Ludum Dare 37 December 9–12, 2016

SPACE JUNK – post LD plans

I’ve received a lot of positive comments and feedback from Space Junk which has inspired me to polish the game and aim for release on Android, iOS and probably the desktop computer platforms as well. I need a game to see how the process works of releasing on mobile markets and this could be a good game for that I figure.

So now, post LD, I have started to fix a few things like improving performance (combining real-time shadows with lightmaps) and tightening up controls to remove lag etc. I will also be adding a lot of content to the stream of junk. Not only things to avoid, but also interactive objects:

SpaceJunkPostLD4

Adding content in the junk stream is a really good way to continue to learn Blender modeling and character animation. The more I get to practice that the more I’ll be able to speed up my future LD games and hopefully the repetition will make the skills stick so I don’t have to relearn every 4 months =)

I also have to learn (and test) how to monetize games these days as well (my days of shareware 16 years ago appears not to be viable any more? hmmm… it was outdated even then come to think of it =) But I have figured out a way, I hope, that the game is fully playable from the start, for free, and then play time will gather experience points to unlock characters junk and other stuff – all doable by playing or accelerated through integrated ads or realistic (read super cheap) IAP.

If you haven’t tried Space Junk yet, it’s available here: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=112319

Thanks again for a great LD and I hope you all are having a good Christmas and that your new year will be packed with creative game development!

Stefan / Imphenzia

Tags: animation, blender, imphenzia, LD37, space, unity3d, update

Save the relics now with web build

Hey folks!

We finally created a web build of our ld37 game “Save the relics”.

Please note that some content is missing compared to the windows build… :/ If you can, better use the windows executable!

Have a nice day!

Save the relics

Roomy narrative

Reveal the one room not just as a piece of game environment, but within a narrative background in the short point and click adventure called I Need More Room, Meow.

Play and vote here

scene

DarkLight

Did You already try my last update for the game? No.. don’t lose your chance to play!

Play

DarkLight1

You appear in a place full of darkness, where there is only one single light. “IT” it is something what you are looking for a long time, and now you have opportunity finally to reach it. But the things is not so simple, and the darkness hides many obstacles..

Will you able to not lose “IT” again?

UNH4CK3D – post-mortem

UNH4CK3D

I’ve got the idea for my first LD game a little bit before theme was announced. That’s why I’ve decided to take part in Jam and not to think about the theme. My game is a web-based hacker simulator game with realistic terminal commands.

Before LD

Well, as I’ve decided to submit a Jam entry, I wasn’t really restricted with “only in 48 hours” and “do everything alone” rules, so I made a small sketch. It was static HTML page with some CSS and JS for login screen and a desktop page with some icons.

home
I’ve also asked some of my friends whether hey want to help me, and as they told me that they would, I’ve created a private Github repo for us to use.

The first day

On the first day I had some university lessons to attend to. Lucky for me, it was a lecture about something I already knew, so I could code instead. That’s how console prototype was created: there was no layouts, just JS code, which I’ve been executing through Firefox Developer’s Console. That’s not a real shell, of course, but it could parse the input string into arguments (supporting “quoted string” as a single argument and some escape sequences like \n). It also supported pipe |, because I already had an idea for that.

After those lessons I returned back to my room. First thing to do was to add that prototype to my sketch page and create some nice UI for it. I’ve actually been streaming all that to Twitch (even though noone does watch me), but I wasn’t recording.

console

Then I’ve started adding more pages into the “internet” of mine: some simple ones like Mailbox (totally static) and browseros system pages like settings, admin and no_internet.

By the end of the day I’ve also added a Play player, which is using YouTube API, and a temporary playlist to check that it works.

The second day

My friends helped me on the day two. One of them is really into web-development, but he was quite busy, so his total impact wasn’t as big as I thought it would be. The other one never worked with all that web stuff before, so I asked him to help me with the story and translation. I had some sketches for dialogs, but was working on the other things, so I explained him the story shortly and returned to my work.

