LD33 August 21–24, 2015

Inner Monsters now in WebGL

Hello

Just a small post to let everyone know INNER MONSTERS is now available
directely in WebGL => http://goo.gl/zrwkxs

PromoPost_WebGl

This means : No more problems with Chrome blocking Unity web player by default
For Chrome : play FULLSCREEN or game controls are taken over by Chrome’s
hotkeys…. – so many problems with Chrome …)

 

Quick game

Hey guys,

I’m online for a little bit.  I make it a point to play anyone’s game if they leave a comment on mine, so long as it’s Mac OS or on the web.  Mine’s only 5 minutes or less to 100%… well… 98%… 😉

Comments

squarepug
26. Aug 2015 · 12:33 UTC
Ive just reviewed yours, really like the concept of it and voice acting, it was wicked!

Abandoned Monster: how we will develop and improve after LD

Hey, mighty game developers! Team BSOD’s here.
Let’s talk about future of dis game. We really want to give it  a  shot. So, the main deal for us is to change graphics just a bit. Second, we should change engine (maybe port it on Lua-support engine), cos we want to bring this game to  other platforms. Third, we’re gonna make some kind of multiplayer and, well, we have an idea to make peer-to-peer network ( called “Get Rect Network”), but it very rough and we need to think it over (even our network  handle other Mp games on LD, we’ll get to that soon).
That’s it. That all we’ve got.  Check our game out here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=44628

Good luck & Have fun!

MO & STER TV right here!

Hello everyone! This is our 3rd LD and we are ready to present you our game! Try it and don’t become the monster!

You can check it right here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=44824

I hope soon we will make the post about our thoughts and process of development

Post-Mortem: Monster House

Being my first Jam –and my first complete game-, my main objective was to deliver a complete product in 48 hours. Although I’ve been programming since 2006, I was very little experience with graphics, and almost zero with games.

I’ve tried different frameworks and engines to make games during the last years. I’d loved to deliver a game that can be played via web or -at least- in the three main OSs, but due to my lack of experience, I finally used GameMaker Studio (Standard Edition), cause I felt more confident with it. In retrospective, it was a good decision; I doubt that I had completed the game with another tool.

 

The Theme

So it was like 3:00 am here in Europe when the theme was published. I wanted to do something original, but keeping in mind that I had to keep it small. Fortunately, the idea came this same night:

NuevoDocumento_1

Here is a draft of the mechanics of the game. In that moment, there was a single type of monster and two types -green & red- of characters. Nevertheless the main idea, that is, characters run away from the monster turning clockwise or counter-clockwise, was already there. I chose those colors to ‘guide’ the player, cause are the same colors used in planes, boats, etc. to indicate left and right.

So I had a somewhat solid idea of a puzzle ‘lemmings style’ but with a 2d-cenital perspective.

 

Day 1:

First day I decided to do the assets in the morning. My idea was do all the art and core mechanics in the first day, leaving levels & tutorial creation and SFXs and music for the second day. So I did a list of all the assets I needed:

NuevoDocumento_3

I don’t have much experience drawing sprites, so I decided to keep them small, and choose a 16×16 grid that I’d zoomed later to obtain a 32×32 base size. Although I was to use Paint.NET, I decided to do a quick research for more specific tools, and I found Piskel, a free -and awesome- online sprite editor that I used to do almost all the assets. I need also a color pallette, but I quickly found this thread of Pixel Joint forums where an user provided a 32 tones pallete, that I ended using:

db32_v1_pal64x32

To my surprise, I discovered that I actually liked my assets, so I decided to animate them, so I spent some hours in it.

In the evening, I finally began to do some coding. I’ve already decided to switch the mechanic from two types of characters to two types of monsters, so I drafted the ‘monster detection algorithm’ and began the work.

NuevoDocumento_2

NuevoDocumento_5

That night I thought that I had almost all the code, so I did a ‘test room’ just to be sure that all was working properly. Here was where the bugs began :(. I apparently didn’t understand properly the collision system in Gamemaker, so there were a couple of corner cases where the characters ignored the monsters. I couldn’t finish the code that day, so I went to sleep and left the bugs for day 2.

