Joror

LD24

Soggy but Evolving

LD Log 1, earthdate 20120825

11:00 – Rose from my slumber. After quick breakfast, checked LudumDare (my first!). Arrr not one of my favorite themes… ! :/

11:30 – Brainstorm…. coinciding with stormy weather outside. Lightning might help with lightbulb?

12:00 – Got something! Is a bit big, but just might fit for LD

12:15 – Starrrrtt! First coffee tho

17:00 – Ideas are only as strong as the man executing them… or in this case, the tools of the man executing them.  Just wasted two hours hunting for a bug that did not exist.

18:00 – Nomtime + 1 hour break – watching West Wing S07E01

22:00 – Visuals, got some! Game-play still a bit away… neeeeed more gameplay!

23:00 – Hmm I should post something for my LD account, so I have proof-of-effort, should I fail.

SCREEEEN SHOTTO!

Tool-chain:

Eclipse – Text Editor
Moai – Engine
Photoshop – Graphical editing
Pen-n-paper – Idea-mangling
iPhone 3G – Camera source for backgrounds

Comments

Pixelbunny
25. Aug 2012 · 19:35 UTC
Looks like epicness.

Chiming in on Bfast

Seems to be a requirement, yes?

My 4-seasons breakfast:

(yes I am a multi-nibbler)

It’s all under the hood, baby…

Progressing steadily, but I suspect not fast enough to make the 48h compo deadline with something nice.

Perhaps I’ll just upload whatever I have, and see what people make of it. But the ‘fun’ factor needs improvement, atm it is just a decent simulator – the player choices need to impact more!

Secondary goal of the game is to combat some common misconceptions about evolution, one of which is that species  ‘select’ DNA or traits themselves. Or that species change dna while alive to ‘evolve’.  Only through (untimely) death can evolution really work.
But then you got point-mutations which is kinda random and could happen in a organism during it’s lifetime. Mostly just during conception / birth though.

Conveying those things and still keeping the player involved is hard. But we’ll see. I may deviate to just increase The Fun ™.

The following screenshot does not really show the progress made – mostly it’s under the hood:

Oh and since we’re postin – lets keep the food coming too ! 😉

(gotta compensate for all those green…)

Tags: foodphoto

All is done, and not well

Ran out of time… glorious ideas, cut short! Oh woe the features slain and lying bleeding in the gutter!

I have submitted the work so far for the compo, since I won’t have time tomorrow to finish it for the Jam.

Nevertheless, even now it is somewhat playable! The last few hours I added some ‘essentials’ like scoring, and restarting a game.

Poor players wont know why they are losing tho… and games started with ‘New game’ button will kill your species within 20 generations most likely… couldn’t kill that bug in time.

However… introducing: SimEvo!

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&q=simevo
(lua script files included uncompiled)

Concept: Model evolution by building species bit-by-bit, and let the environment be your enemy. Mutations and natural selection will improve/complexify your species. You will be preyed upon and be a predator! Migrate to other biomes to escape predators or find greener pastures!

Actual: Only plants (photosynthesis), decomposers and detrivores work… predators / preys are not in. This makes quite a few stats useless. Oh well. Migrating works, but you don’t need mobility… so you can go the bottom of the deep sea or to the sky as a legless lump. Willpower I guess.  Neither will migrating incurr population loss.
Also wanted a specific picture per biome type, but alas.. only three.

 

Post Mortem: “Just like evolution”

The Concept: What to make?

SimEvo was going to be  (or might still become) a game that tries to simulate actual evolution, from a species point of view – with the player directing focus, travelling with the evolving species, and trying to find the most successful branch.
Why go for simulation, and not some more easy to grasp 1-2-3 upgrade system? I guess it is sort of the educational side that I like. Try to get some of the common misconceptions about evolution out of the way. That, and it makes the game feel more real, based on actual concepts that you can look up, instead of some made up ruleset.

