LD17 April 23–26, 2010

Another newcomer? Yikes!

Why hello there!

… did I mention that I suck at writing introductions? Anyways. I am Jannik, nicknamed smn (or sohnemann) on several forums or websites, located in Hamburg, Germany and also a web developer at a browser-game company. My game-making experience goes back to… well, actually, tons of started and then scrapped and/or erased projects and, well, 2 small crappy 5-hour games I made last month.

My tools of the trade for this wonderful weekend shall be:

  • FlashDevelop, utilizing the wonderful FlashPunk Library
  • Paint.NET for anything that has to do with graphics
  • As for sound, I have no idea yet, I’ll make something up as I go
  • ChronoLapse as well as a borrowed webcam for timelapsing hilarity
  • Some supplies of caffeinating beverages
  • Cheap frozen foodstuffs, Pizza and Burgers, preferably

Also, I suppose my Twitter-account will be quite busy this weekend, maybe I’ll also set up my netbook for USTREAMing outrage.

Well then, I hope this is gonna be a most awesome experience for all of us! See you on Friday!

Dreams

BvJDF

(for those who don’t get it, here is a helpful link with some info on the meme)

Tags: motivation, poster

I’ll do it live!!!

*gulp*

My first Ludum Dare! My first time using Unity to create a finished game as opposed to interactive sketches! My first time using blender to create anything useful! My first time using …. well a lot of things really! I should really practice more but there’s nothing like the thrill of doing it live! (I’m going to regret that!)

I see a lot of other LD newbies out there so I’ll just try and hide in amongst them! 😉

Good luck all, vote Kittens.

Tags: newbies

Comments

21. Apr 2010 · 22:49 UTC
and good luck to you!

The Right Theme

The final round of theme voting is approaching, and I’ve been thinking. Considering how big Ludum Dare is getting, and how influential the theme is to the quality of the compo, I want to make sure we pick the right one. We don’t want to repeat LD#11’s mistake of choosing Minimalist and losing entrants just because they couldn’t come up with anything, or get a boring theme and be left with over 100 identical games. Plus, this time around we had so many theme suggestions (over 400) that they had to be trimmed down based on informal criteria, some themes that people would’ve liked to see were left out. I want to discuss what actually makes a good theme, so that we can get everyone on the same page and come up with a better way to select and vote for themes.

Criteria

To know what makes a good theme, first we need to know who it’s supposed to be good for. What kind of people participate in LD? Why do they participate? Here’s the reasons I came up with:

  • It’s a fun, low-barrier-to-entry test of one’s abilities.
  • It’s an excuse to work on something and get a feeling of accomplishment.
  • It’s a social community event.
  • It’s a chance to achieve fame and fortune, if you make a good game.
  • Competing to win is a test of one’s mastery of design, coding, and art skills.

Now, participants are very varied people. We have different development styles, different skill levels of designing/coding/art, and different preferences with regards to game genre and style. A good theme should be able to accomodate as many of these as possible, while unifying the entries with a common inspiration. With the goals of LD participants in mind, here are my proposed criteria for a good theme:

  1. Can be interpreted in a number of ways such that it is a key part of the game.
  2. Sufficiently restricts freedom of choice, to stimulate creativity.
  3. Can be implemented in different game genres, using different mechanics.

Reasoning

Note: these criteria are somewhat subjective, and I will list examples below that may have interpretations I didn’t think of, or that you disagree with. These are merely my own subjective opinion, and most of them would normally be voted on by everyone, to give them a fair chance.

1. Can be interpreted in a number of ways such that it is a key part of the game.

By “key part” I mean that if the theme was replaced, the game would be fundamentally different. In a game about collecting peppers, peppers are not a key part of the game unless the mechanics involve something specific to peppers (perhaps the goal of the game is to make the ultimate vegan pizza, for which they are a critical ingredient). If it can be easily replaced with apples or coins without changing the essence of the game, then it’s not a key part of the game.

This means that a theme like Kittens would have to be able to be intrepreted in ways involving the essential nature of the animal. For example, games about chasing mice, balancing on fences, ripping furniture. An interpretation involving merely collecting kittens does not qualify, even though it is a valid way to do an entry. Examples for a theme like Isolation could be: searching for civilization after finding yourself alone in the wild, trying to keep a crowd of people out of your house, performing chemistry experiments to isolate a certain molecule. Notice that there is much more variety in the kinds of games you could make with Isolation as a central theme. The Tower might be a theme that does not meet this criteria well.

