LD 40 December 1–4, 2017

How We Balanced Our Game, Oh No! Zombies

Oh No! Zombies! is still deeeeeeeefinitly a game about the zombies and nothing else. You should try it to get what I mean.

I think all the stars aligned for us, making this LD very fun and rewarding. He're a small timeline of what we did and how we approach some of the game design problems we were facing.

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We started with making sure we could have a person you controlled, that would feel good to move around and shoot. The inspiration for the shooting-only-in-4-directions-with-arrow-keys came from Binding of Isaac, which meant one could play the game on a laptop (without a mouse). We had some idea as to how to do zombies so we postponed it and implemented a system that would allow us to program different kinds of bullet patterns for each gun instead. While doing so we basically came up with the 8 kinds of guns in the game. Once we had the shooting and movement it was clear we needed to get enemies in so we could really play test. Everything is a rectangle, so collision detection was easy.

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@schmavery had the most brilliant idea to get the zombie's "AI" up and going: - generate a random error vector - accumulate the error into the velocity of the zombie - move the zombie some amount towards the player + the error

This was very easy to code and lead to great emergent behaviors. We allowed the error vector to become as big as the directional one (towards the player), which meant sometimes the normal zombies would not runs towards you, they'd wander around and then... suddenly and randomly, THEY'D ATTACK YOU. It worked great.

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We decided to have 3 kinds of zombies, the normal dude, the fast dude and the big dude. The fast zombie's purpose was to be a more immediate danger, because you'd barely be able to run away. The big zombie's purpose was to be a bigger challenge, he does more damage and has a lot more health, but in contrast he's not such an immediate danger. If you leave the big zombies around for too long you won't have enough time to get rid of them before the next wave. Going back to our homing behavior, it definitely needed tweaking for the fast and fat zombies. We realize that we could tweak the max magnitude of the error vector to get very different behaviors.

Next post we'll delve into the tooling details in some future post. In the meantime, head over to Oh No! Zombies! we'd love to hear your opinion!

Working on a new version of Daku, we need playtesters

This is the game page https://ldjam.com/events/ludum-dare/40/daku so we need playtesters if you want to sign up go to this discord server https://discord.gg/f58qnpK and and type signup hope to see you there

I Would Like To Thank Everyone For Helping Me Reach 100 Votes on My Game

My first every LDJam has been amazing. The community is awesome and everyone gives great feedback and can point out specific areas where you could improve. I have learned so much about good game design and time management from the more experienced devs. Also, I have really enjoyed seeing such a variety of takes on the theme, quite a few made me question if my own take made sense.

Before I took part in this, I really had difficulties creating something seamless and sticking with it long enough to polish it. I learned how to use shaders to make up for my lack of talent as an artist and plenty of people have pointed me to great tools for making music!

LD has been a great experience for me, one that I will be happy to share with my artist, musician, and programmer friends, at the next Jam!

Since I have no shame:

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Try out my game!

(heh, it rhymed)

https://ldjam.com/events/ludum-dare/40/a-spark-of-light

Check out my simple dino game

It is a very simple game I made in about 6 hours, but I am quite proud of it. https://ldjam.com/events/ludum-dare/40/extinction

MOBS! COME MAKE SOME MOBS!

QUICKLY! com help us fill the world with adorable mythological creatures! Take over the nursery and HATCH THEM EGGS! but be careful! the more you hatch, THE WORS IT GETS!

How long will you survive!? https://ldjam.com/events/ludum-dare/40/mobs

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Shelter timelapse

I made a timelapse of my game 'Shelter'

https://youtu.be/e3xAzW-0n9E

Final Lewdem Bug Fix

We have fixed the last of our progression bugs so now you can actually get to the secretary scene screenshot we have on our page: tiddy screenshot.png

There's some other scenes too but we don't want to spoil everything ;)

Moving on from here we are looking to keep working on the game, so if you have any feedback please let us know so we can take it into consideration for our next build!

https://ldjam.com/events/ludum-dare/40/infernus

My first game jam submission ‘Crave’

Hi guys

This was my first ever game jam, I was looking at ludum Dare for a while and the day finally came. Bang on 1 o’clock the theme was released so the rest of the Saturday and Sunday I made my game called crave. Over always wanted to make games so if you guys could check out the game I made it might get my name out there.