The Process: How it got made

For this, my first Ludum Dare, I had a whole weekend free. And I got off to a pretty good start. The tools were working, I liked my concept, had a good grasp on how to do the visuals of the game, and some good mechanics put down on paper.

Over halfway through the weekend though, I realised that my concept was too much, so I dedicated the rest  to making the parts that I did have work. That took most of the Sunday. In the last four hours, I tacked some things I should have started earlier, like how to score the player, or a way to start a new game from within the game. (restarting is not really a nice option)

I read later that one great way to plan this is to tale one day to make the game, and then take another to tweak/balance it.  And I now understand why that is a good idea.

The programming was a bit messy here and there, with some small bugs in the final version I knew of. But the one major bug I found later on is that the ‘new game’ button was broken! I rushed it in the end – it does not reset the state properly, so all tries after the first one will result in very quick death because of starvation. Fixed that a few days afterwards, but it kinda killed any early reviews.

The Reality: What got Made

Yup, some critical ‘game’ features were unfinished – I should just say: the game is half-finished. Oh woe me time :/ Too ambitious, in hindsight. But I got enthusiastic about the concept, and that counts too.

One of the mayor things I did not have time to finish was a`prey & predators` system, which would give you more things to do as a player. (most current stats involve predation, so also of things in the DNA pool are useless atm)

Also wanted to do more feedback for the user on the stats, as one comment on the game points out, without understanding what they mean, the simulation is a mystery system.

In game (partial):

  • Migration – Follow your species to another biome, and see if they thrive better there (partial: migrating is free atm, and species capabilities are not enforced: you can live in the deep sea as a winged bird)
  • Mutation – Select new DNA from the gene pool to be better suited for the environment (in game) resets every time the mutation counter hits 100% (in game)

Not in game:

  • Natural selection – If more than % of your species dies in a short time, you can select new dna from the pool for free
  • Point-mutation – Option to promote random evolution of current DNA stat (+1, -1 on semi-random stats)
  • Vestigiality – Option in gene-pool to remove DNA parts from your species
  • Flee from predator – Don’t like your current predator species? Try to get another one… (might be better, might be worse)
  • Find new prey – Your prey getting low on stock? Try finding a new prey species
Other things, that would love to have put in there, but were already out of the original scope:
  • More visuals for the species body – you can already drag the body parts around (hidden feature almost, no hint that you can do it) – Like special colors / iconic glyphs for certain types of DNA parts
  • Would have loved to make a picture for the background for each biome (12ish) only got 3 done.
  • Other species being simulated, just like your species
  • Events! Make lots of things happen to the environment – from comets to droughts and more. Would have been a good point to introduce more humor into the game.
If you would like more details of what got cut / the stats & details, look at my comments here:
http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15925

The Gritty: Technical Details and Tools

Making stuff is almost as much about the tools as about the concept. Without them, you will not get there, and what they can do guides what is possible in a short timespan.

I used Moai (http://getmoai.com), as I have been following its progress for a while, and liked their base game loop and Lua scripting focus. I had tried out the engine a little bit before, and it looked good for a go, even if Windows support was not tip-top (Moai is mainly a mobile focused engine). It also was picked up by two hot kickstarter projects: Double Fine Adventure, and Shadowrun Returns.

Yet during the two days of the Dare, I encountered some serious but not game-stopping bugs in the engine, and could not find if they had fixed it. To my astonishment they had moved their issue handling away from Github, to a closed third party system. That sucked. It moved from a free source game engine with open development, where outsiders can contribute, to a closed system. Issues reported by others were largely ignored, and no clear path of progress.
I pretty much decided after seeing that – if they keep it that way -, that this will be my last project with the engine.

Aside from its change in direction, I did like the lua environment – it was very flexible. Still loved the simple but fps independent game loop. GUI creation was ok, but a bit clunky, a GUI system in the engine would have saved me quite a bit of time.

