LD19 December 17–20, 2010

DevLog

–Day 2 morning update:

Over half way through. Pretty much nothing other than the core engine is done, which includes collision stuff, movement & physics, animation stuff, and moving seamlessly between maps.

I know I can finish the engine stuff in time it’s just all the assets, I’ll be able to do an enemy or two and a few rooms, if I go into jam time then I may be able to enlist the help of a friend.

–Day 2 end:

In the morning I started working on getting other entities into the game. After that I started working on giving those entities AI, at first they started going of, some disappearing off-screen forever and some loading new maps because I initially just gave them the same code as the player. Fixed the problems and then actually used them to helped me fix a few collision bugs. I wondered how many of them I could have on a map so I tried a hundred, fine, 200, 400, 600, 1000, 2000, 4000 all worked fine. (testing this stuff is known as messing around/wasting time)

But their movement was stupid, so I spent a while too long improving the AI, stopped them going near map edges/terrain and smoothing the movement to make them not completely change direction (i.e not go right if they were previously going left etc.). I then added a couple of behaviour types as well as the random motion, I made one type scared of the player and made them flee when close, I then added another type that made them swarm towards the player if they got close enough and the effect was great, I thought they would immediately home onto the player and lock into position but due to the movement smoothing code they circle the player with a very small loop and can be shaken off. I then added a few other fish types (for 5 fish in total) and added a method to just say load x number of this entity and y of this entity instead of writing (or copy pasting) 100 lines of code and sprawled them randomly around the map.

After that I realized I had wasted my time writing a fish simulator 😛 and couldn’t finish in time. Though I thought I might be able to complete it in jam time IF I could get my friend to help.

–Day three

Jam time had begin and I was relying on my friends amazing art skills, but due to other circumstances my friend could only make one map… So while the game features were almost complete there would be no content, so I gave up.

–Hindsight

In hindsight I know why I failed, I made a stupid decision to have fully hand drawn maps which led to me spending too long on the core engine. I then spent too long on making the AI… of the fish… which were merely supposed to be used to make it more aesthetically pleasing/immersive.

The problem with the engine is that all the maps were full images and thus the collision stuff was slightly more complex. Absolutely no idea what compelled me to use hand drawn maps I’m not exactly an amazing artist so making a good map would take up way too much time, though somehow I thought it would be easier to draw a map all in one.

Next LD I shall stick to good old fashioned tilesets for the map, that will reduce programming time costs and asset creation time costs, and remove almost all the problems I had with this LD. I knew that this was going to be my doom about half way through but it was too late to remove all my progress and begin a new.

Scarab Amazing: OUT NOW!

After 48 hours, Scarab Amazing has been designed, developed, bug-fixed and released on multiple platforms!

It was the first time I participated in Ludum Dare, and it was amazing.

Although it’s 3 AM again (just like it started), I’m too curious about the other entries, so I’ll check out some of them before going to bed. Tomorrow I’ll spend some more time on this.

Next post… the time-lapse movie!

Observatory is in, just under the wire

Observatory has been submitted!

Windows (tested) and Mac (fingers crossed!) builds available.

I would like to make a web version available, but I’m not yet sure how to host the Unity web player…

At last! ‘Tis done!

There’s no turning back now, my entry has been submitted! As expected, I spent the last few hours frantically fixing bugs that were suddenly noticed when I built the damn game and ran it outside of Unity… silly game!

I would’ve loved to submit a web player version as well, but I never got around to writing a script to ensure that you picked fullscreen… but hey, both PC and OSX support… that’s something… and now, I’ve been waiting 48 hours to try out all these awesome games! Seeya when my fingers turn numb! (But then, how would I chat? Meh!)

Anyhoo, if you wanna check out my game, I’d better shove in a link for the lazy! 😉

http://www.ludumdare.com/compo/ludum-dare-19/?uid=3042

Thanks for an awesome compo, I’ll definitely be back! ^_^

Compiling SFML App Using XCode

Hi, I’m having trouble compiling an application using SFML. When I run the app with “Debug” selected as the active configuration, it runs fine. However, when I select “Release” as the active configuration the screen flashes white for an instant, then it dies. Help?

Q-Bers is done

I have finished writing up the entry for my game and getting the binaries and sources on my public site. If you’re interested, have a look at Q-Bers. It is a puzzle game in which you must manipulate the grid of cubes to reveal a specific picture given a single clue about what is in the picture.

Corpse Runner

Play it here or grab the source.

Corpse Runner, a (very) simple maze game is finished enough for the competition entry. Made today after scrapping my initial project, it’s just a maze game with a single twist. Your goal is to find the exit to your maze within the time limit. However your time limit very very short (just 15 seconds). Plus the maze is very dark and you can only see your immediate surroundings.

