LD 39 July 28–31, 2017

Postmortem: Gain Quest: The Art of Muscle

screenshot01.png Third's the charm they say, right? Time to have a look at our Ludum Dare 39 entry with @Mindhead.

Check out Gain Quest: The Art of Muscle

Considering how disappointed I was at my own personal performance last time around, I can safely say that I'm relieved. I had this idea pretty much instantly from the get-go, which enabled us to really hammer down on the work right away (well, right after some sleep). We decided to really tone down on the scope which resulted in a much more comprehensive end result. I had some downtime due to some electrical outage, and yet we we're able to push a submission in good time.

postmortem_01.png What went right? * We aimed for a small game this time. This is the main takeaway for anyone who has participated on Jams and hasn't gotten preferable results. Large-scale ideas will most likely not succeed, for 72 hours, let alone 48 hours, is simply not enough time to flesh out those intricate details. Scheduling and concentrating becomes easier the less filler you have. Even more so, people rarely play LD games for more than 5-10 minutes, so having less content makes it easier for you to make that 5-10 minutes awesome. Add to that how much easier it is to test your game. KEEP IT SMALL. This is obviously something we failed at last time. * Accept that you're going to run out of time. Instead of trying to desperately include things I really liked, I actively shortened our feature list as soon as I had the hunch that things weren't going to get done in time. That was pretty often, and resulted in a playable, fun little game instead of a possible bug-crash-fest. * I started on the UI right away. First, this game was very UI-oriented, with minigames done with UI components being the main mechanic. Second, I have a slight disdain towards Unity's UI system all things considered, so I thought blasting through the painful process from the very start will help me afterwards, and also help with the concurrent problems regarding the lack of visual feedback we've been having in earlier entries. I was right, and while there is still to improve upon, we performed much better on that area overall. * The choice to go with 2D. While 3D is very much manageable and my usual preference, 2D just usually requires less work from both graphical and coding perspective. It is also lighter. * I designed a more efficient, yet still simple state machine to run the game loop. Incidentally, it does not require much code to create a custom IEnumerator-swapping State Machine complete with transitions. Such state machine can make sequential gameplay so much easier to code and manage than with the quick-and-painful Update-loop switch() type crapjob I had in my two earlier entries. Sometimes a more complex solution can land you an easier time afterwards, so plan carefully. This was an adaptation of an earlier, more complex State Machine I had made a Node GUI Editor for, so I had enough experience to build one quickly from scratch.

postmortem_02.png What went wrong? * Did not take enough breaks. I'd like to believe I did, but the fact of the matter is that I was mostly bashing my keyboard 24/7. I didn't sleep much at all, didn't go get some fresh air, and all that combined really toned down my ability to work efficiently the longer it went on. This is the main reason for mistakes, errors and especially balancing issues in the game. It's a fact, yet I still can't win over my obsession to just keep going :P * No documentation. Ok, I had a small, unfinished feature list lying about somewhere but other than that, I had no documentation on what we were doing. Luckily we had the idea rather clearly set out, but still, it's a grave mistake to not plan things "on paper" and resulted in some time wasted on trying to remember what I was supposed to be doing. * Not much actual game-making documentation either. Not really game-related, but I'd have really liked if I understood to leave a stream on or something to catch my working hours on tape. It's a thing that would only make that time even more valuable as a learning experience, considering all the split-second solutions and efforts you're making to race for that finish line. * Still not enough time left for sounds. This is more of a pet peeve for me, and pretty much related to me simply not being in best shape at the last day. In any case, in reality sound often happens to be one of the most crucial things in getting the feel of the game right, and I didn't get all music and sounds in and that always bugs me. I should start prioritizing them earlier, or try making them the centerpoint of a game for a change.

What was left missing? * Better balancing of minigame difficulties. * Other random people training in the gym. * Status effects that alter the game.

So, we had a blast with this Ludum Dare. I'm currently playing and rating games, and hope everyone else had fun with their creations! Can't wait 'til the next one.

Pixel Driver v0.6.6 is out on itch.io

After all the positive feedback I got on https://ldjam.com/events/ludum-dare/39/pixel-driver I decided to keep on working on it and this is the first update since the LD Jam, checkout the details and some tech insights here: https://casualgamesnu.itch.io/pixel-driver/devlog/6844/more-randomness

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PS make sure that you pick the LD JAM version if you want to rate this game.

Aiming for 100 rated games today!

I have been rating games like crazy.. And I would like to have a more even number :grin:

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Link me your games and I'll check em out until I have 100 rated games :thumbsup:

PS: If you already have a ton of received raings, odds are I already rated your game :)

Games You Have to Try

After testing and rating a few dozen games, I found a few hidden gems. Without talking too much, here are my favorite games which you should totally check out!