TL;DR Version

Had an ambitious concept, learned that 48h is really 24h + polish, and found out some useful things about my toolchain: that I probably want to change it. Ludum Learning Experience +3, Ludum Fun +1

LD26

Waking up the Ludum Dare #26! A Kings Breakfast.

image

Hi guys! You Americanii had a headstart, but now we Europeans can dig in!

08:45– Being awoken an SMS by my LD bud, Jod, who goes ‘Minimalistic, really?’

09:00– Groggily muttering ‘Minimalism, ain’t that a given for LD?’

09:05– Jod arrives with Muffins, Fruit and Cookies. Thank Jod!

09:15– Talking about stuff, Indievelopment and things.

09:30– Me taking picture of breakfast, not having thought about ideas yet.

Ok time to go idea-hunting! I put on Vangelis to minimalisticly inspire me.

Tags: breakfast

An idea is born

Inspired by Muffins & Talk, I have found a concept… lets hope it is not too grand!

Concept Muffin

Tags: concept, food, muffin

Creating the Rich World

Been messing around with the built-in Terrain engine of Unity, first time I actually did that. Feed it with noise terrains from LibNoise (port for Unity) to get random stuff every time.

Lost way too much time getting the player-controls in though… in the end a rotation-restricted rigidbody attached to the camera will have to do.

Weird Terrains

Todo: generate my own skybox from noise too

Tags: Procedural Content, screenshot

Comments

27. Apr 2013 · 12:04 UTC
boobs land?
WuloTMP
27. Apr 2013 · 12:05 UTC
thats not so Minimalistic, dont you think? 😛
Joror
27. Apr 2013 · 14:34 UTC
Hopefully the game will achieve a ‘degradation’ to minimalism, while playing – so have to make it rich first~! Gotta add more colors and shapes!

By the Gods, that was a rush!

The game is finished, barely on time!

My feels after filing my entry:

  • I hope they don’t click too much and skip stuff!
  • OMG the rightmousebutton in unity webplayer is annoying!
  • So much I didn’t do!
  • No Music :(
  • Pretty satisfied with the ‘art’ of the game, less so with the gameplay
  • Phooooo, now to beddy-by… work in 4 hours.
  • Noooo, 5 other games with the same title! Gorddamns it.

primary2

Play it here!

Less is More: A Pre & Post-mortem

primary2

My second Ludum Dare, and a more planned try this time around! So what was different, what went deliciously right, what went distastfully wrong and what would I do different? Lets look at it chronologically. And then by pro and con-points.

The Pre Mortem

 

The Theme

“Minimalism” – Jod texted this to me on Saturday morning, and as the first thing I say upon awakening, I was not immediately enthused. Quite the opposite… my first reaction was “Really? Isn’t that Ludum Dare by definition? You numbskulls!”.
The next hour and a half I mulled it over in my head a while, and tried to dig into that feeling it was giving me: “Minimalism is bleh, you should try for rich things and worlds!”… and in the end I decided to give that feeling shape in a game. Inspiration through opposition!

The Planning

My last Ludum Dare was marred by the fact that I didn’t finish it. A sound theme, an interesting concept, and enthusiasm does not necessarily a completed game make in 48 hours. So this time around I decided to take one day to build the game, and one day to polish it. (That is as far as my planning goes. Two items, two days. I was quite proud – progress!)

Day 0.5

Concept Muffin

(A programmer wants to think in binary, and perhaps, if pushed, in decimal. Hours? Silly things.)

So after half a day, I had my concept written down. “Reducing to X”, was a game where you start in a Rich, Lush world and then supposedly reduced a game to one concept, which was given at the beginning. “Death”, “Fear”, “Glory”, “Fun”. You know, dem feels. At the end you would make a screenshot and let it be judged by others.
A bit lofty, unspecific, and rather non-traditional-gamey, indeed. But it was the only idea I had. And it let me play with procedural stuff, which I like.

