LD21 August 19–22, 2011

Rant: Who’s Ludum Dare for?

This will rub some people the wrong way, but sorry, I have to let it out.

I’ve been rating some entries and I’m very disappointed of probably most of them. I understand the time limit won’t allow for masterpieces, and I’m not expecting any, but come on, I mean, there should be some sort of standard.

Unfinished games and half-assed attempts, I mean, why submit those? People even cynically admitting they didn’t even try hard enough to make it better, that they gave up midways, but what the heck! They submitted it anyways!

The problem with those is that they distract from the good games from people who busted their asses off to make something decent, but now many won’t see them because they will be burnt off after checking out hundreds of unfinished entries of people who didn’t put their hearts into it.

I know this is open to novice developers and Notches alike, and I think it’s great that you have the balls to release something crappy, because sometimes people who never finish anything is because they are scared to realize they aren’t that good. But, hey, at least have a standard for yourself. If it isn’t even playable, why bother? Learn the lesson and join the next competition. You are on the right path, but it takes time to get there, keep it up, soldier.

I’ll probably rate selectively from now on, because, honestly, I can’t rate all 599 games, I’ll be lucky if I can rate half of that, but I won’t waste my time on people who didn’t finish and half-assed it but still submitted it just to have a shot in the dark.

Decency, people!! Don’t take this rant the wrong way, I’m trying to encourage some quality. We don’t expect master pieces, but we expect something finished and hopefully enjoyable. Thanks for reading. :3

‘Cyperspace’ – fixed at last

As in the comment on the game page, the instability was caused by my french windows 7 copy that interprets a floating point of having a , (comma) and not a . (decimal point) which of course is the opposite for english windows. The result of feeding in the incorrect decimal separator is a memory access violation (or similar on different OSes)… Download links are below, it is quite unfinished but its there at last and I cannot say how much of a headache this was to fix.

 

Again, my sincerest gratitude to those that tried to run this so far. The linux build is still dodgy, so I recommend using WINE despite the sound issue remaining for the time being.

 

Page comment:

GREAT NEWS:
—————————————————–
THE BUGS RELATING TO WIN32 RELEASES HAVE BEEN SOLVED. LINK:
http://dl.dropbox.com/u/4853895/LD21/LD21_CyperSpace__Win32_R3_EN.zip
The bug related to foreign builds of Windows 7 (french) that interpreted floating point values as having a , not a . and this resulted in a crash in English windows as the reverse was true. This is SOLVED! (unless you have french windows)

The linux version (experimental) with some new dependency scripts can be found here:
http://dl.dropbox.com/u/4853895/LD21/LD21_CyperSpace_Linux_DIY_R3.tar.gz

This is a DIY release, compile it youself from the scripts please (sudo bash the dependency .sh files and then DO NOT sudo the compile script unless you want to either run some chowns or sudo ./LD21s later)

I again, apologize for the fiasco and will be writing to a few people as to why foreign versions of windows interpret floating point values differently to avoid this for all people (need to feed back to a german friend whose game only works on german windows. I now know why).

Again, my sincerest apologies for the delay.

Comments

25. Aug 2011 · 18:10 UTC
>As in the comment on the game page, the instability was caused by my french windows 7 copy that interprets a floating point of having a , (comma) and not a . (decimal point) which of course is the opposite for english windows.
code_glitch
25. Aug 2011 · 19:46 UTC
It breaks a lot of crap now I’ve had to look at it closely. MS Office has the EN language pack installed and even word throws up runtime errors for every message it displays because of illegal characters and garbage like that. Ironically, it seems MS did a thorough low level job but simply brushed everything that failed badly under the carpet.

Guilty…

I feel guilty making such a hard torturous game. It wasn’t supposed to be this way, so maybe I’m slowly becoming an evil game designer. Mwahahahahaha. Forcing people to type at lightning speeds is downright cruel, I should’ve at least eased them into it better. Oh well, I better be less evil next time.

Anthony’s Psyche: Escape

Just a little postmortem on my LD #21 entry, Anthony’s Psyche: Escape.  (This is mostly a cross-post from my blog.)

