Flaterectomy

LD 38

Genuine Earthmen are in!

Genuine Earthmen Are In!

We're in! Having participated in the previous two Ludum Dares (DYNASTY for LD36 and I CLEAN TOILET for LD37) with @daanvanyperen, our team has now adopted @meatmachine and @troop for added support. We're currently merrily brainstorming along.

Members

Dev Tools

Java, artemis-odb, artemis-odb-contrib, intellIJ IDEA

Graphics tools

Photoshop CS6

Audio tools

FL Studio, Audacity

Previous Entries (Ludum Dares)

Previous Entries (Mini Ludum Dares)

LITTLE FORTUNE PLANET: Day 1

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It's been quite a day. As usual, it all began with brainstorming, and it didn't take too long for us to settle on an idea. World physics simulation, things happening to hapless little peasants in the world - the works.

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I myself sketched out a quick concept of our game world - first a doodle on my Wacom tablet, then two pixeled iterations. Since the game will take the visual world image and modify it, I've not been able to really build the world as you would with a more traditional tile set yet. It depends a lot on what features will make it into the world, since we'll have a lot of physics simulation. Instead I made a team and game logo, and designed our cards. Did I mention this is also a card game?

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@daanvanyperen has been up to his neck in gravity, air, lava, water and steam physics. I don't understand how he does it. It's kinda creepy in a very impressive way.

@meatmachine and @troop have been thrown into the deep end on their first LD. While MeatMachine has been doing a few concept musical scores, he and Troop both have been padding our design document, with Troop expanding into writing dialogue. All four of us have been talking concept all day, we're getting a clear picture of what this game should be.

Now day 2 has started and I've loaded up on coffee. Hopefully more to show soon!

LITTLE FORTUNE PLANET: Day 2

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This morning started with renewed energy, and things are taking shape - kind of an odd shape, but that's nothing new for us.

Today's Activities

@daanvanyperen smoothed out the physics, adding clouds and rainfall, before moving on to putting together our card system and even setting up achievements.

@meatmachine unleashed a load of music and sound effects on us. He's been preemptively creating sound assets before we even knew we needed them.

@troop wrote the opening monologue and recorded it for MeatMachine to edit into a neat introduction to the game.

And I spent the day making cards (see a few examples below), tiny character sprites, achievements, getting logos ready for in-game use, and whatever else needed arting, I wonder what tomorrow brings!

Cards

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Achievements

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LITTLE FORTUNE PLANET: Day 3

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We've done it! Little Fortune Planet is done. The physics, the cards, the characters, the music and the achievements - they're all in. I was going to submit and immediately go to sleep - I have a full day of work followed by a Dream Theater concert tomorrow, so I won't get much sleep then either - but I had to drop a little blog in celebration.

Big thanks to my fellow conspirators: @daanvanyperen, @meatmachine and @troop. This was the first time we worked with more than a duo's worth, and it's definitely easier for me to be able to focus on just the art.

I hope you'll enjoy our game, and leave feedback for us to chew on. :alien:

Play here: - ## Submission page with web link

Time for that sleep I've been longing for!

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LITTLE FORTUNE PLANET: Post Mortem

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Post Mortem

Greetings, fellow humans. We are - like you - Genuine Earthmen. :alien: First I would like to introduce the members of the band: - @daanvanyperen on the coding - @meatmachine on the music and sound - @troop on the writing and voice-over - @flaterectomy on the graphics

Our game is Little Fortune Planet: a global physics emulating card game in which you can unlock achievements that allow you to edit the game world sandbox-style.

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Theme

We adapted the A Small World theme in a pretty direct way: a cross section of a tiny planet including the core, lava tubes, bodies of water, and the planet’s surface with its inhabitants. After we brainstormed for a while, @daanvanyperen showed us a video of a tech demo he once made of a circular world with physics emulation. We figured we could have some cool emergent situations arise in that environment. Then we had to figure out how the player interacts with the world, and pretty quickly a card game came to mind.

Goals

First and foremost, our goal was to make a game with the four of us. In previous Ludum Dares, either @daanvanyperen worked alone or he and I teamed up. We had never been more than a duo, so just grouping up with the four of us and making a game was a goal in itself.