First of all, I had to start working on backend part of the game, because I knew that I want to hide some parts from the player. So I created a lightweight virtual machine and set up some LAMP stack on it, because that’s what I have on my site hosting (where I was planning to release my game on). That’s where PHP was added in. From now on the game wasn’t just a bunch of static HTML pages, and required some server. From the other hand, now I could add login and use database to store player’s progress.

I’ve also made translation on backend: user’s browser sends a cookie to server and depending on its value I’m sending one or another texts in response. I wanted to determine user’s language by IP, but PHP geoip module wasn’t available on my site’s hosting, so I had to remove it later on.

Then some other backend systems were added: search, “networks” and URL handling. Even though it’s possible to implement these on frontend, it would also be possible to look in the JS source code and see which IPs, URLs and sites in search index are available, meaning the players could possibly find something I don’t want them to find yet.

Search gets user’s query, splits it into separate words and then searches for similar keywords in the “index”. Index contains all sites I wanted to be searchable, its title and descriptions and arrays of keywords. To make search a little bit smarter, I’ve decided to use Levenstain distance to find out whether keywords are similar, but that’s why search sometimes returns some funny results.

search

“Networks” is a special set of objects, which represent a network node. Each node can have an array of hostnames (IPs or actual names) and a set of opened ports with some “services” on it. Using that I could easily add more computers to the network of the game, and add some ssh/web/etc services (only the first two were implemented).

URL handling parses the string player enters in the in-game browser field and searches for a match. It’s basically a hardcoded set of strings (like “search.com” redirects to some “/pages/search/index.html”), but it’s also aware of the networks, so if you’d try <IP>:<port> in URL field, it would check if there is such node and if there is a web service on specified port, and if so, show you the associated page.

Once I finished those, I started working on IRC, which was the key element of story telling in the game. I’ve decided to go with predetermined options for player to select from and a funny SUPERHOT-like button mashing mechanic for players to type these options. I also wanted new messages to appear one by one, so I’ve getting all new unlocked messages with AJAX and them play them in the order with the delay specified. I wasn’t using database to mark which messages were already read, so if player updates the IRC page, it instantly shows all new messages. The nice thing though is that message notification sound plays even if you’d leave the page. The sound was created with sfxr, btw.

By the end of the day I’ve got some dialogs from my friend. He wanted to make the entrance a little bit smoother for the player, so he added some tutorial part where you’re answering some kind of buddy who doesn’t know anything and always asks for help. The idea with different options for that sequence is totally his, and I think it’s quite funny.

The third day

So, in the beginning of the third day I already had some systems working, but there was no story or tasks for player to do. I already knew what tasks I wanted to add, but these were not implemented at all. For example, to run the exploit, player had to connect to the remote server with ssh, but there was no ssh yet. In order to implement that, I actually had to change a lot in that shell emulator of mine.

As this was Monday and had some lectures again, I couldn’t work on something heavy, so I was just implementing dialogs I got from my friend: redacting these a little, thinking of the names for the characters, testing how it shows up in the game.

Then I’ve added the first task: to open a web interface, login using given credentials and see the sticker on the monitor. It’s funny how everybody wanted to zoom the picture in and see what’s on sticker when my idea was that if that’s too small, player would go back to IRC to see what changed in there.

The second task was a bit harder: it requires a terminal, but as I knew hackers wouldn’t explain player how to open it and how to use it, I had to add some hints. That’s why I’ve added a scriptkiddie blog, where he shows a screenshot of open terminal and a browser URL which you could use to open it. There is also where I’ve put hint on how to use curl and curl | dash (that’s browseros shell). I didn’t add any hint on ssh, though.

Then I’ve started some polishing: added playlists (default “player’s” and an electronic “by Tkachov”), added translation everywhere (because the friend of mine couldn’t manage all the PHP I had in the project), drawn icons, renamed some things, etc.

After all that I felt a little bit tired, so I decided not to spend the last hours remaining to add content, and just moved the game to the hosting, created an entry and a short post.