This criteria also suggests a definition for the entry voting category called Theme: “On a scale of 1 to 5, how important is [theme] to the nature of the game?”

2. Sufficiently restricts freedom of choice, to stimulate creativity.

On the opposite end, a theme that has too many interpretations is not interesting. Abstract, Direction, and Evil are generic enough to apply to most games. There is little that can be done in the way of innovation with them. You might as well submit a game you already made. Minimalist and Exploration may be poor themes in light of this criteria.

3. Can be implemented in different game genres, using different mechanics.

People prefer different kinds of games, and they don’t want to play the same game 100 times. One Button, Cellular Automata, Bullet Hell, and Board Games all place restrictions on the game mechanics. This could arguably be a good creative design challenge, especially for playing-to-win types, but such themes could stifle participation from less hardcore participants.

Such themes also do poorly at criteria #1 in that they are not open to varied interpretation. I think a technical challenge theme is more appropriate for a MiniLD.

Types of Themes

The theme suggestions are generally one or more of:

  • object
  • idea
  • action
  • setting
  • game mechanic

There are specific objects without special properties like Bacon, Diabetes, Dentist, which fare poorly at criteria #1, and in my opinion should never be themes. There are also useful objects like Missiles, Paper, Robots, Advancing Wall of Doom, which may have enough leeway in interpretation to be good themes.

The majority of theme suggestions are ideas, which include the far too vague (Absolute, Evil, Infinity), too specific (Fractal), and moods (Boredom, Confusion, Intrigue), none of which would make a good theme. Suitable idea themes that I believe meet the criteria are: Age, Escape, Greed.

Actions (Fishing, Wrestling, Travel, Falling) are quite specific and difficult to interpret in creative ways. They generally make poor themes. Although, Conversation is an action that can be interpreted as “Communication”, an idea, and could make a good theme.

Settings (Caverns, Islands, Space, Forest) may result in good games, but also many similar-looking games. I do not believe settings are the ideal theme for a very large compo.

Game Mechanics (Strange Controls, Turn Based Eating, Bullet Hell, Board Games) dictate the actual design of the game, violating criteria #3, and resulting in too many similar games. In my opinion, these should never be themes. Note that Advancing Wall of Doom is not a game mechanic because it does not specify how it advances or what kind of doom it involves, therefore leaving room for interpretation.

Many themes fit into more than one category. They can be analyzed based on all of their obvious meanings.

Conclusion

Taking into account the number of participants and their motivations, the ideal Ludum Dare compo theme is an object or idea that performs well at the three criteria described above. Themes that obviously fail one of the criteria can be removed from voting in order to minimize the number of options to choose from. The rest can be voted on with us judging for ourselves how appropriate they are, keeping in mind that many different individuals want to participate, and that the theme that I want to do isn’t the same as the theme that I want everybody to do.

Of course, this is just what I think, and I don’t want to push my opinions. If you disagree, voice your reasons in the comments. On the other hand, if you think these criteria should be an official part of LD, please voice your support. Either way, thanks for reading!

Tags: theme, voting

Comments

21. Apr 2010 · 23:54 UTC
I’m not sure about all the specific cases you went into, but I really think the three criteria for a good theme you’ve proposed here are sound. I don’t think it would be a bad idea to use these criteria to narrow down the theme list before voting takes place.
22. Apr 2010 · 10:59 UTC
It’s a question of balance, too generic and we might as well not have a theme. Too specific and it prevents people from doing what they want.
22. Apr 2010 · 12:29 UTC
Ah man, I was hoping for a bibliography mention…

A new challenger has arrived!

Hello, I have been interested in LD for a while now, and I’ve finally decided to give it a shot. I’m really horrible at finishing projects which is why I’m participating, to motivate myself to actually finish a game for once!

I’ll be using Flixel, GraphicsGale and Sfxr. Also I’ll be recording a timelapse using Camtasia :)

Wish me luck!

Comments

Osgeld
22. Apr 2010 · 00:36 UTC
good luck!
nutink
22. Apr 2010 · 01:45 UTC
Yay! Another new guy! *hi-5’s*
22. Apr 2010 · 12:25 UTC
I hereby wish you luck. There. It’s official.

