few of us being out, but still ended up with something.

What went wrong?

  1. A lot of the ideas that I wanted to try couldn’t come to fruition from just frustration of writing certain things for the first time and also not quite having a logical grasp on solving some of the problems that I had.
  2. We lost time, that’s never a good thing in these cases but I guess 16 hours lost due to alcohol isn’t a good thing.
  3. The artist dropped out. Leaving us with around about 3 images maybe 4… A lot of the placeholder stuff is just there still cause of no artist.
  4. I didn’t plan enough. I really should have planned a lot of what I was doing. Sketched out some ideas and really thought about everything. A lot of classes were re-written 4 to 5 times because of changing or conflicting ideas. It’d have been easier to plan in stages.

What’s going to happen next? 

I’d say this LD30 jam was a real learning curve for me, and has given me a few pointers on how to improve my code maintainability, handle ideas, plan for problems and how to deal with more than 6-7 classes in a game. How to really get to grips with how to deal with game developing on a deadline. I feel I’ve grown as a programmer, and have learnt a few design elements. Most likely, the game is going to be touched up. Fresh art added in by another friend, and the music kept. I’ll post it on my GameJolt (http://gamejolt.com/profile/mace-the-confused/113974/)  and hopefully it’ll be a fun process. This game isn’t really my thing, but I’ve learnt so much while making it, I think I’d like to give it a good send off.

 

Hope you all enjoyed yourselves this time, c’ya next time!

Space Delver – Almost There

We are submitting our game in a second but it is not finished. It is playable though.
We enjoyed developing it and learned&practiced a lot except these last few sleepless hours. It was a little bit painful :)
I’m putting the graphics which are not in the game. We want to go on working on it later and implement all the features we planned to do so. Hope you enjoy the game. We are going to rest now till we come back and try to play and rate as many of your games as possible.

planet5 planet6

spaceShip2 spaceShip2_DoubleLaserGunlaserCannon

gameMenuBase gameMenuContinueButton mainmenuExitButton

newsRandom1

newsRandom2

newsRandom3

newsRandom4

newsSF9

The Two-Dimensional Universe – Finally Finished!

When I first thought about the “Connected Worlds” theme, I came up with an idea pretty much immediately, probably because I’ve wanted to make a game with bouncy ball mechanics like in Within a Deep Forest for a long time, so I made the connection in my head and found that the theme could have an amazinig amount of potential for this kind of mechanics! When I thought about it further, the ideas for this game just started adding up, and at the beginning it was a little overwhelming because I could think of so many things to add to this game – but now, after making this my biggest LD yet and working on the game for a whole 40 hours over the three days, I find that the game feels complete – I managed to add pretty much everything that I wanted, and I can’t think of any big changes that I’d still need to make!

The game starts with the concept of a bouncy ball that could bounce to potentially infinite heights by keeping the jump button pressed, and this reaching of big heights is used as a transition between the different worlds! There are also different area types in the game, all of them feeling a little differerent in both the environment and the mechanics. It’s hard to explain what the connection between the worlds looks like, you’d have to see for yourself! 😛

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=11328

Here’s the link to the game. I have to go to sleep now because I have school tomorrow, and because my head feels like it doesn’t work properly anymore. I’ll leave you with some pictures!

Screen 1 Screen2 Screen3 Screen4

Screen5

 

Eat Poo and Snails

screen3

We wanted to have interplanetary travel in the game but also eating and pooing so we made a game about a space dinosaur that eats and poos.

Activate the gates by increasing the biomass on the planet.

Certain gates require specific plant types to activate so be careful you don’t mess up the eco-system too badly.

There was originally going to be some plot and more AI types but that got cut so we could submit something.

Hope you enjoy fart noises :)

World Bash–SUCCESS!!

Submitted our game. Overall, this must be the best Ludum Dare we’ve done so far. Not only
did our first ever Android game go through a very smooth development process, but it’s
actually a lot of fun. We were able to add in extra stuff too, like different planets and
such.

