Katamori

LD27

Joining to LD #27

Greetings everyone!

My name is Katamori, and I join to LD! I’m totally new here; it’s gonna be the first time when I participate in Ludum Dare. I’m a semi-beginner programmer, and don’t have any finished games yet. I’m interested in C++ and Java, but was too bad at both. Fortunately, recently I found Lua and LÖVE for programming. It was a great help, I even started warming up by creating a game in 7 days before the great challange!

It’s gonna be fun, I’m sure.

Language: Lua
Libraries: LÖVE (if I know well, it’s allowed to use, tell me if I’m wrong)
Coding: Notepad++ with LÖVE compiler
Graphics: Paint.NET
Sound effect source: SFXR (the SFX generator that was specially designed for LD)
Streaming/recording: not able to record the whole process. I may do an attempt, but I’m very doubtful about it.
Energy source: I don’t know. Maybe I won’t consume anything unusual. Only coffee. Maybe.

Tags: lua

Warmup shot

katamori warmup shot

Think about it whatever you want 😉

Comments

17. Aug 2013 · 14:51 UTC
Looks nice. Is that autotiling?

More warmup stuff + a question

Another screenshot from my warmup game I want to finish before the 22th of August. Will be submitted here, when it’s done, obviously.

katamori warmup 2

Also, I have a question. I’ve already finished several key elements for this game (like map I/O), are there any ways to use them in LD48? From the rules, it wasn’t clear for me. It writes that all the code must be done within the 48 hours, but though I’m allowed to use libs like LÖVE or Allegro. (in case of C++, of course) Using some key functions would be a great help, so someone answer please!

 

Comments

Felix20
18. Aug 2013 · 21:36 UTC
From the rules:
Gallefray
18. Aug 2013 · 21:42 UTC
If I remember correctly, code snippets are okay, as long as it’s not the entire game in one snippet and the snippet is freely available(eg, it’s in the code .zip/git repo you give) 😀

So map I/O *should* be okay, but I recommend going to the IRC and asking a few on there 😉
Gallefray
18. Aug 2013 · 21:43 UTC
Damn you Felix20, you beat me to it! Hahaha

Round 2 summary in my view

I didn’t make a post with Round 1, since most of the themes were kinda disappointing. My far favourites were 10 seconds, Alchemy and Space. Round 2 is slightly better, deciding was almost too hard!

LD27 theme voting

 

Here’s the Round 2 summary!

Alternative Reality: I love digital things! *m* instaplus for me. Not the best but may worth a try.

Backwards: the first tough “sacrifice”. It’s actually a good theme, but I must ignore it to let others go.

Colonisation: might be too strict and not abstract enough, but I’ve always wanted to make a game with this theme. Within 48, I may even be able to create something unique.

Colours: since the “llamas can’t see colours” game (can’t remember its name, I found it on Kongregate) I’m able to give it a try! Not a strong argument, but enough for me to vote +1.

Consequences: for MiniLD maybe. Too abstract, if I can tell it.

Death is useful: sounds great but have no idea for implementation. I’d prefer something else instead.

Destruction: can’t give -1 for this. Needless to explain. 3:)

Glitch: I got a great idea once before by a glitch. I must do it if it wins.

Illusion: also for MiniLD maybe. There are some better ones.

Keep them Alive: sounds no more than “guardian simulators”. I don’t want it for a regular LD48.

Limited View: also nice, but next time maybe.

Manipulation: I can smell some sandbox features in this concept!

Metamorphosis: one of the best in this set, I think.

Protect your Enemy:  sounds guaranteed mess for three oppontens. I love crazyness!

Recursion: seriously, what to do for it?

Rescue: since there was an “Escape”, it needs. Also, result can be epic easily!

Sacrifice: don’t want it now.

Silence: the lack of something significant. Must…be…done!

Trust: same as Consequences. Too abstract.

Underground: sounds something perfect for Ludum Dare 48!

Void: we have Space in the previous one. Nothing else to say.

You are the Companion: I’ve always loved staying behind someone stronger and helping him/her/it in games.

You play both sides: somehow, I don’t want it now.

Overall: best ones are Underground, Colonisation, Silence. Worst ones are Trust, Consequences, Recursion.

 

Can’t wait for the final result!

My one week warmup has ended!

As a first-time game developer, I had to create something before the great challange. I gave one week for myself to it.

