LD32 April 17–20, 2015

Tech Valley Game Space (TVGS) is live-streaming

Tech Valley Game Space (TVGS) is live-streaming now!

We’ll also be live streaming Mondays, Tuesdays, Thursdays, Fridays, and Saturdays from 7:00 PM to 12:00 AM EST until the Ludum Dare judging period ends (except Friday, May 1st, and Saturday, May 2nd)! Join in the fun!

Our Twitch.tv channel is at:
http://www.twitch.tv/techvalleygamespace

Note: we’ll also do our best to post the games we’ve played onto Youtube as well. You can check it out what we’ve reviewed so far at:
https://www.youtube.com/user/TechValleyGameSpace/videos

Want to submit your game? Fill out the form below!
http://goo.gl/forms/gDU933T27R

All the responses are listed below:
https://docs.google.com/spreadsheets/d/1RbvfWHMb-vWmYBagjjnfVAMKugG1vgQ41QFQ_Wa4YjE/edit?usp=sharing


For those interested, the following games were made at TVGS:

Comments

30. Apr 2015 · 01:34 UTC
Thanks for playing, rating, and critiquing my game (Toaster Defense)! I’ve taken note of all of your suggestions, and I’ll keep them in mind while designing the post-compo version. I’m going to enter it in the ongoing Stencyl Jam ’15, the deadline of which happens to be the same day judging ends for LD. (Which gives the LD judging clock dual purpose for me. 😉 )

My first Ludum Dare game post-mortem (or why is time management so hard)

Now that my game was submitted, fixed to the point of actually working, reviewed by other people, and polished a bit with the feedback, it’s time for the thing nobody expected but will get anyway: The Spanish Inquisition my first post-mortem!

To start things, this is not my first game jam, but it was my first Ludum Dare. The first game jam I took part was this year’s Global Game Jam, where me and a couple of friends worked on a cool title called Duality (check it out HERE if you want), which unfortunately didn’t get completed in time (in hindsight, we probably shouldn’t have gone for a multiplayer game right off the bat).

Our entry for Ludum Dare 32 is called Social Sass. It is a two-man project made by me, abcdef65g (design and programming) and my brother Ryrumeli (art and text). We had a ton of ideas for “unconventional weapons”, which included love, words, pencils, cooking spatulas, toasters, fear, shovels, dancing… But eventually, one idea came up during the brainstorm, and completely blew the competition out of the water: tweets!


Chirper, the next-generation microblogging social network – chicken not included

Read on to find out about the development process and the lessons learned from this unusual project!

And so we got started on the game. My brother was given great freedom as to the art direction of the game, and really did a great job with it, especially given our inexperience with game jams. The character and monster sprites are 16-bit style, and the village and other maps were coloured aiming for somewhat of an 8-bit feel.


Initial village sketch, and how it turned out in-game

A few words on the art by the artist Ryrumeli:

My first thought when we talked about the concept was going for a Mother/Earthbound 0 kind of aesthetics, right from the NES; However, as soon as I started to make the Enemies I felt I could make them funnier if I put them in style with this Tweeter user concept, but for that I would need more definition. Then the 8 bits shifted to 16 bits in a hurry, which was a bit of a rushed decision on my part but I feel did a good job to convey a gadget for every monster. I like how most turned out, but my favorite monster is still the Wizard, a tribute to my brother!(No girls, he doesn’t let his beard grow like that, worry not!)

Finally for the character sprites, at first I was going to use Mother Sprites, but frankly time was growing dim and instead I went for a style I had already played with, Chrono Trigger, because there is always a good reason to make a reference to Chrono Trigger *Goblin Fanboy Moment*, and if I can say one thing that went wrong was starting Mother, then thinking about shifting to Medieval, and then giving up and jumping back to Modern Times.

Oh and why a Roman Helmet for a knight? Because a true hipster has a thing for the classics!


Concept art for the protagonist Sass. Trivia: Sass is actually an acronym for Silent Albeit Somehow Social

One thing I sorely lacked in the programming part was foresight. I underestimated my ability to make UI as well as coding, and in the end, the UI for the chirps and notifications took the majority of my time. The game was developed using Unity 5, which I’m comfortable with, but the new UI system was something I had only dealt with a little bit. That caused me a lot of headache, because I had to invest time on the UI and thus failed to make the battle system until the last day of the jam, which cost me patience and sleep. The movement system also had to be improvised and thus, isn’t very polished.

I think I’ve seen that plot hook before

Curiously enough, the dialogue and quest system was fairly easy to implement, which saved me a lot of time. I was able to input all text and for those and make all quests functional in just a few hours. Still, this was hardly an advantage since the art and text were all nearly done, and I was still lagging behind in programming by the last day. We still managed to turn in the game just fine during the submission hour, but that caused anther problem: I didn’t have time to test the build. So it turns out there were numerous issues with it, which I had to address in the following, day, after sleeping for 14 hours straight and waking up with an ear infection.


