CarlsonAndPeeters

LD35

Sure, I’m In!

This will be my 4th Ludum Dare: I completed LD28, dropped out of LD30, and redeemed myself by completing LD32. I’ve been really proud of my work every time I’ve participated, and I absolutely love this community, so I’m excited to be taking part once again (barring any unforeseen work disaster).

My tools will be:

–Unity and C# (Engine/Code)

–Flash and Photoshop (Art)

–bfxr, FakeMusicGenerator, and Audacity (SFX)

 

Very much looking forward to theme voting and developing another game!

LD 44

I'm in for the Compo! And gonna try streaming!

It's been a while since I've done Ludum Dare (my last one was LD 35, which was three years ago. Cut it out, time). But I've always loved game jams and am excited to participate again! I now am a full time video game producer, so I'm excited to make something for fun instead of work!

I'll be using Unity, Photoshop, and some music/sfx generation tools -- probably bfxr and Fake Music Generator. Maybe a dash of Flash for animation if needed.

I also want to try to be more active in recording my development process this year, so I'll be streaming at twitch.tv/carlsonandpeeters and tweeting at twitter.com/jcoopermoore, as well as hopefully writing some blog posts with progress updates here.

Looking forward to jamming with you all!

Going live on twitch: lets do this!

Your life is currency...interesting. I had a pretty good idea for Space Exploration (which apparently was the least popular theme, lol) that I'm working on adapting to fit this theme. Streaming my entire development process on twitch! Come say hi! -- twitch.tv/carlsonandpeeters

Night One Complete

Its just about 2 am here in Los Angeles and I've just finished up a really great first night of work! 7 hours of working and streaming, drawing characters, programming movement, and generally getting a feel for what the game is going to be like. I said I would try to blog more this compo, so here it is!

I had a game concept I really like for Space Exploration (looks like I was the only person who like that theme...ah well), where you play as an astronaut floating through space, meeting bizarre characters and helping them solve their problems. So the theme Your Life Is Currency forced me to think up a completely different idea...or not! I thought perhaps using your life as currency could be how you helped people. And in space, your life depends on the most valuable currency of all: oxygen.

So you'll start with a limited supply of oxygen, and you'll have to trade even more of that oxygen in exchange for items to help the strange space critters you encounter. And speaking of critters...the gangs all here!

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You play as Bartleby, the lovable lump in the middle of the screen, and you'll encounter everything from a businessman to a robot to a sentient pair of pants. They'll all have things they need, so you'll have to unravel the chains of their demands while under time pressure.

In terms of what I implemented tonight, I've got the core movement down -- you click with the mouse to propel Bartleby through space away from the mouse. Base interactions with NPCs has been set up as well; they can check your inventory and you can trade them inventory items or oxygen in exchange for their items. The oxygen system is working as well, though their isn't a fail state yet. And then I spent the rest of the evening drawing characters and giving them idle animations.

Major tasks for tomorrow: an elegant text box system, actual level design and (hopefully humorous) writing, fail and win states, and playtest the holy jeebus out of balance. I want the oxygen system to matter, but I don't want it to be too punishing. So I'll have to play around with it. If the game is short enough, it shouldn't cause a lot of stress to fail and start over. But it might be more elegant if its beatable the first time around. I'll see what I can do.

I had a great time livestreaming tonight, and will be back on twitch tomorrow morning. Stop on by twitch.tv/carlsonandpeeters around 9 am PDT to catch the next phase of my development!

Going Live Again

Check out my update from last night here

Today, I'll be building out the level environment, writing the NPCs quests, creating a visual inventory and map system, creating failure and win conditions, and creating more art assets. My hope is to have a completely playable version of the game by this evening so I can start playtesting and tweaking values.

Follow my adventures with Day 2 of Ludum Dare on twitch -- twitch.tv/carlsonandpeeters

Post-Mortem #1

What a ride. This was definitely one of the most fun Compo experiences I had. Wanted to write up an initial post-mortem a day after the Compo ended, and then I'll do another one after playing other people's games and seeing the results.

First things first, I made a game! And I'm really happy with the result. Check out Bartleby in Space here

BartlebyGif.gif

During theme voting, I saw the theme Space Exploration and really liked it (apparently I was the only one). I thought up this idea about an astronaut that you moved by thrusting through zero-g space, who would go on adventures and meet strange creatures. Then when the theme was announced, I initially thought I'd have to come up with something new. But in brainstorming, I thought about oxygen as a currency, realized it could be perfect for a space game, and my concept was reborn, this time with a time-sensitive element.