So check our game out. We put a lot of hard work into it. Besides, you get to use Jupiter
as a weapon to blow up aliens, and who doesn’t want to do that?

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=18923Screenshot_2014-08-23-14-39-36 Screenshot_2014-08-25-19-59-40

The Weaver Of Links

Hi guys,

We are a team made of 5 members from Paris. We are glad to show our game, a little platformer/puzzle where you need to connect people so they can join your network.

Use Arrows to move.
If you’re bugged, press ‘R’ to restart level.
‘Escape’ to go back to the menu level.

Enjoy the game and don’t forget to rate it :-)

We made it!

We just completed our first Ludum Dare and it was way more brutal than we expected. Still, we finished our game and are quite pleased with it! Time for post-mortem might be later, now is time for sleep. Just super thrilled to actually see it finally done!

 

Try our game here!

Finally!

It is done 😀

20140525_152501

Adventure Times

We finished our Jam game: An adventure above the skies!

Play

Solar Collider

Solar Collider : by @Integershift 

In Solar Collider you control the sun and use the connected worlds orbiting around you to protect the sun. 

Other planets and meteorites increase your planet’s size and gain you score 

Rockets decrease your planets size 

bandicam 2014-08-25 20-22-18-310

A nice little game a made for LD30

Play my entry

 

We’ve done our first Jam.

I had the pleasure to work with a friend of mine for this Ludum Dare.
At first we had the idea of creating some sort of economy/strategy game, where you have to manage resources for different floating islands. After a couple of drafts, we lost connection to this idea. Unfortunatly at this point, we were already approximately 20 houres in.
So we went back to the drawing board. Both of us liked playing the hacking mini game in deus ex: human revolution. So we tried fitting the mechanincs into the theme, and so we went with solar systems, where you have to hack planets and moons, instead of servers and workstations.
Its buggy and short, but we hope some of you can enjoy it!

Or|Bit Screen

Check it out here.

Have a good one.
Sven and Mirko

I did it. Welcome to Honko’s Worlds… Good luck.

Screenshot

Finished my jam entry! Its a top down zelda-like dungeon crawler, with weapons and lots of keys.
The game’s plan changed quite a bit on the final day. Had to choose between adding tiles to more of the game’s already designed rooms, or focussing on the small section of game that was already tiled up and working. I went with the latter. As a result, theres a lot of rooms to the north with invisible walls. Explore this no man’s land at your own risk, traveler.

EXPLORE HONKO’S WORLDS HERE

My game is “This Way”. Come see it! (Heh)

Hi guys! Here’s my jam entry called “This Way”. Play and rate it here!

this_way_gif

“This Way!” is a puzzle-like game where you need to get as many coins as you can by directing your jellies through a level filled with arrow plates that throw you in the direction they’re pointing at.

The game involves looking for a way to get the most number of multipliers. There’s a lot of thinking ahead in here which becomes easier the more you play through it.

I’ve incorporated the theme by having the two jellies reside in different realities. When the green jelly places a tile, it appears on the reality of the pink jelly but it has a negative effect when he steps on it. Vice versa.

This was originally supposed to be a compo submission but decided to move to Jam instead as I needed more time to polish the puzzle mechanics a bit.

HOW TO PLAY:

  • Get as many coins as you can before you run out of turns!
  • The more tiles you step on, the higher the multiplier!
  • Stepping on tile of the other character resets the multiplier!

Play and rate it here!

Completed!

Wow first time I actually got something commited!
It’s playable and fun, maybe just unbalanced and silent.

I’m sure I’ll finish this one up in my spare some time… But first SLEEP!

Click to play

Click to play

 

Tags: submission

I… I made it…

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This has nothing to do with my game…

BUT I MADE IT. I actually made it. I’m shocked… I never get anything done on time… well… if you consider this anything… XD

But it’s a start! And it’s something I enjoyed doing. I honestly never would have thought of it without Ludumdare.. I’ve said that so often… and I owe Vallar so much thanks for telling me about it and dealing with my stress… and I also owe Najath far more credit then I could possibly ever give him. But he refuses to accept it. So I will settle for thank him for doing the art on Zero notice.