 

Day 2:

So I spent all the morning solving those nasty bugs, and I was running out of time: I had like 12 hours to do all the SFXs, the scenes structure and all the levels -both the tutorial and the game ones-. I decided to skip the game music and I focused in the game structure. Fortunately, all went smoothly and a couple of hours later I was this problem solved.

For the SFXs, I tried to record actual sounds and equalize them to sound more creepy. I could do it with some effects, but I ended using SFXR for the rest of them.

I spent several hours doing the buttons, start screen, credits, etc. So I had only 6 hours to do all the levels. I though that it was more than enough -I didn’t knew how deeply wrong I was-. My initial idea was 5 tutorial levels + 10 game levels. I wanted to do them right so I planned to show 1 new rule in each tutorial, and a smooth learning curve in the real levels.

level3_sol

The process was simple, but time consuming: I first named that level to provide some initial idea. For example in Level 03 – Semaphore, you have a 1 green + 1 red monsters. Second thing was to draft my ‘ideal’ solution for this level (note the floor tiles in the image above), and after that, I looked for another alternative route to provide more than one solution for the player, and an ‘easy’ route without additional points to ease the level to the player if they can’t find ‘my’ solution. Finally, I added the ‘traps’ (ghosts, bats, etc.) to the routes, and complete the map with the rest of the assets. Unfortunately, I ended spending almost one hour per level, so I had to cut my initial idea of then levels to only 5.

When the submission hour was approaching, I ran the game and completed all the levels & tutorials to ensure everithing was Ok, and submitted the game. Unfortunately I only have ‘standard’ license to Gamemaker, so I only could generate the Windows executable -aparently you need a Mac to compile Mac version-. I’d really wished that I could have submitted an HTML5 version :(.

 

What went right:

  • Gameplay idea: Fortunately it came very quickly and was solid enough.
  • Tools used: I consider to use Löve2D, but I’m sure that I had not finished the game if I had used a different engine.
  • Mission acomplished!: For my first jam, my main objective was to deliver a game. I did :)

What went wrong:

  • Time (lack of): I had planned some little tweaks that I think that would improved the game playability, but I spent too much time with some bugs and I didn’t have the time. The lack of music is a pity too.
  • Fast button: In the comments, one common issue by several players is the lack of a button to accelerate the game. I agree 100% with them, and the button it’s actually there -F key to fast-forward-. I mentioned in the info screen, but I had to mention it in the tutorials too. Lesson learned :)
  • Learning curve and level design: Clearly, the difficulty progression that I’ve planned was not too good. And the ‘lack’ of fast button definitely didn’t help. I need to design the levels more carefully, and a ‘pass the level’ option when the player can’t complete it, maybe would had helped.

Conclussion:

This Jam has been an amazing experience for me. I honestly never think that I were capable to create a game like this in just 48 hours. And I think that the game can be improved with some tweaks, so I guess I’ll continue developing it in the next days. I’ve enjoyed so much Ludum Dare, both the event and the community, so expect me for the next! 😀

 

Tags: post-mortem

Comments

ambi
26. Aug 2015 · 13:11 UTC
That’s a cool design process. Thanks for sharing!
26. Aug 2015 · 13:27 UTC
Really nice post-mortem writeup! A good read!
jaksa76
26. Aug 2015 · 14:26 UTC
Nice post! I’m writing an article about ludum dare for my company. Can I use your picture as an example of a game plan?
Korso
26. Aug 2015 · 16:05 UTC
@jaska76 no problem :)
jaksa76
27. Aug 2015 · 09:40 UTC
thanks :-)

Even more bug fixing!

Potions! ^_^

Today I fixed a bug that caused healing potions not appearing at all. That caused luck potions to appear too often and broke the (already broken) game balance. Also added a hidden easter egg (that doesn’t affect gameplay).

You can try Someone stole the Princess! HERE.

 

100% more healing!

Now with 100% more healing!