Not the most solid battle system, but it’s certainly entertaining!

The things we did right

  • Used a game engine we are familiar with, cutting down on learning curve
  • Parallel work: the artist and the programmer worked efficiently to achieve their goals
  • Decided on a game concept quickly, which saved us time early on
  • Used a type of game we are familiar with (j-rpgs), which made a parody game a lot quicker to design
  • Last minute decisions: decided to cut down on extra text and didn’t include sound, transitions and a few enemy designs, focusing on actually finishing what we had instead of failing the deadline due to not delivering everything we planned
  • Most importantly, we didn’t strain ourselves too hard, and had a lot of fun making the game!

The things we did wrong

  • Seriously underestimated the amount of work necessary to code everything
  • Lack of proper planning and sleep
  • Parallel work: when everything was put together, things didn’t quite work as expected since they were done in parallel, without the other’s constant feedback
  • Used a game concept (microblogging) which we WEREN’T very familiar with, as neither of us used Twitter before, making additional research necessary (particularly for the UI)
  • No audio: we didn’t have time to worry about audio in our jam entry, which isn’t necessary, but would have added a nice touch

I think that’s about it. Hopefully you enjoyed reading my first attempt at a post-mortem (which is about my first real attempt at a game). This Ludum Dare was a fantastic learning experience, and we’re also having a lot of fun playing and rating everyone else’s games.

Please give our game a try and give us our feedback, we truly want to make it as good as possible: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=29151

Also, here, have a hipster dragon for making it this far.


This guy should get his own game

(Post-mortem also posted in my personal blog HERE)

Tags: jam, ld32, postmortem, unity3d

Hacked Post-Mortem (How I screwed up)

This was my first Ludum Dare entry. Let’s just say I was totally unprepared.

I was a little disappointed when the theme was announced (I was hoping for companion). ‘Unconventional weapon’ seemed very mechanics based. Normally that would be fine for a programmer like me, but I tend to get over-ambitious. I started making a metroidvania game with a one-shot slingshot. All was progressing fine until I had to start creating the world. It was then that I remembered how bad I am at world design. It didn’t help that I was using a new unfamiliar tile-generating software.

Saturday night I realized I would not be able to finish on time. I was devastated. I had been anticipating Ludum Dare for so long, but now I had blown it. I spent some time sulking and pouting like a two-year-old. Then I thought of an idea: why not make a tiny little game? I mean, it’s better than nothing right? I didn’t have much time, but I was able to whip together Hacked pretty quick.

ScreenshotOfHacked

 

Hacked is just a simple typing game. I had a little time left over so I added a bit of a story, some prettier art, and little firewall turrets. It wasn’t the game I wanted to make, but Hacked isn’t as bad as I thought it was going to be.

So let’s break down Hacked.

What’s bad:

-Too simple

-Balancing issues

-Poor pacing

-No music

-Lots of little bugs

What’s good:

-Addictive gameplay

-Neat concept

-Okay-ish art

HackedLogo

 

Overall, I think this LD was a success. At least I learned a lot. LD33, here I come!

 

Play Hacked here:

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50898

 

Comments

Catwheel
29. Apr 2015 · 03:35 UTC
I would love to have seen your metroidvania game. It’s too bad you decided to drop it. It might have been a nice chance to practice some world design. :3

Ghost Prosecutor – Post-mortem

This was my first Ludum Dare, and really my first 48 hour challenge. That being said my main goal was completing a game in time and feel pretty good about what I accomplished.

Break down

The theme was announced at 9pm where I am, which was quite nice. I stared at it for a minute, panicked for a minute, and then started sketching a handful of ideas. The sketches gave me composition and my unconventional weapon. I spent about 3 hours thinking and committing to nothing, before starting the ghost character and going to bed.

I made about 12 of these panels.

I made about 12 of these panels.

Saturday, 8am

I spent all of Saturday morning doing pixel work, making the elements I’d need in the scene. I didn’t touch unity until I wasn’t sure what to pixel. From then on I worked on things somewhat arbitrarily: a bit of assembling, a bit of code, a bit of art, dash of sound, little UI.

Plus

  • Sketching Phase was well worth a couple hours. Not only are there a few other decent game ideas in my back pocket (I am absolutely making that uni-brow game), the game avoided most of the obvious solutions to the theme. Ghost Prosecutor wasn’t my first idea, nor was it my fifth idea. I think it was number 7?
  • Time Management went quite well. I slept both nights. I even took a shower on Sunday! I could have accomplished more, but my spirits were high and everything I had set out to do++ got completed. Can’t shed any light on how because I more or less winged it until 4pm Sunday when a list was made of what to get done.
  • Weirdness. I didn’t want to replicate anything that could easily be categorized. The game was inspired by classic fighters and so used many elements to set that up, but it certainly isn’t a fighting game. After all you’re not really fighting and nothing is fighting back.
  • Working on all things simultaneously was great for me. The moment I started hesitating was time to work on something else. It was surprisingly efficient and could continually make solid progress.