Here’s the result!

Written in Lua, uses LÖVE, created under 7 days, called 7 days bad luck. It even based on a certain theme, “Bad luck”.

I hope you like it, even though it’s a bit hard, I think.

9 from 72?!

Round 1: 7 themes of 24 ones have got more upvotes than downvotes. Round 2: this number is only 2. Round 3: every theme have got more downvotes than upvotes.

Were themes so bad, or just the people are too strict? Discuss it here! Also, does it mean that only upvoted themes are gonna go to the final round? Or how does it work?

Comments

Pixel Shield
22. Aug 2013 · 09:23 UTC
I’d assume that only up-votes get counted, (perhaps to prevent trolling?), I’ve read some comments saying they were bad, I usually only vote positively, down-voting seems petty :)
soulrot
22. Aug 2013 · 09:36 UTC
I did quite a few downvotes because a lot of ‘themes’ felt too restrictive or not enough fun. I can only imagine a whole lot of ‘you need to do something within 10 seconds’-games with the ’10 seconds’ theme for example. Of course that might also due to my lack of creativity 😛
sorceress
22. Aug 2013 · 09:46 UTC
The top 20 scoring themes go through to round 5. In the past this has usually meant including some negatively scoring themes, as it’s very rare for there to be enough positively scoring themes to make up the final 20.
22. Aug 2013 · 09:55 UTC
If people upvote their favorites and downvote most of the rest, the results are always going to be mostly negative, that’s just the voting system that works like that and it doesn’t mean anything.

Hackfield 2nd post: update & to-do list

katamori hackfield 2

Every gameplay element is finished. The only important work to do is to create more difficulty levels with various unique features. I don’t think that the original 100-level plan is gonna be made. Even reaching lvl20 seems to be a bit hard. However, I have experienced in Doom mapping that I make thing either too easy or too hard, so I’m gonna think it over again. Ten levels of difficulty seems to be fair.

The most of the remaining work is related to the interface: HUD design, some simple menus, story and tutorial. I won’t be disappointed if it fails anyway, because the game is good enough already to submit, if it’s necessary.

PS.: an important aspect I’m thinking on that color is gonna be changed in every 5th level, because this amount of blue makes my eyes seriously tired. Red would be worse, I know, but this one is also not a perfect final solution.  Feel free to tell, which color would be the best in this aspect.

PPS.: terribly sorry for the lack of gameplay video! I can’t do it because of my sh*tty Internet connection. That’s why I also didn’t make a livestream about editing.

Hackfield is finished! Hack it up today!!

HACKFIELD LOGO

That was close, but Hackfield is here and available to try! 

As it happened several times in the history, ending was close. Intro didn’t want to work even an hour ago. The worst is that I was tired. Way too tired. And so I didn’t have time to make a complete walkthrough. It means that it may have a lot of bugs, which seriously pisses me off…not if I’d be addicted to being perfect – I just don’t want to release a game that may even crash on halway to the end.

Anyway, finally, I didn’t add texture colour change, especially because I didn’t get suggestions. Not if I’d be either suprised or disappointed 😀 also, it wasn’t as important as creating procedural map generating flawless, for example.

I’ve made some seriously well made things in this work by the way. This is far the best work I’ve ever done in the world of programming.

Thanks for all the crazy guys on Twitter who made an insane but yet moredate and followable “tagtivity” – watching the thoughts of you while developing was seriously inspiring. I still miss that :'(

Thanks for the core LD crew too, that they make this event for the 27th time with patience!

See you next time (you can SURELY see me next time), and thanks for playing!

How to comment after rating?

I’d like to ask for some help about comments.

I already rated 2 games, and I also added my ratings to comments to epxlain my opinion. Am I doing right? Or I shouldn’t do it? Since every other comments I saw avoids telling the actual ratings.

Comments

26. Aug 2013 · 08:20 UTC
There’s no rules, do what you want to do!
26. Aug 2013 · 08:21 UTC
Just rate and comment how much you can. Don’t worry about style as long as you’re being sincere.
26. Aug 2013 · 08:41 UTC
Seems that I wasn’t obvious. My mistake!