Game is at https://boschdog03.itch.io/crave

Thanks

Anyone good with Unreal HTML?

Need help getting a html5 version not lag lots. I think i need to give it more memory but i can't remember or find which setting does that... i think its in a .ini but i've had no luck. HALP

Day 1/20 of making "Shoot off their lumps"

The first day was pretty lazy, we still having rest from LudumDare. We designed player’s little ship ( this is the ship you escaped with in demo )

It’s your “base” and safe place. You decide from here where to go next, upgrade weapon and outfit from scraps, restore health and so on.

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Public Service Announcement: Escape

Please, when you make a desktop application, have it quit when I press escape.

Thank you.

Patch for Rogue Process

Thank you for notifying me for the bugs in the compo entry 'Rogue Process'. I've updated the game with minor changes. A devlog has been posted regarding what changes have been implemented. You can download the new version in URL below

Devlog Link https://pixeltrik.itch.io/rogue-process/devlog/17629/minor-changes-for-the-new-version

Download Link https://pixeltrik.itch.io/rogue-process

Kritter Keeper - Artist Reflection / Process

Last time I did a Postmortem of sorts, it was completely in text. I wanted to try and record a video, but it turned out just as long...oh well.

Wanted to share my experience with everyone, I think taking some time to reflect on your jams is an important step in growing; and I encourage others to make post-mortems and share them with me, please. I'm very interested in your own experiences. Thanks!

https://www.youtube.com/watch?v=XZ99phmVUdA

You can play Kritter Keeper here: https://ldjam.com/events/ludum-dare/40/kritter-keeper

Just 1 more vote to pass

https://ldjam.com/events/ludum-dare/40/graveyard-shift

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https://ldjam.com/events/ludum-dare/40/graveyard-shift

Retro Rocket Run – Post Mortem (My First Compo)

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Background:

Now that the dust has settled, and I’ve had time to recover, I thought I’d share my experiences from completing my first ever game jam. Let me summarise by saying it was amazing! I’ve only been doing game dev since around June and I decided to enter the Compo to really push myself. This is also the first real game that I’ve put out into the world for people to play (and judge) so it was a really exiting experience for me.

The game:

In Retro Rocket Run! you must make the choice on whether to collect or avoid the abundant coins. Collecting them will help improve your high score but may also kill you… The game gets progressively more difficult the longer you stay alive, so stay sharp!

Concept:

So the theme was “The more you have, the worse it is” and rather than go down the route of making the game progressively worse (more on that in a bit), I thought it would be fun to make a game that became more and more panic inducing as things started to spiral out of control.
I think I nailed the intended experience when I add the power-ups that toggle state, so triggering one required you to collect more coins to undo the effect. In that time, it’s highly likely that you then trigger other togglable effects which escalate the problem. The best reaction I’ve seen was from a player who had their controls inverted, ended up near the spike barriers, couldn’t remember which way to turn and then became invisible!

What went well?

  • Time Management

I really didn’t want to lose too much sleep over the jam and made sure I still ate.
On the first day, I broke up the game into smaller tasks and set about completing each one in turn. If I ran out of time, I parked what I was doing and moved on. This gave me a reasonable working prototype at the end of the day, so I could judge whether the game was fun and worth finishing. On the morning of day two I went back through the list and spent time bug fixing and improving assets. The afternoon was then spent panicking over the bugs I was struggling with, and trying to add some polish to the game.

