LD33 August 21–24, 2015

Someone stole the Princess! Post-Mortem

TL;DR WARNING!!!

 

Let’s code a roguelike. Should be easy, right?

Oh man, I was SO wrong. A roguelike might be one of the most complex game types to code, given the amount of interactions possible between its elements (just take a look at NetHack).

From the start I planned a short dungeon romp (about 10 floors deep) with no inventory screen. The original plan was an icon to appear over the player’s head when stepping over an equipment piece for exchanging gear (with the future difference in stats reflected in the GUI).

Of course, as monster can’t hold much equipment (they are not that intelligent) I wanted to put emphasis on drinking potions. Lots of potions with crazy effects affecting gameplay.

You can see the details in my Super Awesome Design Doc ©

Greatest concept art ever

Greatest concept art ever

The challenges

A roguelike is NOT a realtime game. Monsters move when you press a key, and the game world is divided in tiles (usually square tiles, but not always). Each key press is a “turn” and, as there are many actors involved in a turn, there must be a way of managing everything.

Another obvious challenge is map generation. In roguelikes every game is different. Maps are procedurally generated, as well as item end enemy location.

Other not-so-obvious challenges involve enemy AI (foes should chase you in an intelligent way) and field of view, where only the visited rooms are drawn in the map (strategy players will know this as ‘fog of war’).

What???

What the hell?

How does a turn work?

I designed the turn management (turn-o-matic in my code) as a fixed series of events:

Player movement → Enemy movement → Effects update (poison, burn, etc)

First the game would check what kind of tile the player wants to move towards. Depending on the tile type different actions will be triggered:

  • If it’s a wall, player won’t move.
  • If a potion, player will pick it up and effects will be applied.
  • If an enemy, combat will be triggered.
  • If a closed door, it will be opened.
  • If a ladder, player will climb and map will change.
  • Finally, if it’s floor or an open door, player will move.

Next would be enemy movement. Enemies chase the player when there is a path available. That was accomplished thanks to the EaysStar.js library, that allows asynchronous A* pathfinding in your game.

For EasyStar to work, you must provide an array filled with numbers and tell which tiles are walkable, and the start and destination coordinates. For example:

      var walkablemap = [[0,0,0,0],[0,1,1,0],[0,1,1,0],[0,0,0,0]];
       estar = new EasyStar.js
       estar.setGrid(walkablemap);
       estar.setAcceptableTiles([1]);
       estar.findPath(foe.posX,foe.posY, player.posX, player.posY, function (path) {
           if (path) {
               //if success then move the player
           }
       }

EasyStar returns a “path” array containing all the calculated steps to the target. So for a turn we would take the second element of the array, as the first one is the origin point:

    moveFoe(path[1].x,path[1].y);

As EasyStar wouldn’t let the foe step over a wall, game must only check if the destination tile is an empty tile (in that case the foe move towards that tile) ot the player (then it triggers combat).

As for the effects updating, things like ‘Poison’, ‘Burning’, ‘Weakened’, ‘Silenced’ and such were planned but not implemented, so this part is empty.

What went well

Tileset generation went smoothly. Cosmigo ProMotion, while not very intuitive, is a great tool for making tilesets. I also tried Pyxel Edit and liked it even more, but sadly the outdated free version was full of bugs, like refusing to load half of the tiles when loading a project.

The game flow coding went smoothly. Almost a pseudocode to code direct translation.

The map rendering worked on the first try. While some of the wall tiles are not drawn correctly, it doesn’t affect gameplay. It will be corrected soon (that should count as a bugfix for the entry, right?).

¡Behold this amazing black screen!

¡Behold this amazing black screen!

What went wrong

Map generation. For the map generation I took a look at this code, and while I got it somewhat working, didn’t have time to fully integrate it with my game. This is something I’m looking for in the post-LD version I’m making.
I ended choosing a random map between 20-something premade maps. While not common it is possible to see a repeated map ingame.

Field of view is not implemented at all. Shouldn’t be hard to generate a rogue-style FOV, where the full room is revealed once it’s in the player’s range. I’ll leave that for the post-LD version.

Content and gameplay balancing. Base game took so long to code that I didn’t have time to implement many of the things I planned: different foes with different behaviours appearing at different depths, player abilities, equipment system and, of course, some eye-candy.

Map generation needs work

Ouch! Map generation needs some work.

Thoughts

Just as last LD, this was a really fun experience. While I didn’t enjoy the theme much, I’ve always wanted to code a roguelike. I did not completely succeed, but at least my entry is in a somewhat playable state. I’m fine with that :-)

See you at next Ludum Dare!