@meatmachine started venturing into making digital music about 6 months ago, and he was excited to be our audio man. @troop wanted to write and voice-over our introduction monologue.

Having practiced on (walking) animations some more after our LD37 entry (I Clean Toilet), I originally had the goal of making a game with improved animations. When our concept didn’t really allow for that, my graphical goals pretty quickly focused on the card game element. I am not really a card game player, but I do like the card designs of games like Magic: The Gathering or Hearthstone. We did not end up having a clear points system, so instead the cards differ in their illustrations and very brief descriptions (which were fun to write!).

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Problems

Of course, directly after our brainstorm, our idea was too big. This is nearly always the case, and not a true problem in itself - there’s always a serration process where a large pool of ideas has to be simplified. Originally we wanted to have various tribes living on the planet, and have the cards affect the world in a way so that they could interact (i.e. go to war) with each other. The faction that survives or advances their technology enough to escape the planet in a spaceship would win, and start over on a new planet.

Another issue was that we had an ethereal concept, and we didn’t know exactly where it would lead us. This also meant that @meatmachine spent the first day making music and sound effects speculatively, not knowing exactly what we’d need.

Successes

Somewhere in the middle of the jam, we realized we had a physics emulation without a game. How are we going to make this fun to play? By introducing the achievements and adding some wacky cards (everyone turns into a dolphin!) the game grew a purpose and that turn-around was pretty cathartic.

@meatmachine’s sounds and music worked well, and add a lot of character to the game, as did @troop’s opening monologue - it made me nostalgic for classic god games.

Moving Forward

While Little Fortune Planet turned into a quirky little game that I personally am pretty happy with, it may fall a little short on polish and explaining itself to the player. A line that we repeated a few times among ourselves was: “next time we make a platformer.” A more traditional game format might not be much of an innovation, but a familiar concept with tried-and-tested controls would mean we get to put our effort into a more finished game.

Looking back, Little Fortune Planet is kind of the child of our LD36 entry Dynasty. You are presented with some options of affecting the game world, and your choice will lead you to victory or great shame. We didn’t realize this until later on in the jam. I’m not sure if we’ll revisit this mechanic any time soon, but I suppose we did encounter a concept we enjoy.

Links

LITTLE FORTUNE PLANET: Coding Timelapse

While I have not yet finished sorting through the screenshots for my pixel art timelapse video, Mr. @daanvanyperen just published his coding timelapse of our game.

https://www.youtube.com/watch?v=XBQYLwRh0l8

You can play (and rate) Little Fortune Planet right here.

LITTLE FORTUNE PLANET: Pixel Art Timelapse

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Pixel Art Timelapse

After my esteemed colleague @daanvanyperen already whipped out his coding timelapse last tuesday, I finally got around to finishing mine, which is of the pixel art variety.

https://www.youtube.com/watch?v=CUGy9qTpZhU

Play Little Fortune Planet HERE

And a quick thanks to all of you who have already played and rated our game, it means a lot to us! :alien: Now that my video is done, I'll have some time to review games myself.

LITTLE FORTUNE PLANET: Wordcloud

Since I've seen a bunch of cool ones on the feed, I had to jump onto the bandwagon with the comments on our own game. I have to assume that people really like Little Fortune Planet, based on the biggest words in there. :alien:

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GENUINE EARTHMEN thanks you!

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As pictured above, @daanvanyperen, myself, @meatmachine and @troop want to thank you all for coming out in droves and handing us a veritable buttload of ratings. ratings.png Little Fortune Planet was a lot of fun to make, and to know so many people gave it a go is immensely satisfying. I did not reach my own goal of rating 100 games this time, but I gave it a good shot and hopefully the actual feedback (68 comments according to Feedback Friends) I've given has been useful.

For those interested, we are working on a post-jam version of Little Fortune Planet that is quite different from the jam version. Stay tuned! logo_ingame2.png

If We Live to See April...

Oh god. The theme's going to be quarantine isn't it? I can't wait to slog through the countless COVID-19-related themes during the slaughter. It makes sense, I suppose. It's more or less the theme of every day conversation here. But I'd rather escape it for the jam.

