LD33 August 21–24, 2015

All games’ “theme” category is spot on

I find myself asking “am I the monster?”  And for most games it’s a yes, I’m giving out a lot of 5/5’s.

Anyone else?

Comments

Jelinib
26. Aug 2015 · 04:21 UTC
Yeah. I feel like I’m missing something though. Will the winners of that category just come down to whose “I” is the monsterest?”
dalbinblue
26. Aug 2015 · 04:35 UTC
I’m using a little more discretion. Is being a monster an afterthought or core to the game, or is the person using the idea of being a monster in an interesting way. I’ve been asking the question, if the player was not a monster, would the game still make sense. In a lot of cases I give high marks, but I have hit a few where the theme was weaker in that respect.
26. Aug 2015 · 08:13 UTC
But the theme was “You are the Monster”. Not “am I the monster?” or “I am the monster” or “The player is the monster”…

“I’ll take this planet to go, please!” – A CRUNCH!!! Post-Mortem

My seventh successful (and fourth consecutive) Ludum Dare entry, CRUNCH!!! An Interplanetary Meal Trip, has been out in the wild for a little over a day now and all the feedback I’ve gotten so far has been highly positive. For whatever it’s worth, CRUNCH!!! is the first time since Five Floors, Two Worlds back in LD30 I feel like I’ve gotten a complete game out the door – in fact, it might be the most complete-feeling game I’ve ever done.

It didn’t take me long after the theme announcement to decide on “ravenous space monster on the rampage.” At this early stage in development I called the game “Space Cruncher” (my work folder even used this name all the way up until I was ready to release it); the tadpole-like “space citizens” (or just “critters” as I ended up calling them) were firmly a part of my design at this point, but the project didn’t really take off until I started implementing the procedurally generated planets. At first I wanted to use trapezoid-shaped segments which I could put together into solid planet shapes, but when I couldn’t get the mesh-deformed sprites and the collision boxes to line up, I settled for square ones instead. The exact geometric arrangement of the planets was something of a lucky accident: originally they used multiples of four blocks per layer, but I wasn’t happy with the end result, so I bumped it up to six, as seen in the finished version. When I saw how the planets looked after that, I realized using multiples of six to approximate a circular shape should have been obvious in retrospect. ^_^;

Before this point, I’d already considered the fact that CRUNCH!!! was basically Squeeps, my LD26 entry, with its “helpless critter fleeing from implacable monsters” dynamic flipped on its head. The planets brought to mind something older than that, though: my early prototype idea for Corebound, my first-ever LD entry, which involved digging your way out of planets made of bricks arranged in hexagon patterns (hence the title, originally meant to suggest stuck in a planet’s core rather than headed there). Also like Squeeps, most of the game’s sound effects were made using Audacity and my own voice: Bfxr was brought in for the zaps, chomps, and explosions (with a bit more post-processing in Audacity than I’ve previously bothered with), but the critters’ yelps, the monster’s snarls and roars, and yes, the Space Police’s ineffectual calls for you to stand down are all my own voicework. (The Space Police is probably the closest to my regular voice I’ve ever put in a project so far – all I did was speed it up and add an echo.)

CRUNCH!!! was also, purely by accident, an experiment in graphical style: it’s my first Ludum Dare entry to render at 640×480, but not a single one of the game’s sprites was actually drawn with that resolution in mind: the end result is blocky sprites with smooth scaling and rotation (an effect I’ll admit I’ve deliberately avoided in previous entries for the sake of “authenticity”). And while the monster, the critters, and the Space Police all render at the same 2x display scale, the planets don’t: this was a holdover from the original plan to have planets in multiple scales, but I ended up using a 4x scale for all of them (tinier planets were harder to maneuver through). I think the blockier, chunkier style nicely conveys a sense of hugeness, though I’ll admit the planet cores do clash a bit with the rest of the game’s aesthetics. The rounded square particles, by contrast, were a deliberate choice; I really like the way explosions ended up looking with them. XD