The twist is that at any point you “sacrifice” yourself for the next maze-goer. The next person will be able to “use” your corpse to extend his time limit and each corpse leaves behind a small amount of light.

I started this game this afternoon after scrapping my previous idea which had a neat mechanic that just wasn’t feasible within the time limit. The maze was going to be a bit more full-featured, with keys that needed to be found and multiple doors to unlock before escaping. However the game is so simple that adding any more tedious mechanics just made it even less fun.

I like the mechanic of dropping corpses and using them in future player runs even if the execution here is pretty limited. I might take some time and investigate it a little further in the future with a different game.

Anyway Ludum Dare as usual was stressful, frustrating, and yet simultaneously a blast as usual. Best of luck to everyone else and I look forward to seeing what gems other people have made.

Where can I go now?

A very good question...

To bed, that’s where!

I didn’t get everything finished that I would have liked to. There’s room for a lot more upgrades, combat (though it works nice peacefully), multiple endings (only one for now) and nicer art, like backgrounds.

Still, I’m both excited and content with the final product. The last few hours meant quite a bit of panic for me, since I did not have the concentration to space to include really everything I would have liked. I’m looking forward to playing the oodles of great games that have been released and am hoping for somewhat decent votes myself. Though participating in itself was awesome in it’s own right!

Post-mortem and Timelapse will follow during the next days.

I need sleep.

Badly.

So, close.

So, here’s a screenshot or two:

play

menu

Next, I didn’t blog as much becuase last time I was slightly distracted by blogging instead of just developing. So, up next will most likely be my meal montage for your enjoyment. Followed by a comprehensive list of how to fail at ludum dare, or my jam entry. Add another failure to the ever growing list. The problem? No way of scoring. Hopefully I can get that fixed.

play

So, what’s the problem? No way of scoring.

Finished… Kinda

Well, I have to say that was fun as hell, coding a game and chilling on IRC? Hell yea! Well anyways my game is Dodge and Collect! Which was originally suppose to be a top down space shooter with a planet map, you would go around collect artifacts and discovering cool things I had to cut most of it out because I ran out of time.. It barely fits the theme now .-. Well what can I say? I’ll be working on it more in the future, but tomorrow I’m sleeping in and going Christmas shopping then I better start on my homework… Don’t want to leave that for long. Well here is what I learned.

Things to do again:

Ask questions, something I did a lot.

Another Dare, I will certainly be back when the next dare roles around 😀

Hard Core work in the last 3 hours.

Most Importantly, have fun! 😀

Things not to do again:

Not to waste so much time on IRC, only talk when you need help or have give assistance.

Not start with a new language, which wont be a problem next time around, will hopefully be broken into FlashPunk.

Take time doing real life things, I spent way to long away from the keyboard, will have to try and Minimize that next time!

But yea! Check out my game here click on it, then press P to play 😀

Cannot Ludum Dare 19 Available Dec 20th!

As so many LD19ers have already expressed, this has been a busy weekend to squeeze a game jam into; amidst a family holiday party, a day long wedding, and long standing plans to see the new Tron movie.  None the less, I was determined to participate.  I was also initially turned off by the theme, but am now happy with the direction that a  little google-enhanced brainstorming led me.

“Cannot Ludum Dare 19” is inspired by Lyn Yutang’s quote, “Sometimes it is more important to discover what one cannot do, than what one can do.”  It’s a puzzle game that involves collecting gems to open doors and navigate a maze.  The catch is that different door-opening gems rob the player of specific abilities.  With all of this competition’s delays and drop-outs (including this game’s), this theme-interpretation seems particularily relevent.

All nine gem-types have been implemented and tested, but the test-maze leaves much to be desired in terms of level design.  I’m about a third of the way through redesigning this maze, and look forward to submitting the completed game tomorrow.  I’d like to have submitted for the contest, but am happy to just participate.  Hopefully I’ll be able to dedicate more time to the next compo. 

Cheers to all of the participants!!!  It’s been fun watching everyone’s updates, and I look forward to playing through so many of the submissions.

Island Commander Done and about 95% Complete

Ok I’m done and I’m completely shattered after staying up all last night and working like crazy right up until the submission time.

My game is called Island Commander and it can be downloaded from here. The game is kind-of inspired by Carrier Command but with a completely different combat system. I wanted to have a story driven game so I put a bunch of cutscenes in there but they are short because I didn’t have much time to work on them (I did most of them in the last hour).

Currently it requires Windows Vista or 7, but I’ll probably do a Linux port and make it work for XP as well.