Making of Hackfield, a.k.a the history of Ludum Dare #27 in Katamori’s view

I saw that several people have made “post-mortem” summarizes about LD#27, so I also so it. I’m not the kind of person who follow others like sheeps, but community engagement is surely important – even though no one writes comments. 😀

The beginning

Theme was announced at 3:00 A.M. here. It’s kinda late. I took a smaller break before. When I returned I started checking #ld48 tagline on Twitter instantly – since IRC was a complete chaos for me.

Theme is “10 seconds”. Okay! I started planning and making some basic things immediately. Concept was ready for 3:30 A.M., then I started listening to the great Simcity 4 OST to get inspiration.

I stayed up all night, drawing and coding a bit. First issue: I couldn’t implement procedural “island” generating that would have been significantly important. Okay then, I started implementing a simplier procedural generation. That works but way too ugly.

Then I realised that adding enemies who are moving pixel by pixels are harder than I expected. Then I also realised that they should use projectiles, which would be another nightmare to do. It’s 11:00 A.M. and I’m helluva tired.

The born of Hackfield

Going to sleep for a while. Woke up at 2:00 P.M., and felt myself full of energy! Yeah, I don’t consume much energy – yeah, I’m kinda passive and lazy. Anyway, one hour was enough for me to realise that I’m unable to finish the original plan. Went back to Twitter and pass the time away. Then, I enlightened! Simple game mechanics, based on hacking! I created 9 tiles immediately – it took less than 15 minutes and these tiles mean the whole playground.

Concept was created kinda early, so I started designing tile behaviours almost immediately! Procedural map generation was also kinda easy, but you may even notice it in the same, since it’s not a big stuff.

Main elements of HUD were also made around this time. Everything about behaviour were finished before 4:00 A.M. (the 25th hour of the competition) with some additional bugs and improper level generating.

The final 14

Woke of around 11:00 A.M. on the second day. Yeah, I slept a bit more. I fixed the behaviour of dynamic firewall, created the starting sequence, and created some bsic texts for the main menu. Until afternoon, I created the level generations tested all of them (except sclevel6, that is proven to be annoyingly hard and time-consuming since) for the last 8 hours, I had to create all the texts in the game, the behaviour of the main menu, the ending, and adding sounds.

And that’s where thing have really became a pain in the ass.

 Boredom & deadline

For midnight, I was ready with every texts and HUD elements in the game. Drawing elements that don’t look silly but also don’t take hours to create was a kinda annoying challange. You know, I get that we have only 48 hours, but it doesn’t mean that everywhere should we use Arial font, thrown to the edge of the playground! At least I think, and even Hackfield was made with this philosophy. Writing the story was a different problem. I loved imagining the whole thing, including history, received e-mails and Hackfield Daily articles – but after writing all of them (including the tutorial) my short-term brain cells were totally depleted. It makes me a bit stressful while that, which was proven to be critical after midnight.

When I was finished with everything, and I added intro triggering again, I realised that intro is triggered each time when you leave a level. Nothing, and by this, I mean NOTHING solved this problem. I was there at 2:00 A.M., one hour before the deadline with a game that has no sound effects, and constantly triggers its intro sequence.

For a final solution, I added a new timechecker variable, that was proven to be a right solution, but acts like a bulletproff metal plate connected by bubblegums on an armoured tank. (I fixed it after the deadline anyway) Finally, I added sounds and checked everything  could – with this fact, I was finished at 2:30 A.M. Then I created the .exe from the .love file, but sadly, I screwed it up 2 times. Because I’m dumb.

Fortunately, I could post the game at 2:45 A.M. with links, pics and the description. Small graphical- and bugfix was posted once since.

Overall

The game was created under ~26 hours, but it includes Facebooking, Twittering, etc. Pure coding would be around 20 hours, as I estimate. I was kinda slow, but I also proud of myself since I’ve never done game with so simple gameplay mechanics.

Including the random computer name generator (which is kinda silly, with combinations like “Gas station supercomputer”), source code of Hackfield is 222+24+281+122+294+696=1639 lines long, including embarraing amount of enters and empty lines to make it easier to read. Longest file is the one that contains ending sequnce, intro sequence, menu behaviour and all the displayed texts. Shortest one (after Lua config file) is the name generator, which contains 3 tables of possible words in the name. If they’d have been separated to a custom file, the name generating function may have been put to main.lua.