The font was also the product of happenstance: when I was done with my title screen logo, I had a six-pixel-tall space at the bottom of my 32-pixel-tall graphic to wedge in a subtitle, and rather than expand the logo to accommodate a bigger font, I just drew the subtitle in a tiny little 5×4 font. When I realized I still needed an actual font for text, I quickly made one in the same style – legibility suffers a bit on some of the lowercase letters, but I kinda like the retro low-def look of the text. And speaking of title-induced idiosyncrasies, I couldn’t resist going with the three exclamation points on the “GAME OVER!!!” or (my personal favorite) “SYSTEM DEVOURED!!!” messages.

I’ll freely admit to using the entity framework I wrote for S-LAYER, my previous LD Game Jam entry, plus an off-the-shelf camera implementation. I learned my lesson back in One-Floor Dungeon with my disastrous day-eating attempt to roll my own collision detection system: don’t write any code you don’t absolutely have to. I also used the excellent Tactile library to handle controls: I backported it into both One-Floor Dungeon and S-LAYER as a practice exercise, and it nicely fixed an odd controller glitch in both of them.

As for the subtitle…I’ll confess I wasn’t sure “meal trip” was a real turn of phrase until I bothered to Google it after release. It just sounded like a funny, understated way to express the game’s concept. XD

Reverse MMO a.k.a. OMM

Remember when you are playing MMORPG game and the first monster is slime? Well this game the role is reverse and you are going to change the rules of MMO and fight back as slime together with your ally!!!

Reverse MMO

Forest Monster

Finally I did a release of my game for Android. You can directly download it using the link which I added. You can play, download and test my contribution here :

Forest Monster by Geckoo1337

I hope that you enjoy my little project on your mobile device. Feel free to share your advice or impressions about my game.

Have a nice day ++

 

Monsta Stelth Gem! (A Post Mortem)

Hello guys, here’s our obligatory ‘post-mortem’ from me & Foxel working as a team.

What went well! HURRAH!

There were some key things that went really well during this attempt at Ludum Dare for me & Foxel, here’s our list in order of significance.

  • We did the Ludum Dare in person! Our last 2 LDs were done over Skype as I live in the UK and Foxel lives in Finland. This time we did it in my house! It worked really great, and we had a really fun time making this game.
  • Having game-play that works. This is nearly more significant than what’s above it.
  • The sheer number of lines of code we managed to write that worked. There were things that had to be changed & updated, but we managed to write a lot of code we could keep and that worked.
  • The dedication that went into making our game, that’s something we are honestly proud of. And we’d recommend anyone who wants to do this competition and has the time, should. You learn so much about your capabilities by having a go at Ludum Dare!

What went wrong… Oh no!

  • Too many big time consuming bugs. Things such as a z-sorting class that didn’t work, a set of code for AI that would throw null pointers around like a first time Java programmers attempt at an array! These things hindered progress and demoralised us at times. It’s not fun to have bugs, but it’s certainly not fun when you have a deadline that’s fast approaching and your bugs still haven’t been solved…
  • Having to design a level in the last 2 hours before submission! This is not something we wanted, wished for or even asked for, but it happened because of the point above. It’s sad to think we could have had even more complex levels, but couldn’t due to the lack of time.
  • Not having audio & in game feedback on things like distractions or intractable objects. We would really have liked to send feedback to the player that would tell them what’s going on in the game.

What we’d do differently! Hell yeah! 

  • Be better acquainted with the tools or build a better framework to work with before Ludum Dare. We had issues with things like A*, Z-Sorting, Line of Sight which would have been easier to handle had we had more experience with the tools.
  • Spend less time on features and more time on content. I feel like we hit a point where little features began overcrowding our vision and we lost time and therefore lost a lot of content for the game. A game looks & feels brilliant when features are in, but they shouldn’t push out content in a jam!
  • Sleep more! For definite. We slept, but not enough. Sleep deprivation hinders logical thought processes, which means programming becomes a lot harder.

