LD33 August 21–24, 2015

HTML version of Tentacles seems ok now!

Post-jam update time now!

Html version of our ld33 game Tentacles is ok now.

Not test enough but hope it works well.

QQ图片20150827035705

Note: If you really want play it in your browser, make sure your device screen is big enough( at least 1280 X 720). Since the game is is designed for PC at first time, so if you want to have best game experience please try our windows version.

Our ludum dare: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54824

Now working on more post-jam updates, if you want to get latest information about the game or just want to contact us, you can follow my twitter here:@crafteverywhere.

Post Jam Development

UnwelcomePresencePostJam1

I wanted to see if I can make my game’s mechanics easier to follow by responding to the feedback I have gotten so far.

Changes done so far:

  • Blood particles
  • Lighter fog (+ using linear color space instead of gamma)
  • UI Background
  • Animation timing tweaks

Game feels already a lot better. I am not updating the jam version, ofcourse, that remains untouched for eternity. But I am planning on releasing the game on Oculus Share and I’ll do these fixes for that version. Our animator also wants to fix some animations she did in a rush, our hideous run needs some more love.

If you haven’t tried the game yet here it is.

Loch Ness post mortem

This was my first LD and I enjoyed it immensely. Here’s what the final web-based game (LD page here) looks on a phone.

 

D550314.5.A.0.270filiph08262015214211.mp4

 

What went wrong?

  • Way, way too ambitious design (strategy game, fuzzy logic, trying a zillion new things).
  • Time management. Getting lost in playtesting. Procrastination.
  • Several stupid bugs that stopped my progress for tens of minutes at a time.
    • Next time I’ll try out the technologies beforehand. And I might (might!) use a little bit of Test Driven Development. During Ludum Dare, it feels like wasting time, but I think it’d save me more time later, with the bugs.
  • Result:
    • No endgame.
    • Half the features are missing (most of them have code prepared for them, too, I just didn’t have the time to complete). In case I get to implement those, these are SPOILERS:
      • The game was supposed to feature other monster factions (the Mothmen, the Bigfoots).
      • The People faction was also supposed to have monsters (like Chuck Norris, Silvester Stallone, etc.)
      • Options to eat people (to regain HP) and build a lair didn’t make it.
      • Once in a while, a hatchling was supposed to grow up and act independently as a “captain” in your realm. You could have (incestious) sex with it to get more fertile.
      • People’s reaction to your wrongdoings were supposed to escalate (from SWAT teams to jet fighters).
    • Map added at last resort and only visible once at the beginning. In a strategy game! (Although, it’s more complicated. See my comment at the game’s page.)

 

What went well?

  • Way, way too ambitious design.
    • Yes, I think it’s both good and bad. If I made a more straightforward game, I think it would bother me in retrospect that I didn’t try something I always wanted to.
  • Skipping visuals and audio altogether.
    • I really, really suck at graphics. The result would be horrible anyway, and I’d spend at least half a day on it.
  • Going procedural.
    • Much more replayability and fun (more agency for the player).
  • Using the fuzzy logic AI for player’s choices.
    • Allowed the game to keep the gamebook/CYOA feel while still being a sandbox.
    • If you want to know how I did it, I wrote an article about it.
  • Doing it in a web technology (Dart + HTML in my case).
    • I would never get as many votes without it.

Thanks for reading this far. Go play it.

Out West, a desert awaits…

Out West Promo Photo

Haven’t squinted at the sunset yet? Hoping to play something that goes at your pace and no faster? Why not try out my game, Out West? Feedback’s been pretty positive. Can’t hurt. Or can it…?

