LD22 December 16–19, 2011

0 Alone by Neonlare

Of the games I’ve rated so far, I think this one feels the most complete, serene and balanced in terms of graphics, sound, story and music. If you’re able to play a Windows game, make it this one. It may be simple, but it’s quite a work of art.

 

Tags: artgame

alone I art Post Mortem

[My name is Carlos Leituga and I’m a junior Game Designer / Implementer in a Portuguese company, where I’m working on a Hidden Object Adventure for a year and a half now. So here I am again, creating a game in 72 hours with the Make A Game team for Ludum Dare #22. :) ]

 

 

As we were packing our stuff after making Eggscape, someone said something in the lines of “Let’s do this again in December!”, and since that day in August we’ve been talking about participating once more in Ludum Dare.

As the final week till LD #22 began, we followed the theme voting closely, coordinated our votes and shared the possibilities of each theme that interested us. Having learnt a lot with LD #21, we were confident that this time everything would work out better, even with two fewer members.

 

 The whiteboard calls the shots


The Idea

Something that we might never get the hang of it is figuring when in our timezone will the theme be announced. Finally, at 2 of the morning, “alone” was crowned the winner. After fumbling around with multiple ideas, it was about 5am and only Manuel, the other designer, and I were still awake while the others slept.

We started talking about a game where you played a kleptomaniac at his girlfriend’s house, having dinner with her parents, and stealing stuff when they weren’t looking. This sounded fun, but there wasn’t much variation, and we suspected it would require a lot of scripting to be interesting.

The best part about that idea was picturing the main character trying to conceal every item beneath his clothes, so that evolved into a shady guy wearing a trenchcoat on a museum, that would stray away from his tour group to steal paintings. You couldn’t remain alone for too long or the guide would start searching for you, but this was dismissed since it could limit the player’s movement too much.

 

Always great when the artist nails it better than we do


We then settled with a lone shady character walking around a museum, stealing art when he was alone and no one was looking. His trenchcoat would get as large as the concealed art, preventing him from navigating through narrow doorways. If the painting you were carrying was blocking your progress, you could swap it for a smaller one to proceed. There would be security guards on a constant patrol, and visitors walking around and stopping to admire the art, but running away and warning the guards if they spotted you snatching something.

The tour group made a brief comeback, as a moving hiding spot for the player, much like the monk groups in Assassin’s Creed, but that was cut earlier due to time constraints and issues that where delaying the development of more important non-playable characters.

 

Not even the size of his desk could constrain our artist’s talent


What went right

– An environment that nurtures creativity™

This time everyone was in the same place. There was no design or art by proxy, which made things much easier, specially since the extra hand in art determined the quality of our entry.

There was constant communication between everyone, and when there wasn’t, we quickly rectified that, which help maintain a good mood throughout the development process. If someone started sighing or getting upset, we asked what the problem was and tried to figure out solutions together.

The whole project gained a perfect harmony pretty quickly: the art style match our vision from concept to execution, and our sound choices were on the spot. All this thanks to communication™.

 

Image soon to be available on all of your favorite stock photo sites


– Good “marketing”

We wanted our game to be different. For that, we decided to keep an eye on the other participants. We didn’t want to steal other’s ideas, we wanted to avoid them, so we set up our Twitter clients to follow #LD hashtags. Eventually we started talking with other ludum darers, giving support and sharing links.

This lead to mutual interest and hype between projects. We can’t be certain of this, but hopefully they remembered to rate our entry as we did theirs.

Our updates at the Ludum Dare blog were also well spaced between to avoid spamming people and getting pushed by other posts. The Tumblr blog we made last time wasn’t forgotten, and we tried to use Facebook and Twitter in a controlled manner. Tried.

 

And then everything was about notch’s game


– A team of fast learners

For the second time competing in Ludum Dare, there were some amazing first times.

Manuel was in charge of level design, which he never once worked on before. We needed content, a lot of it, and we didn’t have time to prepare the game for multiple levels, so we all though that a huge museum was best. Though we now realize we were wrong, the map he made is still cleverly challenging. He even added color coding for areas that were the most far away from the exit and contain the most valuable art.

To avoid pulling the programmers from their tasks, we decided to use the DAME map editor to build our level. Learning how to use it was surprisingly easy for me but there was still the issue of exporting it to Flixel. We were exporting our map in LUA, but Flixel wouldn’t identify entities like the paintings, so when everything was rendered, it appeared as a solo background. So basically, Pedro, our engine programmer, spent one hour learning the [email protected]#% basics of LUA to write an interpreter! Just wow!