Day 1.0

Weird Terrains

Halfway… and halfway the halfway (0.75 day, if you’re keeping track), I was thoroughly displeased with my progress, and the concept in total. “Jod”, I said to Jod, “I think it might be best just to scrap this entire idea.”, quite misanthropically. “Well what is it you are stuck on?”. “Everything.” “Ok, lets get some groceries then.”
We went out to get the necessities of life, and got some noms. “I’m going to see what I have one more time.”, I declared after dinner. Sullenly I poked and prodded my achievements so far, trying to get that ‘Rich world’ going. After a but I got my ‘skybox’ going, I finally had some movement, and color, in my world which I was satisfied with. And a new concept!
Reduction not to a one ‘word’, but just reduction on itself, as something bad. My renouncement of minimalism. Gleefully I added a black floating Monolith to the center of my world, representing that Evil. Ha! I saw an opponent to the Monolith too… The Wisp, a glowing ball of ‘Creativity’, light, color! Happy with my concept and quite optimistic on my chances to finish it, I went to bed.

Day 1.5

CommandArise and shine! Jod, my co-ludum-dare-patriot, prepared some delicious breakfast, and I set of programming fanatically! I experimented with the behavior of my worlds critters, and how they would behave when ‘resisting’ the player. Progress was being made, but but quite fast. So I looked at my concept one more time and said “What could go, if really need be?” Well I need an ‘end’ so I need to reduce. The player was supposed to have a choice in the middle of the game: Go Minimalist and fully join the Monolith, or go Creative and join the Wisp? Ok, maybe I just do the Monolith part, but I probably will be able to do both! (yeah…)

Day 2.0

sandboxI just made a nice “Close encounters of the third-kind gone evil” sound for my Monolith. I look at the clock. Ohhh damn 1.75 day o-clock already?? Ok, so maybe creating ‘two sides’ of everything might take a little bit too much time. Actually, I might not be able to add music. Or get an ending? Or handle all what the player does? PANIC!?
First things first – Reduce! I add walls to the world. I make sure something happens when the player jumps off the edge. I strike all really fancy terrain height-decreasing. Scrap behavior for the Wisp, and for the Big Cube.
Then Playtest Playtest Playtest. I like my white text-in-the-sky, but it might be unreadable at times… with a great sigh I make it black. Not as pretty, but, you know, always readable. Oh, just 2 hours left? I need to balance the player progression real quick! And compile this stuff? Oh yeah that too. A menu? No time. A name, err ok. A title screen? Two lines will do. In short, I needed all the minutes of the night. But it looks nice. Ending on a rush, I look at the clock… 5 AM? Great. Work in 3 hours. Lets take a “nap”, and engage zombie mode…

 

The Post Mortem

 

 What went right?

  • The engine – Unity3D gave me a lot less hassle than my previous engine, used for LD24, Moai. Ok it is not perfect or non-crashable, but it has docs and heaps of player usage. And a terrain engine I could really abuse for this game.
  • The concept – Ok, not exactly what I envisioned, but it does generate a ‘feel’ that minimalism is not a ‘good’ thing. And that was the goal.
  • The behaviors – I was really satisfied with how all the critters in the world moved. Powered by the Unity3D physics engine and some creative restricting thereof, they feel wild and random, but structured too.
  • The colors – I dig procedurally generated stuff, and picking the right things to make that way, and the right things not to, paid off. No-one will notice the purple trees are always in the same space if the terrain height varies. Giving all critters one color gives consistent identity.

What went wrong?