Collecting

collecting_poster

Tags: motivation

Comments

22. Apr 2010 · 02:21 UTC
Now THAT hits home.
osto
22. Apr 2010 · 03:04 UTC
Agreed. Let’s get something weird in here.
crackerblocks
22. Apr 2010 · 04:54 UTC
nicely done

Recommend Boiler Plate Code

I’m going to use .Net and SDL.Net and I’ve gotten the startup stuff written.  What boiler plate code would you recommend one create prior to the contest and publish as a library?

Ideas:

  • Font system (bitmap or truetype)
  • Level editor
  • Code to read Ogmo Editor‘s project and level files
  • Logging system
  • Highscore system

Tags: .net

Take 2…

So I tried LD last time and didn’t quite finish my project in time (my failure post), and I’m going to have another go at it this time…

As before I’ll be making something 3D and using C++. I’ll be using Ogre for rendering, irrKlang for audio, OIS for input, Bullet for collision detection/physics and maybe Chaiscript for some scripting goodness.

Last time I used the beginnings of an engine I was writing, but it became sort of a hassle to work with something meant for a much larger project, so I’m starting from scratch this time; though I will probably hack up a quick bit of base code tonight.

Also, I just cleaned up my workspace, so here’s a ‘before’ pic:

(Note the sexy desk (made of 2×4’s and particle board) and 15 year old keyboard…)

Good luck everyone!

Tags: C++, deskphoto

Comments

smn
22. Apr 2010 · 07:13 UTC
Love the keyboard. Also you got the screen layout I desire, yet I can’t seem to find a decent, new 4:3 screen nowadays. :O

I’m up, once again.

Flash/flixel. Sfxr. Gimp.

Want to make something more complete this time.

Hello!

I don’t know if I can actually do this but I’ll see anyways.

You may call me xhunterko. I do not like to use my real name on the internet. At all. Except for facebook, but lets not go there shall we?

So, about me.

Generally I suck.

Over the last 10 years or so, I have dabbled in several areas of game design, pixel art, and some video media.

I have created only, 4 , oops, 2 downloadable games.  One of which is a demo and the other is a sucky 2d snowboarding sim. I also have at least 4/5 failed/uncompleted announced projects. I have over 15 other projects written down on paper not yet even started on. When I do start a game, I want to do everything. Music, art, code, all done by me. That’s what indie means doesn’t it? So 10 years*15 ideas doesn’t sound like a good completion track does it? So, just exactly what do I hope to accomplish by entering this contest? Well, hopefully to pull something off. Like, an arm, a leg, or some hair maybe. Wait, I still need that. (Okay, I’m not that old, only, uh, 27).

All kidding aside. I hopefully want to accompolish getting an idea at least out there in something big. If I can do that, then I’ll know whether or not my philosophy is accepted and I should continue to try to make games. That being said, I hope to do something unique for this competion. Or else go out in a blazing ball of fire trying to do so.

Cheers all!

(did I mention this is only my second mainstream competition entry? the first was a failed attempt to win a flash executable for mmf2 because I thought the due date was later. my other two competition entries were for holidays so they don’t count.)

(and to admins, if this isn’t allowed, delete as necessary)

“work space”

to get started, i thought i should post a picture of my ‘work space’ as well.

well, this is embarrassing

well, this is embarrassing

Comments

nutink
22. Apr 2010 · 05:25 UTC
*looks in the upper right corner* Is that… a sextant? -.O
smn
22. Apr 2010 · 07:12 UTC
Yay for the ThinkPad and welcome aboard! 😀
AClockWorkLemon
22. Apr 2010 · 09:09 UTC
@Doches

XD… you can still call me that if ya like =)

Declaration of Pretentiousness

I hereby officially declare my intent to enter the Ludum Dare 48 Hour Competition #17.

And the standard goals:

  • Keep the usual art style. I sketch things out on paper and scan them in so I can colorize.  Keeping with bold colors and gradients is probably what I’ll do.
  • KISS – Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
  • Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.
  • Finish most of the work by Saturday night so I can spend Sunday polishing.
  • Don’t run into dumb problems that eat up eight hours.

Same base code as the past six competitions.