Reception

Even though I knew my game is working fine, I thought it could be too short, not interesting or demanding some knowledge players don’t usually have. So I was surprised to see how well it was received by people who commented my entry. I actually ticked a checkbox to allow anonymous comments hoping that would get me more feedback, but I don’t really remember seeing any anonymous comments on this site, so it’s either broken or nobody wants to be anonymous.

What went well: it seems players did like the idea, and a lot of them liked button-mashing =)

What didn’t: not everyone liked button-mashing; there is not enough hints; there was no message to notify user that the game has ended already.

I’ve fixed the latter, but everything else remains the same it was when I created an entry. I do want to make more, but I’m not sure when I’d get time to do it.

TVGS played my game on their stream and uploaded the record to YouTube, so if you want to see it in action, here’s for you:

You can also play it in any modern browser without installing any plugins. I’d really appretiate your feedback, so please let me know what you think of it!

Tkachov

Tags: is-there-anyone-who-reads-the-tags?, LD37, post-mortem, postmortem, UNH4CK3D, wall-of-text

Do you like puzzle games?

If you do, there’s still 6 days left to check this one out.

recursion

 

Suggestions and healthy criticism are encouraged :)

Tell me (in the comments), did you find it too hard, or maybe too easy? Were you forced to use hints? What would you change?

Thanks for your feedback.

Another post jam version.

This version is very explosive — but very imbalanced. I’m gonna get everything sorted and make a complete version this weekend.

play here

Larry Does Ludum 37 – Ep 3 – Dibs: Top Bunk, A Buzzy Bee, & Moon Maze

The Showcase is back now that the holidays have settled down a bit. Hope everyone had a lovely weekend with family and friends! We’re back now with A Buzzy Bee, Dibs: Top Bunk, and Moon Maze.

The Games:

A Buzzy Bee

Dibs: Top Bunk

Moon Maze

 

Miss out on earlier episodes? Grab the complete playlist for Ludum Dare 37 and catch up!

 

 

Got a game to Submit? Then use this handy dandy Google Form! It’s fancy!

Thanks for watching! =D

Tags: A Buzzy Bee, Dibs: Top Bunk, Larry Chupacabra, Larry Does Ludum, Moon Maze, Showcase Series

One Room Factory LD37 Post-Mortem

If only making games was as easy as making custom PCBs

This Ludum Dare was a really interesting experience for both of us. We wanted to do LD36 already together, but one of us couldn’t, so we had to wait for a LD37.

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http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=8633

Theme

When planning a evening before, we really hoped for a “Small World” theme and were able to come up with an interesting game in matter of minutes. The other themes seemed lackluster, because they were often too limiting – and One Room was one of them.

When we woke up at Saturday morning and started discussing it, we didn’t know for like 3 hours what kind of game to make. There were several options (some of which actually appeared in LD as games – solving murder in one room, time traveling in one room, cleaning a room, …), but we couldn’t think of anything that doesn’t need a good storyline. We just knew two things for sure – we DEFINITELY didn’t want to do a room escape game, and we wanted fancy 3D graphics.

After joking about stupid ideas, we somehow came to conclusion that conveyor belt game located in one factory hall could be quite nice and went to discuss details more and decided on our PCB factory game.

The development

The entire game was developed by two people — one was focusing entirely on programming the game mechanics and logic and other one was doing mostly graphics, lightning and other visual things (he implemented Inverse Kinematics for a robotic hand from ground up!).

I guess it’s angry and searching for something inside those crates?! #ldjam #ld37 pic.twitter.com/V2eFXcyFaQ

— Pavel Kouřil (@Pajka) December 10, 2016

In the first day, we managed to implemented conveyor belts, robotic hands and basic movable objects for the transporters. This was a good prototype, and the game already felt like a fun! So we knew we were on the right track.

The second day was dedicated to modeling rest of game objects and programming the rest of the game. At the end of these two days (around 4 am) we had a almost finished game. It still needed some polishing and changes, but it was playable from the beginning to the end.