 

Teamwork!

– Adding value

To encourage exploration and add value to the game, we made the Gallery one of our top priorities. This Gallery is accessed through the main menu and contains all of the paintings the player steals. Having classic, well known paintings wasn’t funny enough, so we made our “own”.

We have in total 72 unique paintings in the game, all of them are scattered in the museum, and each have a title on them. Most are nods to other games, while others are Internet jokes.

 

fArts

 

What went wrong

– Again with the framework

Last time we had problems with our tools, so this time the programmers decided to research in advance for something that suited their needs the most, and found they Flixel. Unfortunately, this engine turned out to have it’s own brand of headaches.

We had problems swapping animations, changing and rotating the guards’ cone of vision, setting up spatial sound and developing better pathfinding than just by points and that avoided getting stuck in objects. Most of these features had to be dropped to meet the deadline.

But worst of all, it was picky with our sound files. Some wouldn’t play completely, others wouldn’t embed when compiling the SWF file, giving multiple errors when trying to stream external audio files. We nearly missed the submission window because of that, forcing us to release the game without sound. Only on the following morning, after the Jam had ended, that we figured out that the problem was related to file size, so we got back to work and solved some minor bugs.

 

At least this time we were able to test a prototype early in development


What’s missing

We made our best effort to make this game rich on content. From all the features we had to cut due to unforeseen problems with the engine, the quantity of paintings and the gallery menu were elements that we had to deliver. Though we should have spent some time looking up how to save the player’s progress.

The guards took so long to implement that we had to drop the visitors and change the setting to a museum at night. The placeholder circle around the guards, used to test their cone of vision that we didn’t finish, stayed in the game with a different color and opacity, and we gave a flashlight to the sprite to pretend it was a circle of light.

There’s a lot of art missing from the level, mostly museum props used either as decoration or obstacles, because not everything was exported from DAME.

And after these 17 days of voting, we read your comments about the game and completely agree that it should have had a smaller map or multiple exits.

 

See? It’s not that big!


Conclusion

Although we had our share of problems, everything worked out better than last time. We took our time planning who would do what and how.

Manuel worked on the game design with me, designed the level and made additional art (paintings and props). Fred took care of the AI and sound. Tiago made all the characters and animations. Pedro and Daniela programmed the gameplay mechanics and menus. And I translated the level into the editor, while also making mockups and acting bossy.

We prepared in advance, setting up a local SVN server instead of using Assembla like last time. We forced ourselves to be original by identifying the theme’s common patterns and avoiding them. We tried to sleep at least 6 hours per day and were well stocked up on food.

There was a lot of stress in the final minutes of the Jam, but it was a great experience nevertheless!

Regarding future Ludum Dare events, we’re talking about of at least finishing Eggscape before competing again, but we also have other side projects up our sleeve. So we can’t decide on Make A Game’s fate just yet. I mean, third time’s the charm, right?

 

You can play “alone I art” at Ludum Dare or at http://makeaga.me/aloneIart/.

Don’t forget to rate. 😉

 

Update!

Here’s a video of Banksy that Manuel showed us when we thought of the trenchcoat guy and swaping art. Totally had forgotten about it!

 

Tools Used

FlashDevelop, Flixel engine, DAME map editor, Audacity, Tortoise SVN, Adobe Photoshop CS4, Google Docs.

Tags: 2D, 72h, alone, alone I art, jam, LD22, LD72, Make A Game, post-mortem

Handy rating tool

So many games, so little time. How to choose which ones to try?
Two things I thought would be useful are filtering by platform and who the ‘coolest’ people still with a low vote count are.
I’ve taken the data from http://www.ludumdare.com/compo/ludum-dare-22/?action=misc_links and thrown it into a spreadsheet with a couple of additional columns to help with filtering. HasWeb, HasWindows and HasMac are pretty obvious, Karma is the ratio of votes received vs votes given.

Here it is in case anyone finds it useful.

OpenOffice format

Excel format

To update with fresh data, just copy the table from the misc_links page above into the top left cell.

If this was useful for you, I’d appreciate it if you rate my game :)

 

Comments

07. Jan 2012 · 12:16 UTC
I like the karma-idea. We should base the entire voting-procedure on it (as in, high karma gets displayed at the top of the list)
SonnyBone
07. Jan 2012 · 16:54 UTC
I hate not getting more ratings, but I also don’t mind having more freedom to pick and choose. If those people don’t want to rate games… then they shouldn’t have to. I don’t want them feeling forced to rate games… thus giving me a ‘bad’ score because they’re pissed off about feeling forced.
SonnyBone
07. Jan 2012 · 17:28 UTC
Also… I can’t seem to get Excel to accept the new data when i try to paste it… says the data size doesn’t match. I probably just suck at copying the original data, though.