The Web of Endings, started off as such a basic game I was certain I could finish it in the 4 hours I had… but the moment I sat down to work on it, it exploded outward like idea’s are so famous for doing. And the result was a game I can probably work on for the next several months, even if I kept up this pace. An unlimited number of endings and possibilities based on every choice you make in the game, whether you get a bad ending or not. It’s a game I’ve wanted to make for a long time, but never actually had any idea of how to make it. So I’d like to thank all of you at ludum dare and those of you who participate in Ludum Dare for sending my friend Vallar my way, cause i know he’s getting sick of me. And all these thanks seem like they are getting redundant so I will now put a cork in it… and just say. Thank you. And I hope you enjoy my game… as brief and unfinished as it may be.

 

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Hypnagogia – LD30

Hypnagogia

It’s finally over. It was a grueling weekend and not everything got done, but it’s still a playable thing!
We put together a game with dungeon crawling and menus.

Do you like old-school RPG style fights? We have them.
Do you think less is more? We have less.
Do you want to kill enemies? Come kill them.

Hypnagogia
Play Hypnagogia

our previous game in Global Game Jam

Judgement is a game about finding the truth by investigating a crime scene. There are some clues to lead you but it’s all up to you how to interpret them. You are asked some questions about the crime which slowly help you to develop the story in your mind. In Judgement we do not present you a story, but we guide you to create your own story by answering the questions and investigation. There is no winning or losing at the end. You are the narrator and you shape the story….

 

http://globalgamejam.org/2014/games/judgement

!!!DONE!!!

endscreen

I made it. It might be a little buggy and if you don’t talk to everyone before picking up items you might get confused, but I think this has been my best LD so far. Sadly I probably wont be able to do any more until this time next year because I’m going into an important year in school :( . But I had so much  fun this time, it will leave me with good memories.

 

WHAT’RE YA WAITING FOR PLAY IT ALREADY!!!!

Finally done!

Finally i submitted my game. I just gotten into the Jam, but as it was my first Ludum Dare i’m happy that i managed that. Now its time for me to get a little sleep. After wake up i want to start testing some games.

Game Over - Ludum Dare done!

If you think i really really have to test your game, just leave me a comment.

The Great Space Salad

I’ve finished my second Ludum Dare jam game. You can play and rate it here.

title

Overall I feel I did pretty good despite not liking the theme initially. I didn’t post anything on my progress as I was working, so I might try to write up something about making the game later this week to make up for it. But now its time to check out some of the games everyone else made :)

Tags: potato

Released!

Yup, we did it!
Common and play Warmageddon, the most colorful apocalypse game yet!

Warmageddon is a two players RTS for tablets and smartphone :
Wip 4

Come and play with a friend!

Title

And right now, I just need a lot of sleep; but I can’t wait to try all those games 😀

Galactic Wars Done!

Finally we finished our game. It is a space themed game in which you have to put drones around your planet to defend from the evil alien space invaders.

Second jam for us and a first using Unity so expect some bugs and what not. Have fun!

http://vladr.com/LD30/

Arched Dimension

No idea how but we after all managed to get it done and post our game in the given time. So, we present to you our Arched Dimension!

Check out the game here. It was real pleasure to work on it! We hope you all like it. :)

 

Doneskies!

Well as done-arino as we can get it for a few tired Canadians!

We might even take this baby on for a couple more weeks to turn it into a game!  We shall see!

Check out our jam title Boys From the Dwarf: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=13636

SS1

Thanks for another blast of a weekend LD’ers!  Much love!

Hamster Run

You Tube Video of Hamster run

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=5426

It might run a bit crazy on your box I had the sensitivity turned way up on the slow box I was developing on. When running on a faster machine it was unplayable.

Hamster Run By Greg Bluntzer of Scriptblocks.com 
For Ludum Dare 30 

REQUIRES JAVA 

Double click on jar file to run. 