You can play my entry HERE. Feedback is welcome.

Tags: post-mortem, roguelike

Possessive Post-Mortem

 

Possessive is a game for the Compo about an unnamed ghost girl. She has been trapped in a laboratory, and needs to make her escape. Luckily, she has the power to possess others for a limited time.
What went wrong:

  • Level design. Holy crap, level design. I intended to make a blend of puzzle and action, but the puzzles aren’t very challenging. Also, it seems like the difficulty jumps up and down between levels.
  • The game is kinda difficult. It seems that’s a common themes in my games recently, that’s something I need to work on.
  • Making the music, took, like, a bajillion hours. I really wanted to have some good, original chiptune music, and I think it turned out pretty good considering my musical skill 😛
  • Holy cow I ran out of time. While making music, somehow two hours passed, which means I had an hour before submission hour began. I’d planned to add polish after the music, but I really didn’t expect the music to take that long.
  • Bugs. Buggy, buggy bugs. Probably took two hours out of my total compo time D:

What went right:

  • The art! For once, I’m happy with my art! I tried to go for a pico-8 feel, with a 128×128 screen and the 8-bitty music and sounds.
  • The mechanic. I love the mechanic. The mechanic is my baby. <3
  • The AI was really fun to implement, and I tried to make it as realistic as possible. The NPCs don’t know you’re possessing a body unless they see you possess it, etc.

Yeah, that’s all I have to say about my entry. It’s probably my favorite game I’ve made so far, which is pretty awesome. 😀 I would love some more feedback on it!

 

Tags: LD33

Big fail on my part.

logold

So, i failed miserably. I am constantly uploading bugged versions of the game.
But that last one… gosh, it jumped straight to the ending!

Anyway, i think that the game should be fine now. All tests ok. All bugs fixed.
I think

Play it here.

Comments

Tijn
27. Aug 2015 · 11:32 UTC
So you were debugging for longer than the actual compo lasted? 😛
dalbinblue
27. Aug 2015 · 11:32 UTC
Hey, it looks like it’s working for me now. I have to run to work, but I’ll be able to play once I get back. Also don’t feel bad, I had an entry that took four tries to get working for everyone. In my case it was a parser crashing on reading decimal numbers that didn’t work for locales that used a comma for the decimal separator instead of the period I’m used to.

A question

Is it possible to see a list of posts which I commented previously?

A am lazy!

Sorry guys but i am really lazy person… I am too lazy to choose game for playing 😀 So, if you have some tips or if you just want to show off your game, put link in comments.

Also…

Shameless plug!

Comments

27. Aug 2015 · 11:57 UTC
My game was unfinished and I appreciate the sound was terrible and should have been removed. Any feedback would be appreciated be it good or bad.
Mantlair
27. Aug 2015 · 12:05 UTC
You can also check mine. Click my name or something. Cant copy link cause on mobile. Hopefully i will check your game too.
Realize2D
27. Aug 2015 · 12:10 UTC
You game is really cool! You can check mine as well.

ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55753

Narrative Games

Hey All,

Would like to play some of the narrative/story-driven games that people made. I know there are some lists about so either post them in the comments or post your game there. Also if you are interested in narrative games you can play our entry The Monster In Me.

Thanks!

TMIM

Comments

lucentbeam
27. Aug 2015 · 12:58 UTC
Hey, so I’m not sure if you would call our game narrative driven… It’s really more of a dialogue based puzzle. However, there is an element of randomness that would let the player infer a narrative on each playthrough. Feel free to check it out:

I need feedback

Over the past few weeks I have been working on a 3D game, where the player is a burger.

However I need to know if people would play something like what I have made. Here is the link to the page on itch.io I am not releasing it at its current state since there are too many bugs but I made a short demo to give you a taste.

Here is the link to the itch.io page: http://joseaper.itch.io/the-runaway-burger

And some screenshots:

ScreenShot1 ScreenShot3 ScreenShot6 ScreenShot4

Someone played my game:)

I’m so happy this guy took the time to play my game and I figured giving him some free advertisement on this site would be a nice thank you. I was able to get him to play by putting a link in his comments so if you want him to play, try just that.

Most Portem: Our most complete entry yet

You are the villain monster!

I felt this was worth a post since this is probably the most complete game we’ve submitted since we started doing the Jam using our particular formula.

For those unaware, we run a kid-friendly/parent-friendly (well supervised) Minecraft server called IndieSquish, and every so often we enter Ludum Dare as a community. All the in-game assets are built on the Minecraft server by anyone who wishes to participate, and we do try and use every single thing that gets made. These items then get exported to a format that can be used by Maya/Blender and animated there. The end result is a voxel-like art style.