This was my third Ludum Dare.  In each one, I’ve challenged myself to come up with a different interpretation of the theme than I thought would be typically done.  For the Escape theme, I decided to go with the idea of psychological escape mechanisms, or avoiding painful thoughts and memories.  This turned out to be a rather artsy, narrative-driven playable story of sorts.  This is very different than anything I’ve developed before.

I spent about 27 hours on this entry.  Friday night when the theme was announced, I spent three hours in the typical initial panic of trying to come up with an original interpretation of the theme.  I settled on the psychological escape mechanisms concept, and that it would have something to do with words on the screen representing thought fragments.  I was still unclear about the specifics beyond that.

On Saturday, I spent a couple more hours playing with ideas in my head, and settled on a design.  I then spent about ten hours writing code and debugging.  It took me much longer than I anticipated to get text with variable alpha per character working in Flashpunk. Probably five hours on that alone.  I also spent a few minutes making the “art” for the game (the one stick figure) for a total of 12 hours on Saturday.  By this point I had most of the basic functionality of the game working (moving a box of text around the screen and having the words fill in when over the character).

On Sunday, I spent about an hour getting Reason and my keyboard set up, and coming up with the short music loop and “thought complete” riff.  I then spent several hours trying to come up with a decent story.  I discovered that telling a story through first-person thought fragments is very difficult.  When I started entering the text for the thoughts, it just wasn’t coming together.  I also discovered some bugs in the way Flash renders text, so I spent a couple hours debugging and working around that.  I finally gave up on the story I’d come up with, and about two hours before the deadline, I came up with a very different story that came together pretty quickly.  I also wrote some more code for the title screens, ending screen, etc.  That made a total of about 12 hours for Sunday.

The end result isn’t exactly a “game”, but I’m satisfied with what I came up with because it’s very different for me, and pushed me in a different direction.  I like the overall feeling of the play.  I’m thinking of developing something like this a little further.

Like my previous two LD entries, I created things as stand-in content (the stick figure guy, and especially the very short, repetitive music loop) so I had things to write the code around, but they ended up being the final content because I didn’t have time to do “real” art or music.  The difference this time was that by now I’ve learned that when I create them, that’ll probably be the case.  Ludum Dare is always a great exercise in game development (and a lot of fun) because it forces you to be ruthless in cutting features and calling things “good enough”.

Tags: compo, final, postmortem

Comments

25. Aug 2011 · 20:22 UTC
>Ludum Dare is always a great exercise in game development (and a lot of fun) because it forces you to be ruthless in cutting features and calling things “good enough”.
25. Aug 2011 · 23:10 UTC
I just played the game, and I must disagree with you on one point: It counts as a game, from a strict mechanic point of view. 😀 Like all those ‘run from the x’ games, but in reverse. I said more on the game’s page where it belongs

Caramelo Post-mortem (I prefer to call it what I learned)

Hi!, this is the first time I do this and I’m not so good in English but I’ll try:

For those of you who don’t know which game is it, it’s right here.  The game has a very simple concept (platform running), before the competition I was thinking about what would I make if the escape theme were selected then the runner was one of the first ideas but not the concept, I just thought about something I could draw (simple stuff) and could complete in 48 hours.

The reason to select XNA as the main tool for creating it was that I already worked with it before and I heard about the competition two days before it started then… no time to learn new languages or tools, anyway I learned very interesting stuff about Inkscape and Gimp, such as the cool texture effect I used to make the graphics.

Things that gone well (in my opinion):

– The most important, I could finish a game, don’t know if it’s fun or not but I was happy I could finished it.

Learned new stuff about graphics, sounds and found some bugs in the libraries I used for animation and camera (which I coded before and shared in assembla .

– The time was managed relatively fine, except for the level design.

– A new concept was created, simple and under pressure, which means (not really) maybe with more time I could get something better.

 

Things that gone wrong (again, in my opinion):

– Level design was the biggest mistake. I should be using a tool to create the level, I have been thinking about polishing the level creator I started years ago and I haven’t completed it yet. I think this is one of the most important points and stuff to learn about.