Village Terrorizer Post Mortem

First off, thanks everyone for voting. If you haven’t voted yet, and you want to, do so HERE

Beat Fortress in my game, show me proof, and I might give you a trophy 😀
TOOLS
Program: Unity
Language: C#
Graphics: paint.net
SFX: bxfr & sfxr
Sound Editor: Audacity
Music Kit: Bosca ceoil

THE GOOD
Graphics: I really liked my simple graphics style, which was actually based off of another more complicated pixel guy that I made previously. All of the characters have the same animations, just with different colors and body parts. The houses themselves were good, but I just didn’t have time to implement more. There was only one type of growing house. I got to use paint.net which has a “glow” effect, which was great for Fire and Fireballs. I added a fireplace in this LD, and I was surprised on how well it was. Of course, it was bad, but not as bad as my normal fire animations. I also added a lot of UI using Unity’s powerful UI tool, and particles, which worked wonderfully.
Sound: The sound effects I chose really fit, but I just wish I had time for more. I did make a footstep sound, but It is never used. Of course I used Bosca Ceoil for music, but that was the first time I ever used it. I made that music in ten minutes, and people said it was ok.
Idea: Even for this bad I guess theme, Inspiration struck, and I got the idea of being a monster that terrorized a village. I saw another well polished and fun game for the jam I think with a similar Idea, but they achieved it with a top down targeting based game. I wasted almost 2 hours thinking before making anything but a main menu. All in all, about 10 hours were wasted, but more on that later.
THE BAD
Time Management: I was really bad with time this LD. I started work on a detective game, But it was just to story based. The story was that you are a detective investigating murders, and it turns out it was you at night. But it was just too story based and ambitious for me. As the hours slipped by and by, and progress slowed to a crawl, I knew I couldn’t do the Jam with school. I would be tired enough of Monday. So I changed it. I went for a kind of 3d fps or horror game where it would be like Doom, or wolfienstien 3d, the 1900 version. I don’t know why I gave that up. It was going so well. Maybe that was inspiration.
AI: I had horrible AI in my game. It looked good preliminarily, NPC villagers walk around, build houses after a while, and guards guard it. Problem was, NPC’s never stopped walking. They just zipped around, and even pushed the player back. It was endearing. Next, Guards did’t have the proper AI I wanted. I wanted Archers as well. Time though xD. The guards at first had horrible AI. No matter how fast the player was, the guard hit the player at least once in every confrontation(another reason I made Fireballs). They Paced from point to point (Now, if there are no points in the array, It does the same as the villagers and randomly walks around) and just attacked the player. The animation said their sword was in the air and they were facing backwards. Game didn’t care. -5 health for you player! This was fixed, but still. . . What really would have made the AI better, was if they paused. If, JUST FOR one moment., just stopped. Stopped. Then walked again. It would just be so much better. I think. I was never really good at Random AI scripting or State Machines. Time to learn eh? Also, Villagers literally built houses like, Wait One minute, then spawn a house. I had also wanted them to tend to crops. While there are crops outside of each level that grow, the player never sees them.

 

THE UGLY

 

 

Thanks for reading,
Flygamer101

out.

Need help finding a game


My computer auto updated as I was playing a game the other day when I wasn’t paying attention. Didn’t catch the band of the game and haven’t found it since.

You were a little boy alone in a house with your teddy, at one pint had to take some pills and open a safe ( won’t say too much to spoil it). Had a Lone Survivor look and feel to it, really atmospheric.

Not sure if I downloaded or played on the web but currently have 40-50 LD games just called Ld33a-z/aa-az

 

Anyone know what I am talking about?

 

 

 

Comments

CreepyPastaSauce
26. Aug 2015 · 15:25 UTC
does checking history not work unless that’s gone too.

Ludum finished….and still alive!

Hi all! We are “Blooming Buds” and this has been our first Ludum Dare as a team. We are proud of having finished the game (15 minutes before the deadline) and quite satisfied with the result.

Three days of hard work but having lots of fun. Here is the result, Wild Flirting. Hope you like it!

56152-shot1-1440466867.png-eq-900-500

Also, we drop here a timelapse of the development (showing how crazy these 72 hours have been). Enjoy it!

 

First LD Post Mortem! Monster Companion.

Well it’s been quite fun but also pretty stressful since this LD was my first. To give some context for my post mortem before reading it, you can play my entry here: Monster Companion (sorry the title is horrible lol).

I’ll start by saying that I didn’t really know what to expect. I’ve made one social Flash game way back in the day and that was it (and that was with two others). Every other game project I’ve tried to start has been failed attempts upon failed attempts. I figured LD was a good way for me to break out of that habit and finally finish something. However I wasn’t even remotely prepared for how difficult it would be.