Non-Plus

  • The only code I had already was an audio manager (that still had to be modified). Learning how to make a fighter type game during LD ultimately failed. Every move HAD to end in only one ‘attack’ key or it would trigger too early. (The only way to use Here’s Johnny is to hold the up button and rapidly button mash z and x).
  • The game mechanic doesn’t seem well thought out. That’s because it isn’t. I had planned on using a more DDR based mechanic and was fickle about it. It felt too easy/too rigid. I’m much happier with the fighting mechanic, however, using the player ‘health’ as a timer was confusing and the gavels were a last minute decision that doesn’t make sense. I should have given the jury some kind of authority to challenge the player. This would have been an easy way to balance the difficulty and solve the combo spamming maneuver that made easy victory.
  • No play testers play tested. Many guesses were made because there were no people around. I tried to keep it simple and give enough clues so players would figure it out on their own. This was somewhat successful, but I could have targeted ambiguous areas early if I had just called on some friends. Judging by the amount of people who had difficulty with combos, simplifications should have been made.

At the end I’m glad I did it and will likely do it again?!? It would be way more fun doing it in a small group (even if we were making separate games.) Thanks to everyone who played my game and voted and commented and participated. If you’d like to try the game it’s HERE.

See you all again,

Allen

Accomplishments- Part 1

This is going to be part of the new blog posts I am going to do, which just list what I have accomplished since last post.  (working on a game).

(If you want to read a post-mortem, just read literally any other blog post you can find.  99% likely to find one directly above and below me anyways)

– I have finally accomplished a program which causes enemies to move towards you if they see you!  I have been working on this a day or so, and I am so happy to have finally done it!

– Parkour mechanic (wall climbing & jumping) Although not a hard addition, it made the game so much more enjoyable, especially when I am bored.

Ludum Dare 32 Postpartum

I just wrote up a postmortem (which I prefer to call postpartums, since I see releasing a game as more analogous to birth than death) on my own website.

I had become so frustrated and discouraged by that time that I decided to come up with something really simple and basic just to have something to show for the time and effort I’d put into LD32 that weekend. I settled on a stupid local multiplayer arena brawler game where all you can do is move left or right, jump, and attack. But as I worked on it, I was just stewing with frustration and displeasure with the idea. I knew I wasn’t going to feel any satisfaction or pride in the final product, and I thought to myself, “Why am I stressing out over making a dumb game that I hate the very idea of?”

Given how I felt after the end of LD31 and in an effort to avoid a repeat of that loss of motivation, I decided to call it quits and give up on Ludum Dare 32. I was done. Finished. Or more accurately, I had failed.

I sighed in exasperation, deleted my project files, and stepped away from my computer to prepare for the rest of the weekend doing something else.

If you’d like to find out how I went from calling it quits to successfully submitting a game, read the rest at Ludum Dare 32 – A Postpartum.

LD32 Time Bomb - Title Screen

Two Crippling Glitches

The LD32 was my second Ludum Dare, and I wanted to make an RPG. The post-mortem will come later, but the short version of the story is that I succeeded —but the game was crippled by two show-stopping bugs:

  1. Collisions with objects in battle could hang the system (especially rocks).
  2. The first miniboss was a surprise battle that could easily kill you.
  3. Bonus! Enemy turns took far too long in battle.

To my dismay, the game I worked so hard on had a mixed reception. People generally liked it, but they (very understandably!) were frustrated by these glitches and imbalances.

With that in mind, I decided to release a post-compo version with a few tweaks here and there to address these issues. Since I only had 1 free link, I listed the Post/Pre compo for Windows (which is by far my largest download count). The page description has all 3 versions. All versions are available from the entry page, and all are clearly marked.

If you’ve already played the game and are curious about the story, a full gameplay video is shown above.

Hazardisc Post Mortem

Hazardisc is a single-screen action/fighting with single player and two player local competitive modes. You can play with the Keyboard or Xinput Gamepads, no need to toggle between the two the game will recognize which input you are using.

Hazardisc_Ludum_Dare_Scirra_Construct_2_Pixel_Art_GIF_B

Check out Hazardisc on the Ludum Dare Page Here

     I wound up making a single screen action / fighting game with single player vs. a cpu opponent, and two player competitive. The primary challenge was adapting the controls near the end of the jam, I designed the game around a controller. I never considered the fact that most people browsing the Ludum Dare Games wouldn’t have an X-Input device ready to go so I made a mad scramble to implement the keyboard and mouse which for the first hour broke all of the controls for Player 2, thankfully I got something together and working before the extra hour for submission was over. I’m not sure if there’s a penalty for updating my entry at any point? Either way I’m very happy with how it turned out, I hope the community likes it!