  • Scope

Whilst I didn’t get everything into the game that I wanted, I got enough in there to make it playable and fun.
I’d have loved to add more “power-up” effects and give each one a unique visual cue when activated, but time is a cruel mistress. I also wanted to add more level sections, but I thought 12 was enough and I’d already spent more than enough time on them, so other things had to take priority.

What went Wrong?

  • Lag

If you’ve played the web build then there’s a good chance you’ve seen some dropped frames! Lag was something I struggled with through the whole of development and is something I only really got a handle on in the last few hours before I submitted (the game plays fine on the machines I tested it with). This all comes down to the number of coins present on screen and how I handled creating and destroying them. Now, there are plenty of fancy tricks that could solve my problem, but none that I thought of right away and none that I could afford to implement in the time I had. Instead, I chose a rather weird approach of deleting several coins each frame until the level block became light enough to destroy safely. It’s not the best way to do it, but it was quick and it seemed to work!

  • Coins and Levels

On the subject of the coins causing lag. I also made a stupid mistake when creating my levels. Rather than setting up the coins first and then creating the levels second, I pretty much did the exact opposite.
I was keen to get something working on day one that I didn’t really think about how I’d update the levels later on. So when I changed the coins on day two I then had to go back and redo all of the levels I’d previously finished. This ate up valuable time and was the reason there are only 12 level blocks in the game. Luckily, adding new levels is now really easy, so I’m planning on releasing a post-compo version with way more level variations!

  • Modelling

Now, I’m a programmer and not really an artist. However, I roughly know my way around Blender so figured I’d be able to make some half decent models. I’ve never really done any modelling under time pressure before, so this became super stressful when I’d finished my block models and wanted to add some extra details. First (and last) up were the coins… ah, those damn coins again. After making some pretty good-looking coins, I threw them into my game and wham, the whole thing started grinding to a halt! The extra geometry was making the whole thing worse, so I then had to go back and redo some lighter versions in an attempt to get the game running again. This only left a small amount of time for the spike barriers and the ship, so these will definitely be first on the list when it comes time to rebuild the game.

Conclusion:

So there you have it. It wasn’t the easiest development cycle but I’m super proud of what I created and I think I’ve created a fun experience that people can enjoy. One of the hardest parts of the compo was the lack of help. If you have a problem there’s no one to help you out. Haven’t worked on the sound yet? – tough. Need to redo the models, tough! That said, it was a fantastic experience and I learned so much from entering on my own.
It’s also been a great experience post-submission. Seeing people enjoy my game and getting to see what others created has been incredible and I’m really excited to take part in the next Ludum Dare. For the next one I’ll probably enter with some friends, but who knows? Maybe I’ll push myself to do the Compo again and see how much better I am in a few months.

Thanks for reading and feel free to ask me any questions (and let me know your high scores!)

https://ldjam.com/events/ludum-dare/40/retro-rocket-run-has-arrived

Flirt the(m)all

A friend made a bet with you: “If you can tie yourself to all the people in a mall, I’ll give you 1,000,000 dollars.”. So here you are, in a mall, with many strange people. You have to accomplish their missions to make them your “special friends”, but be careful because some people are VERY jealous.

https://www.youtube.com/watch?v=tz_fldHODhM Lets play!!! https://ldjam.com/events/ludum-dare/40/flirt-themall

I need HTML submissions

I haven't had time to rate games and my game currently has almost double the amount of rates than I have rated. I want to catch up :D Leave you're entries in the comments (I prefer Web builds), I'll rate all of them :)

Meanwhile if you're interested to get drunk and do parkour at the same time, please check mine out :)

->>> https://ldjam.com/events/ludum-dare/40/dont-get-drunk <<<-

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Rate our game Chaparrito's Adventure

Chaparrito's adventure is a game of the bullethell genre based on the mythical nuclear throne. With a very interesting mechanics ... Do you want to discover it?

https://ldjam.com/events/ludum-dare/40/chaparritos-adventure