LD31 December 5–8, 2014

Reverse Ram Runner Post-Mortem

Wow, I can’t believe I manged to finish a Ludum Dare contest entry, even if it is a mini. I wasn’t sure if I would be able to do anything at all, considering I didn’t find out about the MLD until the 23rd, the very end of my weekend. After that, I had work for the remaining days until the deadline, which is why I decided to use Game Maker for the game. Anyway, enough of that, on to the post-mortem proper.

 

What went right:

  • I finished a game for once. Whooo!
  • All the basic bits of the game are in place and working properly.

What went wrong:

  • Almost no polish! That’ll happen when you hardly have time to work on something that has a deadline.
  • No music or sound effects.
  • Didn’t do much for me in the way of learning new things.

Tags: MiniLD57, post-mortem

So, it’s a Human Apocalypse….

Sorry that I didn’t write the post-mortem earlier, but I usually don’t know what my game will turn out to be like)). In Human Apocalypse – Zombie, you play as an armed zombie that has to murder all the humans invading(by simply walking about) – it’s reversed that way. There are no enemies and probably won’t be any by Friday, but I am planning to work on this game further and I will add an entire city with vehicles and world events later on. I am a programmer first and foremost, therefore none of the models are mine. As far as I know, they’re all allowed for commercial use, but correct me if I am wrong…

So, this was my first time making a third person shooter, I wanted to make Mario 64-style controls first, but changed my mind because I preferred the way I did it in the end, therefore the orientation of the character only depends on the camera when aiming. I did not have many animations, therefore most of the coded functionality is commented out, but I will add crouching and aiming animations later. Since I’m 14 at the moment, school is taking a lot of my time too, so I will probably not be able to add much by Friday.

Screen Shot 2015-02-25 at 10.21.44 PM Screen Shot 2015-02-25 at 10.21.58 PM Screen Shot 2015-02-25 at 10.21.58 PM 1 Screen Shot 2015-02-25 at 10.21.59 PM Screen Shot 2015-02-25 at 10.21.59 PM 1

Comments

ajayajayaj
25. Feb 2015 · 23:49 UTC
Sounds cool! I’d like to see the final product!
26. Feb 2015 · 16:17 UTC
It’s almost done!

I’m in, LD32

I know, it’s a bit early. But I’m already preparing for the upcoming Ludum Dare competition. Like previous years I’ll be competing in the April Ludum Dare. This will be my ninth time in the 4 years I compete.

To get myself prepared I’ll be doing a series of research on “What makes a game good?”. From experience I know there’s a list of do’s and don’ts. I’ll be keeping a blog on this here on the Ludum Dare website and my own blog. Up to the event I’ll be posting eight blogs, followed by reviews on how my blogs fit with games made by you. Feel free to request or comment. And if you’re in for a review on your entry about “What made your game good?” Leave a message!

Previous blog

Current blog

For the upcoming series and Ludum Dare I prepared my normal toolset including:

And lastly

  • Tape, lots of paper and a pen

Tags: emotions, features, gamecreator, islandworks, ld32, ludum dare 32, mood, rex van dorp, strong99, what is a game?, what makes a game good?

3Scale Released on android

Yesterday I released an improved version of my LD31 game, 3Scale, to the Android Play Store:

https://play.google.com/store/apps/details?id=com.jpmitdev.threeScale

Additions since the LD version include:

* more levels

* new survival mode

ss1ss2ss3sshot4

 

If you didn’t get the chance to play it when ranking LD31, 3Scale is an arcade game which involves jumping over small blocks.  It is simple but challenging, and can also be highly addictive!

Comments

26. Feb 2015 · 19:05 UTC
Good for you! How is it doing?
jpmit
27. Feb 2015 · 06:47 UTC
Doing well thanks!

Backwards postmortem (miniLD 57)

Ok, this is going to be weird. Writing a post mortem before the game
is something I never attempted.

And yet, I’m pretty sure what is going to go well and go wrong with
my game.