Hazardisc_Gif_640_480_B

Hazardisc a Single Screen Action / Fighting game made with Scirra’s Construct 2 for Ludum Dare 32!

***For gamepad support go full screen by clicking the link on the Ludum Dare page or download the Windows, Linux, or OSX Client!***

Downloads and Links

Ludum Dare Page

Web

Windows

OS/X

Linux

Tags: #indiegame, Best In Show, Construct 2, Construct2, First Ludum dare, indie development, Indie Game, indie game dev, ludum dare 32, scirra, Scirra Construct, winner

Bunny Plane Massacre – Post mortem

Bunny Plane Massacre

I figure there’s no harm in writing up one of these. We’re a team of four Dutch artist and programmers that have been friends for a long time now.

We graduated together from a multimedia and games related course and have kept in touch. This is the second time we’ve participated in the Ludum dare jam, and the 4th game we’ve made together.

Bunny plane massacre is a gruesome biplane simulator in which many virtual bunnies give their lives for our entertainment.

What went right.

– Working together, Since we’ve worked together before and have had many years to get used to each others idiosyncrasies. We all knew what we could expect from one and another.

We had Maran van Brakel who did all of the modeling work,

Frederik Jansen who did all of the illustration and texturing jobs,

Marius Giertz who coded all the bunny logic and carrot patch interactions,

and myself Gerben van der Heijden who made the plane controls, menu interactions and bunny murder logic.

On the programming side of things unity allowed us to divide functionality of objects into multiple scripts. For instance the bunnies had separate scripts for their movement and their death triggers. Working this way ensured we wouldn’t have to dig in eachothers scripts too much.

On the art side of things we designed things in such a way that they were easily expanded. The unconventional bombs worked whether we had 1 type of bomb or 20. we had a simular scalable system for the biplane skins. The game would have worked the same if we had 1 alternate texture or multiple. Our art team also worked on the scene lighting, environment layout and other visual effects after most of their work was done.

– Scene transitions, Another thing that went well was the flow of the program, we had a splash screen, menu screen and win/lose screens which all looped back onto the main menu.

These scene transitions give the game a more complete feel.

– Design flexibility, On our whiteboard one of our core features was ‘awkward plane controls’ which is certainly something we’ve achieved. Originally we had planned to have the main weapon be the plane itself forcing the player to skim the ground to ram the bunnies, and while the player is certainly able to do this in our final build we quickly realised the difficult controls made this way too hard! So early in the development process we decided to allow unconventional bombs to be used as a primary weapon to make the game more playable.

Similarly it was originally planned to not give the player access to her heading controls, instead forcing her to use the more difficult roll and pitch controls exclusively. Play testing revealed the difficulty in those controls and as a response we put in the ‘easy mode’ controls.

Development atmosphere, The last thing that went well is the fun we had while working on this project, like I said before this is our second jam together and it’s certainly been the more enjoyable one. Perhaps having gone through the process once before allowed us to be much more laid back about the entire ordeal.

What went less than ideal.

– Game atmosphere and variety, In the end we managed to have one ‘level’. And while spilling bunny blood is fulfilling in itself it can also become a tad tedious. The game goes on a bit too long and there isn’t a lot of variety in what the player can do.

The lack of music makes the monotonous hum of the biplane engine stand out.

If we had saved more time for play-testing our final build we would have likely tuned back the amount of enemies to give a shorter but perhaps more memorable experience.

– PR and visibility, Another thing we should have done better was showing off more of our work during the ludum dare jam. While we had a great time working on this project we didn’t really involve the Ludum dare community in our toils. Our lack of participation in the Jam community translates into not many people seeing our game.

If theres a next time I think we’ll have to try and force ourselves away from our IDE’s and modeling applications to be more sociable with the jam community. Who knows maybe it’ll even add to the fun!

I hope this post mortum is of some value to you and you had as much or more fun with the ludum dare as we had.

You can play our game : Here.

~Kind regards,
Gerben van der Heijden.

Hula Fighter – OST Download

Hula Fighter Title-Screen

Hey hey LD’ers!

I’ve received a lot of positive feedback about the audio for my game, so I’ve made the ‘soundtrack’ available for download on the itch.io game page. It features the main music plus another hidden tune I added post-compo that’s my tribute to Totaka’s Song.

It’s a Hula Party!

Shake it and rate it here

CannonFodder Post-Mortem

TURN YOURSELF INTO A CANNON AND FIRE YOURSELF OUT OF YOURSELF AT ROBOTS

I keep posting that TM (C) tagline around everywhere because I think it’s funny and because it’s the simplest explanation of what’s happening in the game. It’s silly, it’s dumb, and it’s pretty fun if I do say so myself.