– Coins placement, due to the short time (taking into consideration I started trying to code the level late) I wrote a very simple and naive algorithm, didn’t like it so much but at least it worked.

– Due to the lack of experience making sounds the music was not so good, it made me think I should have a library of sounds made previously when I have time to learn about it.

Things I learned (which is the topic I like the most):

First of all I think we (programmers) should be wise when we decide which tool will we use to do something. In my case I used XNA because of the previous experience I had and lack of time to learn something new. But… (as the LD recommendations said) it would be better to use some tool which could be deployed web, such as Flash or HTML5, I would say Unity but I think maybe sometimes is boring if you have to wait too long to load the game but… anyway it’s good too.

It’s important to take time to think about the game, I mean, the designing part. It is true that 48 hours are too short and we have to code as soon as possible and draw and bla bla bla, but… if we make good plans, there will be good results and not only good results but “not wasting time” (coding things again and again or starting an idea from the beginning in the middle of the compo is not good).

Finally, it’s really nice to get others comments about your work, to see what the rest of the people made and what the thought when they created their games and when they tried yours and criticize it I think it should help us to be better programmers, designers, etc, etc.

Here, a screenshot of my game:

 I hope this can be helpful for somebody and you enjoy the competition :).

 

PS: I will try next LD with flash or something like that.

We’d like it if you stay postmortem

Hello 😀

So last weekend, my goals basically were, in order of importance:
1. Finish a game
2. Make it fairly polished

For the most part, I think I did well. To be fair, they are pretty low goals (note that ‘make a good game’ is not listed), but I am happy. Here are some thoughts on how things went.
You can play the game here.

 

What went right:

Choosing to participate:

    I don’t think I could have done this last year, or even a couple of months ago… and I was quite certain I couldn’t now, either. I glad I decided to recklessly go for it anyway! I’ve wanted to have a go ever since hearing of the event during the ‘islands’ theme. This whole this is a great learning experience for me… it’s good to take chances, sometimes!

Using unity:

    I was a bit worried about using unity for a 2D game, seeing as it’s designed for 3D but I’m glad I went with it, it’s just so easy and quick to use. The controls were done really quickly, leaving a lot of time for making levels and fiddling with graphics(which probably took the most time for me, as It’s not a point I usually get to).

Levels were easy to make:

    Top down view, and no fiddly graphics to deal with, just boxes. It’s good to be able to just move things around easily, without messing up the whole look. It isn’t the prettiest, but I think too much content to be made would have just taken way too long, and it wouldn’t have been very motivating either, had things gone wrong(which they definitely would have!).

 

What went wrong:

I am bad at music:

    I have not made any sort of music or sound before, and I have no idea where to start learning. I was planning on using GarageBand on my ipad for music, but stupidly I had not tested it beforehand. I thought there was an export to email option(and this is what google tells me too, what?) but I could not find it for the life of me… Trying to sync up with my ipad has caused troubles before, so that’s not something I wanted to deal with during the time frame of the contest.

    Using it definitely would not have made a difference anyway; I am still bad. I just plain need a lot more practice with this kind of stuff. I am still happy with what I managed to achieve, however. Most things I make are just silent, and I am glad this one is not!

Controls:

    This I think was the main criticism I received, and I can definitely see why. I used the drag rigidbody unity asset to make the dragging movement, and didn’t change it much at all. It certainly sped up the process, but I really should have spent more time fine tuning it to make it feel better, or even writing a new script based of it.

Didn’t really think about plot/graphics until the last minute:

    There’s not really much more to it then that. I would have liked to have had story be more integral to the gameplay. As it is, it’s basically just something that’s tacked on, and I’m not really happy with that.

 

Anyway, In general I’m happy with what I’ve managed, but I’ve still got a lot to learn.