Here’s a link to our game – http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=26125

peaceOut(“Foxel & Mace”, (@Foxelbox, @Macecraft));

Shadows and cats

Hey, we’ve completed our little game about a little shadow who wants to grow big and eats people for that purpose!

Despite participating without some of our members, we managed to at least make a somewhat finished game. Of course it lacks relatively high-poly graphics of our last entry, but there are all the features we wanted to put in it. And it comes with a bunch of funny bugs which even may not hamper gameplay!

Anyway, you can play and rate it if you follow this link:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=50610

Shadows&Cats_GIF02

Just a thought

My favorite part about the concept of people writing “post mortem” documents about what they learned, how they could do better, and how much incredible fun they had… is that it includes the word “post” in the name and is a post on this page.

 

 

Puns. 😀

Grow

I like how it looks though

So it seems like my game is quite confusing, even after making a tutorial image. Oh well, I guess I had to expect this. it isn’t the clearest game ever. But considering it is one screen game where you barely do anything, I guess it is an accomplishment  😛 But I guess i will need to do something more accessible next time. For now, just let this game confuse you.

You can play it here if you want: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736

LD33 Post-Mortem

Lich Rising – compo entry

[I’d put an image of the game here, but WordPress doesn’t give me that option…]

Lich Rising is probably best described as an RTS tower defense in reverse built by someone who hasn’t played an RTS in a long time. It was developed solo in 48 hours with C# and Monogame. The details and download link are through the link above, the rest of this post will be a quick post-mortem from my experience creating the game. I’ll to talk about what went well, challenges I encountered, and the design process.

Some background on me, I’ve been developing games for years, but only came to LD in the last year. I’ve got a lot of experience and boiler plate for working with C#/Monogame, so the platform choice was obvious.

I wasn’t real excited about the theme selection this time around. The idea for this game was the only real feasible and interesting idea I came up with. This one just didn’t hook me. The final result is fairly similar to my initial pitch. Since I wasn’t super excited, to keep things interesting I pushed in new personal directions for art and code style.

Art Style

I’m quite pleased with how the art style turned out. I settled on the direction very quickly and the results are appealing for how simple the core style was to create content for. It might be difficult to tell, but there’s no real 3D in the scene. The style creates a good illusion and it looks better than if all the sprites were laid down from straight overhead. Each object in the scene is comprised of several planes parallel to the camera with varying heights from the ground. I think the key to it working well is the bright solid colors, no borders, mostly angular geometry, and little anti-aliasing. The effect gives a good illusion of a more detailed 3D model for a very low time cost.

I implemented it with a 2D camera by offsetting planes from the center of the camera based on height. I’m more comfortable working with a 2d camera, so I went that route instead of 3D. 3D obviously would have been the better choice given more time to experiment.

Towards the end of the weekend, I added several new models to the scene in just a few minutes, and the characters took maybe half an hour each. Some of my janky animations break the effect if you pay attention, but not severely with all the other action.

Early on, I also made the decision to use bright and unusual colors for the monsters and props, and drab colors for the humans. I think that helped add visual interest and convey what was going on when there were a lot of things on screen. The coffins were a bit of a challenge. I knew I wanted to make it clear you were raising the enemies you killed. They also needed to be findable and targetable by the player. A grave or cross might not have been easy to see in battle, and I suspected a dead body on the ground wouldn’t look good with the art style. A coffin seemed like the best choice.

In retrospect, I am a little disappointed in the ground texture, I wanted something that conveyed camera movement, but the result doesn’t look as good as I had hoped. I also wanted to go back and change the tower to be octagonal. It stands out as particularly not angular with everything else in the scene.

Development

The style of game and art style pushed my game logic outside my comfort zone. Most of the games I’ve built before this have either been turn based, or built on top of simulations that are still compartmentalized. Most of my code library has been built for integers and discrete grids. That didn’t seem feasible with this game, so I had to get comfortable with floats and vectors pretty quickly. For most game code that wasn’t a problem outside of a few hooks in my library. The two biggest problems – collisions and pathfinding – came at the tail end of the first night.