This is what we managed to do over the weekend. Shame we have to work today, so there will be only small changes, (if any). #ldjam #ld37 pic.twitter.com/SzPCnOgaYt

— Pavel Kouřil (@Pajka) December 12, 2016

To make the game totally complete, we really needed that third day – but we were all busy with our real lifes, meaning we couldn’t make much progress, apart from just a few bugfixes and polishing fixes. But we think we still managed to do quite a nice game over the course of these 3 days!

The Good

We really had fun when developing our One Room Factory and shared many laughs over TeamSpeak when developing the game – one can only wonder if the game would be even better if we didn’t have to work remotely, but could develop in one room together as some other teams did.

Also, since this was a first LD for one of our members (and first released game too!), we definitely learned quite a lot. Not only from the actual LD, but also from the feedback we’ve gotten. It was definitely an enjoyable and fun weekend!

The Bad

The HW requirements are quite demanding. Also, based on the comments so far, the game is quite difficult to understand; we did a basic tutorial, but because of time constraints (having to work on Monday AND being based in Central Europe cuts a lot of needed time due to timezone), we just didn’t have time for a proper tutorial.

Combine this with the complexity of the game (and players not being familiar to conveyor games), this game seems to hard to understand for some people. So, to fix this, we are releasing a video tutorial for people who would still want to play the game!

https://youtu.be/f-zrgA1B4Pw (Don’t forget to turn on annotations)

The Future

Depending on how we do in the LD, we are considering to finish the game and release it – we are reading the feedback people give us in comments and it makes us really happy when people like the game! The most rewarding comments are from people who want to see the finished version (with a proper tutorial) – and it’s definitely possible it will happen! 😉

If you decide to check our game out, we will be happy for any feedback you will give us! If not, we are at least thankful you decided to read our post.

To try our game, you can do so here:

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=86334

Vilem Otte
Pavel Kouřil

Tags: LD37, One Room Factory, post-mortem, tutorial

Comments

squished some bugs :D

Version 1.1 of Critters is out now, mainly bugfixing :)

Critters

I swear, they don’t bite (yet)

 

Concern about our planet

There’s a very subtle political message in my entry Loop Hell.
Since people don’t seem to mention it, I wonder if I didn’t make it way too subtle 😀

loop_hell_antarctica

Anyway I added some hints and the entire solution (text description and video of the “ending”). If you’d like to take a look you can find it here.

Have you already tried Booking Mama?

No???? What are you waiting for?!

Click here to see and rate our submission! And let us know your score!!

Serena.

Celebrate National Shadow Puppet Day!

 

Today is National Shadow Puppet Day!  How Fantastic!  Make an excellent choice, and play our game Shadow Fencer Theatre to celebrate this glorious occasion!

Shadow Fencer Theatre Title

Shadow Fencer Theatre Gameplay

 

… I’m sorry… I made it all up.  Today is not National Shadow Puppet Day…. I don’t even think there is one… which is a shame really.

 

Shadow Fencer Theatre - Play it now

A more insane version today.

I finally had some free time and I spent a whole day doing some job on my game, mainly some *small* visual update.

play here

Bullets

The bullets are transparent so they become less recognizable in player’s room, where the lighting is more intense. Here I added some “negative” light on the red bullet, which can be easily seen now. On the other side, the yellow bullet are added some “positive” light, which can’t hit player and need no attention.

Camera Shaking

I didn’t mean to add any camera shaking in my game. In fact few STG game added that, as it’s a great disruption when you focus on dodging bullets. However, I really have a “Shaking” system in my game(since the first post-jam version). When you fire or destroy something, you create some “shaking”(as the new brown bar shows), which make things crush each other or fall apart because of losing balance. So I added some color shift instead of camera shaking. There is some trick in doing that. I used point filter instead of linear to avoid any blurring, or it will looks more like “dizzy” than shaking. I also shifted green left and blue right, instead red and blur.That make the red bullets looks more stable. It is still a disruption, but much lesser, and easier to overcome. The side effect is, it sometimes makes you dizzy :(  I’m still looking for better solution.

One Room

1

My take on this theme was two fold, as many of you who have already played it would see.  My intention and the delivered project were very different due to an intense brain fart within the last 12 hours.  I had no idea where to take my idea.  Firstly i took the theme literally creating a platform portion out of the theme name, the second take on the theme was to have a collection of one room style mini games for people to play.