Software used 

jMonkeySDK Java coding and modeling 
LMMS , Audacity Sound 
GIMP Graphics 
Blender modeling 

Created at 10bitworks.com San Antonio Hackerspace

Comments

25. Aug 2014 · 23:57 UTC
also used jfxr for sound

Space Delver is on!

We are dead tired but it was worth.
Use the link below to start delving deep into the space.
Hope you will like! :)
Space Delver
Screenshot 2014-08-26 03.23.28

It’s done

The deed is done. I think I’ll just do a quick post-mortem(I think that’s the correct term)
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=4101

 

 


What went right

– I didn’t chicken out and started to fear the code
– I pulled through.
– I actually got some decent sounds out of SFXR
– I’m really liking the overall feel of the game; how the signals switch and moves through the grid.
– Pretty decent aesthetics and artwork
– Streaming was a lot of fun and motivating!

 

 

What went wrong

– Java
– Single file of Java- Massive blob of Java
– Editing said massive blob of java 40 minutes before the jam ended and realizing I had broken the game.
– Got my gameplay idea too late and faffed about with technical issues rather than actually making a game..
– Not enough playing around with levels and I didn’t have time to create enough interesting blocks! The game is barely a challenge as it is right now.

 

Summary

Overall it was a positive experience; I actually learned some new stuff and tried to make a puzzle game(which I’ve never done before).
I wish that I’d done a lot of things differently, but next time I shall focus less on technical issues and more on core gameplay.

The Intergalactic Call Center

screen1

 

First of all I would like to congratulate everyone who finished their game, I really enjoyed this theme and I hope you did too. I’ve seen some pretty good games so far and as always I’m going to enjoying checking out what everyone’s done. I tried to have a more comical interpretation of ‘Connecting Worlds’, enjoy my friends. – Troy

 

The Intergalactic Call Center has been connecting calls, transferring customers and giving useful information about our galaxy since 2078 and now you’re employed! But working here can be difficult as the whole galaxy doesn’t speak the same language!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36122

 

 screen3

 

 

 

“The Other Sky” now avaliable

icon

If you want to wander in a surreal world, try my entry “The Other Sky”. The Ludum Dare version only has 3 levels, but hopefully I could make a better version in the future.

I really enjoyed making this game, but I wished the I could make the levels more intricate. The theme unfortunately induced me to try to make something very ambitious. But other all I had fun.

Screen Shot 2014-08-25 at 7.59.58 PM

Tags: final, jam, postmortem, screenshot, unity3d

Something Akin to a Speech

The word for the title eludes me. However I wanted to write a little bit about my first Ludum Dare experience. (FYI I entered the compo)

First off, Ludum Dare was a blast and I learned a whole lot. At 8 years old, I had downloaded python to learn programming because I wanted to make games. 7 years later, I finally did it, and only because Ludum Dare gave me the motivation and deadline to do so. The whole thing means so much to me and I’ve only done it once.

I had no prep for the compo. I knew how to make a canvas and get the context, but that was it. It was intimidating trying to learn how to make the game in a limited timeframe. That plus splitting up work to do graphics, sound, and the three hours it took to get an interpretation of the theme, of which I’m quite proud of.

I had so many ideas for the theme. All of them involved space, or time travel, or the multiverse. I spent three hours going through themes that had no motivation, no originality, or no real interest to them. Finally I had a great idea. A TV Crossover Episode. Connecting two fictional worlds. It was perfect, and allowed me to use and setting, genre, or characters I wanted.

The game I made has no real gameplay. I tried to focus on telling a story. There was some movement, and a section of dialogue choice that didn’t matter because they all lead to the same end. The gameplay is very similar to Telltales, I’d say, yet not as complex. Everything to do with dialogue was tedious, even simple stuff. The dialogue choice section, which has two sections of choices, took up almost half my total code. I would have loved to do more.

Art was fun. The only real art I can do is pixel, and I love seeing good pixel art and the design. I’ve always seen good pixel art as something that was made oddly, but works for some reason. Take for instance, my characters. They have no faces at all. It’s just blank. But it works. Another thing I liked doing was the close ups. For dialogue, I wanted to make the changes in screen during dialogue emulate the effect of camera angles on tv. So the angle may go from close up on the talking persons face, to backed out on something he’s talking about.