Thanks everyone for playing my game, and leaving comments! It means a lot to me, you guys are really helpful. I look forward to future games/jams/whatevers 😀

Postmortem of Blockhead Can’t Escape

In case you haven’t played it (you probably haven’t, with 599 entries) this was mine http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=418

This is going to be a very brief post mortem; almost as brief as the game. Making a game with a baby, and a job, is no easy task. Nuria must hate me, for having put so little of the weekend into actually creating my entry.
So Thursday and Friday, I tried to come up with simple but interesting ideas for all of the possible themes. I never thought of anything for evolution, adaptation, or genetics. Good thing those weren’t the theme!
Friday night the theme is announced, and I already have a good idea what I want to do, so I start drawing a tileset. It’s very simple. A brick wall, and some border pieces for the top. I play around with that in Ogmo, get it displaying in the game. Then I spend about an hour trying to animate a guy walking. Eventually I get frustrated, give up, and draw a blockhead. Then I go to sleep.
In the morning, I have to go to work. I don’t get more time to work on the game until six in the evening, and I have an eight-month old to deal with. I make an enemy, whose just a red version of the player, and I give him a fine mustachio. I also write a quick hack to make it easier for the player to move into single-tile passages. You probably don’t notice it while playing, but it took navigating the game world from ‘frustrating’ to ‘intuitive’. By time I go to bed, the enemy can tell if it sees the player and even patrol in paths.
I get up at about ten am and make breakfast for my wife and I, and then I take the trash to the dump, and then around noon I can get back to work. I figure out how I’m going to handle multiple levels, and get a couple working. I add locked doors and the gold keys. I add the text popups. Then I add spike traps, something that wasn’t in the original design at all. They take about ten minutes to make and become an integral part of the game. It’s now about four pm, and the ludumdare website is slow as I’ve ever seen it. Plus, there’s a giant thunderstorm outside and my power has already flickered once. And PoV hasn’t yet announced his plan to extend submissions, or I hadn’t seen it, so I packaged up what I had and submitted it while I still could.

What went right:
Using flashpunk. This is my first AS3 game ever, and I’m amazed by how much I accomplished by using Flashpunk. I decided on my tools early, and spent the week before ludumdare learning about actionscript3, and flashpunk, and the Ogmo tilemap editor. This preparation, and the simplicity of working in the language, really paid off when real life got in the way.
Planning for possible themes in advance. When the theme was announced, I didn’t have to brainstorm; I could just get right to work.
Keeping the scope small. Because of my inexperience with flash, I was able to keep myself from expanding the game into some huge monstrosity; I only knew how to do simple things in the language, so I had to keep the game simple. Flashpunk helped as wall, because while it’s a powerful piece of software it also encourages you to do things in a simple manner. Don’t setup a system of collision response callbacks, just call collide(…) in the object’s update function and do something if it’s colliding; simple things like that.

What went wrong:
I knew in advance I wanted to go with small, pixelated graphics, so why didn’t I practice with the medium before hand? If I had, maybe it wouldn’t be called Blockhead Can’t Escape, but instead Pixel Dude Can’t Escape.
Second-guessing the time limit. I was afraid I wouldn’t get to submit at all, so I submitted too soon. I could have used that time to create many more levels. The website worked fine all night, and I never lost power for more than five minutes at a stretch, it would have been fine.. but, once I submitted, I lost all drive to work on the game. I could have polished and re-submitted before ten, but, I didn’t.
I should have gotten Saturday off. I never plan for these things far enough in advance.

I’d like to expand the game; or rather, rebuild it; with more levels, a unifying theme, and better graphics. The feedback I’ve gotten has been positive, but for one thing – it’s way too short! – so people seem to like it. Maybe I’ll do that, but for now, that’s all I have to say about Blockhead Can’t Escape.

Theory: Did the theme bait many of the (new) participants?

The ongoing discussion on irc/twitter/this blog about how the theme ‘escape’ enabled almost every game idea to fit somehow made me pondering, if there is some link to this big amount of new participants in LD21. So my theory goes like that:

  • the theme was very open, so newcomers could submit almost every kind of game
  • this encouraged a lot more people to try and made something very simple and stuck some sort of escape to it
  • would the elected topic have been something like self-replication or recursion, the amount of submitted games would have been less

Especially the themes stated above probably would have needed a deeper insight to programming techniques and game design principles which could have put a lot of people off. Any opinion to this theory?

