LD30 August 22–25, 2014

Ludum Dare 30 Jam Final Thoughts.

Hey guys. Just wanna share my thoughts on this.

I learnt quite a lot to be honest, as I wasn’t a programmer until recently. I’ve been trained as an artist first in school.

Bad programming practices in progress.

Bad programming practices in progress.

Really glad the game turned out well! All the team members were really excited to see our game come to life!

Wished we had more experience with Phaser so that the game would have more features…

That being said, I learnt a lot as a programmer.

Dimension Express!

Dimension Express!

I think I’m more ready to join the next compo!

Ivan

 

 

My entry CMYK: made in the last 7 hours

 I didn’t have time at the weekend, so I made my entry in the last 7 hours of the JAM :)

4 connected worlds. One color x world. 

PLAY CMYK

4 endless runners in one.

It’s an early prototype. TODO list:

  • Better hole generation to make the mouse useful
  • Add sounds
  • Add music
  • HiScore table
  • Unique backgrounds

48hrs, minimal sleep and then a flight to greece!

 

Well that was intense. I finished my jam, submitted, took a shower and then got a car to the airport for a week in Greece! Got to our hotel, swam and ate, then slept…. And it is now Tuesday! I am rested and ready to play all the fantastic entries you have all made.

My game entry “Ormington Chomost Calling”  was probably the most challenging game I have attempted to make. Mainly down to this guy –

image

I needed to calculate the angle to spit out the number and then create a listener to take in each number entry and decide if it was valid. It was a complex mess of logic that I am surprised I got working BUT the whole game is based around it so I am happy it did.

the aim of the game is to land old rotary phones on alien planets, and then dial thier numbers to see if anyone picks up :)

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=21374

Have a go if you are intrigued, leave a comment and I will check out your game too.

 

Thanks!

 

G

 

Ludum Dare 30 Jam – Post Mortem

So… First LD for us and how we’ve learned:

We had a team of two people, one mostly did coding and the other one all the art. We didn’t submit our game because we didn’t finish it in time. However we have learned quite a few valuable lessons in game dev and in participating LD, so here they are:

Framework and Library: It has been said like a thousand times over and over: Make a framework with the core parts of your engine before you start LD. Really, I thought I would be able to actually pull it off without, and I’m quite a good programmer, but it took me more time than expected AND all the time I put in the framework was – now that I look back at it – actually needed for adding gameplay (top priority) and features (such as music and sounds). Also: if you’re going to use a library make sure you know how to use multiple features. For example: We used slick2d with java, because slick2d is based on opengl and it makes rendering a great deal easier. But slick2d has so many awesome features (like: particles, entities, animations etc.) that I didn’t use and programmed all by myself (which equals loss of time) that now, looking back at it, makes me feel stupid not using.

Graphics and Sound: To be honest: we didn’t even start on music and sounds. We planned this for the final day, but because of certain reasons partially explained uptop we used the final day to add more levels and other gameplay mechanics. The graphics however were done nicely (in my opinion). However if we look at graphics other participants made, we do understand that our level of detail and skill isn’t as high, but that’s ok right? Everyone needs to learn, and that is what this was all about for us. But for the graphics I will say the same as for our library and framework: Practice it beforehand, make some standard assets or at least a scheme with colors and techniques or something that you can use to remind you how you should be making art in a way it fits you.

Working together: Working together was really ok actually. My teammate and I we’re actually able to help each other (mostly) and because we split the work mostly into art and programming we weren’t interfering with each others work. One thing to keep in mind though: When one has been programming almost everything and the other one needs to program something, make sure you understand a certain train of thought in the projects code. We had a small problem where my teammate had to do almost extensive research (yeah I like to exeggerate a little :3) to find out how to render particles or a newly added entity. And really: it wasn’t really a big problem for me to explain it to him, but again: this is a way to lose valuable time.

Game and Gameplay: Just a little bit more about the game itself. We had an idea right away to give the player a teleportation device of some sort in the first level. This device would grant the player acces to several layers of time of that level (environment). This way the player needs to solve puzzles and get to the portal at the end of the level. We eventually made three levels: The ‘now’ layer, in which the player starts, the ‘medieval’ layer and the ‘dinosaur’ or prehistoric layer. Every layer had it’s own level design and has buttons and (movable) walls etc. which made it one big puzzle. There are enemies shooting at you, and you’re able to defend yourself etc.

Eventually we finished two complete levels and one level was still in development at the end. Again, if we look back at the features we’ve added, I can say we we’re having the, how do you call it, feature disease? Anyway, again a valuable lesson for the next time: Focus on primary gameplay, not awesome little details that are less important. In our case that is: First some playable levels, not nice little particles for everything that happens in the game.

 

I hope our experience will help you guys as much as it helped us. I’m quite sure we’ve all been at this point, if not we will get to this point.

TLDR;

+ Make sure you have a frame ready before you start LD;

+ Make sure you understand the library you’re using;

+ Practice the making of assets before you start LD and perhaps make scheme’s or dummies of some sort;

+ Make sure you understand each others train oof thought (not only for the jammers, this is a good advice from a person learning software engineering)

+ Focus on primary gameplay FIRST, nice little details can be done later when you have spare time.

Comments

26. Aug 2014 · 06:51 UTC
So +1 on your conclusions, thought the same thing. I guess everyone has to experience it for himself at his or her first ld;)
LeftRight92
26. Aug 2014 · 09:46 UTC
Some good conclusions, however I can’t help but ask maybe you tried to achieve to much in the allotted time? If you had simplified your game a bit would you have come up with a finished game?

Reminisce: my Ludum Dare 30 entry made with cgame

OS/X | Windows | LD30 | Source | Timelapse

For a while I’ve wanted to enter in a Ludum Dare with cgame, my rapid game development engine/tool I’ve been working on since December. It’d be a great way to see if it actually worked for rapid game development. And Ludum Dare needs rapid — code, art and music in 48 hours! Few weeks ago I thought cgame was finally at the point that I could use it for one. So I did Ludum Dare 30 this past weekend.

Development went alright — better than I expected, but not quite the best. I wanted to make some music and more levels, and was running out of time. Eventually I hit a point where I thought, “Hey, I think I can make it end here and have it make sense.” So I just stopped there, cleaned up a bit, and it seemed to work out!

Also while working on this I added some little cgame features and fixes. It’s also given me some things to think about to fix/add in cgame. In all, a great experience. I learned a lot about games, about making them, good talks with the community on IRC. I think one of cgame’s top priorities next is documentation. I’ll make some tutorials and stuff hopefully soon. Till then, play my Ludum Dare 30 game and leave comments! :)

If you figure out how to get to the end WITHOUT dying, btw, let me know!

Play Heart Star!

Have you played Heart Star yet? Give it a go and leave a rating and I’ll check out your game too! I’m working on Post-Compo version of the game with more polished tutorial levels plus heaps of completely new stages. I’m planning to finish at least 30 levels total for the post-compo. Hopefully I’ll have the game done sometime this weekend, or maybe earlier.

Click to play Heart Star!

 

Icecream and World Domination – Postmortem

World Domination

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=42414

Two students, 72 hours and a ton coffein actually produced something that we  can be very proud of.

It’s a game about destroying various alien races, capturing planets and A TON OF ROCKETS.

@amethyst_v did all the stunning artwork, the story and most of the level design. While I (@Zelosfan) crafted the code of the game in Java with LibGDX.

Huge thanks to a third person (@official_Haruki) who made the awesome music tracks which really add to the mood and round up the game nicely!

What went right: 

  • We achieved pretty much everything we planned. That is just awesome and doesn’t happen that often in gamejams.
  • It was the first time that we worked together on a game (other than a Dota game). And it worked out really well :)
  • The game is actually fun xD
  • We managed to polish most of the animations. Aren’t resizing crosshairs and swarming rockets awesome ^_^.
  • Actually there is a kind of a step-by-step tutorial.

What went wrong:

  •  Time pressure at the end. REAL BIG TIME. Because our game is pretty complicated we had to make a good tutorial and I started to do it 2h before the deadline ._.
  • We had a game breaking bug(endlessssss scrolling yay) which we had to patch out after the submission deadline. Probably because we had no time for playtesting.
  • Minor bugs persisted (the usual).

 

So yeah check it out and I hope you love it aswell. If you leave feedback we will come back to you <3.

LD30 Post Mortem: Tangled Mini Worlds

This Ludum Dare went very well and the theme was really fun to work with. As many other I would like to write down some of my experiences so that other may benefit from it. If you are curious on what I made you can visit this link: Tangled Mini Worlds

Screenshot

 

  1. Make sure you have set aside enough time to work on your game. I was busy this weekend but I managed to squeeze inn 6 hours on Saturday and 6 hours on Sunday. 12 hours is not much when making a game and I am lucky to even finishing it. When I was not working on my game, I used some of my capacity to plan on what to implement and what to throw away. This help me a lot because when I finally sat down to work I knew exactly what to do.
  2. One of my goals was too only work whit tings I knew. My best skills are programming and 3D art. Therefore, I chose not to do any 2D stuff and audio. I did not want to use unnecessary time figuring out how stuff work when I was on such a tight time schedule. This turned out to be just what I needed to finish the game.
  3. Do not try to reinvent everything. Take inspiration from something familiar. With my game, the game mechanics come from wooden chines puzzle games and the visual is something similar to Monument Valley by Ustwogames.
  4. Every time I make a game, I like to start working on game mechanics. As I am working on how the game plays, I think about the visuals. This seems works for me but you might have a different way of doing things. The important part is, be aware of what suits you the most and use that to your advantage.

Thanks for this awesome weekend of making games. It feels really good to be a part of a community that loves making games, playing them and commenting on improvements. :D

Salvation

Hello, everyone! I would like to share my thoughts and impressions on Ludum Dare 30!

This was the first Ludum Dare I participated in and I’m extremely happy that so many people got to play my game, and eventually enjoyed it :3

You can view my entry and play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35110

 

Firstly, I wanted to write a simple blog post as a story of my development, but then I decided it would be pretty boring to read.

So I invented a simple questionnaire to do that! I hope it will be appropriate and convenient form :)


 

Developer’s questionnaire


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

Zero! This is my first one, yay! ^^

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

I’ve actually came up both with idea and name right away. Salvation is straight away, one word, and sounds pleasant.

3. What was the inspiration?

Solarmax, Nano War

4. What was the hardest to make?

Art. I really struggled with making anything somewhat visually pleasing.

Although, I’ve made void/planet SFX and background procedurally generated, I still wasted too much time for minor visual changes and choosing colors.

5. What was the easiest to make?

Game mechanics. I generally try to write all of my games from scratch without using any frameworks/engines at all, so now I’m pretty familiar with setting up basic physics & game mechanics fast.

6. What was the greatest decision you made?

Firstly, you could channel population through the planet chain (1 -> 2 -> 3), resulting in first planet transferring population straight to third. And that pretty much negated the meaning of max population.

So 3 hours (!!!) before submission end, I decided to forbid planets to receive and send population simultaneously. That tweak improved gameplay drastically, however I needed to redesign all the levels!

7. What was the dumbest decision you made?

I’ve tried to make some art the first day, without actually having working prototype. That resulted in a huge lack of time. I had only one hour to make sound effects, and got no time to make music.

8. What was the craziest decision you made?

See 6. above 😀

9. What is your impression?

I extremely enjoyed participating in Ludum Dare, and looking forward to next one :)

I am also happy with my result and totally overwhelmed with the warm reception of my game and the fact hundreds of people get to play my game!