Leveraging the grid-based pathing code I’ve used before was impractical. I didn’t have anything resembling a useful quadtree or navmesh, and six hours in is a bad time to realize how important that was. The original plan was to build several windy trails through the woods. I considered a system of waypoints or possibly directional slopes to funnel units into the players home base, but that fell apart as soon as a unit encountered a player unit and gets led off-path. I also briefly considered something like hugging the right wall to sidestep obstacles. That was probably closer to feasible, but still a lot of work and still not great. Additionally, even simple collisions require more than comparing each object to each other object and look for overlaps. Not even having a reliable quadtree available, let alone geometrical collision system, was a major problem.

Luckily, the two biggest problems had a single LD-style solution. I constrained collisions to mostly happen in a single direction, removed most obstacles, and used the simplest collision model. By confining the space vertically, it let me divide the world into vertical slices that could reduce the search space for any given collision (it isn’t quite that simple, objects can exist in multiple slices, but it reduces the algorithms complexity by a significant factor). That same tool was also later reused for fast access to what’s on screen and what’s under the mouse pointer.

Each character on the map used a relatively simple state machine, with only some small variation between player controlled units and AI controlled one. The collision handling was managed in the state machine for simplicity, and is slightly interesting. On the tick for each unit, a first pass collision check is done against friendly units. If friendly units overlap, they apply a small force against each other so they spread out a little. Then a stronger force is applied towards their state goal (nearest unit or the player base). Finally, the unit checks for collisions with props in the scene where it’s planning to go. If there is a collision, the prop pushes back outward from the center of the prop, and then that final normalized movement is applied to the unit.

I had to make a choice in how to build the map. I could build a simple map editor and place objects by hand, or I could generate the map procedurally. In the end, I chose to place all the props and spawn locations procedurally for several reasons.

  1. Because of the issues with collisions there weren’t going to be complex path layouts
  2. I was worried I might need to change the map size over time (and I did), which would likely mean rebuilding the map
  3. Spending time to build a tool that then takes more time to use sounded like a lot of time total

Gameplay and Controls

The original goal was to have a single unit that would raise the dead, have direct RTS-ish control over the main character an their minions, and defend against waves of humans. Everything else I expected to would figure out along the way, and that worked out okay *this time*.

I sort of wanted to have the player work from a graveyard in the middle of a map with paths coming in from various directions, and obstacles like fences, trees, and graves. Technical limitations meant that probably wasn’t feasible, so I had to improvise. It was early enough in that I could still make large changes. I took some time to really think on it and work on some rendering and animation. It would have been easy to give up at that point. What helped the most was thinking about the subsystems I knew I would need and challenging myself to find a way to implement them quickly. If I built a simple collision system around circles intersecting, could I change the game to fit that restriction? If units only knew how to walk in a straight line and bounce off obstacles, could I change the game to fit that restriction? The answer was obviously yes.

So after making sure the game was feasible, implementing the collision system, unit state machine, and basic mouse controls, I had a mostly empty playing field early on Saturday. I still wasn’t totally clear on the goal of the game. Defending against waves can be fun if there is variety, but I wanted something more. I didn’t want it to just be a tower defense, and having a clear goal and end state can keep a player engaged. Taking the fight back to the humans seemed like a good idea from a theme perspective, maybe you attack a castle or village. That seemed like a lot of time. So thinking about limitations, what if I restricted it to just a tower as a representation of that? That could work, so then we had a goal.

So with that I had a barebones game. As I went, I took time to occasionally play around with the systems and imagine what I could add with a little more than a day left. I zoomed the camera out so you could better see and manage units, I made the map taller so it felt less like a corridor and gave some options for going around the edges. I spent some time on the controls.