To fire the discussion, I can even give a counter-argument:

  • There were so many new people attracted before the final voting ended (by notch, etc), that they had a significant influence on theme voting.

Tags: Discussion, theme

BEF – Timelapse

Here is the Timelapse for my Jam entry, for Ludum Dare 21, BEF.

I was using Chronolapse 1.0.7 on a two monitor setup, but some entire sections of the capture were just blanks, which was annoying as I did some serious modelling the first day, troops, tanks, aircraft and a ship (only the ship and french trooper appear).

This is a good example of how not to do a LD, don’t just model everything first at least model and develope or better still build the mechanics then bring in better models.

Play the game.

Tags: blender, timelapse, unity

I have a confession

I have a confession to make.  I am platformer/3D incompetent.

If it involves jumping, I suck at it.  If it involves moving around in 3d space, I get lost.

About 50% of the games on my initial list were platformers.  I was very sad.

I’ve gotten through my initial list. (YAY!)  I would like to test some non-platformers.  If you have created a game that is not 3D and involves NO jumping, I will gladly test it.

I can test Windows Start 7 on Netbook, Windows Vista on Desktop, Mac OS 10.5, and an old netbook running eeebuntu.

I will not install things.  I cannot open rar files.

Susan

tl;dr I will test your 2d non-jumping game if you leave a comment

 

Comments

26. Aug 2011 · 13:32 UTC
It’s 2D, has no jumping(well… I don’t consider it jumping), but you might get lost anyway.
26. Aug 2011 · 13:39 UTC
top-down game – no jumping in it.
pdyxs
26. Aug 2011 · 13:42 UTC
top-down, though the controls are a bit unconventional… on the plus side, you can get facebook friends to help on the later levels.
Felipe Budinich
26. Aug 2011 · 13:59 UTC
No jumping at all, and it’s actually pretty easy :-)
26. Aug 2011 · 14:06 UTC
McPixel surely doesn’t jump 😉
tcstyle
26. Aug 2011 · 14:10 UTC
Here you go. 2d, no jumping just clicking.
26. Aug 2011 · 14:33 UTC
Left is topdown as well. And the levels are extremely linear.
Shigor
26. Aug 2011 · 14:34 UTC
I’d tell you to try mine (100% guaranteed no 3d and no jumping), but since I had no time to balance it and add few hints and tweaks required for smooth play, it’s quite hard (or more like… too hard) 😀
foobaz
26. Aug 2011 · 23:59 UTC
I have 2d “room escape”. Minus the room(s) to get lost in. Definitely no jumping involved.

Polish Time

This weekend I shall start polishing my compo entry, Viral. I’ve been closely watching the comments/suggestions on my entry page and my post-mortem and add in most of the suggested items from that list.

The List

  • Moving from Flash CS4 to FlashDevelop IDE – As suggested in my post-mortem
  • Massive code clean – Way under commented, over copy-pasted, too much last-minute-hacking-please-let-me-make-the-deadline
  • Bug fixes from my known bugs list on the entry page
  • Art pass – Make everything look less programmer-art and more spiffy
  • Sound pass – The music works, but a two bar loop is just silly
  • A win condition – Not entirely sure what this will end up being quite yet
  • More levels – Possibly a random level generator
  • One more ability for the player
  • Balance pass – Make the abilities that don’t work well, work better

I think that is it. I estimate this will take more than a weekend to complete, unless I want to put myself under the strain of another compo again so soon.

 

SUBJECT:7, post mortem?

This is the second post I’m making about the game I made this LD – not been very active on the blog due to the website having its problems. I did tweet a lot, though.

I was very determined to do better than my previous entry this time – which I feel I have accomplished.