10. Lessons to learn?

  • Get friends to test your game  –  that would have definitely helped me with poor GUI.
  • Make prototype first  –  it will save you a lot of time
  • Get some rest  –  going full try-hard isn’t both healthy and efficient
  • Test on different platforms/browsers  –  my game is currently only working on Win/Chrome & Unix/Chrome :(

11. Plans for future?

  • Make a post-compo – fixed bugs, more game mechanics, more levels!
  • Mobile version? – I got many requests to make a mobile version. I’ve never tried mobile, but I will definitely do that <3
  • LD31 – Looking forward to Ludum Dare 31, and hyped already. I probably gonna try Unity next time!

 

Thanks for reading everyone!

P.S. If you want to use this questionnaire for your entry, go on – I will be extremely happy ^^

LD30 – Hello Worlds – Postmortem

Hello World!

We had the holiday on this weekend – an Independence Day of Ukraine (hence blue and yellow colors were used the most). Nevertheless we both decided to “waste” our possible free time with family and to take part in Ludum Dare 30 contest instead.

The game mechanics is to cover all sharp edges on the terrain to make it smooth. Three block types are available: a ramp up, a cube and a ramp down.

menu-nobuttons

 

Gameplay2

 

Track created for the game:

So our Ludum Holiday weekend looked like this:

Day 1 – Concept and prototyping
Day 2 – Coding and art,
Day 3 – Coding, art, sound, debugging and polishing

WHAT WENT RIGHT:

  1. We’re quite happy with game concept
  2. Time management

WHAT WENT WRONG:

  1. We chose bad controls which led to people being frustrated while playing.
  2. Levels are too difficult straight away. Seems like hardly anybody can go past the second level.

TAKE AWAYS:

  1. Always playtest your game on somebody who is not taking part in development! Without that it’s very hard to adequately set difficulty.
  2. The easier controls are the better.
  3. No hardcore needed, though it is very hard to reach the balance between too hard and interesting.
  4. It was fun, and it values the most.

Happy world connecting!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=33150

 

Lucy’s journey – The Postmortem tradition

After this first Ludum Dare, it’s time for the Postmortem thing.

Lucy’s journey is a classic platformer where the player needs to reach the end of the level without dying (too much).

Lucy can teleport from a a dimension to another, making platforms appear and disappear. That makes her a link between worlds.

But she dies if she teleports inside one of these platforms.

What went good ?

  • The simple concept : straightforward, easy to understand, yet full of possibilities
  • The fast prototype : thanks to the Construct 2 engine, I have been able to build a running prototype quite fast and test the concept
  • The engine : Construct 2 is a great tool for 2D game.
  • Working game : there is a beginning, a middle and an end.
  • Amazing LD community : I could have looked at the Twitter posts of the community all day long. Refreshing,  motivating, funny, beautiful…

screenshot

 What went wrong ?

  • Playtesting. Early feedbacks claims the difficulty rises to high to fast.
  • Sound/music : hum.. no comment.
  • Replayability : no leaderboard, best scores, timer, items to collect
  • Only one level : even if the concept came fast, I only managed to create one short level. Why ? Because I tried to add new features, like enemies, puzzle… Bad idea.
  • Polishing : Instead trying to add more features, I should have focused on the basic concept, improving the level design.

screenshot-2Conclusion

Amazing experience. I will definitely come back for more. I will polish this one as best as I can.

Now, 1600 games to test… and waiting for your enlightening feedbacks, guys.

The game is here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40976

See you…

 

On LD30

I would feel more embarrassed about my entry, but everyone else only had 48 hours too so that takes the sting away a little bit. Pleasantly surprised that people went for humor – I enjoyed those games the most.

Quality Game

The Vast

 

thevastscr1 thevastscr2 thevastscr3

Updated Screenshots.

In the far future,Earth’s resources have been depleted and the only chance for humanity to survive is to find new planets to colonize. Lead Earth’s survivors across the vastness of the universe as they try to find a new home. You must manage your resources well and upgrade your ship if you are to survive. 

 

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41091

Parallel Rift is final!

After about 60 hours, we finished up this little plat-former from scratch!

Had a great time on my first Ludum Dare! And I’ll be sure to continue doing jams in the future!

Have fun playing! After a while we noticed most people like to use the UP arrow key to jump, but space can also be used!

Thanks for playing!

 

check it out here

 

Dan, Peter and Andrew!

 

 

 

Blame it on the Aliens (Post mortem)

This was different kind of jam for me. For starters I didn’t work alone. Which made the jam that more awesome.

My partner was Rastko (rastko96), 18 year old high-school student from small rural township. We met at local game dev meeting I organized. He complained that he can’t get together a consistent team, that most of his projects ends up half-done as his friends lose interest due to protracted timelines connected to game development. So I was very happy to be in position to help him finish this one and though the game needs more work, we did it! We managed to complete the game. 

“You deal with gameplay, and I’ll do the rest!” shouted my young Jedi-developer and jumped into the fray.

01

What went good

We didn’t spend too much time on brainstorming. Rastko and I were already discussing a similar project and this jam’s topic fit our idea like a glove. So basically, we decided to create a prototype for our next ‘real’ game using this jam as training grounds. Also, while we talked about many possible game projects, this was our first opportunity to actually collaborate.

Working with someone skilled is also a big boon for the project. We didn’t lose time trying to find solutions. Yea the game is hacked, but it was done few hrs before deadline…

I loved the cartoony shader Rastko implemented, as well as his models, and he loved my crazy voice-acting for Alien… I think it’s important that you care about skills and work of your partner. It makes jamming more pleasant with thrill of doing things right amplified by your team’s glorious effort…

Otherwise, things went rather smooth, we more or less implemented what we desired. Game is quirky so requires from player to be alert, perceptive and clever. There is game within a game, sort of meta-message, so we added WTF section to help fellow jammers and judges to get into the groove of our piece. I believe that games can be powerful tool in learning about the world, powerful way to send a message. Yea, sometimes my game design suffers from such ambitious plan, but this time I think I pushed the envelope closer than in any previous jam…

What went wrong

Aside of quite obvious, the polish and some sort of tutorial, our game didn’t suffer from any serious setbacks. Yes, there were things we meant to implement like more complex eco-system with visible creatures living an dying in the World of Floating Islands, also we wanted to implement AI aliens that would be greedy so player would need to defend his ‘roid fields from attackers, but you can’t have it all…

Not much else went wrong… just little bits that add up… like spending too much time animating and modeling alien and his ship… being too lazy to change bits and pieces that would make the whole look better… losing internet connection 1 hr before deadline… you know the usual crap…

Bonus Like

I always adore that moment when you spot a game very similar to your own, yet very different in the same time, so shout-out to JetL33t for their piece!!!

Stay cool

R&R (Rastko & Ranko)

Tags: post-mortem, rastko96, tigerrenko

Planned Post-Comp Changes for My Entry

If anyone actually reads this feel free to comment! I’m writing mostly for my own personal train of thought. It’s really cool to have taken part in what is now the BIGGEST LD ever, in terms of number of games submitted.

Feedback

I find it really interesting to get such immediate feedback on a game I produced. At first I felt I’d let my first LD game stand as is and never try too hard for a “post competition” release,”  but I think I’m going to be making some changes to it because I like trying to make things more fun. I will try to spend at LEAST as much time playing and rating your games as I do fixing mine up. I really love reading the comments, especially the ones with constructive criticism! I think it’s important to embrace that kind of stuff. Nothing should be taken personally about a game that was thrown together in 48 hours.

Here are some of the things I’ve gotten from LD feedback:

Jumping is not responsive enough – ESPECIALLY wall jumping 

I currently have a boolean for canWalljump set to true when you raycast hit a very short distance from the wall. This is very problematic because the player’s visual graphic is not 100% like the actual collision box of the player (which I should probably make a capsule) and even if it was, the window is still too small. I like the precision turning this allows, but I will be implementing a separate longer raycast which allows you to walljump slightly earlier.  There are also some physics glitches that occur. I wanted to let the player walljump even a second or two after hitting the wall, but for some reason if they do this the jump is much less powerful.

Color Changing

I am having mixed feedback on the color changing mechanic, and I’m not surprised given the current poor level design. I will try to think of a way to make it more unique/fun. I knew the idea of overlapping objects in different dimensions would be used pretty heavily, and this lack of innovation is showing up as a critique in numerous comments. I think using colors as portals and keeping it more simplistic (simply 2 or 3 color dimensions as opposed to 6) could be better for level design and gameplay, while still allowing for the cool “Whoa the world’s a different color” effect. Combining colors with complex puzzles might be too tedious for effective gameplay, especially in my game where I want the player to be MOVING. With an autorun mechanic, it really makes more sense for my game to be fast and twitchy than it does to have slower paced puzzles. I want color changing to stay, I just don’t like how it’s implemented at all right now.

Autorunning – Mixed reactions

While the comments have been unified in the lack of responsive of jumping, they are divided on the autorun mechanic. Some people praised it’s originality whereas others felt it resulted in unnecessary penalties for failing your jumps. While I do enjoy the semi-original feel to it, I have no interest in PUNISHING people for playing my game. I will be testing out simple A/D and arrow key controls to allow users to switch their direction at will, while leaving the auto-movement mechanic in place. I think this will satisfy both groups and allow for some interesting gameplay/design mechanics to come into play as well.

The level design will definitely need to account for the possibility that the player can just spam both buttons and stay relatively stationary, as I don’t think I’d want to introduce any timer mechanic to limit switching. I’ll have to make sure that really isn’t beneficial. I like the idea of a level where you have to change rapidly and dodge things that can kill you as you move downward between platforms. I think it could be interesting both with and without the ability to change direction midair.

Graphics

The majority of people complimented or were somewhat positive about the graphics, with a few critiques. They can definitely be improved upon, and I dislike how sometimes it is difficult to see the bottoms and sides of platforms. Of course they are nowhere near final (just look at the menu LOL). I think going with 2.5d was the right idea for this type of game.

Music

A lot of people like the music, I personally hate it and will make it better. Also, it won’t reset when you die (someone commented on this, and I agree it shouldn’t happen).

More stuff

– The level design is not ideal. I was fully aware of this, I think all of them were made in the final 4 or so hours of the contest.
– The player shouldn’t be able to break out of levels without automatically respawning.  Again, I knew about this but my computer BSOD’d and I ran out of time. Also, if the player does die it shouldn’t be such an abrupt and ugly restart.

– I want to fix the color glitch where you can see the lights at the start. I actually implemented this on purpose due to coding troubles. I won’t bore you with the details. But I’ve already thought of a fix.

 

Hopefully I can a lot of these implementations done within a week or two so some people play the post-competition version before this LD ends and no one sees my game again.

GET Connected!

 

I’m very tired but I’m proud of having achieved my game in time… first time in solo from scratch. Ludum Dare is always an inspiring and rewarding challenge. Now, it’s time to rest and play!

Discover my game:
‘GET CONNECTED‘

GET Connected - logo

Get connected - Intro.
Get connected - Screen 1

I’ll write a post-mortem later. In the meantime, thanks for playing and let’s rate for my entry!

Sephy.