Need Subjects

I’m trying to do a study on what aspects make a game fun (and specifically how that works with the Ludum Dare), but I need to get a good sample size in order to do that. Since this community is likely interested in the results of this and also are the judges in the Ludum Dare, people here are ideal for this. I would very much appreciate it if you took 3 minutes of your time to follow the instructions on the following page:

EDIT: Thanks for all your data folks! I’ll see if I can make meaning of it…

EDIT 2: Didn’t get conclusions. Probably need more data and better experiment.

Comments

SonnyBone
07. Jan 2012 · 16:44 UTC
Done

Confused About A Few Things…

After using my Ludum Dare account for a few weeks now, I’ve been noticing a few weird things… If anyone can help me (and others with the same problems) please don’t be afraid to speak! 😛

1. Association With WordPress.com And Gravatar.com

  • I tried logging in to wordpress.com with the account I created for Ludum Dare, but it was saying someone else owns the username :( So for some reason either the Ludum Dare account is completely different from a wordpress account (which makes no sense, being that I’ve seen those people running around with avatars :P) or the password is not being accepted from wordpress for some reason.
  • The Home Page on LudumDare.com/compo says “Add an avatar – gravatar.com, use same email”. So I did. And it didn’t work. Because it said I didn’t have a “wordpress account”.
  • Instead I created a separate wordpress (using wordpress.com and not ludumdare) account with the same email.
  • I got into gravatar using the wordpress account, and changed the avatar, but it didn’t change my ludumdare account’s avatar (No surprise there)
  • I tried logging into LudumDare with the wordpress account, and it failed.

Suspicion: I think for whatever reason, LudumDare accounts are just not compatible with WordPress accounts.

What Could Be The Fix: That “WordPress 3.3.1 is available!” always bugs me. Maybe because Ludum Dare does not have the latest wordpress, the accounts are no longer working with each other.

Question: How did you people out there get avatars? How can I log into WordPress with my Ludum Dare account?

2. Video Embed HTML Code not working

  • I tried to embed a video by going into HTML mode and pasting the HTML code that YouTube gives you to embed. It didn’t work, all I got was empty space.
  • I tried the “Old Embed Code” and it had the same problem.
  • I tried the visual edit view and clicked “Add video with URL”. It gave a link to the vid, which was not the embed I wanted.

Suspicion: Ludum Dare’s HTML is outdated or is not compatible with the standard YouTube embed code.

What Could Be The Fix: Whatever code other people use to embed videos should be public or on the ludum dare home page. OR, Ludum Dare needs to update or make sure their HTML code is working properly.

Question: How did you people out there embed videos? What code did you use? Is there an easier way besides code?

3. Visual Edit for adding pictures and videos are messy

  • I’ve added pictures into a post before, using URL, but they came out stretched and distorted.
  • Instead of adding pictures using URL, I added them from the computer, and they came out perfectly.
  • The “Add Video” button for URL, as I said before, just gives a link to the video. I don’t know what happens if you upload a video from your computer, but definitely the easiest way is to do it from YouTube or another site.

Suspicion: The Visual Edit mode needs to be updated, or fixed, or made easier to use.

What Could Be The Fix: Updating WordPress.

Question: How did you people out there make your titles in a larger font and make your pictures not distorted, to the side, and embed videos? (The last one being the most important)

 

Sorry if that seemed a little noobish, but I am a noob at heart, and the best way to get help is to ask the community! 😉

Please comment, and thanks for the help in advance!

EDIT: Gravatar problem fixed, you need a wordpress account with the same e-mail as your ludum dare account. (Thanks Chaoseed)

Video embedding is solved thanks to matthias_zarzecki. “The video-embed-thing drove me mad when I tried to figure it out. Turns out just adding the link into the text automatically creates the embedded video.”

Comments

07. Jan 2012 · 17:59 UTC
The video-embed-thing drove me mad when I tried to figure it out. Turns out just adding the link into the text automatically creates the embedded video.
07. Jan 2012 · 18:36 UTC
WordPress.com accounts are completely separate from Ludum Dare accounts. See, “WordPress” is software you can install on your web host that lets you have blogs, but “WordPress” is ALSO the organization that maintains that software, AND they run that software on their webhost to let people have blogs.
07. Jan 2012 · 21:41 UTC
Okay that clears it up a little! 😛

Stupid Microphones (An Empty Room post compo)

In making An Empty Room, my Ludum Dare 22 entry, I foolishly overlooked the fact that not all microphones are the same. This means that different microphones give different results when Flash calculates a microphone’s activity level, which is what I use to gauge microphone volume in An Empty Room.