As soon as the theme was announced it was 9 PM and I didn’t have a clue what game I wanted to make. And here came my first big mistake. I knew that I would run out of time if I tried to create most things from scratch so I decided to use some third-party assets for Unity. There was this one 2D shadow asset I bought a while ago that I wanted to try so I started fooling around with it. Eventually through trying to learn how to use the asset and getting it to work the way I wanted I had some basic prototype of a lantern that would sway with physics and emit a light that would cast shadows. Cool tech demo, but not a game. It took me all night to do that and it was super late that I don’t even remember, maybe 3 AM or 4 AM and I didn’t have a single thing for my real LD entry. I thought maybe I could make it a game where you (as a monster) have to blow out the lanterns to scare humans but ultimately I just didn’t see any real game materializing out of this tech demo.

The next day I basically gave up on LD since I knew I wouldn’t have enough time so I just took it easy. However there was one game idea that I wanted to try to remake that I never had a chance to, and even though it didn’t match the theme I thought “why not”. I wanted to make a game similar to or even just a remake of Tether which was made in a game jam. If you haven’t played this game with other people you MUST! It’s absolutely a blast.

Tether

My inspiration!

As I began creating the fundamentals of the game such as top view 2d physics-based movement with chains connecting two characters I came up with a different idea which was to take some of the fun concepts from Tether but to make it into a single-player game. It was at this point that I thought that perhaps I could actually make a LD game after all. Since I was doing this solo and I’m a complete programmer, I used some sprites and sound fx from assets I’ve bought in the past, and used a song from PremiumBeat.com as a placeholder (which sadly stayed in the game… I should have removed it before entering). Long story short I just started programming this game out and came up with mechanics as I went. It was a horribly thought-out game and aside from the main concept of a pet that would drag you in whichever way it wanted (which may work with you or against you) I didn’t really know what else I was doing. I wanted the pet to have some sort of a personality where if you treated it well it would follow you and if you treated it badly it would hate you and work against you. However since the theme was You are a Monster, I decided to make the pet lend itself towards being used and abused and that’s where the idea of using it as a shield came about. I was able to program one pet that had some sort of decent AI. If it’s happiness level was high it would follow you, if it was moderately happy it would be a dead weight, and if it was very unhappy it would go in the direction opposite of you (fight against you). I also programmed in a “random” state where it would just move in a random direction but it didn’t work well in the game so I took it out. I had such a programming focus that night that I stayed up until 5 AM and finally went to bed after I had a pretty decent prototype of the game… although it wasn’t fun or worth finishing.

SLEEP

The next day I was out most of the day but I was able to finish up some stuff which is where I ended up realizing that the game was not that interesting until I added multiple pets along with enhancements to the AI which allowed the pets to go for nearby food. If they were extremely desperate for food their “food targeting radius” would be much higher. Then the game suddenly became a bit more fun, but there were balance/bug issues that I never ended up fixing (ex. if all the pets are fighting against you they can pull you outside the camera, I’m pretty sure sometimes the AI glitches and they just start pulling you in a random way, etc).

On Monday I went to work and had some last minute things to do before submission. I had to actually make a UI, main screen, create a main game song, high score saving, and fix a few critical bugs. I basically threw together the most disgusting UI and main screen of life which showed your high score but was able to barely get it in before the deadline. I also spent a good hour or two trying to make my own song for the game to replace the placeholder but I realized I don’t have a clue how to make music which I will probably have to learn for next time!

By the end of the submission I was simply exhausted. The Monday I went to work was brutal and I would definitely not do that again. Overall I’ve learned a lot from this and can’t wait for next LD!

TL;DR

Things that went wrong

  1. Trying to come up with a game idea based on a cool graphical feature instead of coming up with a game idea based on a good game mechanic
  2. Lack of sleep
  3. No preparation before the event

Things that went right

  1. I think the game concept and mechanics were pretty decent. It still needs a lot of polish to be fun though.
  2. I finally finished a game project!

Things to do for next time

  1. Try to prepare a few possible game ideas based on the themes in the final round
  2. Possibly prepare some basic framework code that I can reuse in LD (UI code, player input code, high score code, etc)
  3. Sleep and eat well no matter the deadline – it’s not worth it
  4. Instead of rushing to the keyboard to program the game, plan plan plan the game first!