Comments

Nokifict
26. Aug 2014 · 13:44 UTC
Je n’en reviens toujours pas que tu ai eu le temps d’aboutir un si beau jeu en solo … Chapeau bas.
28. Aug 2014 · 10:29 UTC
Merci Nokifict. C’est très aimable de ta part. C’était au prix d’un gros investissement physique et psychique. Je suis resté concentré 16h par jour pendant 3 jours consécutifs. Difficile de mener tant de chantiers disparates en parallèlle (code, graphisme, level-design, scénario, sound, débug, optimisation, etc.). Poser toute la base technique m’a demandé beaucoup de temps, au détriment du contenu… je pense donc affiner la mouture présente pour améliorer l’expérience et la durée de vie du jeu. :)

Our games

Hi everyone,

 

As I said in previous posts I joined this Ludum Dare along with 3 other friends. We shared space, food and drinks but worked on our own compo games.

So here they are:

IN BETWEEN:

9596-shot0

A Roller-Skating A-List Odyssey:

17388-shot0

Conflicting Landscapes:

18480-shot0

Oooover the double rainbow (Baldaquin IV):

26515-shot2

 

Lenore: Dark Days Ahead – A reflection

First of all: The game

dude dude3 girl01 lenoresprite03 lenorespriteaxe01 lenorespriteEVIL01 nanaotherdude

What we did

We made a-maze-ing game. (And a lot of bad puns as the tiredness levels neared fatal.)  We found an idea that we all liked quite quickly. The concept was a maze game where the character has to navigate and do tasks in a maze that exists in parallel worlds.

Screenshot3

Rei actually knew how to create art for the game and immediately started illustrating it. We thought out the storyline and implemented world generation. Then we started working on the levels.

In the end we almost completed our goals, at the cost of many many bugs despite of which you can still occasionally play the game.

What went well:

* We knew right away what kind of a game we wanted.

* We had art from Rei who seemed to work non-stop from dusk til dawn.

What could have gone better:

* The haste caused the code to become quite unmanageable which resulted in a lot of bugs. (Refresh often fixes most of them.)

* Our framework was not quite ready and tested in time.

* We had some issues with hardware which caused unnecessary stalling.

What will be redone:

* Bug fixes, refactoring code.

* Adding art that we forgot about…

* Complete ambitions. (And more.)

Try it out!

 

 

 

The Twins – C++ / SFML

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40304

My friend and I are proud to have finished our first Ludum Dare game ! It was a really great experience and we had a lot of fun creating this little game. We used C++ with the graphic library SFML and the audio library fmod. There’s a whole presentation of the game on the link below the screenshot. There isn’t any rate yet, so it would be really cool if you tried it and rate it ! We would be really thankful

Feedback

What went right

– We had way enough time to finish the game. In fact we finished Sunday, and we had the whole Monday to work on a good music and sound effect

– We had enough knowledge of C++ and SFML

– We still learned and create a lot of new  and useful classes

– We think the game is complete

– Friends who tested it thought the concept is fun

What went wrong

– We pretty much suck to create the graphism

– We aren’t better to make fluid animations

– Turned out we couldn’t make a Web version, which is pretty bad, considering it’s way easier to test games

– Neither had we a Mac to compile it and make a Mac version

Overall we had a ton of fun and already plan to take part in the next Ludum Dare !

First Ludum Dare, very happy with the result :)

It was quite the experience to participate in Ludum Dare, very fun and intense. It is also very cool to see what amazing ideas and games people have come up with. We made an action platformer game called “Sunborn:  The tale of connected worlds”. Hopefully you will find it fun!

 

Description

““Sunborn is a Action RPG following a mighty hero with a quest to stop a wizard who is attempting to take over Earth with the power of dark worlds. You journey into the deep hells of the castle where the wizard resides and put an end to his existence.”

Entry link

Youtube video

Screenshot
Screenshot
Screenshot

Present & Future – PostMortem.

 

Screenshot 2014-08-26 12.42.35

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=25586

 

The LD30 is over, and I’m quite tired because this time i participated alone and made huge mistakes managing my time. In the end i have created something interesting but not very playable at all.  That the reason why i wanted to write this postmortem now my ideas are fresh and i clearly know what went right and what went wrong 😛

 

What went right : IDEA & GRAPHICS

The theme & goal: My first idea for the “connected world” theme was a time connection involving our own planet. It quickly evolved and included some enviromental concerns and climate change awareness. I sticked to it and im happy with the idea and its implementation.

The graphics: After polishing my idea, i had to pick a style. Since I worked alone this LD, I quickly decided for flat low poly style, which is a good decision.

The terrain editor & procedural effects: It works well and im quite happy with the result. I can color vertices depending on some factors and i also can raise and lower water level. It is enough to generate some climate change effects.

 

What went wrong: TIME MANAGEMENT

The graphics:  Yes, graphics also went wrong because its implementation consumed most of the time, and it is a huge mistake. The reason is im a bit greedy and exigent and it’s my first time using 3D. So….. i decided to make a spheric procedural deformable terrain.  Yeah, fuck logic, i should have stick to conventional horizontal terrain. I started to fight with 3D maths, meshes, vertices, shaders, etc… and quickly it become a tough war which consumed all my time.

The gameplay: My main idea was a “god simulator” where you can build and populate your present world. Then, depending on the balance of the resources you used, some climate change and world destruction would happen to show you the future consequences of your creation. In the end I hadn’t time to implement this desired gameplay, so I ended putting 4 buttons just to show some of the planned effects (there was more designed, but far more complex to implement).

The GUI & the sound: None. I had to put some unity ugly GUI during last 10 mins just to have something i could upload. The sound was even less fortunate.

 

Conclusions:

I’m very happy because i’ve learnt a lot. I’ve never touched 3D before and now i have a basic knowledge and i’ve lost my fear to it. Also, now i have a code-base to build a funny “god simulator” without the pressure and time restrictions of the Ludum Dare.

Still, i need to learn to manage time way better. Hope the next time i can make a complete playable game. Cya!

 

Comments

highlyinteractive
26. Aug 2014 · 10:00 UTC
Good postmortem.

Thoughts on my game this time round

Alright so looking back I have never yet gotten around to posting any thoughts on my games. After the event is over I tend to kind of forget about the whole thing. But I’ve remembered this time so I’ll make some notes.

WARNING: KINDA LONG AND RAMBLY

Overall this game was me having another go at a tile-based platformer. Each Ludum Dare I try to do something I haven’t done yet, or something I feel I haven’t done properly. I’ll look at what things I did the last few times and set rules for myself to try and either avoid making the same mistakes or to simple keep things fresh and interesting.

For Ludum Dare 28 (Theme: 10 Seconds), I made a platformer with the restriction that you can only press one button at a time. Overall, a bit of a restrictive mechanic that didn’t work that well in practice, but the main issues I had was that I felt I hadn’t had a proper go at level design, since I completely ran out of time and scrapped half the planned levels in that one. The issues were basically all stemming from poor time management. I spent a bit too much time implementing extensions to the platforming behaviour which in turn didn’t get enough levels to be used. On top of that, the levels were all made manually within Construct, which was slow and tedious and inefficient. I should have either gone with a different approach or used an external level editor.

This time round I didn’t quite get it perfect either, lots of room for improvement, but hey, I only had 48 hours, and I did a few things differently. All the levels still weren’t done very efficiently (notepad), but I got a system in place for the game to create the tiles and things from stored data rather than manually placing things within construct. Also, getting it to automatically place the correct tiles for borders and things so I could simply specify which blocks were solid and which weren’t.

Another key thing this time round was the graphics. Specifically, I quite like the rift effect and how it affects the gameplay. Visually it was something I was tossing around last LD (Theme: Beneath the Surface), and while last time I decided it was too ambitious and went for something simpler (and more boring, bad idea), this time I decided the concept fit the new theme just as well, if not better. If I were to extend the game any further, I could potentially add more “layers” to the game, though I’d also remove the time limit and expand the view.

The tiles and sprites were pretty quick (probably an hour for the lot of them, tops), so that wasn’t something that a lot of thought was put into. Backgrounds are the bane of my existence. Should probably have gone with something other than a single static image, since I simply didn’t have the time to make something that didn’t look like scribbles. But then with the room-based levels I couldn’t really do parallax.

So overall, I’d say that a level-based game design doesn’t really suit me for a Ludum Dare. I’m glad I had another go at it and I’m happy with the progress I made, but the amount of effort that goes into level design does not translate into a lot of time playing the game, so next time I’ll consider something with more replay value. The graphics are something that was simply an afterthought this time, so that’s also on my list of things to focus on improving, and I suppose sometime I should try making a game with more audio quality than simply having shitty sound effects generated with sfxr.

In any case, the Ludum Dare was a lot of fun this time round, and I look forward to number 31 in December!

Quick questions about ratings

Alright, after playing a little I got a few questions/dilemmas regarding games scoring.

1. If I use n/a, does it mean that this aspect isn’t rated, rather than is treated as worse than 1 star? It’s particularly important in regard to the games that don’t work; it says not to score unrunnable entries, but I’m not sure if leaving everything as n/a and using the rating comment box does count as “scoring” (since it seems using the comment box just below ratings increased my coolness). ^^” It’s particularly relevant in cases of ratings that might not quite apply, especially “Humour” one (how one does rate a “humour” game if the game apparently isn’t meant to be humorous at all?).

2. If “rating” an unrunnable entry with all n/a’s doesn’t affect its ratings too negatively, is it fair to “rate” it and get coolness rating for that? On one hand, it seems like a “cheap” way to get this, on the other it’s not one’s fault if the program doesn’t run, and they *did* take an effort to get the game and play it; it’s just that they couldn’t play in the end.

3. How to rate “Audio” if the game has no sounds? Contrary to game-dependent Humour, Audio in most cases *improves* the game. Therefore, I’d rather use 1 star instead of a neutral n/a (if it indeed is neutral); otherwise the developer that took an effort (and much needed time) and made some decent, but not outstanding sounds, could be “punished” by getting below-average rating instead of unaffecting n/a.

Hopefully someone more experienced in LD voting can provide some insight here; I guess it might be a matter of personal practices, but still it’s good to know other’s thoughts on that. ^^”

hmmm… Post Mortem?

This is my first time joining Ludum Dare, and thus my first post mortem. I successfully squeezed a game out of Processing.js, and it seems okay based on the comments I get.

Here we go:

What went right (beginner’s luck haha):

– I managed to create a game in 48 hours

– time management was okay

– got some audio, to my surprise

– game looks good and the idea was correct

– got a good excuse for the theme :)

 

What went wrong:

– got punished and forfeited a few hours of  expanding the game

– slept too much

– graphics was not as I imagined

– got stuck about whether to use noStroke() or not

– some problems with GitHub

– initial background music took too long to load, so had to remove it

 

Anyways, if you have not played my game yet, go check it out!

 

Comments

klave
09. Dec 2014 · 11:42 UTC
Hello! I don’t know how to send messages, so I’ll leave a comment here.

I’m the creator of Eschaton. Congratulations, you found the answer:you had to restart the game! It will continue on act 3, scene 2, as I wrote on my entry.

Faction Master is a really nice game, by the way. One of the best I tested so far!

The Two Sides of the Rio Grande

The Two Sides of the Rio Grande is a Sim City like game that takes place on the border of Juáres and El Paso.

The Good

I was able to get quite a bit done in the allotted 48 hours, the rudiments of a Sim City like game with different characters (Mexicans and Americans) that have different AI strategies. A number of different terrains (roads, houses, jobs, river etc).