Including myself, 31 people showed up on the weekend to help build the village and monsters. The youngest, as far as I know, was 9.

In progress shot at the end of Saturday.

Not sure why time worked out better. We usually try to aim for as simple a concept as possible, but inevitably we always run out of time. On the development side, some things that I thought would take long- like guard patrols and vision cones, were quick, and other things that should really be simple- like the “hold down key to search container” mechanic took longer.

Another reason I thought would probably contribute to wasted time is that I built the game using an experimental build of Unity on Linux – but too did not seem to slow things down. There was even enough time to add in sound – usually the first thing to get get culled when the deadline hits.

Since I don’t have a recipe for success, I’m going to go with: We got lucky!

Hope to get equally lucky next time. :)

Coconuts

1

 

This is my compo entry, Coconuts! It’s a simple rhythm game where you drop coconuts on to tourists.

This is my first proper LD entry, although I’ve done plenty of jams before, including mini LDs. This is the first time I’ve had to make art and music from scratch, so it was quite intimidating! So I kept things simple and took fewer risks, and I’m pretty happy with the result.

The ideas and theme interpretations have been very impressive, my favourite so far is Internship Adventure, with a great premise and humour. Most games have been good but could have been great with a little more polish, so I hope to see more from everyone!

Tags: html5, LD33, postmortem, screenshot

Ozzyla: (Short) Post Mortem

(Play Ozzyla)

ozyllaLD

 

This time i forgot to make a timelapse, so no timelapse will be placed here!

 

This was my second LD, 4th game, and first JavaScript experience.

This time i decided to use Phaser.js, using JavaScript as the language, something I should have not done, especially because i had no idea of JavaScript before making this game!

Another problem i had was the lack of internet connection, which i would have really used to get some info about Object Oriented JS, and other stuff. (I expent 4 hours fixing a bug about phaser tilemaps not colliding, apparently, phaser only allows collisions on the last layer of the tilemap!)

I got the idea from my cat (‘Ozzy’, from ‘Ozelot’) after seeing him catch a bird, the idea is that cats are real monsters for birds and mice! I quickly started making the cat sprites (Instead of prototyping, bad idea!), and other graphics.

Then, i made some folders, and a ‘index.html’ file, containing Phaser boilerplate code.

My  personal challenge for this LD was to make the game in Object Oriented JS, without any kind of internet connection. All the learning material I had was a web page i downloaded once, that for some reason contained object oriented JS.

Overall, found JS a simple language, with a really weird approach to objects! (From a ‘C++’ / ‘C#’ background)

 

I developed the game in Atom, hosted it using Python integrated webserver, and displayed it using Firefox (Only Firefox, that caused problems with Chrome)

As i displayed the game using Firefox, Chrome had some issues (Firefox JS engine allows some stuff Chrome’s does not, for example, default variables ‘function a(x = 0, y = 0)’)

 

I also had some problems with 404 errors on filenames with spaces.

 

Also, it seems a lot of people sees the dog sprite as a cat. That’s my fault, as i basically copy-pasted the cat sprite, and modified it to look like a dog…

 

Thanks for reading! Cheers! :)

Comments

AlgorithmicsAnonymous
27. Aug 2015 · 13:57 UTC
Interestingly we also used phaser.js, but kept with it. Also we had never touched it, and although we had some js experience, it was extremely limited.

i can’t imagine doing that without internet though :0

Beware the Experiment

So now that I’ve entered Ludum dare for the fourth time I’m starting to feel I know what I need to do and not do. Before this Ludum Dare I made a post about what I wanted to work on and try to achieve. I had several things I had wanted to work on:

UI

So I have never spent a lot of time doing UI, and again I have failed to spend time on it as the only good looking UI was the score and health bar:

Picture1

This I was really happy with as I got the colour of the health to be the same as the colour of the monster. I think it also looks very clean. The rest of the UI didn’t have the same attention and was rushed using the standard Unity UI.

Tutorial

This follows on from the UI in that it was rushed and not very much time was spent on it.

Picture2

So yes it tells you the controls and tells you sort of what to do, but it doesn’t show you as well.

Music

Well yes there is music and yes it isn’t and ear destroying as the previous music I have made. But it still isn’t that good and doesn’t quite work properly. At least I have a volume slider :)

Picture3

Following on from that are the sound FX, these where rushed, but I had great fun making them and I think that doing them gave me the motivation to finish, so that’s a good thing.

