sebastian

LD26

Terminally Ill – a Post Mortem

Hey, I decided I’d write a short post-mortem for my first Ludum Dare entry – Terminally Ill. Quite fitting I thought…

Play the game

Watch gameplay

Terminally Ill Gameplay

Before I begin, let me introduce myself: my name’s Sebastian and I’m a sixteen year old aspiring game dev from South Africa. I think that covers everything important..

 

I stumbled (well actually crawled on all fours) out of bed at 4am on Saturday morning to read the theme announcement. I had spent a half hour the previous night sketching out some rough ideas for the themes I thought most likely, so the first thing I did upon hearing the theme was minimalism, was to just flip through my notebook to find the relevant page. This is what I found: http://bit.ly/theLDSketch

Not the most awe-inspiring of GDDs! But I decided to go with the idea anyway.

So the first hour or so I spent just getting a basic text system down where I could give the program a string array and it would type it out nicely and not go over the edges or anything silly. And of course I also had to get the player’s side to work with basic functionality like backspacing and detecting commands. Nothing too difficult, but it still took a while, groggy as I was.

Then I decided I should probably give the player some context, so I started working on a few basic story ideas. At first I wanted to have a kind of Portalesque story where computers have taken over the world and are performing tests on humans to determine whether or not humanity poses a threat to them. I had some vague ideas of making it so that you had to do very badly in the tests so that they wouldn’t wipe your entire race out, but I struggled to find a way to turn that into enticing gameplay. Unable to find a story I was satisfied with I decided to leave it until later, but I did make the decision that I would take a rather dark theme. In general I prefer more light-hearted games so I’m not sure what the logic behind that was, but anyway…

At this point I thought it was time to start working on some actual gameplay so I decided to create the first minigame – pong. Pong is pong, so it didn’t take much time to make (although I do think I could have implemented it a lot better than I did) and I started thinking about some other ideas. In retrospect I think I should have sat down and planned all the minigames out because as time went on I started running into problems with things like the multiple games requiring the same controls and I didn’t want to make the player use obscure controls like IJLK to move around, because thats just completely unintuitive. Another thing I feel I should have planned better is the layout of the game. I am quite happy with the end layout, but I must have changed it at least six times during the creation process which really slowed things down. One of the main problems there was that I couldn’t figure out how many games should be playing at once. I also wasn’t sure if I wanted to keep the players’ terminal open so they could type stuff in, for example I was going to have a minigame where the computer would ask you a random question and you’d have to input the answer before the time ran out.

By the end of the first day I had a fairly decent system where I could add games in and the terminal would output what game was being added and what controls were required to play it. I had only managed to complete two minigames however, pong and a falling block dodging one. At this point I was unhappy with my progress and contemplating spending Sunday just relaxing and not submitting my entry after all. When I woke up I decided I might as well just see where the game would go if I spent another day working on it.

I dawdled quite a bit, watching some tv series and the like and by midday I had only managed another three minigames. I decided I should at this point turn the game into something playable and from there I could refine it and add more minigames if I had the time. So I decided on a final layout with two games split horizontally and the computer terminal on a strip on the side. After some intense arguments with the framework I set up on day one I had everything working semi-smoothly.

Now it was time for the part I was most apprehensive about – the music. I play a bit of piano and I have a nice little midi keyboard that I’ve never learned to use properly, but I’ve never actually tried to compose anything. Well I did try once, but the results of that once was the main reason I was feeling so apprehensive :P

After listening to the Castlevania song Bloody Tears a bunch of times over I finally started bashing away at some keys and after a little over two hours I had something that could be considered more or less not completely unbearably awful.

I then put everything together, spent a frustrating hour chasing down elusive bugs, spent an even more frustrating two hours trying (and completely failing) to get my mac, pc and linux builds to not completely break when downloaded (not sure if there’s something wrong with dropbox at the moment or what) before finally admitting defeat and just uploading a web build.

So I think in the end I’m quite happy with my game. I’ve received a number of positive responses which is very gratifying. Despite some ups and downs my overall impression of the event is a very good one and I’ve found it extremely fun playing through everyone else’s games. I think the main thing I need to remember for next year is simply more planning!