  1. Corrupted: https://ldjam.com/events/ludum-dare/39/corrupted This game is very simple but the concept is genius and it is executed very well. It's a lot of fun.
  2. The Visible City: https://ldjam.com/events/ludum-dare/39/the-visible-city Beautiful, simple, fun and highly original.
  3. ZETPACK-99: https://ldjam.com/events/ludum-dare/39/zetpack-99 Simple puzzle game that uses the theme in a very original way.
  4. Towers of Morale: https://ldjam.com/events/ludum-dare/39/tower-of-morale Another simple but great puzzle game.

All these game are definitely worth your time, give them the attention they deserve!

Mac Build for The Leech is working!

Try out the Leech on Mac by taking a quick look at this video. Here's the game btw: https://ldjam.com/events/ludum-dare/39/$37134

https://www.youtube.com/watch?v=EPXuo7ZMGdg

Streaming and judging games, also general talk and "networking"

Hi all so I've just fired up for my stream and and my target audience to day is everyone who made a game for LDJAM39! gladly come by: https://www.twitch.tv/jacksendary if you want your game played, simply just link it in chat, and I'll add it to the queue of games to play! - Please add a note if it needs to be downloaded or played in a browser, ONLY accepting links to ldjam.com!!! now on with the show which will start shortly! :)

https://www.twitch.tv/jacksendary

Shaders in Shutdown

Hey folks! I want to do a little post-mortem / how-stuff-works post about one of the parts of my game that I thought turned out well, and hopefully encourage people to try the same kind of approach in future projects. This is what your character in Shutdown looks like:

entity 2.gif

…and this is how much code it takes to draw it:

love.graphics.draw(quadMesh)

How? Well, I lied (gasp!)—there’s more code. Everything in that animation is being drawn by a fragment shader. If you already know what that is, skip this paragraph and read on. Otherwise: a fragment shader is basically a small program that runs on the GPU for every pixel in a thing you’re drawing (in this case, a simple square). Unlike drawing libraries you might be used to, there’s nothing high-level to work with: there’s no “line here”, “circle there”, “gradient this way”; each pixel has to figure out what color it is independently. If you want half of the screen red and half of it blue, then each pixel has to do the math to figure out whether it’s on one side or the other and turn itself red or blue accordingly. This sounds complicated, but it lets you do some fantastically cool stuff—if there’s a mathematical way to express some pattern in an image, you can draw it with a fragment shader. Also, since the pixels are all independent, the GPU can do a ton of their calculations in parallel, which is way way faster than calculating each pixel in sequence.

So what’s happening in this shader is less complicated than it might seem—there’s a few basic-ish fundamental components that’re getting mixed together in a way that your eye can’t quite follow. Here’s a simplified earlier version of the thing:

entity.gif

A little easier to follow, right? There’s a layer of wide triangular stripes moving continuously outwards, and another layer of narrower stripes moving continuously inwards, and they’re being blended together with the mask of three equally-spaced triangles which are oscillating in and out from the center. There are reasonably straightforward mathematical ways to express all of those patterns in terms of a given pixel’s location on the screen—it involves a thing called signed-distance fields, which is a way bigger subject than I can get into here but a lot of which I learned from Íñigo Quilez’s excellent articles. Each pixel, again, is doing all of these distance calculations and deciding which part of the pattern it’s in to determine its color. The final, full-color image is made up of three layers of evaluation of the pattern, each using a different color and running at a slightly different speed, which gives the overall pattern a neat sort of ghosting / echoing effect.

One really convenient thing about having an entire image procedurally generated out of numbers is that you can poke at the numbers and get a way different image. In this case, I realized that there was nothing particularly requiring that the pattern be made out of triangles—all the math functions I was using just took a number of sides to use for their distance calculations. It was barely any additional code (albeit with a lot of fiddling with color values) to make a menagerie of other digital creatures for your character to be chasing after:

things 2.gif

An indispensable part of this whole process was Shadertoy, which is a website that lets you edit and preview fragment shaders in your browser. There’s a community of amazing people there who’re constantly making incredible things, all of which are open-source—I highly recommend spending some time browsing through the gallery and checking out how things work. You can see the in-progress-ish version of this “creature” shader on my page over here—edit the code (the “SIDES” bit near the top, for instance) and hit the Run button to see how the result looks.

So that’s about it—I ended up with these pretty nifty-looking animated creatures without having to draw anything and with, in the end, only 69 lines of shader code. Worth trying for your next game, no?

If you’d like to see all of these effects (and more!) in their full, non-GIF-compressed glory, Shutdown is right here. Thanks for reading!

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Footage of me killing The Demon

Rate the Game Here!

Play it Here!

Also proof this game is beatable

https://www.youtube.com/watch?v=pJKRWPruE9U

Finally got OBS to not drop frames on this game.

So I had to make some of the fight happen earlier than intended for people to get what to do, as well as text on the HUD and some text instructions in the weapon select.

Here's hoping for a more enjoyable fight!

Would anyone want multiplayer duels?