AI

This was the challenge that I gave myself at the start, and it would have been added properly if I had more time. I ended up wasting time on trying to get path finding to work which meant I couldn’t properly get the AI to work.

Picture4

Yes that person should be aiming that gun at me. Not sure why they aren’t.

Complicated Features

Ok, I know you can’t have no complicated features but my aim was to not add anything that wasn’t actually needed, like one of my games which had path finding when then people could have just walked in a straight line. So in a way I achieved this as there weren’t to many unneeded things.

Picture5

The roads where one of the things which where complected but I got to work, except for one texture that was correct in blender and wrong in Unity, not sure why.

So from that it looks like I failed most of my tasks, however there where some things that I did that I hadn’t been expecting:

  • Controller support, this is the first game I’ve made where you can use a controller instead of a keyboard and mouse.
  • Web build, I have finally got a way to have a web build, done through itch.io. I know I could have done this before I just just haddn’t
  • Decent(ish) art, I’m a programmer so this normally isn’t very good, however I have now got a graphics tablet so I can draw a lot better and have mad things like this:

MonsterRuinsMedium

Going Further

This isn’t the first game that I’ve kept going with, but I think it will work a lot better than my other one. So I can achieve my goal of adding AI, just not in the 48 hour version.

You can play my game in its current (buggy) state here.

And you can follow me on twitter to get updates on the new and improved version here.

We Are Monster

I was ‘Let’s Played’!

He did a good job of getting big.

Missed a few controls though. You can launch blobs with left-click and do pretty things with 1,2,3.

We Are Monster

DRUMSTER – Post Mortem

Just wanted to share a few words on our experience during the jam, working on DRUMSTER!

Our team (recruited with a beer, completely on the go)

We were four people here in Toulouse-France:

  • Art/UI – Van N’Guyen
  • Programming – Yannick Elahee (@Tavrox_)
  • Art/Animation – Alexandre Deny-Pasquier (@Moyen_2)
  • Game Design/Music – Séverin Larose (me) (@SoulGameStudio)

Idea & Concept (on an A5 paper with my phone light)

I wrote 3 games ideas right after the theme was announced, and proposed them to the team. We picked the Crazy Drummer idea as it was the most fun and original for us. It was also a big challenge: non of us has ever worked on a musical game!

Concept was simple : You play drum, and the more you play the more you go crazy on the drum kit, building up your evilness from Jazz to Heavy Metal, to finally turn yourself into some kind of black demon!3 drummers

As a drummer I wanted to be very accurate so each drum hit must be played by the player to be heard in the music. No buttons pressed? No drum sound! So player basically plays everything (well, try to…). That sounds simple but most rhythm game aren’t that accurate with the original instrument. I hoped that it would really help players feel like their inputs matter and mostly would help them feeling like they were playing drum :) Here’s an example, every notes played in the song are displayed on the screen for the correct part of the drum kit:

screen

Process & Difficulties (what is rhythm… ?)

Basically, everyone went on his task and worked hard with around 5-6 hours of sleep each night (that was very comfortable compared to my previous Jam :D). Quickly we met with lots of difficulties and challenge in all areas:

  • How could we be sure that each note is synchronized with the music?
  • How moves a drummer? What instrument should he be allowed to reach with which hands?
  • How create nices animations when the drummer has to react almost instantly to the music?
  • How could we represent notes so they are the clearer possible and help the player coordination?
  • Etc.

Long story short, after 2 days of work we could barely play the first loop of the Jazz section… The animations were quite done, which were awesome and motivating, the UI was quite finished as well, but we missed a game… So the last night was a real rush and we finally managed to play the game entirely! Problem is we didn’t have time to balance level design (I couldn’t possibly rebuild all the songs)! So we added the more polish we could thanks to our cool artists, and that was it => we’re playing freakin’ drum on our screens \o/

“Thus stopped the teamwork and started the high score competition…”

Conclusion & Future?

We’re super proud of our little game. We had tons of fun playing it (some more than others^^) and hope you’ll feel the same. It’s a shame we didn’t have time to balance the difficulty (my bad). But in any case that was super cool, we’ll do it again.

As I have cool fun playing the prototype we build, I decided to go on with the project for mobile and web with the help of the artist animator. Hopefully, I’ll have the time to balance difficulties!

Thank you all for playing and commenting, I’ll continue to post feedback on as many games as I can, I’ve already seen some pretty neat work, but it takes me a while as I try to post constructive thoughts!

Anyway, see you for LD34!