Save The Chest

If you feel like casting fireballs, you should definitely try playing our game, Save The Chest.

save-the-chest-gameplay

 

V8000 A.D. Post-Mortem Megapost

For my fourth (well, third completed) Ludum Dare game, I think it’s worth doing a lil writeup about the dev process. The game I made is called V8000 A.D., and the simplest way to describe it is “my personal love letter to Mad Max, by way of Luftrausers-ish pixel art”. It looks something like this:

CNN8TS9UYAEVdZt 29769-shot1-1440466380.png-eq-900-500

 

The game started, as many of my projects do, with a simple mockup. The first piece of art about this game looked as simple as this:

mockup

“But Dante, that looks so similar to the finished product!!” Yes, I’m aware. One of the first things that I picked out about the game was the visual ‘look’ of where it was gonna go, and everything else grew out of that. (Sidenote: that ‘Kartridge Family’ name is still in the game, as a splash screen.)

The cars in the game are all loosely modeled after real world vehicles. That first one I drew was that lil Subaru Forester lookin’ one above, and it was soon joined by a Subaru Brat lookalike, a VW Beetle lookalike, and the main car- a 2014 Dodge Challenger lookalike (with added above-hood supercharger to look meaner). Here’s a look at all 4:

cars

Days 1 and 2 of the LD were mostly focused on getting the cars to behave as I’d like. Many ideas were trimmed at this point- I would have loved to have little AI cars that chased you, but time wasn’t on my side for that one. The game morphed from a resource-focused game to a more action-smashy one, which I don’t particularly mind. If I end up working more on the game, I’ll definitely move more in that direction.

Another thing I spent a lot of time in the first two days was getting the scrolling ‘correct’. The parallax was important to maintain a sense of scale and emptiness to the world- figuring out the math for that was a bit of a fun challenge, but I’m very happy with how things turned out. The entire game runs on the ‘clock’ of the sun setting, which allows for easy tinkering if I want to mess with the speed of the sun.

After an unexpected setback (for personal reasons) put me out of a reasonable timescale to finish for the compo, I decided to submit for the jam, which also bought me an extra 24 hours to work. Most of that time was spent on audio and polish- squashing a few bugs and designing an audio engine for the game. It’s still, in my opinion, the sloppiest part of the game- even though I’m very happy with the sounds I got (and the amazing music, composed by Cullen in about an hour during our late-night coding session on Sunday night).

The whole game ended up coming out much better than I expected. I pushed myself to generate a LOT of art assets for this game (every sprite was done by me, as well as backgrounds and titlescreen, etc). It’s one of my favorite jam games I’ve worked on, and I’m very excited for the next LD. Check it out here! Thanks for reading!

 

Monster (walking simulator 2000)

I just put here gif with few shots from my LD32 game. Click it if you want to play short story-driven game and explore mystery planet to find out why you are the monster.

monster_2

PLAY

 

 

Developing a microphone controlled game…

…is first and foremost an awkward process!

We got the idea in a team of 3 on sunday evening and the others decided to leave the jam out of frustration and too less time. I was all alone…

However I said to myself SCREW TIME! I will do it!
I quickly realized that analyzing the frequency of the human voice does not work reliable so I decided to only use volume.

I also lacked an idea in which I could use the assets I had up my sleeve.
I ended up using 2 beautiful resource packs from the Unity3d Assetstore and decided to generate the levels procedurally:

 

 

I already had some experience doing procedural stuff but those sprites where giving me a hard time fitting the layers perfectly together. But then again SCREW PERFECT this is a game jam – so I just went with it.

The Mimic chest was chosen as the protagonist of my game due to my love to dark souls. I wondered why those things always have legs. And then it struck me! It is HARD TO MOVE WITHOUT LEGS!

With my newly gained wisdom I designed a movement system for Mimics that does not require stupid legs but only a GOOD DEAL OF MOTIVATION!

After like 15 hours prototyping the actual gameplay and screaming in microphone like an idiot with everyone around me thinking I am nuts I realized: IT IS NOT FUN!

I needed something over the top, epic effects of destruction. And I MADE THEM!

It still was not fun. But then I said to myself: SCREW FUN! Making a game is hard work so why shouldn’t playing a game be hard work as well?