QUOALA final version

Hello everyone,

I have released on itch.io the last version of Quoala, and probably the last one (I'll just need to correct english mistakes but after the game jam because I need help for that).

VERSION 1.1

  • skip texts (only when possible)
  • endings number on main menu screen
  • a couple of english mistakes
  • “about us” screen.

Thanks for all your feedbacks, development is over. And If you didn't try it, don't hesitate to give your opinion about this new version ! https://ldjam.com/events/ludum-dare/39/quoala

Quoala3.gif

We couldn't believe...

... but people actually liked our game and left a lot of feedback! Now we have no doubts development must be continued. Linux build is on its way! I think we will add it tomorrow morning. We're working on the update to add some audio and make it more clear for newcomers when exactly they need to start typing. But we have a few questions for you, our players: - do you want a game mode without timer to just calmly explore all dialog outcomes? - what do you think about overall difficulty? - do you want to tweak difficulty by adding new contacts? - would it be interesting to see resulting dialogs on the endgame screen? - do we need to make clear bad/neutral/good answers? - would you prefer classic sentences instead of live-like language with smileys?

Please, try and comment. We really want to hear from you! Ofc ratings would be appreciated as well=) https://ldjam.com/events/ludum-dare/39/answer-me

As a bonus i'd like to post an early version of our cover. Our wonderful artist NeylaTL (@neylatl) made it right on the first day when we came up with the final concept=) b44d1955dd172cb0e6e86708936cbb94.png

Run for my first Ludum Dare !

Hi there ! For my first Ludum Dare I made a little runner arcade-based you can go check it here -> https://ldjam.com/events/ludum-dare/39/runn-score Thanks for all the feedbacks and ratings that I had ! Here is some screenshots of the game ! gameMenu.png gameMenu2.png

We have a problem

title_big.png Many people have played our game and the feedback is mostly about that one thing - it's too hard to beat it, or even to enjoy playing it due to flawed balance and less than obvious controls. So we have a question for you, people who may or may not yet played our game.

Have you beaten our game or up to the challenge? Do you have something to say about this particular problem? Is it the balance? Is it the lack of tutorial? Would it be better to first present you some easy level to beat? Maybe we should consider adding little quests or achievments to guide players at first?

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We would be glad to get all the feedback you could generously give us, any harsh words are welcome. We are not asking to vote for the game itself, but you are free to do it.

Here is the game. Looking forward to your comments!

Plasma Arena Post Mortem Part 2: The Debuggening

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The Game (If it will work for you) Here: https://ldjam.com/events/ludum-dare/39/plasma-arena

Part 1 Here: https://ldjam.com/events/ludum-dare/39/plasma-arena/the-making-of-plasma-arena

TLDR:

Windows is an awful platform to develop for. Bill gates is an evil man who made a terrible operating system and peddled his crap to computer companies and schools to establish a monopoly. He collaborated with U.S government to spy on the public as well.

Day 3 -7 : Porting

I develop my game on my linux laptop and use gnu Make and C. As soon as ludum dare is over, it is a simple process to package my game and make it compatible with all linux computers. Life is good. But, due to the impenetrable stranglehold windows has on the market, despite being an inferior operating system in every respect, I must port my game to windows. Windows always creates mind boggling problems when I develop for it. I have never been able to reach 100% windows compatibility.

Here is the list of problems I experienced (In order) on windows but not on linux

  1. Memory management problems (Fixed)

  2. Graphics driver inconsistencies (Still not 100% fixed on all computers)

  3. Audio driver instanity (Fixed)

The Audio problems where especially devastating because I put a good amount of time into making audio for my game. The issue prevented audio from playing due to driver weirdness and I assume many gave the audio category 1 star due to there being the appearance of no audio. Graphics driver weirdness still prevails and It is absolute insanity. It will work perfectly on one computer and then fail in 3 different ways on other computers.

Sorry for the rant, just needed to vent about the state of personal computing.

[Discord] Game Dev / Game Jams

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Hello there wonderful developer person!

I heard a rumour that you Ludum Dari (plural?) like making games. We run a partnered server over on Discord called GameDevNetwork for all things gamedev, whether that be in the form of code support, bouncing back story ideas or just sharing your lovely work.

GDN is a friendly, supportive development community that aims to help you become the best developer you can be!

We host monthly(ish) jams with fabulous prizes (by which I mean stickers and PR mentorship, we strictly avoid monetary prizes, we're here for creativity after all!) and love spreading community flair.

We also have a #gamejam channel reserved to contain the intense action of fantastic jams such as Ludum Dare.

Drop by and talk about anything from your Ludum Dare project to what your favourite pizza topping is over here: https://discord.gg/gdn :tada:

I'm also an avid game jammer/hackathoner, feel free to poke me about AR/VR, code things or just some of the cool projects you've worked on :heart:!

Oh hey! we've also got an awesome game jam coming up next month! Check that out here: https://itch.io/jam/game-dev-network-dragon-jam c.png