The game itself is fully playable and there are cutscenes and in-game help. I didn’t really test it too much so I have no idea if it is too hard or easy (I suspect it might be too hard). There is no music or sound effects and I would have liked to have done more graphics (especially the picture for the bad guy) and a few other things as well, but overall I think there is a solid game there.

I had heaps of fun working on this entry (although it doesn’t really feel like it right now because I’m really tired and have a bit of a headache). It was great talking to everyone on IRC (although I didn’t say much on the first day, because the chat was moving so fast I could hardly keep up).

Next time, which I hope isn’t for a long time (say… 4 months? :)) I hope to be better prepared  as I didn’t really have many tools or a functional library (I say this every time), and I spent a few hours at the start getting fonts into the game. Also my progress was slow on the first two days and I didn’t really start getting into it until last night and today. Perhaps if I spend more time planning, and less time watching IRC go by I would be more motivated?

Tags: final

hide and seek – what I did

As expected this participation didnt reach the end with an complete game, but at least I moved forward in some research 😀 was able to create some nice pieces that I believe I will use soon or later :

– store the user location and movement direction in a server
– make the server based on tomcat
– remove the inactive users from the list of current users
– make unity to send the current position and movement direction of an character
– receive on unity the result of http calls using POST

now my next steps will be :
– beased on the list of objects from the server, keep track of the necessary objects to create and show.

good luck all !
cheers

Tags: incomplete, lessons learned, not this time

At least !

This was my first LD and my only post for the competition. It was too difficult for me to focus on the game and writing post in english… -_-

It was a very intense experience. Saturday was a lot of fun, Sunday was Hell, the last 15 minutes was above Hell. I could have killed anyone who would have stand between me and my keyboard…

I kept a log of my activity on Land Of Fodnal during the 48h :

3:00 –>  Discovery ( Containment is second :-/ ) –>THINK
4:00 –> go for minesweeper game with island progresive discovery –>THINK
5:00 –> ??? Inside the body cells discovery <vs> fantasy
7:00  –> go to bed
10:00 –> wake-up >>Brainstorming
11:00 –> have the CASTLE MANAGEMENT idea -> start to code + base GFX
14:00 –> lunch break
14:15 –> folks structure tracking
14:45 –> Danger zone + tower ( number in zone are killing my display :-/ )
16:30 –> structure selection + scroll
18:00 –> structure interface GFX + ergonomics
18:36 –> loosing huge ammount of times on interface ( have no field / buttons / whatever libs )
19:35 –> still crawling with buttons… -_-zZ
20:23 –> At least I can build things !! It seems fun to discover map buy building things to scroll.
21:00 –> lunch break
21:30 –> try too animate folks
22:00 –> Refactoring
23:20 –> GameOver sequence
00:00 –> Decide to cycle worldmap… Always late for this kind of decisions…
00:20 –> working on sight system
00:40 –> Debugging cycled coord
01:00 –> Trying Musagi :)
02:44 –> Sound session end –>  debug
04:00(?) –> Go to Bed
11:00 –> Wake Up
11:30 –> Work on Aborigines path
12:00 –> FX ans parts
13:00 –> new bads
13:10 –> try to make nice border for beach but fail -> goto difficulty generation
14:30 –> working on sight system visibility ( = headash )
15:15 –> Starting the science bonus system
19:15 –> Editing world map
19:30 –> adding some hints
20:15 –> correctings few bugs
20:40 –> starting minimap o_O
21:20 –> Intro artwork + intro coding
22:00 –> Title artwork
23:00 –> First serious test on the game…
23:15 –> implements new sciences
00:00 –> adding small elements
01:00 –> balancing ( ouch, a bit late for this )
01:20 –> adding difficulty level
02:30 –> adding hiscore local saving
02:45 –> Arrrrgh my first infinite loop NOW !!!
03:10 –> Version submited !

Now I will test the other games !

Finished and submitted

So, my game is now submitted. You can play it here (flash): PLAY!

Here’s the entry page: ENTRY

Time to rest.

Some Planets

Well I’m not submitting it because it’s nowhere near finished. I will submit a Jam version but probably won’t have much time to work on it.

It’s pretty broken but it’s got potential. Right now it’s kind of like a SFXR for terrains .. all of these were generated completely at random with no user input beyond a planet name that is used as a random seed.

Here’s some pretty planets:

Ding!

And after 48h, it’s somewhat done… Well, it’s playable, and has multiplayer and scoring, so I guess I can’t complain too much!

You can see the entry here: http://www.ludumdare.com/compo/ludum-dare-19/?uid=2968