At least it is hard work that makes you laugh. And if one does not like my game he can be at least be sweaty happy that it is over. Leaving early is cheating by the way. It is forbidden on Ludum Dares you know?

So in the end I ended up with an unfun experimental game that looks too good to actually be funny. What do you think?

PLAY IT

Tags: LD33, post mortem postmortem, post-jam

Hey, we have a web version now!

imagem de divulgação

We uploaded Ollie’s Journey on Gamejolt to those of you who don’t feel like downloading the game to play! Here’s the link:

http://gamejolt.com/games/ollie-s-journey/88893

We hope you enjoy our game and leave some feedback so that we can improve it.

Underbed Monster – Postjam update

Ludum Dare 33 was an awesome event and after cooling down for a few days and playing some awesome enties, I’d like to give a postjam update.

Underbed Monster

Underbed Monster – Play now

About the Game

Underbed Monster is a stealth game, where you have to get to under peoples beds without being seen. You can also eat kittens, so the game can’t be that bad!
I actually think this is my second or third best entry in Ludum Dare so far. As opposed to my previous two attempts, it is actually a completed game and not only some broken prototype.

What went right?

  • Working with the theme
    Before the jam, I hoped that the theme You are the monster wouldn’t make it because it felt too similar to LD25s You are the villain to me. But when it was announced I had to work with it and I think it turned out great. Next time I won’t have any prejudice against specific themes.
  • Using Pixi.js
    While I had some difficulties with Pixi.js (I haven’t figured out sorting yet), it allowed me to iterate faster and to focus on content, less on rendering optimizations. The scene graph allowed me to create scene transitions, a simple effect that makes the game feel way more polished.
  • Using Tiled
    When I had the initial concept written down I noticed that this game would require me to build quite some levels. Since I didn’t wanted to spend time on a level editor ingame, I started Tiled that I had installed but hadn’t used before just to check it out. As I’ve seen that it can export .csv-files I immediately started using it for constructing my levels. It is an awesome tool I’ll have in my toolbox for the next LDjam.
  • Doing the dirty things
    This time, I forced myself to write the most dirty code possible without any clear structure or “If you do it know you can later…”. You won’t. Due to this the source code of the game is a mess (you can take a look), but it worked and allowed me to get things done faster.
    That also included that some of the “game logic” is actually included in the levels. Walls are not solid because they are walls but because they are on the wall layer. Same with balls/boxes and alike. This allowed me to pixel some new stuff, place it on the wall layer and et voilà, a solid object. :)

What went wrong?

  • Not finishing my toolchain
    I’ve setted up a grunt-based toolchain with automatic CoffeScript to JavaScript compilation including minification but it hadn’t included other gamedev related tasks like spritesheet construction nor image optimization. That should be included in the toolchain for the next time.
    I also plan to include a distribution process for the next LD so I didn’t have to extract all the necessary files manually but get them packed nicely by grunt.
  • Not finishing features
    The initial idea for kittens was, that they make noise when they notice you so the people run there. That would’ve allowed to use them as a distraction but that would’ve meant I need to implement pathfinding. Thus I dropped it and made kittens an eatable gimmick.
  • Not testing a last time completely before submission
    It seems like I introduced a bug during the final hour before submission. Whenever you get caught by a person, the level should simply restart but actually it resets the game and shows the end screen. That should’ve been corrected before submission.
  • Not making music Music
    Yet another silent Ludum Dare entry made by me. I’ll probably never learn.

The future

I haven’t yet started on expanding it due to long working hours but if I get into making a postjam version I’ll post on my Twitter account and may here in the blog. May I never start expending it, who knows.

Thanks

Thanks to all those who commented or lets played my game and to all those who will. It makes me smile if I see people are enjoying my game, preferably with some kind suggestions that would improve the experience.
And a huge thanks to my awesome wife, who has supported and fed me the whole weekend (kinda). 😉

PS: I’d like to suggest a few other games. Misunderstanding for the depth hidden behind some nasty bugs, Poust because it’s awesome and The Slimy Jumper because I know the dev in RL. 😀

Stacktrace timelapse!