The night before LD30 I created a couple of new Open Source projects to be able to use some of my old libraries. Specifically, one for creating Behaviour Trees in C# and one for managing bitmap atlases in XNA/MonoGame.

This was my first LD and I spent it at Isotop, who kindly let us sit in their offices – they even gave us Pizza for the night. Big thanks to Isotop!

The Bad

I would have liked to have time for sound, but alas, there were bugs up until the last moment. Also, my graphics sucks, drawing is hard!

 

Post mortem with horrible english :D

Well…  This is my… Post… Mortem

Click to play ;)

 

What went good?

Hm… I am really satisfied with my entry because my recently games was just interactive storytelling. This is my first good “GAME” .  This game also helped me with finding my ideal art style. Few of my friends told me : “Ha! This look really Druidish!” and here on ludum dare?  In almost every comment people praising this style!  And that never happened to me!

I try to make more games with this style!

Also, time management was pretty good too 😀 I had breaktime every two hours and still managed finish the game all alone!

 

What went wrong?

There are a few things what went wrong 😀  Bad collisions, some bugs like opening doors and cabinets after death and some people don’t know what to do (but they still trying!, and that is good!)

Next thing is really bad tileset 😀 Everytime when i building a map, finding good tile take a while.

Tileset

And.. That’s all folks! So, don’t forget to play and rate my game and good luck!

 

 

 

Becky’s Adventure is finished!

Becky’s Adventure in Mirrorland – Platformer made by Vctr_seleucos with Music by Lo8its – Jam Entry

Windows (UPDATED VERSION, Gamejolt) | Windows (ORIGINAL VERSION, Gamejolt)

This is it, folks! My game is finished! My first LD game! I dunno if it fits the theme perfectly, but i’ve done the best i could! Great experience, learned a lot and had a lot of fun too!! 😀

The main idea of the game is to keep going through dimensions/levels (each one with a different esthetic), but if you’re not skilled enough the game is a constant loop. You must break the circle!

Have fun!

Every comment and rate will be welcome. And if you detect a bug/glitch, tell me and i’ll try to fix it as soon as possible 😉

Also the updated version contains:
-Instruction section added, for knowing what to do.
-Little clarification in the goal of the game.
-Reduced the volume of the sfx.
Still, if you want to play de original game made in 72h, download the original version 😀

Don’t to leave a comment and rate! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40130

INSTRUCIONS

Triple Threat

Why this game ?

I had this idea for almost a year(initially a board game) but wasn’t getting an occasion to develop it(probably because of other games(college projects)).

 

What this game is about ?

As the theme for ludum dare 30 is connected worlds, I tried my best to make the game as per the theme.

The game depicts a fight between three worlds. Three worlds fighting with each other to decided who’s superior.

The tokens can only move to the world’s which are connected to the block it’s already in/

 

Problems Faced

The initial(and primary) problem was the user input, I was not able to find a solution on how to move the tokens.

Solution – Created the red blocks for each block and turned them into buttons with each button hard coded with a function (there was no time for experiment).

 

The player turns were not in proper cycle. e.g. if all the tokens of a player are removed and his turn comes, he cannot move his tokens, hence, the game wouldn’t progress.

Solution – Solved using Boolean values and permutation & combination.

Link to the game – Triple ThreatHUD

WORLDS 2D Post-mortem

So now that I’ve had some time to digest my experience with Ludum Dare, I thought I’d do a brief post-mortem.

Check out WORLDS 2D if you haven’t already.

This was my first Ludum Dare, and overall I’m pleased with what I was able to accomplish. Obviously there were a few things that I didn’t get to finish before the deadline, and there are a few things I would do differently next time.

 

What I was able to finish:

Core mechanic

Graphics, including an animated character, transparency effects on worlds, fuel gauge, “return to menu” icon, and end screen animations

Sound effects and music

Collision detection at world edges

Title and ending screens

Tutorial levels

 

What I wanted to do but didn’t have time:

More levels (I was just getting started)

Glyphs at the end of each level instead of the “goal reached” message.

Level selection on the main menu

Option to switch to fullscreen

Make the music quieter

Indicator for when a world is within range

Title music

Endgame music

Vanishing worlds (like ghost worlds except they fade out completely, killing the player. They do fade in again)

Unstable worlds (worlds that shake more and more furiously as they dissolve, have to get out before they dissolve completely, but are only triggered when the player enters them)

Non-numeric timer for unstable worlds

 

What I did right:

Finished key features and debugged them before moving on to the next item.

Spent some time at the beginning planning and making a list of tasks to complete.

Kept my normal sleeping schedule – I am far more productive when I’m not sleep-deprived.

Divided tasks up appropriately – focussed on core mechanics and getting the basics down on Day 1, then spent Day 2 adding sounds, music, levels and polish.

Spent the last couple hours making sure the repository was working right, that I understood the submission procedure and that there would be no complications at submission time.

 

Things I would have done differently:

I spent far too long trying to add obstacles within the worlds. I got bogged down trying to get the collision detection working for them. Thankfully I did eventually abandon in-world obstacles to focus on more important things, but I should have given up on it sooner or just put it on the list as an “if there’s time” feature.

I spent a bit more time than I should have polishing the end-game screen, but I wanted to give the player some reward beyond just a “you won” message.

I should have spent a bit more time designing and adding levels.

Finally Finished!

Finally finished at 1 AM last night, had a great nights sleep and now that i can actually type properly without hitting anything other than letters ill share with you guys what ive made.

 

Meteor Merchant – Freudian – Jam Entry

Windows XP/7/8

Mouse control supported, Keyboard controls are <^> Arrow
keys or Left Click to move and Z and X to interact (Or Esc and Enter). Shift allows the player to sprint whilst moving.
Game produced in RPG MAKER VX ACE. Produced within 72 hours and submitted to the Jam.

You play as a Rogue Artifact Hunter.
In search of riches you set out to explore the galaxy, venturing far and wide. After your last expedition you took near fatal damage and returned home safely. Get your ship back in order and explore the galaxy once more and search for minerals and Artifacts of both Rarity and Value.

 
Meteor Merchant

Meteor Merchant

Meteor Merchant

Meteor Merchant

Meteor Merchant

High Flyer v1.0a [DEMO][PATCH]

Hey guys,  the following has been fixed in this patch:

-frame rate

-memory leak

Also added:

-Game Speed Option

Thank you for being patient!

It’s been updated on the site:
Website!

LD Page!

The Wild West and its’ Living Fossils

Main menu

Hi, this was my first Ludum dare and I have learnt a lot. I tried to make a game with both multiplayer and singleplayer but due to the time limit I don’t think the multiplayer works (I’m not sure I haven’t really tested it out). There is probably a huge list of bugs but oh well, can’t do any thing about it now. The game was originally supposed to be dinosaur riding cowboys vs bandits but ended up changing. In the end I managed to implement:

  • Day/Night and weather
  • Player customisation
  • Singleplayer
  • (Multiplayer?)

Anyway it was great fun and I will be sure to participate in the next one as well work on my project a little more. Maybe next time I will try to be less ambitious. Here is the link to play the game.

Bellum Purpuram – Postmortem

Well, this was my very first LD.

And all i have to say is. WOW. This is much harder than i previously thought. I really didn’t think it was this difficult to come up with a concept, and then do the art and coding in such a tight deadline.

And it really made me think about the way i approach my game design, especially level design, which is my weak spot at my current level of being a gamedev.

All in all, i regret a lot of decisions made during the process. I think i have a playable game, but that’s it. The concept, mechanics and the level are all really weak. And seeing that some of you guys made in the same amount of time, was very humble.

I hadn’t had any time to optimize my game, or to polish at all.

HTML5 version is only working on firefox, since it’s been a while i tested elsewhere. Sorry about that, but as per rules, i won’t fix before the voting ends. And i hope to expand on the game after.

But all in all, i had a ton of fun entering this LD and i will enter other times. If not for anything, it really keep my chops in check and is a great way to spend a weekend.

If you want to check my game:

Play Bellum Purpuram

Comments

26. Aug 2014 · 11:44 UTC
Hey, the rules say you can port it to other platforms after the comp: so fixing for Chrome (or even IE 😉 ) is allowed! Great job on your first LD – can’t wait to see what you do next time!

The incomplete experience of Mage’s Tower (a post mortem)

Mage’s Tower is a text adventure game involving portals leading to different worlds. It’s not completed, but I decided to submit it because I did spend my weekend trying to put something together. Even if I failed, I’d like to know if my general idea was interesting for anyone.

To the point

I did submit  a game. This is good. The bad thing is that I didn’t manage to finish it, so the experience is incomplete. This is fairly important for a Twine game, so I’m a little heartbroken, especially since I took another day to work on it (I could use only a couple of hours out of it though) and had to submit it as a Jam entry.

You can play my game here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=5431

As I said, it’s not going to be a complete experience, but if you fancy similar games, you can at least look at what I tried to do.

Theme

Can’t believe I’m going to write this, but the theme was actually okay. Right from the start I had this idea for a text-adventure game, and while I wasn’t sure how to start, I knew that I wanted to use Twine and/or some custom JavaScript. At some point I knew I wanted a random way to transfer the player between different places, and maybe this is where I actually should have started in the beginning, because I wasted waaay too much time on the not-very-important beginning of the game.

Tools

It turns out that Twine is a very good tool to make choose-your-own-adventure style games. This was my first time using it, and in the end I was surprised how interestingly complicated things you can do using such a simple tool.

I’ve had some problems with it at the beginning, though. Using a lot of community-made macros, it turned out some things look different under different browsers (Firefox vs. Chrome vs. mobile browser), and I really wanted for the game to be consistent. In the end, some transitions don’t work as they should in Firefox. And I’m reassured that developing something for the web (HTML5+CSS3) is still a hellish experience. Some of the macros were outdated and I tried to fix them, with little success.

Coming close towards the end of the Compo, I even managed to implement some simple JavaScript to manage player’s inventory. This helped a lot, but the original idea was to use extensive JS to have even more interaction (think canvas elements on some of the paragraphs) – this wasn’t really realistic though, given my fairly poor knowledge of JS (on top of how TiddlyWiki works, and Twine too).

Also, not knowing Twine did come with a price. It took me too much time to think about how to organize things like dialogs, quests, inventory – I actually started to figure things out towards the end of the competition, and some experience here would have helped.

Learning

I learned a lot – maybe not in terms of technical knowledge, but more about my limitations. I learned that creating a compelling story in English is not as simple as I thought it might be (mainly because I’m not English), and I gained a lot of respect for IF creators in general. Maybe reading more books in English would have helped.

Also, it’s not enough to know some MilkyTracker to create something that sounds okay (hence no sound in my game, which is a bummer because I did spend some time on creating some very bad music and I did adapt Twine to play it).

There’s this saying that “a picture is worth a thousand words”. I know exactly what it means now.

While I was really crushed when Compo ended knowing that I might not be able to finish any game even under Jam rules, I’m glad I did submit something in the end (otherwise my weekend would have been wasted). I’m not satisfied with my work, but Ludum Dare is a good time to take risks.

Effect

After you’ve visited all 9 worlds, and tried to get all 3 achievements (involving repeatable actions), there’s not much more to see, so there’s no point playing after that. Sorry.

It should be playable on mobiles, though all the effects work as intended only in Chrome.