Unlike most other people, but probably similar to at least a few, I was unable to dedicate my whole time to making this and really just had to use spare and sleep time to pick at it. When I wasn’t sleeping or working on the game I was actually RUNNING a Hackathon (HackYSU, Youngstown State University’s first ever hackathon!) which turned out smaller than anticipated but WAY MORE AWESOME than I imagined it would go.

I was the graphic/web designer and one of the organizers. My buddies Joe, Anthony, and Noah were the other organizers that had other jobs as well (Director, Treasurer, and Delegate) and tons of volunteers and mentors. Ate up my time keeping everything going, but I’m glad I did it! I would pushed to schedule the event at a different time than LD but I thought it would be a good tie-in to encourage game dev (which people ended up enjoying watching me do it but decided to pursue other hacks) and I though I’d have more solitary time (what was I thinking?!).

Initially, when I saw the theme, the first idea I had was to make an arena game where you rip off your limbs and throw them at other people, picking up fallen limbs while you run around. Your head/torso would count as your only “body” area and your method of transportation would go from running to hopping on one leg to hopping as just a torso. I didn’t end up going with this idea because I lost the first 8 hours of compo time due to having to *gasp* actually having to run my real-life event, so I realized I’d have to do an idea that took less time to draw and balance.

If I were going to change anything, I’d flesh the game out by adding actual map features (walls, obstacles) and give a TON more time to balancing the game a bit better. But the biggest thing I’d do is POLISH POLISH POLISH

Higher res graphics

More/better animations

More useful and attractive HUD

Check my game out, leave me comments/hate! I play every game by every person who rates.

Also, I don’t know this person but shouts out to Harvest Boom because I love that game.

Ludum Dare 30 Post Jam Alpha Test Android

Hello, I am releasing an alpha version of my post-jam game. It has been ported to Android and has been developed from scratch. Please check it out by joining the Google+ Community here or by download straight from here! Please leave some feedback on this post. Please tell me if you don’t like the music…

 

Thanks!

 

OPERATOR 42: Tips and Tricks from Killigan Industries

logo4

Travis from Killigan Industries (Travis, Peter & Alex) here. Thought it’d be helpful to list out some tips & tricks we’ve learned over Ludum 32 and past jams. All focused on doing a lot with a little. Note this is the things-to-do list based on practices that have worked for us. The things-not-to-do list based on all of our failures would be far too large to post. A lot of what is below is incredibly obvious but fun to write out in a bullet point list nonetheless. So now, onto our game and the tips and tricks that went into making it!

OUR GAME, OPERATOR 42

  • Source Control – The first thing I do before any jam is setup a Github repo. Especially critical if you’re collaborating. Try to avoid Dropbox collaboration if you can. If you’re new to Github, here’s a resource full of great guides: https://guides.github.com/
  • Ideation – Start first with what you don’t want to make. Puts the brainstorming in a smaller box. Also, purge the most obvious ideas in the beginning. The gems are hidden underneath.
  • Team Size – If you’re doing a jam, make sure to not overdo it with teammates. Managing roles, code and assets between a large team in a small timeframe is very difficult. Two to three people feels right.
  • Reach Out to Collaborators – We found our sound designer Alex days before the weekend by simply reaching out to chiptune artists in Los Angeles. I’m always surprised by how willing folks are to collaborate. All you need to do is ask.
  • Dedicate Time to Polish – Try to dedicate a whole day to polishing your experience. No new features, just refinement. The scope of your idea should take this into account.
  • Play TestIt very difficult to put yourself in a fresh-eyed mindset for any project. This is especially the case when you’re cramming for two – three straight days. Observing someone play your game with fresh-eyes will surface obvious user experience problems.
  • Dedicate Time to Sound – If possible, have a dedicated person to execute sound. It’s no mystery sound plays a critical role in the best entries. Having someone care solely about the sound design through the weekend is immensely valuable.
  • Dedicate Time to Marketing I’m using marketing very loosely here but it’s often a last minute afterthought. Make sure your first screenshot is compelling and looks great as a thumbnail. Try a few options. Make sure you have a super tight and intriguing description.
  • Slack – Something we did this time around is setup a Slack team for chat. Especially useful for when our team wasn’t in the same room. Bonus, you can setup Slack to post to the chat every-time a Github commit is made! It’s awesome. https://slack.com/
  • Rate Games!The best way to get feedback on your game is to rate other peoples. I find this to be the most rewarding part of Ludum Dare. To learn from other’s work and get realtime feedback, the good and bad, on yours. Makes you a better game developer.
  • And finally, please play our game if you haven’t had a chance. Killigan Industries values you as a customer. Your continued support is important to us.

    OPERATOR 42 | PLAY AND RATE

    Operator 42

    Cheesy Defender – Postmortem Part II

    Previouslyldpm-cd

    On the first postmortem, here, I focused more on my experience and the process.  While I offered a general overview of my feelings about the project, I didn’t delve into the specifics of what I felt worked, and what didn’t.  This is just a quick refresher to do just that.