So, i had written an assembly coding simulator, including the assembly part, this Ludum Dare, called…

Stacktrace

 

And i made a timelapse out of it (using chronolapse – great program btw)!

Check out the game here

And check out the timelapse down below!

Just updated my game

I updated my game right now because it was too much dark and even me found it too much dark, we couldn’t really see where we going, I put 2min onto it to put some brightness back. I hope you’ll enjoy this new lightning :)

You can give it a try, Search about “Evasion Master”

Stealth game with procedural maps generator, my first game also.

Game2

Post jam WIP

Simplify the main loop, modify some colour and voila for today

Devil's Thoughts

Devil’s Thoughts

I’ve been playing like twenty HTML5 games on my Ubuntu, and it’s already impressive !
Going on Windows soon to play some of your fancy games

Comments

Geckoo1337
27. Aug 2015 · 03:42 UTC
Neat. As I said recently “but what I can do with it?” :)

Smooth and beautiful ++

History rate

Is there any list with all the games i’ve rated? I would like to revisit some games to see if someone replied to me or what is the final score of the game.

Comments

Reisen
27. Aug 2015 · 00:25 UTC
It’s at the bottom of “Play and Rate Games” page.

MONSTEROID SOUNDTRACK

MONSTEROID

Here is the soundtrack for the game (ppl asked) and a video of a speed run!

The Monster I Am – Postmortem

Another Ludum Dare has come and gone, and I’ve managed to cobble together something that resembles a game. This time the theme was “You are the monster”.

Friday – Concept

I had some trouble coming up with a concept at first and started writing down as many ideas as I could. The idea of an old black and white monster movie came coming up. I was thinking about old monster movies like Godzilla which reminded me of Rampage so I played the NES version for a bit to help come up with ideas. The funnest part about Rampage is climbing on buildings and breaking them down, so I decided to concentrate on mostly that. At the time I wasn’t very confident on my idea though and was afraid to get moving very fast because I was hoping that a better idea would come up. I ended up wasting about a few hours adding some random feature to my game engine that wasn’t even used on this project.

The only real bit of development I did on Friday was to quickly block out what a scene might look like using the tile editor in my game engine. This screenshot shows about as far as I got the first night…

Friday night – 3 hours in – Rough concept

Saturday – Building Physics & Platforming Mechanics

I tried to hit the ground running on Saturday and worked through most of the afternoon getting the building simulation working. It’s a pretty simple concept. Buildings are made out of square blocks and connected to neighboring blocks in a grid. Blocks apply a force to their neighbor to keep them connected, and break if they get pulled too far apart. It took a lot longer then I hoped to get the physics tweaked out properly. It’s like if you apply too little force the the buildings just fall apart, but if you apply too much they freak out and explode. So getting that working took most of the day and I was discouraged at many times because I thought the idea would not pan out for technical reasons. One problem throughout development was that the physical simulation is fairly taxing and does not run at full speed in debug mode.

Saturday Night- 24 hours in – Physics sim on buildings

Saturday Night- 24 hours in – Physics sim on buildings

I also added some simple platforming mechanics and the ability to grab onto buildings. First tried using a distance joint for grabbing but threw that out in favor of just manually applying an acceleration to the grip point. Spent probably way too much time working on the player sprite and went through many variations. I started with my sprite from LD31, morphed it into something like Frankenstein, then went greyscale, and finally back to color with a more surreal looking sprite. I thought glowing red eyes would look cool, but it wasn’t visible enough and I wanted to draw more attention to the player so I switched it to be a glowing sprite with black eyes. There were a few revisions in between that I lost, and research into other ideas for characters.

Player sprite evolution

Player sprite evolution

I wasted much of the night on Saturday. Took many breaks include a several hours long dinner with a friend. By the end of the night I was still not sold on my concept and it didn’t really come together until the next day.