I chose to have the spell casting be a two step process because I was thinking I might implement other spells where the location mattered more. Something like a corpse explosion or summoning a healing corpse flower turret thing. It wasn’t intentional, but it does have the side effect of adding more to do minute-to-minute, which is nice. I went with the cooldown time mechanic for spell casting because it was a safe choice. If I wanted to switch to like mana or something else, I would probably still have a short cooldown. After a bit of playing the game, the cooldown felt alright, so I left it pretty much untouched to focus on other things.

I then implemented some more thematic units, animations, projectiles. and wave spawning. Along the way, I noticed the map felt empty. Enemies trudged on a linear path, so the top and bottom were somewhat wasted. I had planned on adding random objects to the center of the map, but that would just mean sometimes the humans would look silly walking straight into objects. I also realized you could just send a unit along the back side and chip away at the human tower. Putting turrets in the middle as an obstacle was a logical solution.

I actually found myself with some time after implementing what felt like a decent mix of units. I could have added more units, I could have worked on the spell system, or I could have improved the progression. Those would have been nice, but a tutorial system was probably the best use of time. The controls weren’t going to be immediately obvious from within the game, and for an LD game there is a lot going on in this one. Tutorials and basic usability aren’t very sexy, but as quickly as people jump between LD games, it’s more important than many devs expect. A giant text dump or click through dialog is only somewhat better than nothing, so I definitely wanted some interactivity to it. It’s just a linear series of steps, and it was pretty easy to add a hook to progress the tutorial on certain basic actions. This was also a good opportunity to not just convey the necessary information, but give the game some flavor.

One of the last gameplay changes I made was to coffins. After a few waves, if you weren’t really keeping up with the spells, you would have a pile of coffins in the middle of the path of the enemies. This meant enemies could get stuck on the coffins and become easy targets, and you had all the coffins you could ever ask for. Removing collisions from the coffins was the first thing I tried, but the coffins looked a little weird when every unit was just stepping over them. I could have had a drop rate for coffins, but I felt something would need to happen to the enemies that didn’t turn into coffins. Luckily, I had a bit of a eureka moment. Making the coffins targetable by enemies was surprisingly easy to implement, and meant coffins weren’t a limitless resource and would never really get in the way of the enemies.

Sound

I’ve never been particularly musically inclined, but I wanted to push myself and include music this time. I had allocated about two hours for it, and had a looping track, but it obviously didn’t make it. I didn’t think it fit the game well. I was worried it was too distracting, and didn’t want a situation where music is worse than silence. I probably spent too long getting set up for it, I’l have to make sure I have a workflow figured out in advance next time.

I recorded quite a few sound effects, but only used 4 and really needed some more in places. I spent most of the time focusing on the battle sounds. I recorded a few dozen, trimmed that to 12, and then pulled the ones that weren’t speech after hearing them in game. Even playing with distortion and how often they’re played, the sound effects didn’t sound right in battle.

I also recorded a set of responses when you select a unit. I got as far as compiling them in, but then forgot to hook them up. Whoops.

In retrospect, I needed a few sound effects for a few other events. When a spell recharges would be really useful, and spell casting might be nice. Something when the Lich or altar is under attack would also have been good.

What went well

  • I was really happy with how the art style turned out. If I want to implement another top down game, there’s a real good chance I go this direction again.
  • I’m really surprised how much I got done. I didn’t really think I would get all the units in I did.
  • There was a point in dealing with collisions and pathfinding that I considered scrapping the whole thing, but I’m glad I pushed through.

Needs improvment

  • The controls weren’t great. Even after playing for a while I occasionally hit the wrong button, which is never a good sign. I did some research into control schemes, but I didn’t find one that made sense to really clone. I also forgot to add screen-edge mouse scrolling for the map. I meant to come back to that.
  • Audio ate a lot of time, with very little to show for it. I need more practice with music, it would have been nice. I also recorded three dialog bits that I forgot to add to the game, and that’s just embarrassing.