Well that’s it for me, didn’t mean to write quite so much..

Cheers – Seb.

Tags: First Ludum dare, postmortem

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This entry was posted on Wednesday, May 1st, 2013 at 7:32 am and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My favourites so far.

These are my 5 favourite games so far (out of 150).

Budget Squad – deepnight (48h)

1

This game blew my mind. You switch between two submarines, one that is invincible and holds a light source, and another which has a gun, but is very weak. The art in this game is stunning and the unique gameplay very engaging.

Snake in a Cube – OU GDA (jam)

2

 

Snake, but more confusing! A cool and well polished twist on the classic game (with great music).

CLRS – acatcalledfrank (48h)

3

 

Mix colours and defend the blob! Crazy and addictive.

Cubique Noire – Detocroix (48h)

4

 

A very stylish minimalist crime thriller. Featuring cubes.

CHAMELEON RUN – Split82 (48h)

5

 

I must admit I’m a sucker for these kinds of games. Very simple, but fast paced, slick and so very addictive.

 

Hope you enjoyed these games as much as I did.

Cheers – Seb (my game)

 

Tags: favourites

Last minute recommendations

Just 19 and a half hours left until voting ends, here are a few games I thought were pretty cool and definitely worthwhile checking out!

Super Clutter Blaster 2013 – Homletmoo

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The Parasite – jahlgren

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Tiny Runner – Jarcas Studios

 

942fe584709777cd7bcbceea708bb026

 

Square Heart Flower – JonathonG

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My own game is lingering just a few ratings off a hundred, please go give it a rating to bump it closer to that century milestone if you’ve got a moment ^^

Terminally Ill

Tags: favourites, LD#26, recommendations, Square Heart Flower, Super Clutter Blaster, The Parasite, Tiny Runner

Terminally Ill – Aftermath

Hey guys, this post is a little late in coming, but I wanted to say thank you to everyone who commented on and rated my game, I was very happy (not to mention surprised) with my overall result of #102, maybe I’ll break the top 100 next time! I was also extremely pleased with my placing of 24 for mood, since I did try quite hard to build up some sort of atmosphere.

Overall a very enjoyable first experience, I can’t wait to give it another bash in August – see you guys then!

Screen Shot 2013-06-01 at 5.18.20 PM

Also, The IGP made a video of my game on youtube, check it out :)

Tags: LD#26, ld48, post-compo, results

LD27

Ten Down – Post mortem

Hey. I wanted to write a short post mortem of sorts detailing some things that I have learned from the feedback on ‘Ten Down’. Handy link to it right here: http://bit.ly/LD27Page

I’ll be closely monitoring the amount of clicks that link gets. Go on, make my day.

So the first issue people have had is with the control system. It’s a top-down game and the controls are basically up and down to go forwards and backwards and you character moves in the direction it’s facing (towards the cursor). I thought is was a pretty simple set-up, but I guess the main concern is that you don’t have the ability to strafe! If I ever make a top-down again I’ll remember this. If you do happen to play the game, please let me know your thoughts on the controls.

The second issue was a lack of tactical options so its basically just running and shooting at enemies until you die. I tried to add some sort of strategy by adding pillars that you can take cover behind, but it seems that wasn’t enough. Are there any suggestions as to what else I could have added to improve the game in this regard? Also, when you die, does it seem to be because of a fault on your part (bad aim, not using those convenient pillars etc) or does it just seems to be unlucky (the game’s fault).

Finally, the main positive feedback I’ve received is on the audio. I’ve learned that while creating your sound effects with your mouth might make you feel just a tad silly, it sure as hell is a lot of fun. I hope to do it again in the future.

Thanks, Seb.

 

A short video showing the gameplay.