First, I know I will pick up a game I will like, and this is going to
be very helpful. This way I’m going to be very excited about my game
and will be very excited to seee the finished result.

Second, I will overshoot my idea by a countrymile, making it
impossible to create in the time frame of the miniLD. For sure, it is
going to be something so huge and impossible to make and the final
result is going to look like an incomplete mess.

Third, I know that I will interrupt my first idea right in the middle
and I will starting to work on a new idea ex novo, because “it’s so
much better!”, just to finish with a game that is probably worse than
my first idea could have done because of the lack of time.

This is a complete postmortem, and is going to be very accurate when
I’m done with my game. How do I know? Because it looks exactly like
all of my 5 postmortems so far.

Best thing though is that it is going to be a very fun mini ludum dare.

I know because they always are.

Tags: backwards, MiniLD57, postmortem

Human Apocalypse -Zombie-

So, um. Where should I start? This is the first third person shooter I made. I DO NOT CONSIDER IT COMPLETE, and I will continue working on it for as long as it takes for it to become a complete product which I will not feel ashamed to charge money for. The idea is that you play as an immortal zombie slaughtering mindless humans roaming the streets. The humans have ragdolls and the player can choose from an incredibly wide option of weapons – a pistol and a machine gun. Technically, I have scripted the behaviours for sniper rifles, shotguns, knives, blunt weapons, grenades, and hand to hand combat, but I do not have the animations yet so I have decided not to include that yet. I also had enemies, but I was not fully happy, so I decided to perfect them and add them into the game at a later stage.

The screenshots only feature the pistol, but that is because the screenshot shortcut on mac is Command Shift 3, therefore switching my weapon to the handgun whenever I want to screenshot.

KNOWN BUGS:

-camera clips through walls – will be fixed REAL soon. (After the MLD of course).

-aiming at various heights not animated – I will address this next week.

-borders around the level also have colliders so when you shoot at them, sparks and smoke appear. – in the final version there will be no apparent borders, so yeah.

If you download the game and find a bug, please tell me at [email protected] /* */

CONTROLS:

WASD – movement;

left mouse button – shooting;

right mouse button – aiming;

3 – handgun;

4 – machine gun;

Screen Shot 2015-02-26 at 10.42.02 PM Screen Shot 2015-02-26 at 10.42.14 PM Screen Shot 2015-02-26 at 10.42.23 PM Screen Shot 2015-02-26 at 10.42.24 PM Screen Shot 2015-02-26 at 10.42.24 PM 1 Screen Shot 2015-02-26 at 10.42.25 PM Screen Shot 2015-02-26 at 10.44.16 PM Screen Shot 2015-02-26 at 10.43.10 PM Screen Shot 2015-02-26 at 10.44.26 PM

I consider this a success of sorts, and I did not really believe that I could do something like this. I am really eager to find out what you all think about it. Models were not mine, but I will replace them with my own models later down the line.

need advice on coding with unity’s new GUI

i have just been having some trouble with the new unity GUI and the canvas and stuff and the part im having trouble with is doing the coding to implement what i need into the new gui somebody help???

Comments

26. Feb 2015 · 17:48 UTC
It’s not really that hard. First of all, you can still use the legacy GUI if you do not find the new, improved UI to be super awesome. Then, it’s actually making stuff easier, each GUI element has to be parented to a canvas, which can be in world position (as in a separate object you can walk up to), or in screen Space, where everything is relative to the camera you set as the GUI camera. You can give your UI awesome 3D effects too, so I see no reason why you should encounter problems. I’ll look for a youtube video right now, because it is hard to explain this way.
aguilart23
26. Feb 2015 · 17:55 UTC
i love brackys tutorials they are really helpful but its just being a little confusing. like i want a button to be pressed and show like skill, or inventory. but i tried coding it into a script and attaching it but it just doesnt work. the coding for the gui is just confusing for me.