The result is a buggy game which doesn’t really encompass what i desired but instead serves as a reminder that my planning stage is some what flawed in design.

I wanted to  adapt my development slightly choosing a different method of working which worked out pretty nicely but seemed to squander any further development.   The second portion of the game is a top down shooter style which contained “hidden” enemies, i don’t just mean hidden from view, i mean they literally don’t exist.  I used markers in the top corners and middle of the “game Screen” to represent these enemies who fired rainbow triangles at you.

The point of the game was to struggle with it, there is no perma-death, instead your “score” or tries are displayed on the end title screen.  (Remember the aim was to have many games for people to play) since this didn’t go to plan i believe i tried to hard to increase the difficulty of the second portion, whilst deliberate i think in hindsight i made the wrong choice.

I’ve learnt a great many things since my last entry, and even more since my first, but i don’t feel like ive found a method of working which encompasses all ive learned and i keep getting tripped up in the planning and execution of my ideas.   This is obviously an area i hope to improve in the future.

If you want to try out my game you can here.
Thank you for reading, and well done to everyone who entered.

Big Post Jam Update

I’ve listened to the players comments so i decided to made some good changes to  my game)

Check out the new Post Jam version with fixes)

 

Decube

Hi. If you like shooting games you could check my LD37 Jam entry “Decube”. It’s practically a simple boss fight. If I could go back in time to the last hour of LD37 I would make it a little easier and add more varied boss attacks. Other than that I’m happy with my first game submitted to LD.

Click here to play “Decube”

Decube

The Chore: A Messy Postmortem About Cleaning

The Chore Title Screen

The Chore is a sequence puzzle game about cleaning a room with a dark twist. This was my 4th Ludum Dare but my first time joining the Jam instead of the Compo. I, @Cxsquared, was lucky enough to have my good friend @Moussetticus handling all the art and some of the design with me. I covered all the programming and audio for the game. Together we are pretty happy with how our game turned out. Feel free to play our game over here and if you are interested in the process feel free to read on.


 

Things Used:


 

The TLDR

What Went Right:

  • Using a JSON actor system instead of a hard coded system allowed me to quickly implement final art and tweaks in a little over an hour.
  • I was really happy with how the sound effects turned out.
  • Adding a small bit of story seemed to make our game more interesting/replayable even though the game isn’t that interesting.
  • The initial idea, even though it was content heavy, was more or less fully realized.

What Went Wrong:

  • Couldn’t get animations to render and export correctly from Maya.
  • Forgot about a timer feature (we should really write things down more.)
  • Didn’t  plan the time out well enough to model 100% of what we wanted.
  • Didn’t include enough visual feedback for the actions in game.
  • Lack of understanding of the game idea between us. Took till the second day for us to fully agree on the direction and game play.

 

The Full Version:

Day 1

So coming into this jam there was one thing I didn’t want to happen, and like all good moments in life, that exact thing happened. I really really really didn’t theme “One Room”. This was mostly because I hadn’t enjoyed the previous Ludum Dares that included number restrictions in the theme. But alas, that’s the theme that happened and we were prepared to roll with it.

Once the theme was announced we began brainstorming. The first thing that popped into our minds was using a chat room for the game. We messed around with the idea of making a multiplayer “hacking” game, a platformer with text, or a social espionage game. The idea’s where decent but we were running into to many design issues. We needed to expand our ideas. This led to us thinking of games that reminded us of the “One Room” theme. Our minds went to old flash games we liked. Which after 3 hours of brainstorming led us to our final idea of a growth/sequence puzzle game. This was inspired by the GROW games on Eyemaze.com. The only downfall to this idea was that it’s very content heavy but since we had a dedicated artist we decided to go head on with this concept.

After the next hour we had a solid idea of what the game flow was going to be. Well mostly. We had jotted down a messy flowchart of interactions for our cleaning mechanic. The next step was getting some temp art so we could get a solid game prototype done as fast as possible. Frank pumped out rough sketches of all the objects needed. And I got a start on the basic mechanics of the game. By this point is was pretty late and having a solid base we decided to call it a night.