TL;DR

  • don’t bother with effects, music, etc. at first – this should be something you work on at the end of the compo
  • if you’re going to dive into a completely new software when making a game – take an evening or two to have a look at it first
  • if you’re not able to finish your game during LD, remember it’s the process of making it that counts

Anyways, congrats to everyone that did finish a game this weekend! :)

Tags: post-mortem

LD30 Post Mortem: Expedition

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

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

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

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

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

Screen Shot 1

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

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

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

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

Didn’t get any time this weekend

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

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

Thanks,
Uhfgood

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

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

Ludum Dare game browser updated for LD30

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

http://ludumdare.itch.io

 

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

Tags: itchio

Postmortem: Zeit

[Originally posted on my blog]

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

Zeit

The Good

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

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

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

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

 
The Bad

Here’s what didn’t work out so well.

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

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

 
The Takeaway

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

Trappy Tomb (featuring bonus hack attempt)

IMG_1473.JPG

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

TRY IT HERE

IMG_1471.JPG

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

Thanks and happy gaming ;)

Tags: funny, hack

MMO God – Post Mortem

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

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

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

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

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

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

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

What went right?

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

+ All features in the game were successfully implemented.

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

What went wrong?

– Nothing actually. I am a positive guy 😀

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

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

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

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

Check out our game here!

MMOGODPoster

Ludum Dare Post-mortem: Cosmos Kings

41747-shot0

Be prepared to see this screen a lot.

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

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

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

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

Cosmos Kings

Art by Vine
Music by Ryuno
Programming by Mr. P

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

Otherworld postmortem

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

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

Otherworld_title_screen

What went right:

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

What went wrong:

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

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

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

Otherworld_ingame001       Otherworld_ingame002

Team Cosy Cave:

Programming: Anssi Lappalainen / Art: Catarina Sarmento

Tags: LD30, postmortem

Announcing the 3rd Quarterly LD Games Compilation!

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

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

  • A 10 second .mp4 clip of your game (preferably a download link)
  • Your entry’s name
  • Your name as you want it to appear in the video
  • A link to your entry’s page, so I can play it, and so I can add it to the description of the video :)

Please have your clips submitted by Friday, September 5th. I’ll try to get the compilation done that weekend and up on the internet my Monday, September 8th. Clips will be added to the compilation as they are submitted.

If you have any questions about video format (I really prefer we stick to .mp4 but if you can’t do that I can probably make an exception), or anything else, please feel free to email me and ask.

Here’s the compilation video from the last LD!

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

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

Black Box Bandit – Postmortem

Hello people of the world,

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

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

Black Box Bandit - Art

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

Black Box Bandit - Gameplay

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

Developer’s questionnaire


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

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

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

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

3. What was the inspiration?

Pacman,  roguelikes/hacklikes, dungeon crawlers

4. What was the hardest to make?

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

5. What was the easiest to make?

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

6. What was the greatest decision you made?

The backstory with Jack the Muffin Man.

7. What was the dumbest decision you made?

The backstory with Jack the Muffin Man.

8. What was the craziest decision you made?

The backstory with Jack the Muffin Man.

9. What is your impression of this Ludum Dare?

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

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

10. Lessons to learn or lessons learned?

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

11. Plans for future?

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

Thanks for your time,

Bill

Idilium Post Mortem

– Abstract

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

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

– The creative process

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

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

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

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

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

– What went right

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

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

– What went wrong

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

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

– What we would do next

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

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

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

 

Game Jam ‘post mortem’

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

What went well:

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

What did not:

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

 

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

Finally finished a game, thanks LD30.

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

I will definitly be back next time!

Here are some gifs from my entry, Sara Space Rescue

gif1
gif2

Some feedback would be cool, cheers.
LD page

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

“More an Experiment, than an actual game!”

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

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

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

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

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

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

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

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

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

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

cheers ~ keddelzz & kuchenkruste

 

 

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

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

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

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

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

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

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

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

-The Red, Gre²n, and Blu Explanation-

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

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

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

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

Gamedev is better with family!

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

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

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

Cheers!

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

A Galaxy United – Postmortem

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

The Tools

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

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

The Theme

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

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

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

The Game

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

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

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

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

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

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

The Good

love.physics

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

Metadata

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

Art

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

Streaming

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

The Bad

Polish

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

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

Fixes

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

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

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

Dino Bolt postmortem

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

Anyway, if you want to check it out,

HERE IT IS!

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

CLICK HERE TO PLAY!

Run from time-traveling zookeepers!

Run from time-traveling zookeepers!

Ludum Dare is European!

Ludum Darers in Real World

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

CLICK HERE FOR INTERACTIVE MAP!

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

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

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

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

Ludum Dare #30 Games with Ythmevge, Week 1

Hello, In addition to creating Games, I also record YouTube Videos. I started a new series this week for Ludum Dare 30 Games, it will run until September 15th. Each week I will have videos for at least five games.  The release Schedule is Mondays at 3pm PST.

 

Youtube Playlist

 

 

 

 

 

 

 

Tags: Videos

The Bookcase

This is the intro sequence for “The Bookcase”, a game we worked on for the Jam.

We didn’t have time to finish enough gameplay to submit it, but we are very likely to turn it into a full game at some point in the near future.

 

 

Actual question about rules

Hi LDers!

So I have a question regarding being able to change stuff post 48 hours. I know I can’t change stuff in the game and that’s not what I want.
But what about the Web link? Can I change from the free hosting link full of ads to Kongregate now? Please respond and please respond with yes 😉

 

//Kiwiboi

Comments

26. Aug 2014 · 14:59 UTC
Yes. Absolutely.
26. Aug 2014 · 15:05 UTC
Yes! 😀
Kiwiboi
26. Aug 2014 · 15:10 UTC
Good, thank you ! :)

Video overview of our entry – Final Ultimate Boss: Across Realms

I made a quick video this morning giving an overview of our game.  Please swing by and give it a play/review.

We didn’t really finish (does anyone?) but I think our idea is generally there.  We have a tradition of having a group brainstorming session at a restaurant here in Vegas.  This time there were only two of us and it took us over two hours to agree on this game.  We thought Connected Worlds would be an easy theme, but it was harder than expected to come up with a unique interpretation of the theme.  Initially we prototyped a completely different idea, but threw it away early on Friday.

We didn’t have any artist support this time around, except for my cousin (title screen) and brother (music).  So it’s kind of a programmers’ creation and I think we may have focused too much on technical coolness (the server backend) and not enough on gameplay mechanics and theme.  I feel like it’s missing the artistic composition of our LD29 entry, but overall I’m still pleased with it and think it has some potential.

Looking forward to reviewing all of your games!  This is the fun part.

37250-shot0

Do you have an Android and Windows?

Then we need you!

We have made a game that requires the use of both Android and Windows. However only 1 person downloaded the android .apk (we did have 6 ratings, which is kinda strange :< )

If  you have both Android and Windows, we won’t let you down!

 

Check it out:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29549

Comments

26. Aug 2014 · 15:18 UTC
On my list now! Might take a while until I get to it though.

Mac update !

Hey guys !

I updated  my game for mac! Now there should come no exeption !

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=38779

 

Emscripten – Witchcraft!

Just made a port of my C++/SDL based compo entry to Web!

Bunch of tweaks were needed and then Emscripten was able to compile my game as JavaScript – madness! But such madness I like!

It is so weird to see this monstrosity to run in browser…
gg05

Comments

26. Aug 2014 · 15:28 UTC
I’m a big fan of Emscripten myself. It was more of a pain to use in the old days, but still amazing.

Data-Man

This is our little version of Pac-Man, hope you like it.

 

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=23927

 

23927-shot0

23927-shot3

Comments

LastResortGames
26. Aug 2014 · 15:53 UTC
Hey since you used Unity. I would suggest exporting a Linux version as well. It is a pretty common request.
28. Aug 2014 · 07:44 UTC
Hey @LastResortGames, now we made a build for linux too, with you want you can try.

Parallel Rift Hi-Score Challenge

Ive been trying to get a high score for a while now, so far i’ve managed to get around 160000 points (that’s 16 copies of myself jumping around and getting in my way!!)

It would be great if you guys post your high scores, as it would help stress test the game if it gets above say 30 copies!

 

Post your scores here, or on the Game Page . Have fun!

hiScore

 

Thanks to all!

My submission + Post mortem

My entry can be found here or you could just check out the game at my youtube link here

(Post mortem taken from my blog at http://zwodahs.github.io/blog/2014/08/25/ludumdare-postmortem/)


Another ludum dare is here and this time I decided not to post about participating until I actually completed it. Since I completed it, I shall write the post mortem for it.

First of all, the game can be found at the ludum dare page or at github.

Upon knowing the theme, I kind of immediately had the concept of objects passing from one world to another. Initially I wanted to do a match 3 style game. It was the first thing that came to mind. I didn’t immediately start coding; instead I take my time to have my lunch and think about the idea.

I settled on a tile game where you connect the line to move the objects to the next area. This appears in the last world in the final game. By the end of the first day, I finished setting up the basic architecture of the game, with basic collision and pushing of blocks. The matching is also completed. It seems like I was really closed to finishing so I decided to take the time to set up my XCode to export the game.

On the second day however, I had a sudden change of idea. I thought, what if each world have something different from the others.

I took the entire day (and night) to finish the ambition goal to change requirement at the last minute. I did managed to finish the game at around 3am (submission at 9am).

So what went right :

  • Using a framework I am really familiar with.
  • Using a graphic style that really do not need me to draw.
  • Trying to set up XCode early.
  • Setting up the architecture of the game properly.

I was toying around the idea of creating a SFML library that (almost) mimics what ncurses has about 2 weeks before Ludumdare. I am really glad that I managed to finish that code just before Ludum Dare and using it really saved me a lot of time. You can find it in my github inside zframework. Because of that code, I also ended up using a character-style graphics instead of nice sprites. That really saved me a lot of time, which is then used to create the gameplay.

On the first day, I actually spend a lot of time setting up the game architecture, which I thought was a bad idea initially. The effort did pay off when the requirements of the game changes and the architecture was ready to adapt to the new idea.

So what went wrong :

  • Not testing compilation of code on Windows prior to LD.

That is pretty much what went wrong. I spend a few hours trying to compile it on Windows, with errors that I had never see before. I did manage to get it working eventually today, 1 day after the submission. Other than that, this ludum dare couldn’t have gone better.

This time round I really enjoy the process and manage to make the game that I had in mind on the second day. I hope that the next will be the same =).


Personally I really like this game more than my previous creations. Among all the games that I have made, I think this will easily rank in the top 3, so I really hope that you guys can help me out by taking a look at the game =). I am already trying my best to rate as many games as possible with my limited time during the weekdays. The rating don’t matter to me, I just want feedback ;D

COSMIC CONGA

Click To Play

Cosmic Conga Title

Cosmic Conga Screenshot

Cosmic Conga is a fast paced strategy game that may… or may not be, balanced 😛

Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.

Fancy a challenge? Try and beat the original LD submission Play [Web]

Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]

I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore 😛

Thanks to everyone who helps make Ludum Dare possible,

And congrats to everyone who submitted, the entries keep getting better every time.

Aaron

Click To Play

Tags: 3D, Conga, Connection, Cosmic, hard, LD30, space, strategy, unity

Explanations Post

The Salt Pleeease is a puzzle game about exchanging condiments.