I got critics for:

– 1280×1024 fullscreen mode that didn’t work properly on some computers
– the not obvious tutorial and consequently the not obvious gameplay
– logblocks which behaviour is not clear
– the tiles which are too similar and hard to notice certain elements between them (it was kinda fixed)
– the difficulty of security level 6
(- I’m surprised that no one mentioned the weird name generator combos yet)

These critics were significant mostly for gameplay issues, and I learnt from them.

After all, I can say proudly that making Hackfield was a great experience! As I mentioned, I’m seriously proud of the final result and that I could participate to one of the biggest game making jams in the world!

Katamori

Tags: post-mortem

Comments

Delca
08. Sep 2013 · 17:42 UTC
Since you complained about people not writing comments, I will leave one here :-) Basically, I just wanted to add something I forgot to write in my comment on your entry page : all the background story stuff is one of the most developed I have seen in the games I played in this Ludum Dare ; I liked that.

Statistics about 50 rated entries

Due to several reasons (sh*tty Internet connection, being lazy, being busy, being stressful, not dealing with LD, etc.), I could test only 50 games yet. I can’t imagine, how some people have patience for testing 1000 games…!

As I mentioned, I’m lazy, so don’t expect full reviews for every entries. 😀 instead, I choose the aspect I think the most important (fun, graphics, mood), and I make a descending toplist about the games for each.

There are games (Delayed10 Second Card Game10 Reactions, 10 seconds of fear, Kidnap Commander) that I gave N/A in every mentioned aspects; they can’t be seen on the list below.

All-1s are italic.

Enjoy!

THE MOST ENTERTAINING GAMES I’VE RATED:

5 stars:

Barricade
Atomic Time Raiders
Flippin’ Matrix
Ludum Dare
Clonogram
Tower Infinity
AntiVirus
Time Annex
No Time for Nibbles
Mission Luna
Faster Than Before
Urvas
Barrage Trigger
Thief Escape
Flooded Dungeons
Twitchy Thrones
Entropy
Lost Pixel

4 stars:

The Lost Robos
10
RocketCar Rampage!
Bomb Squad
The Day Magic Died
John Q. Adamant
Diesel May Care: Quest For The Ten-Second Car
Chronobender
NodeNetOS

3 stars:

Key of the Ruin
Castle of Doom
Was a Rougelike
Mashals of Knaveland
Move It In 10 Seconds
Gas and Air!
Time Crystal
The Barrier

2 stars:

Realities
The Manipulator of Space and Time
Maze of Torment
Unexpected Security
Snooze Button
Flash Memory

1 star:

Test Chambers
Teenage Dream
10 seconds of hope

THE BEST LOOKING GAMES I’VE RATED:

5 stars:

Test Chambers
Barricade
RocketCar Rampage!
Castle of Doom
Realities
Mission Luna
Move It In 10 Seconds
Flooded Dungeons
Gas and Air!

4 stars:

The Lost Robos
The Day Magic Died
Clonogram
Tower Infinity
AntiVirus
Time Annex
Twitchy Thrones
Entropy
Chronobender
NodeNetOS

3 stars:

10
Flippin’ Matrix
The Manipulator of Space and Time
Mashals of Knaveland
No Time for Nibbles
Faster Than Before
Urvas
John Q. Adamant
Barrage Trigger
Thief Escape
Lost Pixel
Time Crystal
The Barrier

2 stars:

Atomic Time Raiders
Key of the Ruin
Ludum Dare
Bomb Squad
Was a Rougelike
Maze of Torment
Unexpected Security

1 star:

Diesel May Care: Quest For The Ten-Second Car
Teenage Dream
Snooze Button
10 seconds of hope
Flash Memory

THE MOST ATMOSPHERIC GAMES I’VE RATED:

5 stars:

Barricade
The Lost Robos
Atomic Time Raiders
Realities
AntiVirus
Mission Luna
Flooded Dungeons
Twitchy Thrones
Gas and Air!