Then it came to my attention that some people couldn’t play my game, because, regardless of how much noise they made, they were unable to make enough to start the game.

The game works great on my laptop, using my laptops internal microphone, since that’s what I tuned the game for. In fact I cranked Flash’s gain way down so that my laptop’s microphone gave reasonable levels, instead of always maxing the activity level to 100%.

Sort of a foolish oversight on my part. I even had a second, usb, microphone which I used to record sounds, that I could have tested with, but it never occurred to me to do so. Testing now, my usb microphone does seem to give slightly lower levels than my laptop’s internal.

Anyways, I went and made a post competition version of An Empty Room. This version has a configuration menu that lets you adjust Flash’s microphone gain, so that should solve the problem of people not being able to start the game. Otherwise the game is essentially the same.

Feel free to ignore this version for rating purposes. There’s less than two days left in the voting period anyways.

I toyed with a couple other methods of solving the volume problem, but this seemed like the easiest solution that was reasonable. The effect of gain on volume is not linear, which makes automatically adjusting the gain to match the desired levels a pain. And since Flash seems to round off the activity level to an integer percentage (capped at 100%) using lower baselines for quieter mics would result in less precision.

The other option would have been to calculate volume myself directly from the samples instead of simply using Flash’s microphone activity level. I have no idea how Flash calculates it anyways. Doing things myself would involve me figuring out how exactly to do so in the first place and would require me to rework who the effects are calculated in game, since I would be using a different measurement than Flash’s vague percentage. Which is far more extensive than I wanted to make this little update.

An Empty Room’s entry page is here, which has links to both the compo version and this new version.

A form of monotheism – postmortem

Having been away and sick I didn’t get a chance to write this, but I’ll do so now(with a little over 24 hours to spare)

Let’s get started then. Not with the beginning, that’s what is expected, let’s go for a random order.

“A form of monotheism” a silly name, thought of in the last 30 minutes as a better-than-nothing name. It surprisingly works and fits the mechanics of the game. You’re an exterior force with equal control over everything in the game world. You can chose sides, be impartial, have some work for the benefit of others and so on.

The original idea was to have the player be some fellow that clones himself amd tweaks said clones to accomplish some end (repopulate the planet, fight off aliens/ zombies/ in-laws) but someone already  had that idea. Can’t remember who.

The second idea was to make a platformer and beat the theme into it with a stick. Since I forgot to make a platformer framework before the compo, I decided that’d take too long so I dropped it.

Back to square 1.

I wanted the player to start with one individual, and have the ability to spawn more and breed a populaton.  That took too long, so I ended up spawning a whole bunch right from the start.

Species and similarity

What you’ll notice is that creatures are divided into specias: humins, cats, rats, and llamas (the llamas were supposed to be centaurs but I gave up on that) . Each individual also has an empathy-o-meter/ similarity-rating, the color under them. The more you interact with an individual the more that changes. New creatures get one based on their parents.

Breeding and killing

Creatures of different genders and the same species will produce an offspring if they are similar enough AND one or both of them are assigned as breeders. This is mostly to avoid population floods encountered in early testing.

You might wonder why breeding and killing are in the same subcategory. Because they both depend on similarity. If two creatures are too dissimilar they’ll want each other dead(regardless of species). If you keep a similar population confined and breeding you’ll notice that eventually they’ll start killing each other to keep ‘strange’ ones away. Much like history isn’t it?

Social commentary much?

Yes. The only time when you can be sure things won’t be killing each other is when there is only one left. Hence alone. After I finished the game I was left disgusted. I unwillingly made a game about racist intolerant cartoony critters that strip the land of resources and kill eachother because the color under their feet is different. You know: like real people. The relative accuracy of my ‘simulation’ was even confirmed by someone who actually bothered studying these things.

Anyway

The good is working with processing and making html5. A lot easier than I thought.

The bad was not getting to add sound effects, which I knew how to do, and making a cheap hack to loop music. Uneven distribution of resources and a lot of other gameplay and balance tweaks.

The achievements: The end game, when you have a single individual left, a single species left, or one individual of each species. A total of 7. I don’t think anybody got any.

 

Want to give it a try? knock yourself out:

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=5432

Tags: html5, postmortem, processing

Lonely Tower – It’s never too late for a post mortem

 

 

 

At the beginning

When I woke up and saw what the theme was, I found myself lucky to be able to come up with an idea so quickly. This was the very first sketch.