-> http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=11872

Technically it’s connected sliders on a grid, that meet each other at some intersections.
You move all the sliders simultaneously with the mouse. Basically, the mouse’s position is the slider’s ratio.
Moving from left to right updates horizontal sliders, up and down movements are for vertical sliders.
Sliders have different ranges, and various interdependances between them.
You grab the condiment by holding the mouse’s clic, to make it travel through the area.

For the interpretation of the theme, there is obviously connections, but “worlds” may seemed light.
Unless we see people as individual worlds. May be I should make characters more unique and different, for emphasizing the theme.

I haven’t spent the 72 hours at working. (I’m currently on vacation and there is sun outside)
I’ve worked a lot at making procedural levels that would be both solvable and interesting. (Not really satisfied with actual generation but it’s okay for now)

The main rush was the last day, working hard at packing the game with graphics, hand-made and procedural levels, menus and debugging.
A little victory screen was important to reward the player. (Will pimp it up, for more satisfaction)

I have to finish the polishing, with more drawings, animations and levels. And balance speed and challenge.
Some ideas have come in mind, like blocking a slider when antoher slider grabs him, but that’s for a later version.

But for now, I’m going to play and rate some of yours great and awesome games !

<3 Ludum Dare

System Harvest!

Click here to check out System Harvest!

Adrift from your long gone solar system, you and a measly 1000 others are in search of salvation within another solar system.

You must command humanity to reap the benefits of the system before this sun implodes too! 

Gather resources and return them to the mothership to gain the highest score before the sun dies and sucks all life from its orbit! 

Be sure to keep people alive by placing them on resource rich planets but be sure to leave before it’s too late and your population uses all of the resources! 

System Harvest        System Harvest Gameplay

Gravity Flipper

Check out Gravity Flipper here: http://www.ludumdare.com/compo/2014/08/26/gravity-flipper/

In this game you control two characters which are both trapped in different worlds. 

The only thing connecting the two worlds is you. 
You must keep both characters alive by reversing their gravity. 

Unfortunately, both of the worlds are connected. 
Reversing one world’s gravity will also reverse the others. 

Try it out now!

 instruction-desk

death

game2

Comments

26. Aug 2014 · 19:40 UTC
I reviewed this one. Was really good if I remember correctly… it’s been a long week :)

Hot stuff, Cold stuff – LD 30 post mortem

logo

First game jam in my career done, resulting in Hot and Cold. Time for a summary! I’ll list what went right and what went wrong, just because everyone does it this way.

Hot stuff

  • Graphics.
    Other than some stuff that I’ll mention later, I did a pro job here. Honestly, I don’t know a thing about drawing and art in general, so it was quite a challenge. I decided to go for a minimalistic look with 8×8 pixel tiles and sprites – relatively easy and quick to make, not much detail is needed and can still look good. Credits for inspiration go to this tileset by Soundlust and the game I once enjoyed – Legends of Yore.
    scr
  • Animations.
    There’s just a few of them, they’re all 3 or 4 frames long and the logic behind them is quite strange, but in my humble opinion they look really good. Especially destroying barrels is very eye-pleasing.
    Sprite-0003
  • Aseprite.
    Connected with the two above points, the software I used. As stated on gosu forums before, Aseprite is the only pixel art tool I don’t hate. I used old free 0.9.5 version for the compo, but I was happy to pay $10 earlier today for the newest version. It’s really good.
  • Concept.
    I was quite pleased the theme, but to be honest I would be happy with almost every one there was. In the final voting I upvoted more than a half of them, and downvoted only two. The idea of stwitching between worlds might not be very original, but it’s a good setup for a game and it was the first thing that came to my mind, so I just went with it. Of course, lots of planned features were dumped/changed as time was passing, but the main point is there.
  • Game mechanics.
    There might be not much to it, they’re quite poorly coded and rather undertested, but I was very pleased to realize that they all seem to work OK. Maybe I just didn’t try hard enough, but at current state I wasn’t able to cause the game to crash or even find any major bugs (and I’m the person that is supposed to know all the code flaws).
  • Blogging.
    Okay, some of you might think it’s just a waste of precious time, but I found writing these short posts very helpful. I’d really recommend doing this, as it basically lets you think for a moment about what you’re doing, rate your progress and simply blow off some steam. Just take a look at my journal, it’s not too long, but there’s abundace of hilarity and drama.
  • Exacly, drama.
    Ludum Dare is just too much fun, drama and excitement. I was so glad when it was over, but I would (and I will) do it again. And again. And maybe once more.
  • It’s a game.
    Not much of a game, but it is. It has some kind of a a goal, and a win condition, and shit. So it’s a game by definiton. That makes it not truely complete, but the most complete game I ever created. Let me elaborate. I made jCaster, but it’s basically just an experiment (and it’s in development – very very slow development – for over a year now). I made – and finished – this pretty neat Game of Life implementation, but as we all know (or should know) – GoL sadly does not fulfill any game definition known to humanity. I made some other projects that are not even worth mentioning. But yeah, my point is – last weekend I finally made a game. Deal with it.

Cold stuff

  • Time management.
    I hesitated what should be number 1. on this list, but now I’m pretty sure it’s the right choice, because it’s the source of all further evil. I had 48 hours to make a game and I wasted more than a half of it. Looking back I don’t think I spent even 20 hours actually working. That means, I wasted at least 28 hours on sleeping, eating, drinking too much beer and making all the general stuff when all I had to do was follow the damn train, CJ to create a damn game. And I even failed to prepare a mind map, or a TODO list, or anything alike. I made myself disappointed.
  • Levels.
    There’s the tutorial that you can go through in less than one minute (I finished it like 20 minutes before compo ended). And that’s the only thing that a regular player can see in game besides main menu. So yeah, not much in terms of gameplay. And that’s the main direct reason why my entry is rather disappointing (or a complete faliure, if you prefer).
  • Code redundancy.
    That’s something very specific that makes me not sleep very well at night ever since. I can’t understand how I could think it’s a good idea to load every level from 4 different files and store the data in (wait for it) 7 (seven!) arrays. Okay, to be honest I know how – I had 2 different ideas to approach this matter and ended up mixing them. I did not fix this for, how I happened to think of it at the moment, simplicity (sic!) sake. But still, that’s just one example.
  • Code in general.
    Yeah, even though I’m known of hacking the hell outta every single line of code I come into contact with, I believe this might be the ugliest source I’ve ever produced. Mixed conventions (or no conventions whatsoever), chaos, devious logic that even I won’t be able to understand after a while and everything is hardcoded. Still, it’s some kind of fail/win situation, because as mentioned above, it turned out to work quite decently. But don’t read it, especially if you want to become (or already are) a good programmer.
  • No debugger.
    One of the reasons for the two above. You know, I love writing in Ruby. And I love using Komodo Edit. The problem is, there is no good free Ruby IDE with a debugger (I think there’s Aptana Studio available, but it was crashing on my PC when I tried it some time ago). Komodo is a really lovely editor, but it’s only an editor, a fancier Notepad. I’d love to own Komodo IDE, but $90 for a personal licence, seriously guys… Anyway, of course there’s always an option of debugging in command line, but I never really used it, so it would probably be slower than searching for mistakes by reading the sources backwards and underwater. So there was no debugging involved at all.
  • Lowering standards.
    The game was supposed to have

    “pretty complicated levels, not only with fires and barrels but also water, lava, rocks, guards and stuff”
    – myself

    I think we all know what happened :)

  • Message window.
    Or the big ugly sign. You know what I’m talking about. This thing:
    screen
    It’s hideous and I know it, because it was supposed to be just a temporary placeholder. And it happened to stay there. (To some extent the same could be said about main menu background, except it’s not that ugly.)
  • Effects.
    Or no effects at all. You know, lights, shadows, particles etc. I wanted to have at least some kind of cool transition effect between dimensions, but again it was something killed by priorities.
  • Music.
    I had an opportunity of at least trying to create something, but my decision, decision was I’d rather sleep. So then there was no other option than generating soundtrack in cgMusic. The actual levels themes – you know, the ones you will never hear – are pretty nice in their generic way. And then there’s this absurd march I decided to play in tutorial :)
    And you know what, I was lying about the “you will never hear” part. Level 1-4 music is included with game files (in levels directory).
  • Travels.
    Would not recommend.

So here you go. That’s all I can think of at the moment. Again, I’d like you to check out Hot and Cold. It’s not all bad, and at the very least you won’t waste too much of your time on it :) I’m thinking of eventually making a post-compo version to actually finish what I started.

Tomorrow I wish I will finally start looking at other people’s entries. Sadly, I’m just one guy and I can’t rate all the games out there. So if you specifically want to hear my opinion, feel free to ask, I’ll be happy to give one! (especially to a person who was not bored to read this far :))

Damn that’s one long post.

Tags: postmortem

Where did the medals section go?

I noticed that not too long ago, the awards / medals section on the right hand side of the website disappeared.

Where did it go?

Any Irrlicht developers?

I have been looking and learning Irrlicht recently and I was wondering if any of you use Irrlicht for games?

If you do and have any links to your projects, I would love to play them and check them out.

Thanks! 😀

Im Late

Hey all, hope every one had a gd LD.

Unfortunately due to work and a power failure I didnt submit in time, I thought I might be able to submit today after work under the ‘jam catergory’ as the rules are more relaxed but apparently not. So im submitting my link here, I wont get votes but heres my efforts :)

Grez

Have fun, feel free to comment, any problems let me know.

Cheers,

Rob

Comments

kyyrma
26. Aug 2014 · 17:02 UTC
Eh really? What a bummer. That was actually really cool!

How to Play Icarus Crisis

My jam entry is rooted in board games, which makes it more complex than some people may be used to.  Since the in game help is limited I thought I would make a quick tutorial video.  If you have questions don’t hesitate to ask!

Play Icarus Crisis

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29998

Tags: board game, icarus crisis, jam, LD30, strategy, turn-based, tutorial

Realmskeeper redux (well, not really)

After some much needed sleep, I realized I forgot to put up the link for Realmskeeper, my LD30 jam entry (I linked directly to the webhost, but not the Ludumdare game page) .  So here it is.

 

Postmortem+stuff to follow.  Need to sleep more.  In the meantime, please enjoy (and maybe rate)  Realmskeeper, a game of Connected Worlds made with Twine.  Comments are much appreciated!

 

Live long and prosper, dudes.

-Markman

Warmageddon want to be played!

Has it developed self awareness? Well, maybe… But before worrying about whether or not a game jam entry could become the next Skynet, you should try playing it : it’s a fun and colorful RTS in HTML 5 :D

Wip 4
Project page

And tomorrow, I shall write the Post Mortem of this great adventure!

[HOTFIX] Save Permission Error Fixed

Meteor Merchant – Freudian – Jam Entry

The last upload i made had a faulty version and you were unable to progress due to the autosave feature saking permision into an encrypted file. The issue has now been fixed but the installation meathod is a little different.
Enjoy!

Mouse control supported, Keyboard controls are Arrow
keys or Left Click to move and Z and X to interact (Or Esc and Enter). Shift allows the player to sprint whilst moving.
Game produced in RPG MAKER VX ACE. Produced within 72 hours and submitted to the Jam.

You play as a Rogue Artifact Hunter.
In search of riches you set out to explore the galaxy, venturing far and wide. After your last expedition you took near fatal damage and returned home safely. Get your ship back in order and explore the galaxy once more and search for minerals and Artifacts of both Rarity and Value.
Meteor Merchant
Please rate and comment! 😀

Must to be Invasion Post-Mortem LD30 (Jam) – Solo

Hi guys, this is a post-mortem of : Must to be Invasion

For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.