Play the Game

Our entry is called “ME”

 

It is an intrigging short strory in a 2D sidescroller and i hope you play all the way to the end : p

( we didin´t updated yet so it have some bugs when you die X) and the end is not a crash it is just the lack of a menu)

 

yesterday it had the pleasure to be streamed and the reactions was just amazing!

 56160-shot0-1440466194.PNG-eq-900-500

                        56160-shot1-1440471436.png-eq-900-500

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56160

Hope you have fun

EASY MODE ARRIVED for my game

Since many players commented my game Birdy Bridge is hard, I decided to make an “easy mode”.

The easy mode should be much easier. However, I DO suggest trying the normal mode first. The easy mode might be too easy. I would only suggest it if you stuck in level 2 and you want to enjoy the music and graphics in further levels.

The default one is the normal mode made in 48 hours. The entrance to the easy mode is in the links. The level progress is shared between two modes.

I hope you can enjoy :)

截图 2015-08-27 22.31.26

截图 2015-08-27 22.30.33

I need feedback, he is my precious :3 O

In my last LD i made a game called Ultimate Booter. I asking for feedback almost every day 😀 and i got him!  But, instead of re-making UBooter, i write it down in my mikublog and now, i used that ideas and feedback in my last game :

 

And… This game is much better than previous. Animations are better, jumping and gravity is flawless, but still… Game is NOT perfect for me…

 

Literally pissed slime.

Literally pissed slime.

So, i begging all players again. Please play and rate my game. Be sincere! Write a short comment about game. What you like, what don’t. I trying to be full time game developer since 2000 and i still learning new things. New rules of game design.

Lol, i got ya Mr. King!

Lol, i got ya Mr. King!

 

I still making just short free games because i believe i am not good enough. It si only matter of time, but i need more input for my brain. Feedback is like bonemeal for developers.

And… Now something about my game 😀

You are most common monster in dungeon and you HATE it. So, you decided to find and kill human king and grab his crown. Luckily, human king is now in YOUR dungeon! So, goal of game is level up, find king and kill him. Best weapon probably is magic shot, stronger type of mutated shot or if you want little challenge, fire shot.

If you want biggest challenge ever, try to kill king with green slime. (Even i can’t kill king with green slime 😀 )

SNIPE HIIIM

SNIPE HIIIM

Well… Thank you for reading this stupidly long post with worst english ever. (I learned english from pirated famicom games… Yep i am dead serious)

You can play game here :

PLAY

Unreleased puzzles

Found some unreleased puzzles for “Dude, Stop”, and decided to share. Can you guess how to solve them to be a monster? (Of course, to understand what to do, you would need to play the game first :) )
s1  s2

RougeRogue playing you games again!

The end of yet another day. It’s quiet and peaceful and I have nothing to do. THAT’S WHERE YOU COME IN! I’ll be playing your games (broken or not) and rating them and stuff! Just leave your games in the comments to this post and I’ll be sure to play them! Also, I’m gonna leave some shameless self promotion below for my broken-ass game if you feel up to going through that! I’ll play any game in the comments until the post gets outdated when I’ll make a comment saying so. So yeah, just link your games in the comments (maybe check out mines?) and I’ll make sure to play them!

Link to my game:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43866

Comments

RougeRogue
27. Aug 2015 · 18:28 UTC
Comment submission is now over! Yay!
RougeRogue
27. Aug 2015 · 18:45 UTC
End of submissions
superpatch
27. Aug 2015 · 16:30 UTC
Here you go mate, hope you’ll have fun. Oh, and thanks for rating entries and giving feedback, that’s the point of the whole thing!

GW:Bloody Camp -PostMortem-

Having so much fun making my first LD entry, the theme was good for me and the idea for the game come fast.

The Game 

Go here GW: Bloddy Camp

Being the monster youre are the one who seek for victims in a summer camp.

The game its simple kill the five scouts hidding in the camp, a few hits will do,  but be carefully, the captain of the camp its hunting you, if he gets close to you 3 bullets will end your night.

Make this game in java using JPCT Engine, Eclipse, Deled Editor, RWPaint and i did the voices for the game.

2

The Good

I have the idea for the game made in the first hour and i was happy with it.

My base code was good enough to focus on the implementation of the game.

None of the tools used crash during development.

The game so far have receive good comments.

4

The Bad

The level barely represent a summer camp and it takes me a lot to design, and its not that bloddy.

My textures/models where simple.

The IA for the scouts and the captain feels buggy.

3

Conclusion

I fell proud of my game even if its not the best looking, more funny etc,etc. Have a really good time

participating in LD and i will keep on doing this (already did 3 miniLD’s).

Thanks to all people who have played may game.

Good Luck to all.

Tags: LD33, postmortem