In retrospect

  • One lane of enemies is maybe too straightforward. I wish I had thought to break up the spawns into lanes. It would have added some variety and a use for the map edges. It would have been very easy to implement, but I just didn’t think about it in time.
  • Unity is good at several of the things I struggled with. It wouldn’t have been a good time to start from scratch on a new platform, but it’s worth thinking about for the future.

Future

This post-mortem is really sealing the project. I don’t have a strong desire to polish this up an publish it somewhere. I learned a lot and it was a bunch of fun, but I have a long list of other projects in process.

My first Jam – “OH GOD, THEY’RE FREE!” (You are the monster)

Hi there, this is my first time participating and I’ve had a blast doing a game with Bob Morate, who’s done some more LD games in the past.

You can find the game here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=35459

Basically it’s a 2 player (local co-op) arcade in which two mutants created by experiments have to escape from the lab killing soldiers to avoid being killed themselves in the process.

Although I managed to do level design and debugging, I spent most of the time doing the music, focusing in two instruments I don’t really know how to play properly (guitar and bass). I’m mostly a keyboardist, but wanted to step out of my comfort zone and composed everything in the guitar and bass, later adding keys to fill up the sound.

I’ll talk more about my successes and mistakes with this, as well as with all the other tasks Bob and I did, in a forthcoming post-mortem, but if you have any question fire away!

Can’t wait to participate again!

Still developing the game. :3

We couldn’t finish the game in time for this JDJam, but we’re not gonna stop developing it until we get to a nice, fun, polished game.

For that, we’re posting it on Gamejolt, where we’ll be sure to get you in sight of the latest dev news and ask you suggestions (maybe some ideas). So be sure to follow us there and give us your feedback!

Come test it there: 1925: Noire

 

Tags: development, gamejolt, jam, LD33, noire, progress, screenshot

Hanven’t you played Sunset Monster yet?

Come on and try it out here!!

I hope anyone to be able to complete the level!! :(

If you complete it, please, comment!

Thanks for playing!!

captura4 4

 

Comments

squarepug
26. Aug 2015 · 12:42 UTC
I just played and reviewed it now, really like it, found it difficult though, which is a good thing 😀

Done, now to the games rating!!

So we finished our game. We are pretty proud of it. We wanted some very simple concept, that can be expanded by need but can be finished very quickly and iterated over if needed and if there is enough time. We ended up with 30 levels, which corresponds roughly to 2 hours of gameplay and all levels have their own meaning and concept and are making some kind of sense.

The basic game principles turned out to be a challenge even for other game devs though. But its is always like that. As we are making the game, we consider some thing as obvious, but they are actually not for a person who comes to the game for the first time. So guys, if you want to try our game remember following (we tried to put this info into level tips, but turned out people don’t read them and even if they do, they don’t understand what we’re trying to say by it.

  • the DIRECTION into which you shoot is given by the line starting behind the alien and the end of his tail
  • the more you STRETCH the tail, the larger speed the slime has and vise versa
  • projectile with less speed gets more easily influenced by the gravity of the planet and they are more likely to get on the PLANET ORBIT and more likely to stay around for a while and hit some satellite.
  • GET MORE SLIMES for the level if you manage to orbit the planet at least once with a slime.
  • the glow around planet determines their GRAVITY FIELD
  • RED PLANETS has stronger gravity field

These are basic rules. Every other and new mechanic is explained further in the game so I hope it is understable if you manage to get that far.

THANKS FOR PLAYING! And especially thanks for critique and your opinions. The more detailed and harsh critique the better! Can’t wait to play your games guys!

!!!Oh and if you are trying the game in WebGL don’t forget to allow LOCKING OF CURSOR. It is part of the game so don’t worry. Thanks!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=35985

Here is a screenshot form the game and some photos from development

 

screen from one of the advanced levels

screen from one of the advanced levels

todo board, final phase

todo board, final phase

programmer testing

programmer, testing

Post Mortem: Detached

Detached

I made a puzzle game, again. This is my seventh LD entry, written in Javascript, I wanted to try something new, and the new things this time were real drawn art and WebGL.