 

 

 

 

 

 

 

 

 

 

 

 

The idea was simply: You can’t jump on a platform because it’s too high, so you’ll need to jump on another guy, so you can jump on the platform.

First problems

So I started developing, and with my lack of programming knowledge, I started looking for tutorials or examples of platform engines. It took way too long, and it caused only bugs, so I decided to make you not really jump on the other player, but just move you there with an instant. Hard to explain, but when you play my game you’ll understand 😛

The music

In the middle of the development I wasn’t sure what to do next, so I just started making the music theme. I was afraid I was going to have trouble with this, because I never really make music. Luckily, the theme ‘alone’ made it really simple, because the mood had to be sad. I just picked a random piano tune, and placed the notes on random places. I don’t say the music is a masterpiece, but for the alone theme it sounds quite well.

Bugs!

If I hate something, it’s bugs. And I had a lot. I spent way too much time on bug solving. I also spent way to much time on things I didn’t included because of the many bugs. So yeah, fack you bugs!

To make it short: Things that went right, things that went wrong!

Things that went right

– Coming up with an idea

– making sprites

– making music

Things that went wrong

– Bugs!

– The script wasn’t clear, and had to look for specific lines sometimes.

– Level design

Did the warming-up LD help?

Yes! It did!

In the warming up Ludum Dare I learned about id and instance_id. If I didn’t knew what that was, or how to handle it, I probably could never make this game.

Timelapse

Lonely Tower – Ludum Dare #22 Timelapse

 

The game itself

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5959

 

Have fun :)

The ghost who wants to be alone: Postmortem

Well, here goes…

Building:
Okay… This went rather smoothly. I chose to use GameMaker, which I am highly familiar with, rather than PyGame or XNA (as I am still learning these), or a lower-level environment (o_o). I went in stages. I first built a mockup, then basic movement, then enemies and victory/defeat conditions, then a frontend, then sound, music, effects, and art, then I tweaked it and eliminated as many bugs as possible (thankfully few). I was able to run a lightweight timelapse program as well. Actually, now that I think about it, all 6 programs I used are built to be easy and quick to use: GameMaker, Paint Tool SAI (Paint for tablets), SFXR (you can use multiple sounds from this at the same time for better sounds; I did this in both my LD20 entry and this entry), Chronolapse, the Autotracker-C script (for music), and Schism Tracker (a .it compatible music synth program, perfect for replacing the beeps with instruments) Everything was smooth, I even got sufficient sleep and submitted my game to several sites and into the compo an hour before the 48-hour deadline.

Then, votes and comments meandered in… Universally, the game was fun and intense and the music and graphics were considered good. However, there was one very common complaint (EVERY comment, including my own, mentions it). This complaint is the very high and often sudden difficulty of the game (odd for LD especially). What makes this especially ironic is that during playtesting, the difficulty was even higher…

Contrary to public belief, the game is possible to beat, just extremely difficult.

All in all, the Ludum Dare (my 3rd, along with 19 and 29) went pretty well. Once my computer is fixed (which is why my Coolness is 0), I can address the complaints and create a gameplay video to entice more players (not that this will affect the competition)

Thank you for your time, for your votes, and your patience!

–Fenyx

Some Games I’ve Enjoyed

I’ve been making effort to play a significant amount of games, and to complete, rate, and comment on every one that works on my computer. So far I’ve rated 55 games, while mine has been rated 26 times. I find it really cool to see how many different ways the theme is interpreted by different people. Anyway, I since the rating thing is almost over, I’ve decided to share a few of the games I really liked. I’ll try to talk about games that I found myself, rather than ones people have mentioned before.

Paper Dream

My favourite thing about this game is the art style. The hand drawn style adds a lot of charm to the game. Especially notable is the way the player character moves – He really does seem like he’s made of paper. You kind of have to play the game to see what I mean by that. The goal is also quite neat. You must tasks to please various objects in the environment. For example, take a starfish from the sea and put it next to actual stars. Or, you can fly around for a bit. It’s an enjoyable experience either way.

 First

The concept of is this game is sort of odd. You’re a, er, floaty thing that must make other floaty things appear by collecting pellets that are drifting around. Soon viruses appear and you must fend them off so that your race may survive. It’s surprisingly enjoyable and satisfying slowy filling the world up with your floaty friends. The visuals, music, and even the the floaty controls all add to the feeling this game provides. The atmosphere within the game is done excellently. It’s difficult to explain exactly how, so just go play it.