4 stars:

RocketCar Rampage!
Flippin’ Matrix
Castle of Doom
Tower Infinity
The Manipulator of Space and Time
No Time for Nibbles
Barrage Trigger
Thief Escape
Move It In 10 Seconds
Entropy
Lost Pixel

3 stars:

Ludum Dare
Clonogram
Diesel May Care: Quest For The Ten-Second Car
Time Crystal
The Barrier
NodeNetOS

2 stars:

Test Chambers
The Day Magic Died
Mashals of Knaveland
Time Annex
Urvas
John Q. Adamant
Maze of Torment

1 star:

10
Key of the Ruin
Bomb Squad
Was a Rougelike
Faster Than Before
Teenage Dream
Unexpected Security
Snooze Button
10 seconds of hope
Flash Memory
Chronobender

OVERALL

Fun: 18 five-stars, 10 four-stars, 8 three-stars, 6 two-stars, 3 one-star.
Graphics: 9 five-stars, 10 four-stars, 13 three-stars, 7 two-stars, 5 one-star.
Mood: 9 five-stars, 11 four-stars, 6 three-stars, 7 two-stars, 11 one-star.

Conclusions:

– I can call most of the tested games funny. -> I couldn’t find only a few boring games.
– most of the games have decent graphics for me.
– I was strict in the question of mood.
– twice as much games were outstandingly entertaining for me than outstandingly nice or atmospheric.
– distribution of mood between games is big.
– I disliked most of the least entertaining games overall.
– same with graphics; however, there were an extraordinary exception: Diesel May Care is a hilarious game!
– most of the “weightless” (=low mood rated) games are not bad overall.
– either I’m not strict enough with “Fun”, or there are some seriously talented guys here! 😀

Thanks for reading,

Katamori

Tags: entries, entry, statistics

Hackfield: The NetField Update – early plans & concepts

After the great inspiration I got from Hackfield, I started to plan a bigger sequel. There are only some simple feature ideas, but I hope you like even this one (even though these are just plans)!

Story:

2041. Years before, the biggest panicwave in humanity’s history have spread all over the world. After this event – that is known as the Anubis Incident – the United Nations have remade the architecture of the Internet by completely changing the security system of the New Age Protocol.

Needless to say, that it makes recovering way longer – but finally, they could implement their final plan: reorganizing the whole internet. Now it’s called  „The NetField”, where computers are available only through governmental nodes.

Surveillance of people have reached a level we’ve never seen before. The NetField is fully censored and controlled; everyone who uses it is not able to get informations that is not allowed by the governments of the world. They try to cover it with the depiction of a perfect world (Utopia, as they call), but the truth is that the gap between working people and leaders is increasing.

Resistance expected that the Anubis Incident may help to take over the world and starting everything over – but the Center was quicker. With an unkown power that makes governments stronger, security forces could save and conquer almost the whole computer network of NAP.

The resistance couldn’t escape this time. A lot of them are already dead. However, Hackfield have survived the chaos, and stayed up-to-date until the born of the NetField. It dissapeared then…

…until now.

Planned features:

– hub of computers

Hackfield acts like a special browser that allows you to manage inside the main architecture of the server you are connecting with. By this, closed connections are available, and even though it’s a bit harder, you can contact with computers that are not connected to the NetField – indirectly, every computers are available through the NetField, since the incredible amount of WiFi systems.

– specialized targets

The computer name generator of the original Hackfield is on a great way of being fixed and improved. To make it sense, all kinds of computers are gonna be custom. Every computers are going to have different memory map size, difficulty, variety of used tools and custom access-ports, files, softwares etc. on them.

– manipulation of the world

Change variables in access-ports to make people pay attention in real life for your actions! Close doors, turn connecting systems on and off, change text of monitors, send messages throughout real life, and so on – but be careful, before you are becoming disconnected!

– microprocessors

Low-level systems? Low-level operations! Use the WiFi system that covers the whole world to your own advantage! Hack WiFi stations, check the list of available devices, and manipulate smartphones and cars!

– thousands of records and e-news

Don’t forget: this is a living world! While the hours and days you’re spending on the NetField, event happening around the world. Follow them through various news portal, or read the historical event that happened since and before the Anubis Incident!

Tags: concept, plan, sequel

LD28

A common Youtube playlist?

When I was looking for LD27 videos, finding only gameplay videos, and separate the from timelapses, summarizes etc. was a bit hard.

To prevent this, what do you think about creating common Youtube playlists, such as LD28 timelapses, LD28 gameplay teasers etc.?

We may even create a Youtube account that is commonly used for videos and maintained by a reliable guy (I don’t know exact people around here tbh), but I may also collect the videos by myself to add some playlists.

What do you think about it? How important YT videos are for Ludum Dare?

I’M READY!!

I’m in a hostel BTW.

 

Kép1799