 

The Theme

When I first saw the winning theme, I knew this would be quite a challenge for me. The tone of the theme, “You are the monster”, not simply “Monster”, pushed me towards a subjective perception of being a monster, but talking about a subjective feeling required establishing a context first.  All the ideas I had where I could express the idea of being a monster for the others required a lot of content and story, and I’m not a great content-maker, even less a good story-teller.

The game is still rooted in this idea, altering your identity to fit a requirement and be accepted, it’s not just a veneer of monster graphic assets on a puzzle game, but I wish the relation to the theme was more visible, better explored and discussed.

Triangles are monster too !

 

The Tech

WebGL was pretty great to work with. I love the canvas, it’s simple and is fast enough nowadays, but I get frustrated by browsers taking shortcuts in rendering quality, bad banding in gradients, bad antialiasing, huge variations between the blend modes implementations (if they work at all…). The single matrix stack of the canvas is also annoying if you want a moving camera, the freedom gained by using WebGL is awesome here. Compatibility and performance predictability went much better than expected, I had a minor problem with Internet Explorer (just don’t use any GL extension and things will be ok), but I think it’s the first entry that works on all major browsers, HTML5 things are really getting better every day.

Next time however, I’ll prepare text drawing code, it’s the big thing that’s not easy in OpenGL and I knew it, I had to prepare a texture manually for each line of text, which is really not great when you want to work efficiently, hence the lack of dialogue in the game, which would have greatly helped establishing the story.

 

The Art

It’s the first time I really tried to draw something, I usually avoid the difficulty and go for a minimalistic vector-and-code style. This worked amazingly well given that I don’t know how to draw at all. I started on paper and vectorized the monster with Inkscape. Then it was a quite interesting challenge of layering to be able to recolor all parts of the monsters in the game (the custom shaders greatly helped here, I probably couldn’t have done this with a simple canvas with decent speed). I only animated the eye, but all three parts of the monsters can move separately.

What's your angle ?

 

Conclusion

Well, I almost abandoned mid-LD, so it was the usual emotional roller-coaster. But it was a great LD, and I’m really happy with the result, I took risks and did new things and it worked. Next time I promise, again, I’ll have music in my game…

If you’ve made a puzzle game too, please leave me a comment, I’ve not seen one yet while playing and rating and I’m curious to see what could be done with the theme. Meanwhile, you can play Detached here, or see my previous games there.

 

 

What you lookin' at ?

The Void Beast post-mortem

In a nutshell, me and my artist completed a Ludum Dare Jam that we weren’t supposed to be joining, but we were proud that we made the choice. We were busy and were loaded with college assignment, however, being inspired by the theme, I told him that we should definitely make a game now (as we have skipped the past 2 Ludum Dares).

Screenshot 2015-08-24 23.17.30

The Void Beast - Hard Mode

Play our game here!

 

Some back story (skip this if you want)

It was 11am Saturday noon when I opened my eyes (yes, I am a night owl), I decided to scroll through Facebook. I saw the first post on the home page, it was one of my Games Development Club (GDC) members wishing me and three others (who are also in the club) good luck in Ludum Dare. I was speaking to myself “Dude, I thought I told you I am not joining??”.

But then again, as the president of the club (oh yes, I am), I decided that I should set a good example to the other club members who didn’t join. I was already late 2 hours (Ludum Dare theme was announced on 9am my time), but I have been even more late the previous Ludum Dare (with 6 hours in, holy shit!), and I am confident that I still have enough time.

While still lying on bed, I brainstormed with my artist and composer (he is new and has no experience in music making yet). I came up with an idea that you are a monster that hunts human down, and the gameplay is roughly inspired by MOBA games such as Dota 2 etc. They agreed, and we went on with the plan.

I woke up and prepared myself and had a brunch while brainstorming to myself how the gameplay will be like. My artist won’t be available until around 8-9 pm (he is out with his family, and he didn’t expected that we are going to join Ludum Dare this time), and I told the composer to go on and try to make some Dota 2-like music. And so, off we go for the next 7 hours. I will be focusing on programming the core gameplay features without the help of any arts.