A Life Apart

In this game you play a sort of ghost of someone who hasn’t been a nice person in life, and must now help people out in order to compensate for the bad things he has done. Or something like that. The main focus of this game is the narrative it takes you on about this guy’s quest for redemption. I’m not sure if “alone” is an accurate theme, but the story ends up being very deep and emotional, which is enhanced by the atmosphere the graphics and sounds provide.

So, that’s it. Just a few of the many amazing games that I really enjoyed. I would have liked to included more here but I’m quite tired as I’m about to go to sleep, so this will have to do. Thanks to everyone for making such great games, and thanks to you if read this. I hope you like the games I have recommended here. I suppose I might as well link to my game…

Duckling

This is literally the most perfect game in existence. Amazing gameplay, excellent graphics, great sounds, and a compelling storyline, there’s nothing this game doesn’t have. Okay, just kidding!

Comments

09. Jan 2012 · 14:51 UTC
Well, poo. I usually go through these lists, but all of them are Windows only. :B
Jorjon
09. Jan 2012 · 14:55 UTC
Nobody enjoyed my game :(

Oh well… I’ll try harder next time.
Claw
10. Jan 2012 · 20:15 UTC
It was cool to just be casually scrolling down the page and suddenly seeing my game mentioned, really glad you enjoyed it! 😀

On participating in two entries

I am thinking forward to the next Dare. What is the rule on being part of two different teams submitting a game?

Situation: I want to participate in the compo by myself.  My son and his friends want to submit their own game for the Jam — but they have no programmer. The games would be totally different and not share any assets.

Can I submit my own game and help them out with programming for their game?

Susan

Comments

09. Jan 2012 · 16:02 UTC
Interesting approach. I’ve thought it over, and It sounds legit.
09. Jan 2012 · 16:04 UTC
I seriously regret not spell-checking that post.
10. Jan 2012 · 06:52 UTC
This seems totally fair. You should make an account for your ‘team’, but otherwise it’s totally solid. If not a little crazy! 😀
10. Jan 2012 · 17:19 UTC
My son would start his own account.

Solitaire of Solitude -> iPad!

Solitaire of Solitude is headed for iPad! With the help of couple of friends, the game has been polished & ported for iPad (with GameCenter achievements and leaderboards), and is almost done. Expect it to hit iTunes within about a week.

Here’s a couple of screenshots from the latest build: #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 25%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Solitaire of Solitude Solitaire of Solitude Solitaire of Solitude Solitaire of Solitude

Also, we’re about to start looking for potential publishing partners for a physical card game version of the game (with rules for multiplayer), so if you happen to know any / are one yourself, feel free not to avoid sending me a message!

And thanks for everyone who played the game, doubled for those who left feedback!

Comments

09. Jan 2012 · 17:19 UTC
I don’t know any publishing partner, but I happy you’re looking for one!

I don’t care much about the iPad version (because I haven’t any) but a physical version would be son YEAY!
09. Jan 2012 · 17:21 UTC
Also : there is a good card game culture in France and Germany, with lot of games, and lot of editors (just saying).
ratboy2713
09. Jan 2012 · 18:22 UTC
I would love to see a physical card game of this and am looking forward to any future news on this front. Keep up the good work.
Veralos
09. Jan 2012 · 19:39 UTC
Are those Minecraft themed cards on the right?

Moving Day – Postmortem

Guess I’ve procrastinated long enough, here are my thoughts on my LD#22 entry Moving Day.

Statistics

These are probably pretty typical stats for games that don’t generate much buzz during the rating period.  I tracked my clicks using bit.ly and so far the source code has only been downloaded 6 times, total game clicks of 111 and total timelapse views of 144.

 

 

 

 

 

 

I also posted a link to facebook late at night, but that link saw very little traffic. I’m guessing it got buried in the flood of posts and most people saw it in the morning when they couldn’t play a flash game. I don’t think my social network made much of an impact on the statistics… it would be better to post such things just as work is letting out in your target location. The demographics were also interesting, you can see how this is really a global community:

What went right

  • I’m pretty pleased with my tool selections. FlashDevelop + Flixel has been fun to learn and I was able to come up to speed fairly quickly.
  • Inkscape saved the day for graphics as I quickly realized that I lacked the skills to make decent animated frames with pixel art. I’m pretty satisfied with my run animations.
  • Recording a timelapse was actually pretty helpful for me. When you  get into the zone it is easy to lose track of time, the timelapse helped show me that the time I spent browsing was really pretty trivial when compared to the time I spent prematurely tweaking gameplay.