What I used:
– Unity 4.6 (2D project)
– Photoshop
– Audition
– Google

 

Time-Lapse
Day 22/08 – Start: 23h – Total work: 5 hours
– 3 hours of brainstorm
– 1 hour enhancement concept
– 1 hour prototype
– Sleep (4am day 23)

Day 23/08 – Start: 13h – Total labor: 16 hours
– 2 hours drive to implement player
– 3 hours collecting the web assets
– 2 pm Lunch / Dinner / Rest / Play / Chat
– Implement person 30 minutes
– 1 hours Implementing player commands (shoot, abduct)
– 30 minutes Implement cars
– 1 hours Implementing fake-physics
– 1 hours tidying bugs
– 1 hours rewriting code to be more readable
– 2 hours placing and arranging scenery animations, camera
– 2 hours writing fake-AI for helicopters
– 30 minutes implementing the helicopters
– “Breakfast” 30 minutes
– 1 hours testing and correcting bugs
– Sleep (15h day 24)

Day 24/08 – Start: 15h – Total labor: 7 hours
– 4 hours Rest / Eat / Play
– 1 hours tidying bugs
– 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
– 1 hours Fixing problems in resolving
– 1 hours recreating scenario
– 1 hours and adding difficulty leaving the way I think it has to be the level
– 30 minutes implementing sound
– 2 hours doing input screen and other screens
– end

 

This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
– Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
– Use an engine and language (programming) I understand and used before
– The clear concept is the key
– Eat well
– Sleep well
– Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
– Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
– Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth

What I learned and / or should have done
– I need to learn more about other areas (art, sound). Ex: Scenario
– I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
– Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
– Having planned my time better. Ex: I overslept and spent time playing and doing other things

What will never be satisfied and always will think that I have to improve (for game jams)
– Learn more about the tool
– Structure the game before you start
– Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
– Mechanics and Design Level

 

Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?

For the last, I encourage you to write and share your post-mortem, I would love to read.

I hope I have been as thorough. I swear I blacked out many other details to spare you from them.

Comments, criticisms are welcome.

Thanks for reading this far.

 

Images – More images here

Tags: 2D, game, jam, Must to be Invasion, post-jam, post-mortem, postmortem, unity, unity3d

PostMortem

Hello everyone! Adrián here from the PinkNinja team, already rested from this intense weekend. Man, what an experience! It was our first Ludum Dare and I now see how these things can be pretty addictive. It is indeed a great experience and I feel like I have learned a lot of things in very little time. I feel like I have just leveled up in my game development skills xD

So, before I start my little analysis of the event and the things we did I have to thanks everyone who assisted, the other two teams Cosmonautas and Unicorn Madness whose members also helped us with some advice and bug cleaning, and of course, my team, the Pink Ninjas because people you are the best team ever. I was going to write a small general line but hell, you all deserve more than that: Thanks to Jonatan for his willingness to work and move forward,to Natalia for giving the name to the team and being a one women army (she thought she wasn’t gonna be useful to the team and ended being the hardest working member),to Javi  for his great watercolor art that gave life to the world of “Erithacus Link” and his patience when re-doing stuff,to Andreass for his imagination, giving birth to the characters and of course bringing up the idea which later made the game possible, to Rayco for his great resolve, not showing any doubts working with new technology and working hard until the very end, and last but not least thanks to Alberto Cruz, your last minute addition was a key element in finishing the game. Once again to all of you, Thank you, Thank You, Thank you!

So now lets star with our post portem. As with the Ludum Dare 30, this is also my first. What went right? We finished the game. It may not seem much (especially to those who did not participate) but the finishing only is something great that was accomplished. If to this we add that only I had game development experience and that we only worked for about 28 hours… Well I think we did something pretty amazing. I look back and I get chills just thinking about the weekend.

Getting into more detail: the brainstorming all teams did on Saturday was pretty good. We good out all the bad ideas first and suddenly we started just spitting better and better stuff, pitty we could only develop one idea :) The time management was well planned too. We knew what things we needed to cut out when time got short and we knew how to change our game accordingly adapting it to the new schedule. Others would failed at this point we… evolved. The Learning curve: Natalia and Jonatan learned level design, Andreass and Javi the needs and the art of a videogame, Rayco learned Unity in one day… Have I said that my team was amazing? There where many other things but I’m keeping this short :)

What went wrong: I can only talk for myself, as an individual, this time. As time got shot I may have gotten a bit stressed (specially Sunday) and snapped fast responses to some of you. Sorry about that. Also I need to work better on my communication skills. I don’t think that, as a game designer, I achieved to transmit the vibe and sensations that I believed were important to the game. Also we had some misunderstandings due to the last too points. I probably should have explained things better because although it was my first ludum, it was not my first game. So basically what I need to work on:

  • Knowing your team: What they can do, what they can’t and HOW they do things.
  • Relax, chill and have fun. It was only for a couple of minutes but I let the stress get the better of me.
  • Communication skills! Relax and explain things as many times as they are needed.

Again, there sure are many others but 658 words so far are sure a lot of words :)

I hope that you like our little game tribute, if you haven’t played it yet please do so :) There is a lot of hard work behind

Have fun everyone!

Spayce!

Hey there!

I just wanted to post my game, Spayce!

It is a self-procedurally generated dungeon crawler in space!
except very dumbed down because 48 hours

HERES SOME COOL SCREENSHOTS

Title

screenshot2

WOW LOOK AT THAT

yeah. timelapse coming soon! and post-mortem.

Thanks for playing!!

[FIXED] Meteor Merchant

Can Confirm All In Working Order Now 😀

 https://www.dropbox.com/s/1i2r1kbwoky5ppf/LudumDare.exe?dl=0 [DOWNLOAD]

Heres the working game-play trailer, please consider checking it out guys I really hope you like it.

https://www.youtube.com/watch?v=EiXQhaXfB4I&feature=youtu.be

Meteor Merchant

 

[AUTOSAVE ERROR FIXED, SMALL ENCRYPTION PROBLEM. DIDNT TAKE LONG ALL DONE :D]

Mouse control supported, Keyboard controls are <^> Arrow
keys or Left Click to move and Z and X to interact (Or Esc and Enter). Shift allows the player to sprint whilst moving.
Game produced in RPG MAKER VX ACE. Produced within 72 hours and submitted to the Jam.

You play as a Rogue Artifact Hunter.
In search of riches you set out to explore the galaxy, venturing far and wide. After your last expedition you took near fatal damage and returned home safely. Get your ship back in order and explore the galaxy once more and search for minerals and Artifacts of both Rarity and Value.

 

Please rate and comment thankyou!! 😀

Post-Mortem

Well, my first comment is that it went well. This was my first LD, and to be honest it was as much about making a game as it was to discover whether I actually enjoyed that — that is, to work hard on a game.

I enjoyed it. There is a certain satisfaction in seeing the accomplished work (no matter how far it is from what we expected it to be at first, no matter what we had to scacrifice in order to get it delivered unto the audience ere the deadline) which I was lucky enough to experience and which I hope to experience many times again in the future.

 

Things that went well:

  • When deciding to participate in LD, I had one goal in mind: finish a game, no matter what. That’s exactly what I did. I woke up at 3am (South Africa yay!) to look at the theme and start thinking about it. I had to decide what engine to use, and ended up choosing Twine precisely to be sure to finish my game (technical difficulties might have arisen with Phaser, given my relative inexperience in computer programming).
  • By the end of the day I had written a big part of my game, or rather story, because it lacked any kind of real branching or player agency. My goal not being for the player to just click through masses of text, but actually be puzzled and perhaps try to understand what was at work, and what was questionned by the game. Given some of the comments I received, that goal is achieved.
  • I made the good call ( I think) to scrap all the art that I drew Saturday morning, because it weakened any impression the game might have on the player. Though this meant throwing away a few precious hours of work, I am convinced the game would be ridiculous with it.

 

Things that could have gone better:

  • Preparation: not enough sleep during the week, did not go shopping for food beforehand (though I have to admit that going for groceries at 7 in the morning while all my housemates are still passed out from too much partying gives one strange of empowerment).
  • Ambition: Obviously, next time I must make a graphical game, not that a Twine game is not a real game, but simply because I have to get out of my comfort wone (writing). Get those sprites going!
  • Player agency in the game: even though some people found it interestingm I wish I had had time to really give more possibilities for players to interact with the story, give more repercusions, more connection between the worlds…

Things I learned:

  • About text games: just because it’s text does not mean it is easier, because to implement a new mechanic you have to write it in, which can be a problem if inspiration is not here.
  • About games: for the first time I actually found myself realising that I had to think about how others would approach my work, and interact with it. This is totally new to me, and a great lesson learned.

And now, back to rating stuff!

 

Cohack – Our Ludum Dare 30 Postmortem

Ludum Dare 30 was a success.

The prototype we made, as specified in one of my personal blog posts, is a modern retake on Shockwave game Spybot: The Nightfall Incident.

Gameplay Screenshot

It features two abilities inspired by the “bug” program in Spybot (I forget the name): Add tile and remove tile. The basic idea is that enemies are scattered on different ‘islands’ and you have to build paths to get to them or remove paths to block them off.

PLAY IT HERE

The prototype was developed by four people, although sound effects were created by audio composer Rich Douglas from the previous 2D version of the project mentioned here: http://www.exeneva.com/2013/08/cohack-a-reimagination-of-spybot-the-nightfall-incident/

Ultimately, the jam went very well. I’m going to keep this postmortem short and highlight the main points of what worked out for us.

Team Logistics

I believe the key to teams is having a manager. When the team is more than three people, having one person who is in charge of overseeing the project is important. This keeps people from sending a file to all team members or not knowing who to turn to when something is in question. This manager would also be in charge of logistics and balancing the work schedules of other team members. I was the team manager for this project, and here are the things I did to keep everyone together:

  • Brainstorming. Since I was working with two people I found on Reddit, it was important for me to find out what timezones the team worked in. For this LD, the team was scattered all over the world and I’m pretty sure I sacrificed the most sleep to keep things together. For me, it was important to know a.) timezones and b.) general ‘work hours’ since everyone was doing this on their free time.
  • Kickoff Solidarity. We knew that ‘Connected Worlds’ was the most-voted theme leading up to the event, so we started brainstorming ideas a few days before. When the theme turned out to be what we expected, we made a quick Skype call to share ideas and come up with what we considered ‘core’ and what is considered ‘extra’, this way everyone knew what we were working on first and what the bare minimum of our submission was intended to be.
  • Prioritizing. This is my third time participating in LD, and one of the things I’m personally good at is maintaining scope. The first LD I participated in was a heck of a mess in the first hour, with people putting down ideas without really solidifying what the ‘core game’ was going to be. For the last LD and this one, I made sure the team remained focused on agreeing upon a ‘core’ and then voting on what ‘extras’ were most important. For example, the minimap at the bottom right was the most agreed upon ‘extra’ in a big list of ideas, and because we had a list of priorities we were able to incorporate it and keep the project as a whole from ever getting sidetracked.
  • Wrap-Up. The final 12 hours of a jam can be very stressful. Team members who aren’t programmers are generally worried whether the project is going to be finished because they aren’t a part of the final building process (creating the executable or web-playable version). Again, this is where the manager comes in: I was able to tell team members ‘Ok here’s where we are, here’s what I expect by the time you wake up, which will be after the submission period’. I think everyone on my team who had to sign off before submission did so without any worry.