It wasn’t until 8pm when the composer said he couldn’t make any music, and something is always wrong about it. He felt like he couldn’t continue this Ludum Dare, so I set him free. Well, its not like I don’t know how to compose music anyway, right?

And then, when my artist finally came online at around 9pm, and we continue the rest of the Ludum Dare until Sunday midnight. I showed the game to my GDC members and he showed the game to his friends to get some comment and test for bugs. We implemented the full tutorial slideshow that night, some few minor gameplay changes and bugfixes from the observation when we showed them the game.

We completed the game under 2 days, and the 3rd day is only reserved for beta testing and to make final adjustments and polishing the gameplay.

 

Tools used

  • Game engine – Game Maker Studio: Professional Edition (me)
  • Image editor – Photoshop CC (artist)
  • Sound effects generator – SFXR (me)

 

What went right?

  • Gameplay idea – Everyone (except for one of my friend) is praising the gameplay concept and encouraged us to continue making this game. Well, I didn’t actually think that this garnered much interest, but we think that we know what our next full game project is going to be >:D
  • All planned features – Surprisingly, we were able to implement all of the planned features under 2 days, with the addition of few more features on the third day. Previously, we would have cut corners and do only bare minimum gameplay, but we have improved a lot since then and having much more experience helps too.
  • All assets are original – Oh yeah, its the most indie-est of all indies! And we lived in the basement under the basement! Holy shit its so original 😀

 

What didn’t went so well?

  • Music – There was no music, I didn’t have enough time to focus on it myself, plus I’m not quite confident in music composing yet, and wasting few hours just to get a crappy music? Nah, gameplay’s far more important IMO.
  • Graphic – Since the artist came in late on the first day, he has a lot to catch up on, so instead of going for quality, he had to opt for speed. And that’s why it doesn’t look as pretty as it should have been, but its functional!
  • Game optimization – Since I didn’t want to deal with any more bugs (as experienced in my previous non-LD game projects), I had to use tons of global variables in order to save debugging time and make sure that everything works. And I didn’t do any texture swaps optimization or stops drawing things that are outside of screen as well. This might cause those with lower specs computer unable to run the game without some FPS hell.
  • Bugs – There is still one or two minor bugs left, particularly with the stars that is given to those who completed certain difficulties setting. However, since its not game-breaking nor its that important, I’ve decided to just leave it for now until someone complains 😛
  • Balancing – I will agree that the game is slightly harder for certain people (including my artist as well, his highest score is only Level 5), and the spells mana requirement, the upgrades etc wasn’t very well balanced, but still playable. In the previous Ludum Dare, we had plenty of time for rebalancing the gameplay, but this time we didn’t have enough time and only the last day to finally find out what rebalancing we should do etc. But I think its still playable, as long as you have the right strategy to approach it :)

 

Conclusion

We were really impressed that we managed to squeeze in so much gameplay features in such a short time (2 days for core gameplay) for something we previously thought might take more than just 3 days of hardworking. We also found out that there is a great potential in this game (from the feedback of those who played the game), and we have decided to turn it into a full game in the near future, after we have gathered more ideas on improvement that is. We had great fun in this Ludum Dare, I hope to see y’all in the next Ludum Dare again!

Tags: post-mortem

I made a text adventure game… in french

I only had few hours for this ludum dare (I was at a wedding) and I wasn’t in my house with my computer and my tools so I decided to make a text adventure game.

I tried to write it in english, but my english is too bad  and I am too slow with it.

But I really wanted to do this ludum dare and this game; the only solution I had was to write the game in my language…

So I apologize for that.

One of my friends will help me to translate all the game and I ask those who are not familiar with French a little patience. I hope we will not take too much time to do this….

Comments

Raspadsistema
26. Aug 2015 · 11:41 UTC
Actually, writing a text adventure in bad english would be original and cute.