Butterbats Pre-mortem…(I guess)…how it really went

ButterbatsDay ButterbatsNight

I had a lot of fun working on “Butterbats” (working title was “Flippity Flip”, but that’s just stupid), but I bit off WAY more than I could chew.  I was planning on doing this game in about two days, but I ended up spending the entire week on it.  Since the theme was “Reversed”, I…like a moron…thought, “why not reverse my workflow?”  First I’ll just do music, pixel art (which I have never really done before), and work on polish…then do the gameplay last.

It was kind of fun doing it that way.  It caused me to end up with a more polished game, but I spent most of yesterday wondering if I would even be able to finish the stupid thing.  This is not an approach I will ever use again.

It’s not beautiful by any stretch of the imagination, but for a very first attempt at doing any form of pixel art in a game, I’m pretty pleased with it.  I used Pickle for creating the sprites, and it worked great.  It’s pretty simple, but it did everything I needed it to do.

If anyone comes across any bugs (I’m sure there are some lurking), please let me know.  I’m considering doing an Ouya version, and I’d like to embarrass myself as little as possible in the process.

Can’t wait to play your games also…after a big ol’ bunch of sleep.

-Chad

 

Comments

27. Feb 2015 · 13:22 UTC
Congrats on finishing your game! I’ll play it once I get home.

Check this out!

Hey guys, I am barely having the time for this, so I made a game based on my buddy’s idea a while ago, now it’s on itch.io:

http://tosic.itch.io/casino-simulation

byF7aA

And my models pack:

http://tosic.itch.io/super-space-pack

 

P.S. I dont want negative comments, alright? My friend wanted this to be 2$, but I put it for less… and there is a demo!

Comments

27. Feb 2015 · 13:17 UTC
I still think it is not very right to charge money for a Ludum Dare game. Especially if you want people to actually play it.
27. Feb 2015 · 13:19 UTC
You could have at least given us a free download link or placed a demo version so that we all can play your game.
27. Feb 2015 · 15:17 UTC
Thats not an LD game, I made it a couple months ago, I dont have time right now, as I said…
27. Feb 2015 · 16:24 UTC
Oh, sorry then.

Postmortem: Unpressive (Mini LD #57)

OMG TRUST ME I HAVEN’T STARTED YET!

But people say you don’t need much time if you use a brain, don’t they?

I’m in!

I’ll be trying the MiniLD for the first time, I think the theme is very interesting! ;D

I’ll be using Unity, Pyxel and bfxr.

!!!ni m’I

Great theme for this Mini LD! I think I’ll just reverse my development process and start by doing graphics and sound and do the programming and add some gameplay at the end. I hope time is on my side.

I’ll use my usual tools (Dart, etc.) but I’ll use WebGL for the first time in a Jam. I started learning WebGL about a month ago, so I hope it’ll work out. But I’ll still do something 2D.

You’ll probably be able to play my super awesome game here.

I’m in

First time doing a Ludum Dare and first time actually getting close to finishing a a game, its been an interesting experience.

What exactly is a game?

We all know games, everyone plays games, but do we really know what defines a game? Before we can create a good game we need some sort of definition of it. So what is it? Sure, everything with rules can be defined as a sort of game. But let’s define it a bit better than that. So let’s try!

What would be the most simplistic game you can think of? The first game that comes to my mind is the child’s game “Tagging”. It has two very basic rules: One player is “it” and if you’re being tagged by “it”, you become it. Remembering my years on the primary school’s playground the game had different additional rules all the time. An often used additional rule was “You can’t tag the old “it” back”. Although these were set by us, additional constants where there too. For example the teachers didn’t allow you to leave the playground or trip others. Not a rule set by us, the players, but by our superiors.

The summary of the game? There’s conflict, no-one wants to be “it”. It would be boring if someone wanted to be “it” because of the lack of conflict. The rules define boundaries in the game. The outcome of the game was clear too, the child being “it” at the moment of the school bell lost the game. Katie Salen, a veteran game developer, her description of a game comes to my mind:

“A game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome” (Katie Salen, Game Design Fundamentals, page 80)

If I apply this logic to one of my previous Ludum Dare games, for example, “You only get one” we could describe it like this:

Conflict: the player wants to get home without being eaten while the dragon keeps advancing.