Music has had a positive response in the comments, though it’s one tune played on a loop. Never ending. Writing the music wasn’t even really a writing process. I found some double chords that I liked, threw them together with a snare drum rhythm in between, and apparently it’s good. I only like the fact that it suits a detective genre well.

 

This first Ludum Dare will be something I never forget. It’s so special to me.

Now you can say you’ve seen me babble on about the game for 6(?) paragraphs.

wow such completion

wow game complete

many commits

must play:

3

 

LD30 ends.

It was a good run. We pushed for a new engine, tried something new. And that something new was awesome for everyone involved. Unfortunately, we didn’t make it.

I stand by my decision to use Unreal Engine 4 for the jam, it was a wonderful experience and, hadn’t a few technical difficulties turned out, I’d be here celebrating over more than just a submission, but an experience to further everything I do from here on.

We had issues with importing animations at first, and because we went a few hours trying to fix the problem with no avail, we decided to start over on those with a different method for rigging, skinning and animating, methods we weren’t used to at all.

Shortly after our animators came and told me the weren’t going to be able to finish the animations that day (Sunday), and given that they wouldn’t really be able to work on it on the Monday at all due to day jobs, another big problem happened.

I had to restart my computer due to heat issues, and when I came back, I couldn’t open the project again at all. I don’t blame the engine, I blame my lack of tidiness regarding old files and test models. I had to restart most of the coding, since it was bound to the very core of the level, which was corrupt.

I tried everything. When I realized I was going to have to start over with the AI behavior and such, I let the team know, and in that moment, we knew we wouldn’t beat the schedule, no matter what.

 

It’s sad, very sad. I was really enjoying making this game, and I personally  think it looked really good. But we haven’t really given up. We’re going Post-Mortem. We’re finishing this game, even though it won’t be really in the competition. I’ll post it here later, promise.

 

I managed to get some progress into the whole re-do thing, and though I’d post just whatever I’ve got right now. I hope you guys enjoy, and congratulations to everyone who made it to submission! Hope everybody gets some good, well-deserved rest.

previewLudum

Comments

26. Aug 2014 · 15:15 UTC
It’s very heart-breaking your story, it is a jam after all, unpredictable things happens.

It is very refreshing see someone using a new engine and sharing their experiences.

I’m looking forward your post-mortem, remember to fill the post with gifs and images of what you guys got, even if is not being in-engine, to people see what you guys had until the crash.

Don’t give up and cheers to your team!

La Roue de Fortune!

Hi

This is a rad game, honestly I’m very proud. It is very different form anything the ZNCatlaw collective has worked on before: a moody solitaire card-game, using the ancient and beautiful Tarot. We built it as a web-page rather than using a game framework (or LOVE2D), which involved some learnings. The result is that, somehow magically, the game works on modern tablets as well as desktop browsers! Crazy internets!

The basic rules of the game are about “moving between worlds” using the major arcana of a Tarot deck. By travelling, the player is able to collect minor arcana and form hands. A player who forms 4 hands can win the game (though, winning is not as simple as just that). We spent most of the first day just working out the rules, and deciding how we wanted the game to feel. Actually, the process was quite different from our last two jam games and worked really well.

As usual, @nomoon’s radly massive talent for all things ops came in handy: all the layouts and stylish flashy things, as well as the nitty-gritty of CORS and AWS assets, and the sweet music loop, comes straight out of those fingers. @clangmuir designed the game, and spent much of the second day sitting on the couch with a deck of tarot actually playing a simple prototype, testing out all the rules we’d come up with and balancing things while I was still hacking the basic rules together. Working together as Zigs, Nomoon & Clang (at law) is like being part of a machine. The quality and scope we can manage in just a few days is astonishing.

Needless to say, we will be polishing this up in the post jam so that it shines like a diamond and then probably releasing it through various channels of awesome.