  • The planning – Ok, not as badly as last Ludum Dare, but I really should have started cutting earlier, and place some priorities.
  • The music – What music, you ask? And I say indeed. A golden opportunity to give a rich world more ‘body’, pushed to the end and then struck.
  • The progression – I did not play the game often enough to have a balanced feel of how long each ‘part’ of the game would last for an average player. Due to last minute changes there I even broke the game by ‘skipping’ a quarter of it, I did fix that in one subsequent update.
  • The controls – This is a bit of a dubious one, since I had no problems with them. It was a physics based FPS-like feel. But I see enough people complain to understand that it is not ‘natural’ enough. Maybe I should have added a ‘jump’ option to give the novice player more possibilities to maneuver.
  • The name – Seriously, think two seconds more. I did not. It doesn’t fit as nicely as a million other names. And hardly unique.

The verdict?

I am satisfied enough by the end-product, from a realists’ viewpoint. But in the end the players will decide. Will you?

 

Play : Less is More!

 

 

Tags: post-mortem, pre-mortem

LD27

My Third Dare!

I’ll be joining the fun again!

Got the whole weekend set aside, plus Jod will be joining me again too.  (not as a Jam, but two solo compo’s)

My tools:

What I want to do better:

  • Planning, or at least better time-management via limiting my idea
  • Dedicate time to add sound / music
  • Set aside more ‘playtest’ time
  • Pray for a good theme

I haz awoken~!

image

Woke up to an semi-expected theme: 10 Seconds! Quite a bit better than the previous theme. I have some inspirations – not looking at the LD posts because I do not want to be spoiled with other peoples great ideas tho. 😛

My co-compo-er Jod came over with breakfast, and we set out to brainstorm on ideas. Some of my ideas:

  • 10 Second Strategy – Turn based game, but you have 10 seconds per move, the amount of things you need to do each 10 seconds increases
  • 10 Second Fight – Most fights are short & dirty –  a entire fight is 10 seconds, and you fight Slo-Mo vs one or more opponents, ragdoll-stylee – lots of death, with a 10 seconds ‘real time’ recap at the end of each round
  • 10 Second RPG – You start in the middle of a dark/unknown surrounding, you preprogram some moves for your guy, after which the guy executes them! You will die alot running into nasty things, but you are reset each round. The end goal is to get to the ‘exit’ within X moves (which are 10 seconds in ‘execute’ time)

#3 is probably going to be it, lots of ideas spinning off that one. One thing to consider though is art-style. I want something doable, and not too ugly! :) The setting of the RPG can influence that alot.

Some setting ideas:

  • Classic RPG, wizards, skeletons, zombies, etc – Good link with the player experience, art difficulty: medium
  • India Jones stylee – Fits the ‘escape the temple’ template perfectly, art difficulty: medium / hard
  • Hacker Electronics – You are a ‘hacker’ in a hostile computer network. More unique / distinct, but not as relatable perhaps, and harder to conceptualize, easier to make my own – art difficulty: easy / medium

I am tempted to do the last, even though it is more work – it has the potential to be better / prettier, given my (not so advanced) graphical skillz.

 

Tags: idea

Midpoint for the Escape From the Temple of Eternal Dooom!

 

Yesss, halfway point!

Got my mechanics down and the first ‘level’ (room) is done!

The Indiana Jonesey vibe is working pretty well and got some ideas for sounds & snarky comments.

But prio list for tomorrow (may be revised when I wake up and my head is clear again…)

  1. Get background music & some sound effects
  2. Get 2 more puzzle levels + finish
  3. Add snarky comments & background banter
  4. Add more levels, with fancier actions / tricks
  5. Playtestttt
  6. Polish polish polish
  7. Freak out
  8. Sleep

midpoint

Comments

25. Aug 2013 · 07:12 UTC
Ganbatte!

Whipped it, for Ludum Dare

Part of the fun of Ludum Dare (the compo) is having to make every bit of media yourself. This leads to lots in insight/inspiration on all kinds of creative input processes.

I needed a whip sound for my game (Escape From The Temple of Eternal Dooom), so I grabbed a belt and started hitting chairs, trying for that ‘smack’ sound:

The hilarity at the end is Jod, who watched me whackin the poor chair, and could only contain himself for so long… and my sensitive Tribble. 😀