 

What went wrong

  • I spent too much time tweaking gameplay before implementing randomized game levels. I usually get stuck obsessing over gameplay in my other prototypes and I’m glad that Ludum Dare forced me to go beyond that but I still wasted way too much time here.
  • The innovative part of my game was supposed to be a physics-based gliding system that let you trade speed for jump height. I spent many hours tweaking these equations with a static game level and that work was basically wasted once I replaced the static level with randomized one.
  • Animating the death scene was also pretty tedious. I should have learned how to use a tweening engine before the compo.
  • Last minute bugs. I ran into a randomized null pointer error in the last hour of development… which was solved with a comically stupid hack: while(x==null) x = randomobject();

 

Next time around I’ll make sure to implement basic gameplay, levels and a win/loss condition before spending time tweaking any specific parts.

Tags: LD22, postmortem

I’m Where – Post Mortem

Okay, it’s been a while since Ludlum dare and I thought I may as well do one of these as I have some time on my hands.

So here is what I think of my game :

Graphics
I thought graphics were the strongest part of the game as they were the parts I spent most time perfecting (to my style). It may be really common to have that style of tiles or whatever but I really wanted to have a go at creating a low-res game and I thought they were okay at the end.

If I had more time though, I would of spent even more time on the graphics. I would of probably made the tiles 16×16 so I could add more detail in and maybe add more effects.

Gameplay
The gameplay was bearable in my mind, it wasn’t too complex(well I don’t think so), and I didn’t try and make it really hard for the player either. But I have a long way to go with gameplay ideas, as this is my first ever game, so it won’t be great.

I had this idea in mind a few hours into the competition and just sort of went with it, and I hope people liked it as I did. But I do think over time, I will understand more about game design and level design so they will get better in the future.

Sound
The sounds in the game were pretty much rushed because I wanted them in the game, but didn’t have enough time to perfect them. This also goes with the music, if I done it again I would of spent maybe an hour longer on this to make sure it suited the mood.

Cross Compatibility
I thought I had this under control, as I knew LOVE2D would work on Mac, Windows and Linux. But for some reason when I was compiling some windows users were having trouble playing. As far as I could tell from researching the problems it was to do with old integrated graphics and some could be probably fixed by updating the drivers. But oh well, maybe next time I’ll properly test an engine before I do another 48hour competition. 😉

Overall
Mainly, I think the game went well because as I said it is my first game and to me any good comment makes it worthwhile. I did it to try and help me learn LOVE2D better and it did! The idea of Ludum Dare is very effective and helped me more in them 2 days more than my whole time with the engine.

So that’s what I think of my game,and maybe if you haven’t checked it out yourself you can do a quick play now?

Play Here.

Tags: cryptix, first, game, im, where

Ludum Dare 22 Results!

This is the end, my friend. Here are the results:

How did I do?

You can view your results here:

My Results: ludumdare.com/compo/ludum-dare-22/?action=me

The individual category results are just above your comments.

Top 50 Games

Check out winning competition and jam games here:

Compo Top 50: ludumdare.com/compo/ludum-dare-22/?action=top
Jam Top 50: ludumdare.com/compo/ludum-dare-22/?action=top&cat=Overall(Jam)

Winners are decided by the Overall category.

Congratulations to all the winners.

Categorical Top 25s

Here at Ludum Dare, being the best game isn’t the only way to win. Games are rated in 8 additional categories, with a special “Coolness” category highlighting people that went above and beyond to be sure you got a vote.

Categorical Top 25s: ludumdare.com/compo/ludum-dare-22/?more=1

(And for the press, a shorter Top 5’s is available here)

*NOTE*: You can click on the titles of the categories for Top 50 style lists per category.

More Ludum Dare 22 links

Keynotes!, with Fydo, NieloGD, and special guests Sos and Dogbomb
Theme Voting Results
Post Event Post
Survey Results by Breakdance McFunkypants
– DogBomb’s 100 Game Video Extravaganza
Wallpaper of 890 games, by ExciteMike

Ludum Dare 23 – April 2012 – ** 10 Year Anniversary! **

It’s pretty crazy when you think about it, but the next Ludum Dare event coming up in April will be our 10 year anniversary. Yes, we’ve been doing these silly events for 10 years now! Wow! Be sure to stop by in April for the big one! Lets break 1000!

Ludum Dare at the Game Developers Conference

Phil and I are regular attendees at the Game Developers Conference, so if you too are attending, stay tuned. Last year we did a meetup as well as an afternoon Game Jam at NoiseBridge. It was a lot of fun hanging out with with everybody. We don’t have our plans figured out for next year yet, but stay tuned!