If you actually read all of this, thank you! I’m looking forward to the next LD where hopefully I can improve on everything I did wrong. It’s also super fun playing everyone else’s entries (and seeing how bad mine is in comparison lol). Cheers!

Post-compo version released

I made a post-compo version of my game. Here’s a list of changes:

  • Better balancing
  • The satisfaction meter drops faster
  • A new chaining system. If you hit your husband multiple times in row, your chain counter will increase. A higher chain value will make your husband drop more and better coins.
  • Game Jolt API features: leaderboards and trophies
  • New title and story screens

 

Play the new version on Game Jolt

 


 

Play the original compo version here

Hey, have an hellburger for lunch!

Good as Hell! - Cover

 

On Tripadvisor they talk about us:

“The Force is strong with this hellburger.” Darth Vader.

“Well, better than spinach!” Popeye.

“Fight Club was the beginning, now it’s moved out of the kitchen, it’s called Project Hellburger.” Tyler Durden.

“Never had a better hamburger. Wait, I should ask them if they can make a few with kryptonite…” Lex Luthor.

“So I killed the guy for no reason! Ahahah! I really did! He was my best friend though and I love him. Oh, right, and then I ate an hellburger.” Deadpool.

If you want to try our game, Good as Hell!, and learn the Hellburger special recipe click here. And don’t forget to rate and comment! :)

Monster Lab Post-Mortem

MONSTERLAB

I discovered so-called “incremental games” like CandyBox recently and was amazed by the amount of intrigue and interest such a simple mechanic could inspire. I wanted to explore the stripped-down style of those incremental games while tackling a simulation game. I wanted to answer the question – what does it take to make a text-heavy point-and-click simulation-style game fun? I think the answer I found was – more than I have here. I realized that half-way through but at that point it was too late to turn back.

Candy Box game

Candy Box game

Simulation games always make me think of Sid Meier’s description of games as “a series of interesting choices” – interesting being the key word. Every choice should matter. As I was trying to balance the game, I found that if I gave players too much money to start with, their choice of buying a cage or table wasn’t high-stakes enough to matter. Seems obvious in retrospect, of course, but this simple fact really sank in for me during the making of this game. A player’s choices must matter. And any choices that don’t matter should be removed.

I kept referring back to Oregon Trail, the 1990 PC game about trying to survive on the trail. I spent hours of my childhood totally immersed in Oregon Trail, and it was just a series of text choices and simple animation clips. The difference, though, is that it told a compelling story – you and your friends or family try to complete an arduous journey across a dangerous, rugged country, with many of your crew dying along the way. I think it was the built-in drama of such a story that kept us all hooked and clicking despite its simple graphics and gameplay.

oregon trail

Oregon Trail

I also re-learned how much the “little” things like sound effects and subtle animations bring a game to life. At this moment, MonsterLab is more like a playing a spreadsheet than playing a “real” game. 

So, what would I do differently in MonsterLab 2? First, don’t release it with bugs. 😉  Second, add sound and animations. Third, tune the existing mechanic – make all choices matter, and figure out how to balance the cost and timing of everything. And fourth, focus more on the storytelling and increase the volume of content available (different types of monsters, different experiments to run) and maybe a new mechanic where you have to actually chase or hunt the monster instead of just purchasing it. If only the weekend could have lasted forever, I might have ended up with a decent game. There’s always the next Ludum Dare, though.

Tags: 2D, incremental, LD33, postmortem, simulation, text, unity, web

Elusive werewolf

Jack vs Werewolf

We did the detective game called “Jack vs werewolf.” The game has only one monster – but even he is hiding in human form. When the monster takes a bestial form, it kills less than one second (seriously – this is a monster, not a sheep :) )

Players often write: “I do not know what to do!” Alas, the game requires training, which is not out of time.
So, I will explain the werewolf.

A werewolf can not speak, it does not have weapons. He will not attack when the room is a lot of people (if not famine). After the attack, he takes the victim’s face and tries to get away as possible from the scene of the crime. He goes to the victim before the attack. Sometimes the monster scares people – this way you can also calculate the monster. You can try to stay with the suspect alone in the room – but it is dangerous. You can follow the silent type. You can even shoot all suspicious persons. You can come up with their own way.

How clean do you conduct an investigation – it depends only on you.

Good luck, monster investigator! :)

Momster.