The gameplay flow chart for the chore.

Day 2

The second day was mostly just work, work, work. This day was broad strokes of getting the base of the game created. When we decided the only input in the game was going to be the mouse it made my job as a programmer a lot easier. I had previously created an “actor component” system for some previous work and I knew this would be the perfect starting point. The main thing to this system is using JSON to create actors instead of hard coding them. On top of these actors I create components that I try to make a general as possible to allow for interactions with these actors. So I created a striped down version of this idea and by nightfall I had the actors with simple interaction into the game. The main portion of my time was spent placing all the individual actors in the correct location.I found out that the game framework I was using, HaxeFlixel, actually allowed me to move actors around and this is what I used to get locations for actors. I blame the fact I was having allergic fits due to being around cats for not just using the reference image to find the correct locations. For the more back-end stuff such as text management and global states I used singletons. This was a functional but somewhat haphazardly approach to this. I’m sure there is a better way for all this but it was quicker for me to do what I already knew. By the end of the night I had all the temp art in with a few working aspects already done.

Day 3

The start of the third day was spent getting the game fully playable. Thanks to my “actor component” system adding in functionality was quite simple. All of the simple items could be controlled with just one class which played certain animations when clicked. For anything more complicated I just had to extend that class and use the functions I had set up to add more functionality. I’m really happy with how simple and quick these concepts worked. By dinner time I had a fully playable prototype with the temp art. Things were shaping up nicely.

At this time I need a bit of a break from coding. I took the a break from the code and worked on the music. Our game is about cleaning… which is pretty boring. To compliment this I wanted to create a track that was peaceful and smooth. I decided on a jazzy feeling track. I laid down some jazzy piano chords, created a basic drum track with a jazz brushes kit, and then soloed over it with a brassy lead. It’s a really basic track but I think blends well with the visuals and game play feel.

The Chore Concept

Now with all of that done I wanted to start working on some polish for the game. These little things will hopefully make our game stand out a bit. I didn’t want the game to just be game play because truthfully the game play isn’t that engaging. To fix this I wanted to add a small story. This is as simple as adding a few lines of text and slapping on a vague quote at the end. The quote at the end is what I think really nails home the feeling of the game. While I did choose it based on some rough theme I mainly wanted a vague quote where the player could impart their own ideas about what the game is really about. The game is clearly about one subject but the outcome and take away from that subject can vary based on a few different endings in our game. The craziest thing to me was that people found the different endings without me even telling them there were any. I think this little bit of text makes the game 100% more interesting.

Creating the text system was fun for me. I used another singleton pattern class to control everything. The fun part for me was implementing a queue for multiple lines. Creating the text fade in and out with tweens gives it a sense of polish and attention with very little work. It’s these little things that I hope give our game a little something more than just a 48 hour game about clicking.

Day 4

Having the extra 24 hours in the jam is so nice. I’m used to the 48 hours in compo that I was willing to stretch the scope of our game just a bit. The last day was full of last minute additions and polish. My main task on the last day was getting all the sound effects recorded, edited, and implemented. I first took on the task in implementing sound because if I couldn’t get that done in time it was pointless to record the sounds. Luckily HaxeFlixel makes this super easy. Once that was done I then ran around my house with a microphone recording all the things I needed. The weirdest of which involved me taking out my trash with a microphone in my mouth. Overall I’m super happy with how all the sounds turned out.

General item list for the chore.

In the last two hours the final art was finally textured and finished. I rushed to add in all the final art work. At this point I had discovered the brilliant idea of just using the reference material to place the actors in the game. This made adding the art fairly painless. In the end we even had time to make a fun little title screen with art which just point a cherry on the top of our game. Overall we are really happy with what we’ve created and we hope you like it.

If you have any questions about the programming, music, or art make sure to leave a comment and we’ll do our best to respond. If you haven’t already head over to our LD page to play the game.

Screen shot of the main screen of the chore.