January Mini LD, hosted by The Grieve

Afraid of life without Ludum Dare?

Tune in next week for a brand new Mini LD event hosted by The Grieve. Unfamiliar with Mini LDs? It’s like a regular LD without the weeks of voting (and waiting).

Suggestions

If you have any suggestions for us (website, observations, etc), we continue to collect them in the comments here:

http://www.ludumdare.com/compo/2012/01/09/suggestion-post-2/

Thanks everyone for coming out and making Ludum Dare 22 such a HUGE success! We hope to see you again in April! Lets break 1000 on the 10 year anniversary!

– Mike Kasprzak (PoV)

Eyes of the Exorcist Post Mortem.

Eyes of the Exorcist was made as the first collaborative effort
between six strangers from who met through the San Diego Game
Developer’s Meet-up Group
. The team consisted of 3 programmers, two 3D
artist, and one 2D artist/musician. We spent the full 72 hours of the
Jam in the living room of one of our member’s home. On a whole it was
an incredibly fun learning experience.

What went Right:
* The Location – Caryn and her family were gracious enough to let 5
strangers take over their living room for the weekend. Sharing ideas,
sketches, and code face to face was far more productive than a more
technology based solution.
* Concept Voting – Once the theme was announced we brainstormed for a
while but had not reached a consensus. We agreed that main proponent
of each idea would do a final pitch, then we would vote on all the
ideas. Voting was handled by anonymous paper ballet. Each participant
wrote the numbers 1-8 next to each of the eight ideas. Eight indicated
their favorite idea and one was the least favorite. Each idea’s ballet
score was added up, and we picked the one with the highest cumulative
value. This process allowed all of us to air our ideas, and choose one
that we could agree on.
* Team Energy – Working face to face and having other people depend on
your output brought about a tremendous energy among the group. Two of
us had participated in prior Ludum Dare’s as individuals. We both had
far more energy and drive working as a team than our individual
experience.
* Using Unity – We used Unity for game development. We were able to
take advantage of the input, GUI, character controller, particle
system, and camera components that unity provides. This saved us a
great deal of time not making basic game control objects.
* Art Asset Naming Convention – Despite using Unity for our project
our artists used the Unreal Engine’s naming convention to organize the
art assets. This naming convention allowed us to keep track of who was
working on what, and what stage it was at.
* Division of Labor – Since our team was comprised of programming and
art specialists the programmers could focus on the scripts while the
artists could focus on the art.
* Food – Prior to the start of Ludum Dare the team acquired a large
quantity of sushi, sticky rice, tea, coffee, and chocolate covered
banana chips. We were able to graze off this bounty over the course of
the contest and only had to go out for food three times.

What went Wrong:
* Ambition – When we selected our initial concept we voted on the idea
that we felt would be the most fun game, not what we could complete in
the time limit. This concept involved a spooky ghost town, two
different vision modes, multiple attacks, power ups, inventory items
and a leveling system. In retrospect this was way too much for a Ludum
Dare.
* Lack of Documentation – We kept verbal and mental track of what
features we wanted to implement and in what order. As development
progressed new features were added to the list, but there was no clear
indication as to which features were vital to the build and which were
nice add-ons.
* Tool Familiarization – Since this was our first collaborative
project the artists and programmers were not familiar with each
other’s tools. As such we spent valuable contest time figuring out how
to get art assets into the game. Also we could not utilize the
artist’s time to do level design due to their unfamiliarity with the
unity editor. These things should have been resolved prior to the
start of the event.
* Lack of Leadership – We did not have one person in over all control
of the project, and instead spent a lot of time debating amongst
ourselves over the proper course of action. Also we were unable to
incorporate some of the art assets since the programmers were too
focused on programming tasks.
* Lack of mile stones – We had an idea of what we wanted the end
result of our project to be and when it had to be done. We did not set
time limits on the intermediary steps to get to that final goal. There
were two attempts to have working builds by a certain hour, however we let
both those deadlines slip trying to get it to work perfectly instead of
Kludging together something so we could move on.
* Wasted time on Kitty – One of our team members (Wilson) was insistent on
getting kitty bonus points and wasted valuable time creating scripts
for an NPC cat that did not do much for the end game experience. This
feature was cut from the contest build and all that time was wasted.

Conclusion:
Ludum Dare Game Jam was an incredibly fun learning experience. Working
as a team kept us incredibly motivated. Sadly we bit off more than we
could crew and the end result suffered for it. We now have a better
idea of each other’s capabilities and what can be accomplished in 72
hours.

Tags: post-mortem, postmortem, unity3d