We know how hard it is to be a Mom these days.
You have to take care of the precious egg and keep it warm.
Oh, and also save it from imminent danger.

M_2

Dear Momster, find a safe place to put the egg before the missile makes a bonfire of you.
Die for your baby and rise again as a stronger Monster of a Mom.

This was our first LD, and it was awesome.

Try our game here:Momster!!!

Comments

Grhyll
26. Aug 2015 · 18:04 UTC
Nice picture, I’ll give it a go 😀

This is NOT a scam! – Post Mortem-ish Thing

So Ludum Dare 33 is over and somehow I managed to survive! Yay! “This is NOT a scam!” was an interesting game to develop because after I thought of the game’s concept, I believed coding it would be a breeze. (I was wrong) Anyway, that’s enough of an introduction, onto the Post Mortem!

The Good Stuff:

Dialogue: I think the end result of the game’s dialogue is actually quite good. When I began writing dialogue to test the conversation system it was wasn’t really good, but it wasn’t really bad either! The original idea for the first character James Johnson was that his computer got infected with Ransomware that accused him of accessing illegal pornography. The original dialogue actually suggested that he DID access the illegal pornography, and so I changed it to be more vague. By the way, he didn’t access any illegal pornography!

Concept Art

I decided to make the game a bit more safe for work!

Graphics: As you can see, the final game looks almost identical to the original concept art I created at the end of the first day. In fact, the whole game is rendered by Unity’s built in GUI which was interesting because I’ve never built a game using just the GUI system in Unity. There are only a few differences between the concept art and the final game. For example, the addition of the “Skip!” button and the font change. I originally wanted the use Window’s default font “System”. Unfortunately, Unity can’t render bitmap fonts, so I had to use a different font called “ModeSeven” which I really liked. My friend XtremePrime (who also helped playtest the game) suggested the font and so I decided to use that instead. One final thing I wanted to add (but it was too late to add) was a custom cursor. Something really pixelated. Here’s the one I decided to test out in Unity, but it just looked weird, so I decided to let Unity use the default system cursor. RIP Custom Cursor.

Hand Cursor

F.

The Okay Stuff:

Immersion: One thing I tried to do from the start is to make the game immersive, and I think I did a pretty okay job of this. I think the Virtual Machine bootup sequence really helped with this regard, and it kind of reminds me of how the hacker game Uplink handles this; by presenting the game as an actual program on your desktop. Of course, there’s a few things I didn’t like that I would have changed. One thing is that I would have allowed the player to choose their name when they start the game, and I also might have changed the game’s setting to be more modern. Although, I like the late 90’s feel of the operating system.

Bootup Sequence

The bootup sequence for Unity VM

The Bad Stuff:

The game’s length and time constraints: The game is too short and each character hasn’t got enough dialogue. And this is going to tie into something I mention later on. My original idea was to have 10 characters in the game with much larger dialogue trees. I might have actually done this if I started the game’s development waaaay earlier. Like, as soon as the Theme was announced. Unfortunately, I didn’t have anything prepared so I spent the next day whining that I hated the theme and considering whether or not to even join this LD. I finally got the idea for the game and so I started concepting it. It wasn’t until Sunday morning (like 1 am) when I actually wrote any code for the game. I was so stuck for time, I even had to ask my friend XtremePrime to test the dialogue trees while I implemented the intro and ending of the game. Luckily, I finished about an hour before submission hour, so I was able to take part. I wouldn’t have been able to finish the game and playtest. So, a big thanks to Xtreme for helping get this game finished on time! 😀

The source code: The game’s source code is pretty neat, up until this commit on GitHub. This is when spaghetti code and global variables started to be typed into my code, and I desperately tried to get the game done! I mentioned earlier that each character had very little dialogue, and this was to make it easier to hard-code the dialogue into the game. I could have avoided all of the spaghetti code issues and perhaps even have enough time to clean up my code and add another character if I used an XML parser. Too bad I don’t know XML or how to write parsers. 😛

Oh god no, not static!

Spaghetti Code. Never again.

In conclusion: I’m really happy with how the game turned out, from my utter disappointment with the “You are the Monster” theme to going to bed at 4 a.m. two nights in a row. I’m really happy to have taken part in this LD, and I hope everyone has too! I think I’ve gone on long enough with this post, so I’m going to end it here :)

Play Here!