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The Team

We'll see who's around (or even alive) for LD46, but these are the usual suspects: - :computer: @daanvanyperen | coding | twitter, github, website - :art: @flaterectomy | graphics | twitter, soundcloud, YouTube, website, portfolio - :musical_score: @meatmachine | music & audio | twitter, soundcloud - :warning: @troop | playtesting | twitch | festive cheer - :warning: MisterOizo | playtesting | LinkedIn

The Tools

Stay safe out there!

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LD 39

Genuine Earthmen are in!

Well that took a while... suffice to say, we're in!

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Here's a few of our previous jam games.

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Genuine Earthmen - Day #1

It's 1:07am as I begin writing this blog post, and I feel we got some good progress done today. We started our brainstorm this morning, ending up with about 15 ideas of varying quality. Objectively reviewing them yielded two concepts that were realistic for a weekend jam, and then we chose the one we clearly liked best.

I present to you, Unnamed LD39 Game. Err... Yeah, that will change.

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That's a still image because I figured I'd get the bulk of the still sprites done today. Tomorrow I will begin animating things. Then gifs may follow. :grin:

@daanvanyperen has been doing the programming work that resulted in our project already having a jumping player character, a large robot that follows her, and batteries that open doors. Altogether quite functional already.

@meatmachine already wrote a few themes for different stages in the game and has whipped up some sound effects, as well as documenting guidelines for the levels of the game.

For now, however, I will sleep. Goodnight, jammers! :alien:

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Genuine Earthmen - Day #2

Alas, we still don't have a title - but we have moving pictures! Today has largely been about animating things for me. @daanvanyperen continued his mystical coding work, while @meatmachine worked on more audio and began designing some basic levels. And now we actually have a game to play.

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The large robot has 53 animation frames at the moment , the player has 28 frames (which I then copied twice to create two sets of her carrying our two different batteries) and the only enemy we have right now has 14 frames. Here's a few more examples:

And that concludes Day 2. Sadly I have to go to work tomorrow, so I will only be able to continue my work in the evening, but @daanvanyperen and @meatmachine will continue our battle valiantly during the day.

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ARTAX - Pixelart Timelapse

I've been getting a lot of positive feedback on my graphics for ARTAX this past week, so for those interested, here's my pixelart timelapse video for it. :alien:

https://www.youtube.com/watch?v=YnmF7qcMJPo

Of course, I'd love for you all to play our game as well as watch my video. :grin: Now that I am done making the video, I have some extra time to spent playing and rating games, and I'll do my best to return comments in the remaining 17 days. :grinning:

ARTAX Game Trailer

We made a trailer for our game, because why not? If you haven't played it yet, you now have a glimpse of what's to come.

https://www.youtube.com/watch?v=c3PC7tOfIjw

ARTAX Post Mortem

Before We Begin...

For the full story of Artax, I have to go back to Ludum Dare 38. Back then we made a game called Little Fortune Planet - a peculiar global physics simulation that pretended to be a card game. It was a fun process, and a lot more experimental than our previous entries, but at the end we had to ask ourselves: ”Is this really a game?” We ended up making a post-LD full sandbox version that dropped the card mechanic altogether as well. “Next time we'll make something more traditional,” we said. And we did.

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What Is Artax?

Artax is a more traditional puzzle platformer in which you escort a large robot with chronic power depletion syndrome. In return, he protects you from nasty critters, provides you with a mobile platform and smashes through doors you cannot otherwise open. The game is named after a character from an 80s movie, because of foreshadowing. There is also a trailer video.

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Evoking Emotion

The original idea in our document was this: Emotional robot guardian game - Robot is big. Needs power. Helps you. Squish bad things. - Player helps the robot guardian survive, but depends on robot’s prowess and is weak himself. - Robot acts as scaffolding to get to other platforms. - Emotional dialogue. - Solar powered or battery powered? You’ll notice the emotional dialogue bulletpoint. We wanted the player to bond with the robot, but somewhere along the line we decided against written dialogue. @daanvanyperen did a great job planning the emote word-bubbles and requesting specific animations from me, and the interactions during the game in combination with the final “cutscene” at the end resulted in what I feel is a successfully bittersweet little narrative.

We have a full playthrough of the game on youtube that @meatmachine made, so if you just want to watch rather than face the challenge, now you can.