Sunday – Fire, Enemies, Random Levels

I worked pretty hard on Sunday in an attempt to make up lost ground. Adding the fire spreading across the buildings was a major improvement in making the simulation interesting to watch. I also added a kind of electricity simulation that turns window lights on/off randomly if they are connected to the ground.

View post on imgur.com

One major thing still missing was any kind of enemies that attack the player. I ended up with only enough time to add one enemy type, planes that fly around shooting the player with a machine gun when they are in range. The flight patterns took more time then I expected because I wanted them to fly somewhat realistically to match with the realistic physics on the buildings. Since the game wasn’t much of a challenge with only this one enemy type I ended up making the fires damage the player, still not sure if that was the right decision because it can detract from the joy of destruction.

I spent about an hour on Sunday adding sound effects. I’m not very happy with the results, but it’s better then nothing. There was a lot of other features that I probably could have skipped. For example there is an intro section where the player starts small and transforms. It was a cool idea but I didn’t polish it enough to call it out and it will probably be overlooked by most players. Also the little tiny humans are kind of hard spot, and their physics/AI is wonky but I wanted them to give a better sense of scale.

The last thing I added was the random city generation which I banged out in less then 30 minutes. It was a risky thing to add at the end, but I didn’t know what else to do after you destroy the city. There wasn’t time to add any randomization on the trees or little humans, so they always in the same places from the editor. I would have liked to add a lot more variety in building type and stuff but there wasn’t enough time for such luxuries.

What Went Right

  • Visually looks pretty cool and is fun to watch.
  • Physics destruction sim is pretty cool.
  • Gameplay demonstrates that this could be a decent game if polished.

What Went Wrong

  • Building physics is a performance hog. Does not run well in debug mode.
  • Sound effects are horrible.
  • Got discouraged, didn’t trust my idea, and wasted a good portion of the weekend.
  • Visual Studio keeps freezing up and I have to manually shut it down in task manager. This happened at least 10 times and throws off my forward momentum because I forget what I was working on and lose my place in the code.
  • Wasted too much time working on stuff that got thrown away or didn’t matter.
  • Needed to spend more time polishing jump physics.

View post on imgur.com

I’m glad that I participated in this Ludum Dare, though it’s not my best entry. I took a chance on a technically risky idea and it payed off pretty well. Also, I think this is probably my strongest in visual imagery in a Ludum Dare.  I will continue working on it and release an enhanced version with 2 player support soon.

Tags: postmortem

Comments

Germanunkol
27. Aug 2015 · 06:25 UTC
This looks really, really good!

Well done on the fire, the physics, and the entire setting (grayscale with a few colours really gives it a great atmosphere).

Open for dinner!

Come and visit us at “Good as Hell!”, you will enjoy our special hellburger!

Good as Hell! - Cover

 

They talk about us on Tripadvisor:

“When I’m tired of those dots, nothing is better of a good, tasty hellburger!” Pac-man.

“Fresh meat!” Pudge.

“Humans aren’t useless after all.” Magneto.

“The truth is out there… but the best hambrgers are right here!” FBI Special Agent Mulder.

“I had a friend for diner, here.” Dr. Hannibal Lecter.

 

So, what you’re waiting for? Come and try our special hellburger, click here. And don’t forget to rate and comment. :)

Did you play Up There?

If you don’t, you might like to give it a try.

Up There – A Monster’s Tale is a little arcade game where you play as a mosnter that use a trampolin to get his food. Only thing is, his food are in fact little persons living peacefully in their sky village.

This game is more cute that it deserve to be but I think you might like it.

I’m really looking for some feedback so if you find the time, go and give it a look. Don’t forget to say Hi in the comments.

Otrora Games Up Dare Ludum Dare Gamejolt Menu

Otrora Games Up Dare Ludum Dare promo

Otrora Games Up Dare Ludum Dare Credits

 

Tags: ajordaz, Construct 2, cute, gamedev, games, indie, jump, ldjam, monster, Otrora, up there, vector