     

    The Good

    • I love the rat animations.  I feel they portray the scurrying nature of the animal, especially in the final few levels.
    • The particle effects work reasonably well, although I do feel they need a lot of tweaking.
    • The sound effects fit the humorous concept of the game, even if low quality, and have garnered the most positive feedback.
    • For art, I stuck to edited photography and minimal tablet drawing, and felt it saved me a lot of time to spend elsewhere.
    • Cheese bits.  I love that I got to include a couple of cheese bits on the ground for the rats to carry off.

     

    The Bad

    • The levels increase in difficulty fairly well, but in retrospect I would have set per-level time to 15 seconds, just to hit the climax a little faster (2.5 minutes, instead of almost 3.5).
    • I wish I’d found time to throw in some minimal music.
    • While I have the airplane mechanic near what I wanted (you don’t click where you want to target, you have to lead it, simulating the difficulty in aiming a paper airplane), it’s been the most complained aspect.  I would probably revisit that to see how I could improve the player expectation while still offering a mandatory practice curve.
    • There are a few minor physics glitches that I didn’t have time to debug.
    • The UI is awful.  I had to have something to give the player feedback, but never managed to revisit and make it something other than minimalist text.

     

    Well, thanks for reading!  It was a great experience.  Please play and rate!

    Lightbender: Post-Mortem

    Here’s the usual post-mortem run-down for Ludum Dare 32: Lightbender. I usually do “What Went Right” and “What Went Wrong,” but there are elements of both in most of these categories.

    Setup
    Initially I planned on working with Mike for my first team jam. I had mixed feelings–while I’d like to see what a team could produce, Mike wanted to work in 3D. I have no Blender experience and feel my 2D skills are very strong, so I was uncertain. Ultimately, Mike got sick and I did the solo compo.

    I was also relatively unprepared. The week before the jam was a crunch at my day job. I didn’t know how late I’d be working on Friday evening to get a testing release out to the client before Monday. I didn’t know if I’d even be in mental shape to be productive. Luckily I wrapped up a little after 6, had some extra time for a long dinner to clear my head, and was ready to go by the time the theme was announced at 9.

    Jam Theme
    Lamppost“An Unconventional Weapon” isn’t an overly restrictive theme, but it’s also tough to come up with something original. I left the Friday night meetup at the TechCo empty, staring at everything and hoping to come up with a concept. Driving home at night, the best I could come up with was manipulating streetlights.

    Honestly, I wish I could have come up with a theme that subverted the usual video game tropes. De-escalating a situation non-violently and making allies out of enemies rather than escalating everything would truly be an unconventional weapon, while making an important point in the process.

    Art / Microsoft Surface
    I recently bought a Surface Pro 2 marked down after the Surface Pro 3’s release, mainly because I’d been interested in one as a drawing tablet. (Surface Pro 1’s and 2’s use Wacom Feel for pressure sensitivity and some other handy graphics tablet features.)

    I feel like the touch screen makes me more productive than my Bamboo Fun. It’s not a massive improvement; swapping between coding and art by changing devices is just easier than dragging out a separate tablet. And since I was already using Bitbucket, pushing changes between devices was easy.

    Unity 5
    LudumDare32-dylanwolfKnowing that my game concept would be lighting-heavy, I dug into Unity’s graphics features a bit more. I don’t know if Bloom was previously a pro feature or not, but it made a huge difference. With just a little tweaking, there was a huge difference in quality. It enhanced the contrast I was already building in to the art and lighting.

    Platforming
    Building a platformer is hard. I’ve been tinkering with it since very soon after I learned Unity and it’s always been just out of my reach. It was only a few months back that I started trying to code a platfomer character controller by myself. I’m really happy I was able to get one working from scratch in a weekend–it shows how much I’ve grown since I started doing game jams.

    But.

    ld32-crateI still don’t fully understand what I’m building. Sure, I know how to successfully switch between grounded, jumping, and falling states, but making it feel natural and fool-proof is still trial-and-error. I’m stumbling through off-by-one errors and edge cases.

    Since I relied on both raycasting in code and Unity colliders, I ran into serious problems getting them lined up. If raycast points were too far from the edge of the colliders, it was possible to never fall off a ledge. If they were too close, it was possible to fly up the edge of a building by holding the jump button.

    Often, my first attempt at fixing a problem was to tinker with variables until things worked again. This was part of the reason the force of gravity is so excessive–I’d been trying to fix a problem with floaty falls and revert some of my trial-and-error tweaks. After enough tinkering, it’s very easy to get used to your own weird mechanics.

    Post-jam, I did some refactoring that allowed me to build better, more natural jumps. I’ll probably post about that later, because it’s one of the few times I’ve actually used calculus outside of school.