LINKY: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=42407

Thanks,

z.

Made it!

We have finally completed our entry, and submitted it just in time. It’s a simple platformer with just a couple of levels, but a very nice change from not releasing anything at all. Though I guess we get a solid 0 for “Community” :\

I have a question to you Ludum Darers. If our has been hurt a lot by the last-minute bugs (as in, we had to cut out one of the levels with some art not present anywhere else), may we add a “15 minutes later” edition to the list of downloads, where this is fixed and game gets almost 1.5 times longer? Or should we wait until the judging ends?

Oh, and here’s a couple of screenshots, of course :)Скриншот 2014-08-26 09.47.25 Скриншот 2014-08-26 09.48.49

Comments

Septi
26. Aug 2014 · 00:38 UTC
Okay, it goes beyond extra content. Some rigorous testing demonstrated that the game is currently unbeatable :( I guess I’ll upload the fixed version.

Uploaded!

Game uploaded!

It’s 4AM and I’m sitting at my work because I don’t have Mac but I wanted to build our game for Mac OS X. Now we have best “Instalation Experience” I could imagined but sadly Mac OS X is the most broken build of our game and I’m not sure if I can drive home after so many hours of sleep deprivation.

We had to directly hack event loop of game engine, because it game clock was starving of event ticks if wasn’t getting enough user input events (remember that it’s a “press space to win” type of game). We had to monkey patch resource finder because it could not deal with freezed/bundled apps (we use python). And last but not least we had to cover our game with a ton compatibility assertions to make music/sounds at least pretend to work.

Effect: we had to disable all sound effects and anything you can hear is our theme music but it will probably eventually die in slow agony of cracks and gaps.

I only hope that this is maybe only my broken environment and someone will get this game working on Mac OS X without any issues.

Screen Shot 2014-08-26 at 02.56.45

Pshooooooooooom!

We did it! Crece-Above-Clouds is playable! Woo hoo!

You can play it too at this link, if you like: LINK

No spoilers, but it’s a little bit Trading Game, and a little bit Tower Defense.

My LD30 submission: Lonely Planet

Hey everyone! I managed to finish something!

I’m horrified that it’s going to be too broken for people to play, but I figured if people play it I’ll be able to fix their problems.

Even if the game is kind-of missing, I hope you can enjoy it.

So here it is:

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=20603

Lonely Planet – CLICK ME TO PLAY

 

ABOUT

You are a lonely robot on a lonely planet. Your planet is nothing but a weird material and some odd shapes. You are sad. 

But one day, you notice a set of two buttons on the side of your screen. After experimenting with them, you are suddenly greeted by, to your disbelief, another robot! This robot is stuck on its planet, but you are close enough to talk. You talk to the robot about life, love, and how awesome Ludum Dare 30 was. 

Eventually, this robot will leave, but it’s not too bad, you can use these buttons to speak to any robot in the universe! 

 

Play and let me know what you think!

Cheers!

Neil Sveri

@NoNameGhost

@StudioMercato

And so we made it :D

@mandelcat, here!

Here is our submission! Almost did not make it! We always try and tackle a new feature to learn, or a new concept to develop in our jams. We are actually surprised we finished, considering the planning/balancing of this kind of games is very time consuming. We had a blast, and Unity UI in 4.6 is all kinds of amazing and messing around with it was such a breeze I want to hug everything and everyone in my path.

Some visuals and stuffs. Please don’t forget to rate! :)

 

 

1

Play me! Play me!

2

3

Fox – Submitted to Jam

Here’s my game, Fox. It’s INCREDIBLY bare-bones. Only had today to do anything for this, so I’m amazed that I actually finished.

Fox

Fox

Link to game:

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25531

Features:

  • No music;
  • A SINGLE sound effect;
  • Plenty of bugs to find;
  • Animated fox sprites!
  • Paint.net graphics;
  • A victory condition

About:

You are a fox. Your mission is to return the spirits to each of their spirit worlds (Ether, Forest and Mountain).