 

 

Tags: 10 seconds, LD #27, post-mortem

Starting post-compo for Ten Down

Hi. I’ve been receiving a lot of (mostly) positive feedback on my game Ten Down, and I’ve resolved to stop moping around and get cracking on a post-compo version of sorts. I’m thinking large-ish, super stylish, randomly generated maps where you fight against a variety of monsters and have to explore the area to progress. The main complaint I’ve been getting on my game is the (apparently) odd control scheme it uses, and I’d love to get some feedback on the new (hopefully more familiar) setup I’ve got going now. The controls are as follows: WASD/arrows for movement, space to shoot and shift to sprint.

You can take it for a test drive right here

If you’d like to follow the progress of this game I’ve started a WIP thread for it over here.

All the best!

Screen Shot 2013-09-06 at 10.48.54 PM

Tags: post comp

Comments

shard123
06. Sep 2013 · 20:12 UTC
Looks good, reminds me a bit of that old Boxhead game.

Indefensible

Hi guys, I’ve been slaving away for the past 13 days and I feel in the mood for sharing what I have created thus far.

The game is a sort of fusion between tower defence and top down shooter which takes place amidst burning rivers of lava. Using your keen rock throwing ability you have to fend off packs of ravenous monsters until you can get your hands on a machine gun and perhaps some sort of multi-missile launching machine. Not going into too much detail here, but you can read more and follow the progress HERE if reading this has sparked some wild excitement.

Screen Shot 2013-10-12 at 9.28.18 PM

This is the state of my todo list (looking like an awful lot for just 19 days):

Finish coding player weapons
Think up and implement player upgrades
Program, model and animate three different enemy types
Create a non-horrific GUI (not looking forward to this)
Add some music and sfx
Improve the graphics
Balance
Polish
Test
Bug squash
Release
Pray for some income ^^

 

All right, thanks a bunch for reading, or skimming through or whatever you did and I wish you all the best.

-Seb

May the Best Man Win

Cover Full orig

 

Mission October completed! So I ended up making some sort of hybrid of a tower defence and op-down shooter game. I think in the end the gameplay is actually half-decent, but I wish I’d had more time to work out some balancing and difficulty issues as well as develop the story a bit and maybe add in some online highscores. I hope some of you guys get the chance to check it out (right HERE) and please let me know what you think if you do!

Cheers guys, and good luck with the shark jam if you’re taking part! (I’ll be sleeping :P)

 

Primary Screeny

Play Here.

Tags: October Challenge 2013

October Challenge: gameplay video

Hello everyone! I would like to share this gameplay video of my october challenge game – May the Best Man Win (which 12 days later I’ve finally got around to recording).

Download the game here if it tickles your fancy (available for mac, pc and linux): http://sebastian.itch.io/may-the-best-man-win

Tags: gameplay video, october challenge

LD29

MiniLD 50 – MiniLands

Hey guys, had to pause development for a while because of school, but the submission deadline was extended (woohoo) so I could finish it off today.

I found demaking to be a really inspiring theme. Having so many ideas you’re not sure what to go with is always a nice problem to have! I went with Borderlands in the end. If you have a moment, please give it a go, or maybe watch the video instead/as well? 😀

http://www.ludumdare.com/compo/minild-50/?action=preview&uid=20818

Tags: MiniLD #50

Comments

06. Apr 2014 · 20:34 UTC
love the art and animation, for some reason the walk cycle just looks great…

LD30

Splotch! MiniLD#54

Hi there! Splotch is a fun frustrating (let’s be honest here) little physics-based puzzle game where the objective is to guide the balls into their portals by drawing lines for them to ricochet off. You’re up against the world to get the six level course completed in the shortest space of time possible. Up for the challenge? 😉

Click here to play Splotch.

Logo

Tags: MIniLD54

Splotch gameplay video

Hello, I recently finished a little physicsy puzzle game about bouncing balls around for September’s miniLD. Anyway, I made a short gameplay video which I thought I’d share here for those interested ^^

Link to the game: http://bit.ly/splotch

(Untitled)

Hi there, after programming This Little Piggy for LD30, a number of people were interested in how the character controller was achieved. I’ve now put together a little tutorial showing how it’s done.

Source code: http://pastebin.com/YBbFGZzD
World model by @danielsound: http://bit.ly/worldModelPackage
Hope you enjoy and learn something 😉