    Shaders, Lighting, and Cameras
    I’ve only done a little tinkering with lighting, so this weekend was a learning experience. It didn’t help that I was combining normal Unity 2D sprites with 2D Toolkit tiled sprites, and unlit with lit sprites.

    Unity’s built-in shaders are confusing if you’re just poking around for the first time–some shaders seemed to ignore sorting order, while others honored it. Trying to find the correct combination of lit vs. unlit and sorted vs. unsorted was trial and error. There were a few times I figured I’d painted myself into a corner and would have to give up.

    ld32-powersThat said, I also pulled off some neat camera tricks with minimal difficulty. I didn’t want the UI to be affected by Bloom, so I ended up learning about multiple cameras and camera culling masks. It was far easier than I expected.

    Music
    The inspiration (if you can call it that) for the music was the Zelda dungeon theme. I wanted something with a driving rhythm, but that didn’t require a lot of complexity. The Zelda dungeon theme does have complexity, but it tends to blend into the repetitive part.

    I didn’t end up with any of the complexity, or even the key changes that keep it interesting, but the music came together far more quickly than my last Ludum Dare foray into PxTone.

    Thinking Ahead
    This happens every Ludum Dare: I randomly take a little time on Friday or Saturday night for impromptu pre-planning, and it ends up paying off far more than I expected. In fact, it usually ends up being critical to the success of the game as a whole.

    Friday night, I had proof-of-concept versions of the lighting, damage, and enemy mechanics. This really laid the groundwork for everything, and if I’d stopped work on Friday with any less, I wouldn’t have finished on Sunday.

    I stopped working around 3am but I knew it’d be a little while before I got to sleep, so I sketched out three levels (and their associated powers). Again, I wouldn’t have finished with interesting puzzles without it.

    Saturday night I dabbled with music, intending to get a baseline to build off of later. I ended up with something that I felt could be used as-is. Again, this was invaluable–I wouldn’t have had time Sunday to do any more work.

    If you’re doing a game jam, I’d always suggest taking a few minutes here and there to deliberately tinker with concepts you aren’t ready to start on. It feels backwards–a distraction from your real priorities, “waterfall” instead of “agile”–but it allows you to start thinking about them for real, not just hypothetically.

    Character Design
    l32-hero Soon after coming up with the concept, I decided the game was nominally superhero-themed. Without a very strong storyline, I realized the hero was just a generic superhero archetype, and so I might as well make the character female. (I think this was the result of hearing Mike discuss various articles and books on the subject of diversity in games, as well as keeping up with the Tropes vs. Women videos–“male” need not be the default setting.)

    I’m far better at drawing male characters, mainly because I’m not a very practiced artist. But I’m also worried about making a novice mistake and getting something painfully, awkwardly, obviously wrong–and in the process coming off as a creepy artist who oversexualizes characters of the opposite gender (I’ve seen a few, what with all the conventions I’ve been to). Oddly, I think that helped–I was afraid of any design choice that would play up the gender of the character. That meant she could be first and foremost a superhero, not just a female character who happens to also be a superhero.

    I was quite proud of my standing frame for the hero, but it came so late on Saturday that I had to start cutting corners. I saved frames of animation by rotating and adjusting the head and arms, so I only had to redraw the legs. It was efficient, but I felt like the quality suffered.

    ld32-hostageThe captives were really just my “default cartoon person,” but I was happy with the mileage I got out of adjusting their facial expressions and position of the help bubble in animation. They felt much richer than they really are.

    ld32-enemyThe bad guys I was disappointed with, simply because I felt like I gave up last-minute. They’re poorly animated, lack detail, and are essentially bad cartoon “criminal” stereotypes (see the Beagle Boys from DuckTales for comparison).

    Game Concept
    As I said, I decided this was a nominally superhero-themed game–it was going to play on the archetype of a superhero fighting crime in the big city, but it didn’t much matter who, where, or why (beyond “superhero with light powers”).

    At first, this was helpful–the theme was a very thin layer on top of the mechanics. I didn’t have to explain it, because everyone knows it already. I could focus on the how rather than writing out the why.

    At some point on Saturday, I had an odd realization. As I combined all the graphics and particle effects, the morality of this game seemed horribly flimsy–it felt like you were burning people to death with unholy powers for simply being in your way while wearing a stereotypical cartoon criminal mask. Not exactly heroic.

    This isn’t unlike my reaction to the violence in BioShock Infinite–I’d already read all the spoilers, but still kept expecting a reveal that your murder spree meant you were the real bad guy. Plus, I tend to be uncomfortable with dualistic worldviews that cleanly divides people into “good guys” and “bad guys” (not because I don’t believe in moral absolutes, but because I do).

    Of course, this mirrors some of the discomfort I have with superhero morality in general. And ultimately, I think it was the result of staring at the game too long, not some sort of intrinsic moral failure. It’s not that different from a stereotypical Superman or Batman script (and I think I made the hero’s costume somewhat 60’s Batman-y to make that clear). My reaction was sort of like what happens when you stare at a word so long it stops looking like a word.