What went well:

  • Really happy with my tile work. This went a lot better than I had hoped.
  • The light/particle-stuff worked well.
  • My sound-system worked well.
  • Things were in general pretty smooth.
  • I even made a title-screen that looked fairly decent

What didn’t go well:

  • Level-design. I need to learn how this is done best. I believe that the first two rooms were decent – they did their purpose. However, the other rooms were garbage, and not clever at all.
  • There’s no ambient light in the game – several people have complained about not being able to see the player.
  • Giving too few instructions. I haven’t decided if this is a real problem or not — it is the kind of game where I want you to search around, and try different things. Some people didn’t bother, and some got genuinely stuck.
  • Spriting. I gave up making nice sprites, and just left in the placeholder sprites temporary sprites I made in the beginning of the competition. I need sprite-practice.
  • I took a shortcut on a couple of textures, and didn’t make them the power of two — that was silly, as some people got artifacts. (Hint; One of the textures is the title-screen)

Those who completed my game have been encouraging. I think I could create a larger game, based on this idea. It’s further down the road, though – since I have other plans.

Can I do better? Yes I can, just check out my performance on LD22.

Timelapse;

Screenshots;



Comments

tcstyle
26. Aug 2011 · 16:37 UTC
Don’t sell yourself short. I liked your player/enemy sprites as I liked (and finished) the whole game.

The Collapse – Post Mortem / Longplay

Finally I made a post mortem longplay.

I assume you read enough of those already so i made it a commentary to a longplay.

Edit: Its broken, gimme some time to fix, pinnacle videospin is CRAP. It removed all of the audio, didn’t doublecheck beforehand :/. Do you know any other free video editing tools for windows?

Edit2: Enjoy it as longplay, video spin won’t render the remaining audio no matter what i do.
I will re-edit and upload it when i found another tool 😐

 

Enjoy 😀

Post Mortem

Well while I wait for my timelapse to attempt to upload to Youtube for the 5th time, I might as well write a post-mortem for my game. Here’s a reminder of which one it was:

Awesome

So I pretty much managed to stick to my original plan this time. I chose the absolute simplest gameplay concept I could come up with, and avoided the temptation to try to make something fancy.

Avoiding falling stuff has to be the simplest action game imaginable; and in fact for a program I used to use called DIV Games Studio, it was the tutorial. A bit of a speed-up mechanic and some lava to escape from and I had my gameplay down. The code was messy, but never got to an unmanagable state.

I was then able to spend the second day working on the graphics, which I was pretty happy with in the end. I managed to submit a couple of hours before the deadline with Windows build complete, which is a first for me. It was nice to not have that sinking feeling about 5 hours before the deadline when you realise that you’re nowhere near to completing what you wanted to have done. And ever nicer to not be scurrying around trying to throw a build together with 10 minutes to go.

Pants

I still didn’t leave enough time to record some proper sounds and write some music like I’d hoped to. I ended up throwing together some sfxr noise, which is better than nothing, but does all start to sound the same after a while.

While the code went well, I found myself writing unnecessary bits of boilerplate code that I always seem to end up writing. Code that could and should really be abstracted into a library and reused.

In Closing

I think I took the right approach this time. No grandiose plans, no over-optimistic attempts at procedural generation, no attempts to invent new genres, and generally no biting off more than I could chew. I kept it simple and relaxed and while my entry isn’t going to win any prizes (there aren’t any anyway), the sense of accomplishment and closure was pretty satisfying.

Next time though, I’m going to be better prepared in terms of the libraries I use, and cut down some of the boilerplate to leave more time for gameplay code. Every extra minute I can save here and there gives me more chance to add polish, namely audio which always gets left until last and therefore neglected.

TL;DR: Happy but music next time

Tags: happy, post-mortem

Timelapse

Here’s my timelapse finally! I spliced the two days together.

Tags: finally, timelapse

Comments

N0_Named_Guy
26. Aug 2011 · 19:17 UTC
You are using dwm? How nice! I myself use xmonad 😛

Smart Fly The Game that was suppose to have been in the LD compo

Hi guys,

I had this game done but didn’t have net for 6 days so I couldn’t get on. Someone  forgot to pay the bill. Anyways here is my late entry. Hope you like it. :)

The game is about escaping the fly swat and dodging the gun turrets with bullets to reach the finish line.

http://dl.dropbox.com/u/6138533/Smart%20Fly.rar

screenshots

http://tinypic.com/view.php?pic=6pmc7l&s=7
http://tinypic.com/view.php?pic=6f0bp0&s=7

If it shows a error make sure you get the latest directx 9 have fun :)

 

Urth level guide

Urth has a rather high difficulty, especially in the puzzles available in story mode. These require both planning and reflexes, and may seem impossible. What works on paper doesn’t necessarily work so well in the field, and I’ve learned that by repeatedly failing to finish my own levels. Of course some tweaking there and there helped, and feedback from the community helped identify the particularly tough levels which needed ironing out.