Tools in use:

  • Java 6 SDK (though I typically include a version for JDK 5)
  • Eclipse IDE
  • Photoshop, maybe some Illustrator
  • DrPetter’s sfxr for sound effects
  • Audacity
  • HP OfficeJet 6450 All-In-One for scanning doodles
  • Everlasting Gobstoppers
  • mIRC for chattery
  • Killer Game Programming in Java and the base code I mentioned above.

As far as themes go, Hunt, Island and Companion sound fun.  Evolution might be good, too, but I’d have to come up with something good. Might have to sketch some ideas out for each of these before Friday, and check the results of the previous rounds to see what else could slip through.  Good Luck!

Tags: declaration

Comments

smn
22. Apr 2010 · 17:30 UTC
Killer Game Programming in Java is a killer book, Sire!

I’m in

Last time my game came 11th overall, so this time I’m going to see if I can top that (unlikely ;)).  I’m also going to try and be more sociable and join in on IRC, though that may fall by the wayside if I give myself a lot of work to do.

I’ll be using the same C++ template code I’ve used in every LD I’ve entered, though it seems every time I’ve expanded it further.  Since the last compo, I’ve added truetype font support, a rudimentary GUI framework, and some sound synthesis classes (I really want to make use of these, but time will tell whether I can work them into the theme).  You can download it from here.

The libraries I’ll be using are: SDL, SDL_image, SDL_ttf, PortAudio, Vorbisfile.

All systems go.

Okay, so I took part in MimLD 16, and I thought it was great fun. I even have a finished game to show for my efforts, which is a rarity for me. So, now that the “official” LD looms, I feel ready for action. I learned a few things from last time, such as what software to use, how to manage my time, how to come up with a good idea, and how to not be too competitive about the whole thing.

Well, alright, I didn’t learn that last one.

Tools I’m going to use:  Game Maker for the programming, and I might include a few script libraries that I wrote and that are freely available online.

The Game Maker sprite editor for artwork, possibly defaulting to GIMP or Pivot Stickfigure Animator if the situation (or my total lack of art skills) calls for it.

SFXR for sound, or perhaps my microphone, using Free Audio Editor for any editing that I want to do.

Chronolapse for the time-lapse video (expect a few frames of me surfing the internet to sneak in there).

and a few pounds of gray mush that appears to be powered by cookies to design the entire thing.

Good luck. If you’re like me, you’ll need it.

Declaration of Intent

So, it’s that time of year when Ludum Dare happens! 😀

BUT on Saturday, it’s also my birthday, so I might not be able to code anything!

But here it is, my Declaration of Intent for LD #17 😀

ld pic

Comments

snowyowl
22. Apr 2010 · 21:30 UTC
My birthday is today! Well, yesterday, depending on your time zone. Thursday, anyway.

Happy birthday!
22. Apr 2010 · 21:42 UTC
My birthday was on tuesday. :)

Intent of declaration

Since I have partaken in several Dares Ludum, but so far have 0nly completed one contest – LD12 – with a risible 3 hour effort, I have decided that this time I am going to take it seriously, devote an entire weekend to it, and not cop out because I couldn’t think of an idea/couldn’t get to grips with the dev environment.

My tools will be wit, planning, and several foxes’ worth of cunning.

My base code will be my as yet-unreleased javascript curses-style renderer.

My game will, more than likely, be some form of roguelike. 😀

Comments

22. Apr 2010 · 16:10 UTC
Sounds great, I love RLs, though you should probably release your ‘unreleased’ codebase before the compo 😉
22. Apr 2010 · 21:16 UTC
ey, and i’m gonna do a javascript game too. though probably a twitch game :)
edwardoka
22. Apr 2010 · 21:27 UTC
Oh all right then.

Count me in

Let’s do this thing!

Weapon of choice: DirectX

Equipment:

PC – Check.
Pen/Paper – Check.
Coffee – Check.
Ample spare time – Check.
Cat – Check.
Youtube/IRC – NO! BAD! RESIST!

Looks like I’m ready!

On a side note, did anyone check out Sid Meier doing a similar 48 hour competition? link

Comments

22. Apr 2010 · 15:04 UTC
I did check it out! It made my day :)
22. Apr 2010 · 18:18 UTC
Yeah, cheers, for the link. Definitely good pre-LD viewing.