    Tags: ld32, post-mortem, unity

    Comments

    30. Apr 2015 · 04:08 UTC
    Nice post-mortem! You have a unique art style, which I definitely think is a good thing. I know animating sprites can be a pain. You may want to check out Spriter, which helped me a lot for my LD30 Dream World game. I would be willing to lend my Blender skills if you guys ever want to do a (non-LD) jam together.

    Chef Adventure Post Mortem

    Our group is composed of 3 students at a small liberal arts college.  Our professor assigned our class to make a game for Ludum Dare 32 for the final project of the semester.  This was our first Ludum Dare and the very first game jam that we participated in.  Needless to say, this was quite the experience

     

    The fork can pierce objects to pull them to the character, the knife can cut objects, and the spoon can push the objects away. We created puzzles around these tools. Thus, in the end, the genre we picked is 2D puzzle and platformer.

     

    What was the genre, objective, and theme you chose for your game?

     

    Due to the limited time, we decided to go with a 2D platformer since that reduces the need for making new assets.  We decided our player would be a chef, who uses silverware as his weapon arsenal – a fork, a knife, and a spoon.  We wanted something more than a simple 2D platformer, so we decided the genre for our game is to be a 2D puzzle platformer.

     

    What were your initial goals?

     

    • Initially, we wanted all three weapons to have separate uses in solving puzzles.  Fork – pull, spoon – push block, knife – cut/throw.
    • We had designed 3 levels with unique puzzles designed to teach the players how to use the tools available to them.  Each level would teach them about a new tool.
    • On top of puzzles for each level, we had intended to add bosses at the ends of the levels that would encourage players use the tools they learned about from the level to succeed.  The final boss would force players to use all the tools.
    • The game was meant to have tutorial GUIs for each tool, AI Steering Behaviors for bosses, Health for the players and enemies, etc.

     

    Which of these goals were you able to meet?

     

    The game turned out to be very incomplete, as would be obvious to anyone playing.  Our goals were very ambitious for our short timeframe and we neglected simple aspects, such as a starting screen and victory screen.  As Chef Adventure is now, it starts a player in the game with no clear motivation or direction.

     

    Using Unity, we had been able to incorporate reasonable physics to our player and the boxes that the player could push.  However, we had to settle on a single level and single tool (the spoon) to accomplish something before the jam was over.

     

    What asset tools did you end up using?

     

    Unity was an excellent engine to use, and many things that come standard were very helpful, such as the Animator, Collision, etc.

     

    Sithjester’s RPG Maker XP resources. This repository of spritesheets was very helpful and the creator only asked to be credited for his work.  Seeing as our player character comes directly from was of his spritesheets, we found this very useful.

     

    We also used Auto Tile Gen to make our ground look like a nice addition to a 2D platformer

     

    Adobe photoshop was vigorously used in making sprites look have a similar feel to each other.

     

    How do you plan to improve in the game over the next two weeks?

     

    • Interactive GUI, players need information to play a game for motivation and how to actually play
    • Multiple levels, with bosses and goals.  We planned very nice mechanics and puzzles to play on each level but never got around to making them part of the game.
    • Sound.  This game doesn’t have any sound and that can easily be fixed using simple, free, tools from around the web.
    • Picking up ingredients.  The objective of the game was supposed to be “collect ingredients from bosses to make the ultimate meal.”

    Overall, we learned a lot about preparation for a game jam.  A lot of problems could have been avoided if we had made some assets pre-made in Unity before we started.

    A.R.C.K Blog Reveal

    Ok so no one can HACK my puzzle and thing it’s just a bunch of random concepts? I reveal all in my new Blog Post

    Armed with this knowledge please vote for my game entry – I will return the favor. And be honest, if you don’t like it you are entitled to your opinion!

    Please Vote

     

     

    ARCK

    Tags: puzzle, puzzle game, puzzler

    Games Wanted for Indie Dev Mix Tape #2!

    Hi Ludum Darers,

    Can you help?

    Over on Reddit there is a tiny sub for indie devs  and on that sub we have started a little thing called a mix tape.

    We start a slow jam over two weeks where people can make a game and put it onto the mix tape.

    The problem is that with a two week slow jam it is easy to overextend a games design and/or fail to manage your time on the project.

    And well we only have a couple of entries so far for mix tape #2.

    So, if you have a working Ludum Dare game you would like to submit for the mix tape head over to indie dev mix tape #2 and add it to the mix!

    Have Fun!

    Indie Dev Mix Tape 2 - Loader

    Your game could be up there or there! (click image to visit loaders webpage on itchi.io).

    Ideally your game will have a link to a webpage where people can download or play the game.

    PS > first come first added and limited slots.