Without further delay I present one set of possible solutions to the puzzles:

VIEW LEVEL GUIDE

I don’t doubt that most players devised their own solutions, and if anybody would like to share theirs I’d love to see them.

VIEW GAME PAGE PAGE

Mouse Trap – Postmortem

Mouse trap got “done”, many people have played. rated and commented it. So let’s get to it!

What went wrong:

Art:

I consider myself a programmer, and I really dislike doing art. But it had to be done. Besides disliking doing art, I am also way too perfectionist. Because I had a semi-working tile engine made, I used it.  So I’ve gone straight into doing the artsy stuff. But I ended up spending too much time on drawing a nice mouse.

The mouse:

I only realized that when I watched my project timelapse (see links at the bottom). And all that detail ended up unneeded. I was going for a zoom-able camera, so when a level started it would make a “dramatic” zoom out. To do that, I needed “high enough” resolution pictures and tilesets. No “great” zoom effect was done, so there was some good work wasted.

The mouse

The mouse in all its glory.

Reinventing the wheel:

After doing the mouse, I’ve put it to test on the tile engine I had. And because I was bored of art, I ended up doing some code in the engine itself. I modified the way the tiles were stored in memory and  squashed some bugs. But the thing that I shouldn’t start doing, was implementing in a dumb, heavy, and ugly (both visually and technically) way the Fog of War. I tried to ease it up with some alpha blending, making the game running like a snail. Then an easier way, that would take 10 minutes of my time, come to my mind. Threw the old code away, wrote the new one. Even more wasted work.

Fog of War

The easier to implement fog of war

Sweet but short:

Because I spend way too much time on the things above, I really didn’t gave enough time to level design. As another “artsy” thing, I don’t like doing it. I had a level designer in place for this engine, but changing the way tiles were in memory and the way levels got loaded, the level editor simply got broken. I even spent one hour or two to fix it, but then, I neglected it, and made the levels by hand (check out the levels’ source code in the links below.). The first one had to be ultra easy to ease on new players (I made the game so my mom could played it). The second had the traps, whose code and drawing were rushed. The labyrinth was made in the way of a “random walk”. While “walking randomly”, I made up a story in my head, that I kept writing, directly in the map tileset source code. After that I didn’t know what to do next, and I had only 2 hours left, and way too sleepy.

Level 2

Level editing, like a boss… (or like a propeller head)

The typos:

“Freedoom[sic] and cheese”. Let’s just leave that in the way it is.

RTFR:*

Those were the bad parts during the compo. After my game was published into the wild for ratings and reviews,  a guy on IRC asked me  if the soundtrack I had used was made by me. I said no. It wasn’t mine. Then that guy pointed out that I couldn’t use content created outside the LD48. I panicked. I didn’t want to lose my entry, due to forgetting one simple rule. The fix: rename the music files on the server, effectively removing the music from the game (the music’s link is below).

No updates, no news:

Another thing that I forgot to do was to keep a nicely updated journal, to keep people posted on what was I making.

What went better than expected

The reviews:

Well, the reviews were all awesome. Better than expected really! There were people who felt that this game was an analogy for life… My initial reaction was to laugh at it… My breath was taken by those comments. Then I replayed the game, and tried to look it in their point of view… In fact, maybe they are right! That is probably a good analogy for life!

Code reusing:

It really sped up my development. It sure is much easier to write from a known codebase than from scratch.

TaslemGuy says: I thought the game was neat. The sorts of comments the mouse made could easily be interpreted as the mouse's internal emotions OR metaphors for life. A bit brief, though.