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My Pixelart Goals

I was looking forward to making 2D movement animations, given what I had learned the past months from various pixelart tutorials by Saint11 and Sandy Gordon. I’m really happy with how my animations ended up, and had a blast just moving around. Of course, the robot required a lot of animations as well, and while I could re-use and edit a lot of frames I had already made for new actions, this probably took the most time.

My final tilesheet contained 75 robot animation frames and 84 player animation frames, though the player was really three sets of the same 28 frames with slight edits for the two batteries they can hold. My greatest failing in this tileset was the poorly animated water. If we do a post-jam version of the game, that's one thing I will definitely try to fix. I made a pixelart timelapse video of the whole process.

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Failures

  • The game seems to be too challenging for many players. A lot of people don't get to access the more emotional narrative segment at the end of the game.
  • After the initial brainstorming phase we took a more freeform road to development that eventually led to some misunderstandings in our team, which resulted in some frustrations. This isn’t a true failure as we recognised what happened and worked everything out, but clearer communication on our workflow could have helped there.

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Successes

  • We managed to get a lot done. I've never animated this many frames for a project before, we have six pre-built levels, five individual songs in our soundtrack, and a game that feels pretty complete.
  • As we all started our own processes at the same time, we had (parts of) a soundtrack before I had produced any graphics at all. Either luckily or through having figured out a clear vision for the game during our brainstorm, we all felt that the audio met the visual.
  • The feedback we’ve been getting has generally been very positive, and with nearly 80 ratings there's been quite a lot of it. It’s difficult to be objective about your own game, but I feel that we got a good amount of quality of work to go along with our quantity of work.

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Participate again next time?

Yes!

Credits

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LD 40

LD40: Genuine Earthmen are in

We've had a good streak going the past few Ludum Dares, so LD40 is a must-join for us. @daanvanyperen, @meatmachine and myself are excited to start on something new. That team composition may still change depending on whether other friends want to hop in and contribute, we'll see!

Jam Toolkit * Artemis ECS framework (check it out!) * libgdx-artemis-quickstart * artemis-odb-contrib * LibGDX, IntellIJ IDEA, Java * Photoshop CS6, FL Studio, Audacity

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Slaughter Complete

I'll admit, I selected YES a lot more at the start than I did at the end. There's always kind of a transformation from being a wide-eyed, enthusiastic potential-seer to a tired old cynic who wants to open a bottle every time the same old gimmick-theme comes around. :smile:

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My (intended) method of selection mostly revolves around whether the theme idea gives me a sense of opportunity. If synapses start firing off, I'll click yes, even if it's a game mechanic or a restrictive topic. In truth, I usually prefer restrictive themes, in any case. Maneuvering within a restriction is kinda fun to me, while a very open theme gives me no clear direction. But that's all pretty personal.

Next up, workflow warmups. :grinning:

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Pre-LD40 Warmups

In order to get into the right mindset for the jam, I wanted to do some warmups.

Warmup #1

It started off weird, as I am our team's graphics guy and I began by coding a little D&D-inspired combat encounter in Twine 2. (I'm not very good at coding, so this took a good few hours.)

You can play it here.

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Warmup #2

Then, this morning, I decided I should get back to what I will actually be doing, and mocked up a little dungeon tile sheet starting with the pico-8 palette. I of course have no idea what kind of game we'll end up making, but an RPG/Roguelike style tilesheet felt like fun.

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Warmup #3

After this I figured it was animation time, and thus a running alley cat appeared. I always forget just how long it takes to animate things. :smile: I'll have to remember to not overdo it on the number of frames for the jam.

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Now I'll just need to get the team together for a refresher-course in our GitHub workflow and we're all set to get jamming!

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A Final Warmup?

After my earlier blog post where I showed three of my pre-LD40 warmups, I went back to create a sequel to warmup #1, resulting a the little text adventure/RPG(lite) I named...

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I feel the need to stress that I am not a programmer; this warmup felt like a complete game jam by itself. :sweat_smile: I made this in Twine 2 using the Harlowe story format.

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:joystick: You can play it here

I assure you, there will be considerably more graphics in our actual LD40 game. :grinning: I assume this will be my last pre-LD40 blog post here, so I want to wish you all good luck, minimum sleepiness and maximum inspiration.

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