The first night, I was able to get almost all of the core systems up and running, which was hugely helpful going into the second day. Movement, interacting with NPCs, and the map screen were all sorted within a couple of hours (I'm in LA, so this was between 7 (had to see Endgame first) and 11 pm or so). The map proved to be key in particular, since I hadn't initially thought of it but realized it was the key to make the game playable so you aren't perpetually lost. I was ahead of schedule significantly, so I made most of my NPC art assets that night.

Day 2 was going to be all about creating a full game from start to finish. I ran into some road blocks due to not being an exceptional programmer. Because the whole game is built around your inventory and NPCs particular wants, there needed to be a system to check what items you have, check what items the NPCs want and are offering in exchange, and display all that information to a text box. I really struggled to build something elegant and ended up hardcoding a ton of values in an inventory array. It wasn't pretty, but it did eventually work. Which I guess is a decent lesson for a game jam: if you can't get it done right, get it done somehow.

I got to play around with some new features in Unity as well, particularly the UI Canvas and Text Mesh Pro, which I had never used before. They were pretty easy to pick up, which turned out to be great for me because I think it added a high level of polish to the trading quests.

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By around 10 pm that night I had a fully playable quest line. I was then able to dive into the start and endgame flow, with time to give it some nice fades and decent UI. I sort of fell into a zone that night, which was incredibly productive but led to me staying up til about 4 am, which I generally try to avoid.

Day 3 was all about audio and crushing bugs. I no nothing about making music, so I used an auto-generator and some basic bfxr. Maybe for next time I will try to learn something so that I can make simple music. Especially because its a space game, I imagine it would be relatively easy to create a simple, ethereal backing track, but I wouldn't even know where to start right now.

I ran into one final problem in my final playtesting: because of how I built the UI, the game only works in 16:9. No problem, just force Unity to only play in that aspect ratio. Except Mac wasn't respecting that. So for now, there is no Mac build. But I did add a WebGL version so hopefully Mac users can still play it.

All in all, it was a great compo, mainly because I think I scoped appropriately from the beginning and came up with a concept that played to my strengths (art and writing) while minimizing my weaknesses (the programming was relatively simple and the movement system was basic).

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This was also my first experience streaming, and I had a lot of fun. I plan to stream more in the future and plan to stream myself playing and rating games. So if you want to come by twitch.tv/carlsonandpeeters, I'll play any game sent to me in the chat.

Congrats to everyone who participated, and hope you are all resting now. Looking forward to playing so so many games over the next three weeks.

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Best,

Jack M.

Streaming YOUR games tonight

I started streaming for this Ludum Dare, and figured I'd continue the trend by streaming myself playing your games! I've created a Goolge Form where you can submit a link to your game; I'll be playing through them first come, first served (but priority given to folks in chat) starting at 9 PM PDT. I'll be rating and giving feedback on every game as well. If I get through the list I'll just play games out of my queue, but it would be great to interact with the games' creators in the chat while I play!

Google Form here: https://forms.gle/vFx6xkTzBJzLTKby5

Streaming at: twitch.tv/carlsonandpeeters

Hope to see you there and looking forward to playing your games!

Going Live Now, Playing your games!

Come hang out, find awesome games, and submit your game to be played! Streaming at twitch.tv/carlsonandpeeters starting right now, going for 3-4 hours.

Bartleby in Space - Development Timelapse

https://www.youtube.com/watch?v=az9FrbsPhh4

I took my livestream VODs from LD44 and made them into a timelapse of my development process for Bartleby in Space! 26 hours of development time compressed into one 6-minute montage of coding, drawing, and touching my face way too much.

Check out the finished product here: https://ldjam.com/events/ludum-dare/44/bartleby-in-space

Ludum Dare 46

Consider me in!

Not like I've got much else to do this weekend...

Well actually I was planning to do this jam anyways. I really love this challenge and the community around it, and I am excited to be taking part once again. This will be my 5th time. Keeping the same toolset as always:

  • Engine: Unity
  • Art: Photoshop
  • Audio: bfxr and CGMusic

I'll also be streaming again this year over at twitch.tv/carlsonandpeeters -- feel free to stop in and say hi! I'll try to be online for the entire compo.