There’s not a lot that went wrong with this jam and I’m very confident that the December jam will be just as smooth. We plan to continue working on this game after the jam, renaming it Cohack: Nightfall in reference to Spybot: The Nightfall Incident. If you’re interested, feel free to follow us on social media:

Facebook: http://facebook.com/cohacknightfall

Twitter: http://twitter.com/cohacknightfall

We also have a working design document that anyone can comment on if they would like to give suggestions for the game: http://goo.gl/OWtsgb

Please check out our ludum dare entry and tell us what you think!

Comments

26. Aug 2014 · 20:17 UTC
(Adding / removing tiles was the Bit doctor programme :3)

But glad to see someone else appreciated that game, I loved to play it!

Our 1st Ludum Dare..

Hey All. This was our 1st ludum dare, And i am very glad to say that it was an awesome experience. Its crazy to see how fun some of these games are.. And i would like to say good job to everyone.  We will be entering the next one for sure :P..

So… Our game..  I would have to say our scope was very big.. and we did it in a nick of time… Nevertheless we did it.. The game is currently in a demo phase, And we will continue to develop the game into a multiplayer survival game based on another planet.. There are a few kinks in the game as we did not have time to put it into a testing phase..

 

Please feel free to test and rate our game..

Download Here

 

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Here is a map you might find helpful..

Map

Please enjoy..

Kind Regards

Wiaan “Slikker” Oosthuizen

Collision – post mortem

Alright, having played some other games a little, I think I can write that thing somewhat menacingly called “post mortem”. For the reference, the game I made was Collision. The tools I used were GameMaker: Studio for general engine (along with earlier declared PARADIGMOSIS framework in progress thing), OpenMPT for soundtrack and Audacity for OGG conversion, SFXR for sound effects (I admit, it really *is* an awesome tool, especially in such short jams). It was for the 48 hours competition, but in the end I feel it ended up better than my earlier games for other 72-hours competitions.

What went right:

  • first of all, I guess the preparations; I ended up using pretty much all features I made beforehand, one of them very much so, and I feel it really sped things up or allowed details that I probably couldn’t bother with otherwise; it seems the system I came up with works and is worth further development
  • I decided not to bother with the interface too much, knowing that this beast takes too long to make compared to results (especially when time is much needed); instead, I focused on creating the core mechanics and ended up having them done by the end of the first day. The fact that these mechanics didn’t require elements like pop-up windows or anything similar helped a lot, too
  • I managed to throw in some music (that people apparently like) and sounds, as well as their respective mute buttons; also, I even succeeded in making the twist with soundtrack changing, even though it kept desyncing for me (interestingly, no one else reported it so far; perhaps it’s something local? O.o”)
  • I actually made a game that can be completed; sure, it’s very lacking and most areas are pretty empty, but still; I hope I made the ending screen rewarding enough ^^”

What went wrong:

  • my sleeping patterns… u_u”
  • game’s source code (as expected for quick application coding)
  • wasted some time trying to get audio right
  • didn’t add other characters to talk to, or maybe obstacles to avoid
  • ran out of time to add proper abilities rather than barrier keys; though I didn’t really had high hopes about that
  • possibly the game doesn’t explain things properly, though reports about that aren’t very often so far? O.o”

What I’ve learned:

  • all ideas are equal, but some are more equal; and they might be faster to execution
  • game development can be insanely quick indeed, especially with proper tools ^^”
  • I really am a coder… I can’t do graphics nor music… I really am a coder… I can’t do graphics nor music…

Overall, it was quite fun participating in that compo, though I guess the next time I’ll prefer to participate in the Jam instead; I’m not overly fond of sharing my entire general codebase with everyone else, and 72 hours is still longer than 48. Plus, I don’t like coding the same functionality over and over again. ^^”

I’m curious about what the results will be… I guess I’ll need to wait quite a bit. Still, I probably will do some additional voting every now and then…
(on a side note, whoever came up with the coolness rating and it affecting the order of suggested games to play was a genius; it really seems to work!)

I guess that’s it. Need to work in fixing my sleeping patterns… probably won’t touch the development itself for a little while… ^^”

“Mind blank… I’ll just draw some pixel vikings” (here’s how my ludum dare went)

how_not_to_ludum_dare

My Ludum dare this time was different from any previous entry. Earlier I had pretty clear ideas about the outcome, each theme was suited for me… but this time…. this time my 72 hour jam went pretty differently. Here’s some thoughts.

Day 1: “I think I just start drawing some pixel dudes”

  • Realize the theme Connected Worlds gives me zero ideas
  • Mind blank. Resort to plan B.
  • Plan B: draw pixel vikings with a mighty beard
  • Pretend that the theme is “Isolated” and start developing a survival game !!! POST-MORTEM REFLECTION: THIS WAS THE MOST IMPORTANT STEP. I WOULD NOT HAVE AN LD48 JAM ENTRY IF I HADN’T STARTED WORKING ON SOMETHING !!!
  • Realize vikings don’t live on an isle. They will live in a woods. Now. They want to build a settlement, a viking long house. For some reason.
  • Get some ideas about the gameplay mechanics.
  • Draw more pixel vikings and stones and whatnot.

vikings_bigger_ld_entry_blog

Day 2: “I think I need to start coding…”

  • Read bit of viking mythology, realize that Midgård and Valhalla would be good… realize that drawing new art has a great impact on where this game is going
  • Work on mechanics: building, characters, long term goals (viking house), short term aid (food). Plan conflict (Valhalla creatures could attack them…?)
  • Start writing code (it was very strange that I started writing code on the second day, I drew art and planned the concept the whole first day and half of the second day or so.)

ld_viking_entry

Day 3: “Leeeeeeeeeeeeeerrrrrrrrrrrrroooooooooooooooooooooyyyyy!!!”

  • Concept is clear: Vikings want to build a long house settlement. They will encounter conflicts, bad weather and valhalla creatures. They will need to mine raw resources (wood, stone) and turn them into tools, buildings.
  • Realize there’s no way all that can fit in
  • Go on full LEEEEEEEEROOOOOY mode and get all the most important items in.
  • Cut features.
  • Forget UI. For example, selecting the “next item to build” was done using key E. I thought about that for like 2 seconds.
  • Cut more features. Write code. Draw viking move animations. Finish strong.
  • Who cares that Class instance of CameraHolder keeps track on resources which BuildingObject asks after receiving a message from some 3rd connected object. Also: Characters are now items too.
  • Skip in-game instructions. Skip testing. Hope scoring works.
  • SUBMIT THE ENTRY!

…and realize that right mouse click opens a context menu. That’s a pretty bad idea when right click is supposed to command the selected character.

But at least it’s done. I couldn’t get Valhalla creatures, nor bad weather, nor ice giants in… but it’s playable. Has goals. Some thinking. And those mighty bearded vikings.

And the most important step was to start working on something.

If you wanna try out my LD jam entry “Midgord Vikings”, feel free to play the web version or download here. If you have time, please test & comment. Thanks for reading.

Newcomer to Game Jams…

… and a regular from now on.

 

What an amazing, creative and refreshing experience this Game Jam was. Despite not being happy with my game (a lot of things didn’t made it to the final version) i had a lot of fun and learned a LOT. Working with so little margin is a great way to take out the best of you, even if the result is not the one you were expecting. I think i never have been this involved with a personal project before. You can check the final version here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=36181 Criticism is welcomed!

 

Can’t wait for the next one!

 

Comments

26. Aug 2014 · 23:27 UTC
I felt exactly the same way after my first jam! It’s a great way to learn and stay motivated. Anyway, I’ll play/rate your game if youll play/rate mine! :)

Gimbal Fighter – We made it!… somewhat

Well, here we are.  End of our 3rd Ludum Dare and more tired than ever. Our Jam group stood strong as we lost our third developer right out of the gate and two of us continued on with a game concept waaay to ambitious for our diapers.

But no excuses and no regrets! we have paved the foundation for an awesome game and we want to continue at it.

I present to you: Gimbal Fighter

Snazzy space stuff

Losing the battle against an invading armada of battleships, you are tasked to turn the tables of war by flying into enemy territory and deploying a newly designed Warp Gate. Your tiny space ship “Gimbal Fighter” is designed to warp in, drop a warp beacon, defend it till construction is built, and wait for reinforcements.

The game play was designed around a rotating spherical cockpit that would allow you to rotate freely, shoot in any direction, and maintain flight path… Great for guerrilla warfare bombing runs.

30008-shot3

We certainly did not get as far as we wanted to in the development of this game, but at least we had fun doing it and we’re definitely going to keep going till we finish. Keep an eye on us, give us some feedback, and check out our other games here:

Team Dingus’ past submissions

 

Best,

Kumoi

Switchboard Connection

Here is my entry for LD30. Switchboard Connection: Connecting worlds, the old fashioned way! This is my third Ludum Dare entry to date.

This is my first project ever made in Unity. I have always developed in HTML5 and Javascript. There were quite a few ups and downs, but overall the experience was great.

Play as a switchboard operator, connecting calls as they come in. When a slot flashes yellow, pickup a red plug by clicking on it. Then listen to the caller to see what number they want to be connected to. Numbers are plotted on a grid, like battleship. Then pick up another red plug and place it into the caller’s desired slot. When they flash red, you can unplug the call.

Enjoy!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=11823


Switchboard Connection 1


Switchboard Connection 2

Switchboard Connection 3

Planet Jumper

Hi everybody!

Well we did it, we set out to make the most complete game possible in the time frame of the jam and we’re super happy with how it turned out.

Here it is! Planet Jumper!

Become Larry the Astronaut and explore a world of colliding planets!

PromoPic

Don’t get hit!
Don’t fly into space!
Don’t stand on a planet too long, it explodes!

Do post your score to our online leaderboard and become Ultimate Planet Jumper Champion!
Do Listen to our lovely soundtrack!
Do collect coins and visit more planets to increase your score!
Do enjoy the scenery as planets collide and merge making all kinds of weird shapes!

If you play in the browser, make sure you try fullscreen mode!

One Love,
Hot Box Games

Give “Starlight” a Try!

Starlight is an experimental story-based experience that explores the story of a mysterious being known as “The Cosmonaut” and the fictional past, present, and future of our own solar system. Oh, and it has voice acting, which we think is really neat. Why don’t you give it a try? You can play it here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=34877

It’s worth noting that due to the nature of the game, the file is about 48 MB, so we don’t have a web port available. However, we do have ports available for Windows, OS/X, and Linux.

And finally, if you’d prefer to search for Starlight, keep in mind that this particular game is created by PixelFeet. Stephenhaney made a game for the compo that is also called Starlight and it’s worth checking out, too.

Pluto joke.

Play and rate Starlight by PixelFeet here: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=34877

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This entry was posted on Tuesday, August 26th, 2014 at 9:03 pm and is filed under LD #30. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Now “The Forgotten Day” is available at Gamejolt!

33254_2

 

Last night we published our game at Gamejolt to make it easier for everyone to play it 😉

You can check it here – >http://gamejolt.com/games/action/the-forgotten-day/33254/

And to give us some feedback(pleeeease?), the link for our compo is this -> http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=22691  

We’ll be posting a little postmortem tomorrow with some ideas for the future off The Forgotten Day