 

Only three votes? :'(

Hey, what’s up? Only three votes for our game at this point? No fair!

Go on, try it out! Westboro Binge needs you! Let’s make the world righteous!

I know, it requires downloading and running. Lots of trouble. But not everything can be web…

Comments

Zeriver
26. Aug 2015 · 15:28 UTC
The more games YOU rate the more people will see your game, and so you should have more votes. How many games did you rate?
sararyCow
26. Aug 2015 · 15:32 UTC
I can’t play it since it is only for Windows. Consider make a Linux, OS/X or Web version if possible to get more players.
Super Hamster
26. Aug 2015 · 15:34 UTC
You only gave 5 votes? :'(

Hey, what’s up? Only 5 votes on other games at this point? No fair!

I’m serious. Most people at the end of each Ludum Dare rate on 100 games, and some even go to 500. If you just rate 20, you will most like get around 25 votes on your game. Don’t complain if you only have rated 5 other games yourself.
superpatch
26. Aug 2015 · 15:40 UTC
A tip, be sure to rate games of peaple who rates you, it’s a kind and fair way to “live” the Ludum Dare spirit. Another tip, be honest when you rate, but be also gentle (don’t use machete when you rate and/or comment a game), we are all people who tried to build something in a short time, some good and constructive critic is welcome as it makes us improve, hard and unkind criticism doesn’t help at all.

That said, I’m going to rate your game mate! 😀

Timeline of development

 

PLAY “Hammer Destroyer” 

 

This time I’ve been using Toggl to track what I’m doing during the whole development period.

This timeline could help me to review the time distribution and efficiency.

This LD I’ve spent less time at the starting brainstorming process. But it costs me several more hours working on things that not show up in the final build.

Again the last day is the most efficient day, I even added an AI and a scene in the last 2 hours.

I should make better plan and allocate the time in a better way next time.

 

Date Duration Action
08-22 2:09:39 Brainstorming
08-22 1:57:50 Prepare assets
08-22 1:29:22 Prepare
08-22 1:20:43 make scene
08-22 0:39:55 work on base mechanism
08-22 0:16:01 make a bunch of building models
08-22 2:23:28 make a bunch of building models
08-22 0:17:11 Prepare ground material
08-22 1:06:54 debris
08-22 0:38:45 runtime gen building
08-22 1:16:49 runtime gen building

08-23 0:38:25 runtime gen building
08-23 0:49:46 runtime gen building
08-23 0:41:22 loading screen
08-23 0:15:36 loading screen
08-23 0:37:25 HUD UI layout
08-23 0:45:54 player Data model
08-23 0:07:51 choosing BGM
08-23 0:24:49 Building hp
08-23 1:40:06 player control: Locomotion
08-23 0:08:20 player control: camera follow
08-23 0:30:45 fix: gen building
08-23 0:42:58 player control: turn around with mouse
08-23 0:50:19 fix: tails jittering
08-23 0:56:51 player control: punch
08-23 0:21:51 gen building collider
08-23 1:47:29 IK swing
08-23 0:43:20 IK swing : collider model

08-24 0:45:27 fix transparent rendering
08-24 0:24:43 fix idle action
08-24 1:48:08 IK swing: weight
08-24 1:09:21 collision stops player moving : collider on mesh
08-24 1:12:05 collision stops player moving
08-24 0:07:20 make arm bigger
08-24 0:29:04 make arm bigger when punch
08-24 0:00:06 adjust punch dir with cam
08-24 0:59:38 adjust punch dir with cam
08-24 0:40:39 attack building
08-24 0:29:01 attack building
08-24 1:40:53 prepare sfx & vfx
08-24 0:18:24 redo ik-collider
08-24 0:43:13 sabotage buildings
08-24 1:27:43 SettleUI
08-24 0:36:53 test basic play
08-24 0:16:17 fix footstep sound

08-25 0:00:25 fix hand rotation
08-25 0:34:09 add combo
08-25 1:07:04 fix hand rotation
08-25 0:15:30 fix hand rotation
08-25 0:26:14 road
08-25 0:41:07 doodad
08-25 0:43:53 title
08-25 0:57:25 fix hammer render
08-25 0:53:33 fix GS_Watcher
08-25 0:26:20 change IK mode rotation
08-25 2:12:09 helicopter