How does this fit into the theme?

This version of the game hardly manages to. It has a story which is kind of relevant. The original idea was to get the game working to this point, and then have the proportion of spirits returned home to affect the GAME WORLD. I.e. spawn bad things to make the game harder if you return more of one type of spirit than another. (Balanced by either a time limit in the game or a natural difficulty increase over time). Unfortunately, I only got up to collecting/returning spirits. So that’s the game. I’m just happy I could submit something! :)

Have fun!

EDIT: Might want to include the link to my game:

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25531

We actually did it!

YEAH! From a theme we didn’t like much at first, we managed to find a concept we’d enjoy to make. We wrote things down and the incredible part is that we managed to stick to the plan and achieve our goals! Kind of a first time for me and Zhyr. We are very happy to show you the result of approximately 100h of insane work (we barely slept…!) We are also very eager to see what you guys have been up to, so, see you around.

ld30title

=> Play Galactic Dump

=> Rate & Comment

Carrier Wave – finally finished my first Jam entry

Well, it was supposed to be in the main wave, but I haven’t been able to pull enough hours to make it playable – and there was that stupid bug with ships flying away from the screen.

So here it is – Carrier Wave – realtime global (galaxy-wide) multiplayer strategy.

You can play in a web browser @the party – up to 4 players on a single keyboard if you’re geeky enough to manage layout.

You are controlling rectangular drone carrier. It can be used to navigate between planets, mine fuel, manufacture drones and eliminate the opposition.

What a Weekend…

I finished the demo… err, game. Part of me is happy for submitting the entry in time, thus finishing the game. The other part is sad, ’cause i know i could make more. I just rushed 4 simple tutorial levels, in the remaining 14 seconds to the submission’s time ends. Have i cheated?… I hope not.

The engine can do a lot, spikes, holes, traps etc. In the time of writing this, the combat was almost done. But i didn’t give up. I will polish this up, and make a pretty little game. I hope. Next Ludum Dare i will try to get the day off in the monday. Man, what i could do with one more day… And to make things worse, in the end of the day we had this meeting in the office and i’ve lost so much precious time…

The name of the game i just invented in the last second. I made up some Generic name: Warrior and the Thief… I know…

In retrospect, i think in every LD, we evolve and learn something new. In the dawn of the saturday to sunday, i made a check list. Every task had a deadline to finish in a defined time. But in the next day, i spent too much time in some of the tasks, instead to just let them go an go to the next one. In a Game Jam, perfectionism can be a BIG burden. Next time i will remember this LD.

Well, now i will rest. I feel my brain as if it was a melted goo right now. Time to recover my energies!

Here is the entry :

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=15108

Comments

26. Aug 2014 · 03:42 UTC
Hey there, it looks great will play tonight. I can sympathise with flexing the engine- level creation took me ages in my similarish game 😉 keep going with it and congrats on making the deadline!
DrZanuff
27. Aug 2014 · 02:13 UTC
Thanks man. Your words made all the suffering worth it. I just played your game. Congrats! Very clever game idea.

Too challenging?

Apparently the (.zip) file of my submission Ignis was a build where the game levels were running around 20% faster due to a typo. I made it faster for debugging reasons and later due to rush forgot to comment that line out. This is definitely the reason why most of the feedback received was about how difficult the game is, which was a big downer for me. The .zip link has been updated.

Thank you based pixel gods!

This is my first LudumDare and I had a blast developing. The feedback this community provides is above every expectation.

Entry page.

I finished something!

I finished just in time for the Jam! It’s a game called Oppugno, and you can play it here.

Post-Jam Reflection

Well, there it is! My first completed Ludum Dare!

I’ve had some feedback on my game so far, but I don’t expect it to go very far. I had very little time, and so the level design was sparse and last minute.

 

Things I accomplished

  • Learned how to use LOVE 2D
  • Learned a lot about tile-based games and collision detection
  • Implemented my core mechanic successfully
  • Made some tile-art

 

Things to work on for next time

  • Don’t start a jam when you know life is going to get in the way
  • Learn your engine better beforehand
  • Post updates more often

Well, thanks to everyone here at the 3oth Ludum Dare, and have fun in the weeks of playing and rating ahead!