Conclusions

People loved the game and I feel I put them in the mouse’s shoes. In my spare time, I’ll probably enhance it, with more levels, a deeper story and more kinds of traps. I would love to get doors and some animated enemies working on the game. Also a nicer intro screen and a great ending screen wouldn’t hurt…

Links

Glossary

*RTFR: Read the F…ine rules

65 Ludum Dare #21 games… in 10(ish) minutes.

Hello again! Gosh you do smell nice this weekend. Is that new cologne/perfume/soap/deleteasapplicable?

Just the other day, in the post-LD glow, I asked for some of you to poke your games in my direction so I could play them while rocking slowly back and forth in this white cell… and you did! I love you!

I added a few of my own picks to the mix, and glued it all together… and here it is:

 

65 Games in 10(ish) Minutes

(or “The Slow Descent into Madness”)

MASSIVE thankyou’s to (in show order):

schonsta, TurboDindon, Jasper Stocker, nilstastic, quickfingers, johanp, Bloodyaugust, Hempuli, puffi, ratking, jonnopon3000, gokuhd, DecsterB, Kevin Wells, oatsbarley, Dark Acre Jack, icrisanto, theosk, angrygeometry, agersant, dray, Felipe Budinich, marudziik, johnfn, Tom 7, Rolpege, KevinWorkman, lectvs, ointment, degtyarev, Winterblood, ChevyRay, Jhelle, pekuja, pgil, Zed, tcstyle, SLiV, Doft, Sos, matthias_zarzecki, LegacyCrono, WiggleWorm513, platypus, joekinley, heck, PaulWagener, Gib, Notch, accidentalrebel, None, Folis, PaulSB, superflat, RichMakeGame, kevglass, redwater, Superyoshi, Surrealix, EricTheCoolDude, digital_sorceress, Lattyware, Andrew, TheGrieve, Nanolotl

 

…and everyone else who supports indie gaming. It’s important. Very important. I love you all. x

Comments

26. Aug 2011 · 20:54 UTC
You were right. Your accent is priceless ! You got me laughing out loud, congratulations !
26. Aug 2011 · 21:18 UTC
Laughed out loud several times. Good stuff, as expected.
Alex
26. Aug 2011 · 21:25 UTC
I love it! Thanks!
26. Aug 2011 · 21:39 UTC
I loved it!
digital_sorceress
26. Aug 2011 · 22:27 UTC
That was fantastic.
26. Aug 2011 · 22:29 UTC
:O That was awesome.
Shadow
26. Aug 2011 · 23:20 UTC
Fantastic indeed. Loved it. Best coverage of LD ever.
26. Aug 2011 · 23:35 UTC
Great stuff. I dare someone to do all 599
schonstal
27. Aug 2011 · 00:46 UTC
I’m flattered that you listed most of me first, but it would be lovely if you listed the last letter of my name (‘L’) :)
27. Aug 2011 · 06:00 UTC
So far the most games in any ld48-coverage. Nice work!
27. Aug 2011 · 06:43 UTC
Hahahahaha, nice video. It’s even funny without sound. 😉
27. Aug 2011 · 08:46 UTC
Hahahaha, I was lieing on the floor, especially at the punching Notch’s massive balls around XD
27. Aug 2011 · 09:09 UTC
I’m not going to be original: I love it! I played many of games you’ve shown and had lots of laughs watching the video. Awesome. Thanks for including my game in there! 😀
27. Aug 2011 · 10:03 UTC
Fantastic work, congrats dude !
tcstyle
27. Aug 2011 · 10:35 UTC
Hilarious! Thanks for putting this together.
CoveBit
27. Aug 2011 · 12:57 UTC
Great work!
27. Aug 2011 · 20:00 UTC
Hahahahahahaha. That is all.
Felipe Budinich
28. Aug 2011 · 15:15 UTC
Thanks a lot mate, that was really fun :-)
gokuhd
29. Aug 2011 · 01:41 UTC
Awesome! great job, thank you :)
29. Aug 2011 · 02:44 UTC
Hilarious! Thank you! :)