Rules: the player is constraint in a 2D world, there’s gravity, the game is lost when touching the dragon, his fire or falling out of the screen.

Outcome: the player wins when he enters his house (time constraint).

Ludum Dare 28 - The dragon's journey

That is quite clear, but how does this apply to popular games like Minecraft? Is it a real game? Let’s try:

Conflict: the player needs to stay alive (retain its hearts)

Rules: the player loses hearts when hungry, the player receives damage from mobs, the game is lost when its hearts are depleted, the player can eat food, can create weapons and armor etc.

Outcome: is there any? What about defeating the ender dragon?

Is the ender dragon really a quantifiable outcome? After defeating the dragon the conflict itself remains, nothing is resolved. The main conflict centers around staying alive, not on the dragon roaming a different realm. Thus, I wouldn’t describe it as an outcome or a game, but more of a sandbox or toy. Though open world games like Oblivion feature some kind of the same freedom as Minecraft, in the end you resolve the main conflict, defeat the bad guy and establishes peace. That’s a clear quantifiable outcome with rules and conflicts.

This is my first of a series of blogs on “What makes a good game”.

What’s your take on the definition? Does it fit mine?

Tags: Ludum Dare, rex van dorp, strong99, what makes a good game

Recorded a video for my MLD game

So, um this is a short gameplay video I made of my game. I am still working on it, and will be posting more videos later on. For now you can download it at asado.itch.io/haz

The game looks quite jumpy in the video, but it is quite smooth in real life.

MiniLD57 Timelapse :D

Just a thought, what if we were asked to make a timelapse before making the game itself? since, the theme is reversed? O.o haha


 

Anyways, I just want to share the first part of my timelapse series in making the Adventures of Esrever Wild, my entry to the miniLD 57 😀

It’s been fun and challenging, this miniLD, and I want to know what you guys think 😀


 

 

feel free to comment, like, and subscribe for more 😀

Tags: MiniLD57, reversed, timelapse

City Debuilder – post-mortem

This was my first time making a game with such short notice, only getting to the jam late due to a packed work week. Here it is if you want to see it http://ludumdare.com/compo/minild-57/?action=preview&uid=49360

 

The crunch for time effected the game in a few ways, mostly the tutorials – which I think harmed the impact of the game overall.

Were I to go back and do it all again, there are three things I think I would do differently.

Firstly, I would choose a genre of game where I had boilerplate code prepared. I had to sink more time than I would like into basic game states. On top of that, tiny errors in code where hard to pick up in my IDE, which lengthened this process out and burned me on development.

Second, I would figure out how to tutorialise as I go. Part of this was in my prioritising it last, but also due to cutting back the scale of the game. Originally it would have been a little bigger and easier to see the systems.

Third, I wouldnt code while mostly asleep asleep. Making small mistakes like having something check against the x axis twice hung me out to dry – this was partially the fault of the first issue I adressed. The moral is, always try and be focussed.

Overall, I’m not the happiest with this project, but it taught me a few valuable lessons about jamming and helped me write some new boilerplate code.

MiniLD#57 TimeLapse Part2! :D

Yo Wat’up Guys! 😀

Here’s the second part of my timelapse series 😀 this video covers me, setting up Unity and my assets for the programming to come :)


 

Feel free to leave your comment, like if you like, dislike if you don’t, and subscribe for more! 😀


 

Tags: makulitStudios, MiniLD57, reverse, timelapse

TimeLapse Part 3 ! :D

Yo Wat’up Guys! :D

Here’s the third part of my timelapse series :D this video covers me, creating the terrainSpawner, a game object with a script that randomly spawns a set of terrain from a list of terrains for my game, Esrever Wild 😀


 

Feel free to leave your comment, like if you like, dislike if you don’t, and subscribe for more! :D

Tags: makulitStudios, MiniLD57, timelapse