Woo

Hey,

I’m Jonathan Whiting, aka/formerly MrPiglet.  Haven’t done one of these seriously since LD13 (Roads), though I’ve often meant to other commitments kept getting in the way.  Seems I’ve got a properly free weekend coming up though, so I’m in!

Flex is my platform of choice at the moment, and seems rather suitable.  So I’ll be aiming for a Flex + Gimp + other random things approach.  I’m going to use  home rolled base code that has support for blit-style rendering, simple animated sprites, truetype text, and the highly useful as3sfx. It also has little bit of very lightweight generic game/fe framework so I can hit the ground running on Saturday morning.

My work enviroment looks like this:

Jonathan's Workspace

If you’re getting ‘corner-of-a-bedroom’ vibes from it, that’s because that’s exactly what it is. Not much exciting going on, two screens, well-used notepad acting as a mousemat, ever-present mug of tea, and some highly macho desktop wallpaper. So, basically it looks like I’m pretty much set, roll on Saturday, I’m ready!

Will probably be lurking around on irc (as JonathanW) for most of the duration, and I love to see other people’s creation process, so I’ll try and keep this well updated with what I’m up to and why. I’m actually really rather excited.

Tags: basecode, deskphoto, introduction

Declaration Of Writing A Game

let’s try this thing

I’ve been contributing to the EGP for nearly a year at this point, posting all my games up on my dev journal. If I can do a game in a week, I can do a game in two days, right?

Right?

My development process is turning into a ridiculous mess of complexity for the sake of simplicity, but it currently includes:

  • libogg and libvorbis
  • zlib, libpng
  • libfreetype
  • fmod, used under its free license
  • lua 5.1.4 or luajit2, depending on whether I prefer stability or speed
  • libluabind
  • boost
  • libcurl, used mostly for error reporting
  • SystemVersionCheck on OSX
  • LuaGL + GLee
  • A friend’s library called Glop that embeds half of the above, and acts like SDL only less awful
  • And finally, my own library Glorp that ties everything together and makes it easy to use

Nobody, anywhere, is going to want to build my source code. I can already guarantee this.

I’ll probably be using SFXR for sound effects and some combination of pencil/paper/scanner/gimp for graphics. Game will be released on both Windows and OSX, with appropriate distribution packages for both.

I also plan to rock out.

My personal LD challenge – Authentic NES look and feel

Well, LD17 is just over a day away, and the final theme has not been announced just yet. My last LD challenge was ASCII art, and to continue the “challenge” theme, I have a new one this time round. I’ve seen a fair share of “8-bit” games, or so they claim – the only “8-bit” thing about them is they use a 256 colour palette. Now myself, that’s cheating! I want to take it to the next step, “8-bit” to me does not mean colours, it means CPU. Originally I was going to do LD17 in 6502 assembly for the NES, but after a brief look at doing it – there is no way I would finish anything even slightly respectable, or even to be proud of.  No, you won’t get to see this from me:

.WaitV:
 lda $2002
 bpl .WaitV
 ldx #$00
 stx $2000
 stx $2001
 dex
 txs
 ldy #$06
 sty <$01
 ldy #$00
 sty <$00
 lda #$00

So yeah, I feel I’m not doing this quite as authentically as I should be – I’m not going to limit myself to an 8-bit architecture running at ~1.79Mhz for the game code. I am going to be limiting myself to the same capabilities as the NES’s PPU and APU though! Sprite count, single background, 2-bit colour per cell limits, the lot. It’s all still fresh on my mind due to writing a NES emulator not too long ago (still unfinished, but works for most mapper 0 games). I shall be logging my progress on here, and posting pictures and screenshots as I go.

SMB emulated in Nestopia

Super Mario Brother running inside Nestopia

Comments

22. Apr 2010 · 20:09 UTC
That’s interesting. I should mix things up and go more pixelated this time. Some of those limitations sound pretty severe though.
sf17k
22. Apr 2010 · 23:16 UTC
That does sound kinda harsh, but interesting. Are you going to limit yourself to 8-bit chars for the game logic?
23. Apr 2010 · 09:01 UTC
Afraid I’m not being so cruel to myself, if I was going to do that I’d stick with 6502 assembly & make a ROM. Maybe next LD I’ll give myself a harsher programming challenge, rather than a style challenge.