 

-DeltaF1, StarHopper Studios

 

Tags: LD30, ld48

ANTS: A Love Story

ants promo

Hooray, I actually managed to finish on time! I wound up making a really cute, small-scale block pushing game with a deliberately tiny verb-set and pleasantly lax difficulty. It shouldn’t take too long to play through (maybe five or ten minutes), although there is a “high score” of sorts that can be improved with more efficient play.

Give it a play!

I’m finished, but is it?

Whew… what a clusterf**k yesterday was…

Either way, I got it uploaded in time. I wouldn’t actually call what I have finished, but it is technically a game, I guess. Regardless, I had a blast, learned a lot, and have a new drive to see where I can go with this whole game-making thing. Maybe I’ll expand this game, or maybe I’ll start fresh. Either way, I’ll be making more soon.

For now, check out my game, leave a rating, and tell me how awful it is 😀

Where’s the Color?

telecaster – exploration space game

telecaster_screen

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

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

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

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

And also a reddit link!

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

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

We’re done!

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

Intro-Logo

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

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

Looking Back

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

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

Timelapse coming soon!

Comments

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

Post Mortem

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

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

A New World !

This weekend, I made a game.

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

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

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

 

Try it and tell me what you think of it !

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

 

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

Jam Game completed!

Really proud of our game Klarb Procreation Rift!

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

 

Ex-Fraktion : Post Mortem

 

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

>>> PLAY EX-FRAKTION <<<

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

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

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

screen2

What went right ?

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

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

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

Going from multiplayer to solo induced many changes :

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

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

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

screen3

 

What could be better ?

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

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

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

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

Dream Epoch – adventure / rpg [LD30 jam]

bloggif_53fc4a588a61e

 

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


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

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

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

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

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

This demo is just a precursor to that lofty vision.

Remember to play it in fullscreen!

 

Screenshots

 

dream epoch adam thompson emotion theory

dream epoch adam thompson emotion theory

dream epoch adam thompson emotion theory

 

 

Vines

Click here to Watch!

 

Music

Click here to Listen!

 

How to Play

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

Click on the other fellow to talk to him.

Click on the door to open / close it.

Explore.

 

Play

Click here to Play!

 

Follow me

Twitter

Website

Facebook

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

Now you can play The Forgotten Day

Now you can play The Forgotten Day

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

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

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

 

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

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

 

game

Arcaena – A Post-Mortem

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

What Went Right:

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

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

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

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

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

What Went Wrong:

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

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

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

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

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

A little about the game:

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

Star Tycoons – Post Mortem

2

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

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

THE WORST

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

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

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

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

THE BEST

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

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

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

THE SECRET

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

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

eventometeoritos

eventocordonpolicial

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

 

Tags: MechanicMoonStudio, post-mortem

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

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

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

The First Night

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

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

We Rise At Dawn– Er, 10 o’clock

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

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

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

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

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

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

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

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

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

The Stone That the Builders Rejected

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

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

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

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

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

Epilogue

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

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

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

So, what could we have done differently?

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

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

Comments

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

TETHER: Postmortem

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

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

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

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

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

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

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

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

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

Thanks for reading.

Farm Invaders: My Jam Entry

Hi guys,

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

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

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

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

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

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

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

And a screenshot:
Image1

First 9 hours of developing Worlds Collide

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

Hour 1

Hour 2

Hour 3

Hour 4

Hour 5

Hour 6

Hour 7

Hour 8

Hour 9

WARP WORLDS: High Score challenge.

WW icon

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

HS

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

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

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

Cheers, Ben.

disconnected thoughts on LUDOPHAGIC TIMEWAVE SOUND HYPERWHISTLE

screenie

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I FEEL IT EVERY LATE MORNING. Finished!

LOGOBIG

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

Can’t wait to see your reviews guys!

PLAY IT

FinalScreen