TerraCottaFrog

LD33

I finally have something to show

The city lies in ruins, and much of it is on fire.

This is not a kaiju game, by the way 😛

.early screenshot

Comments

geekygenius
22. Aug 2015 · 16:04 UTC
Reminds me a lot of sim city 2000.
AnaglyphCoding
22. Aug 2015 · 16:07 UTC
Reminds me a lot of the original zelda on the nes, and I have no idea why.

You know it’s time to take a break from developing when you see the games particle effects when you close your eyes.

It’s Finally Done!

My game, Disastris, is now complete and ready to play!

final screen 1

early screenshot 3  final screen 2

From the description:

Control the monstrous power of Mother Nature in Disastris!

Disastris is a game of strategy, experimentation, chance, and watching things explode. You have control over each of the four classical elements: Water, in the form of a powerful tsunami; Air, in the form of a tornado; Fire, in the form of a fire-bomb; and, last but not least,Giant Monsters from Space! (In the form of a giant monster from space.)

Blast your way through five unique cities on your campaign of destruction, experimenting with each disaster in your arsenal to create maximum destruction. Try for a high score, or simply experience the cathartic thrill of crushing mighty civilizations into dust!

 

Working on this game was a lot of fun and a great experience. The number of firsts for me on this is almost embarrassing to admit 😛

 

 

“Disastris” Postmortem

This is the (needlessly long) Post-Mortem for my First Ludum Dare Entry: “Disastris”

final screen 1

I’ve never really done a post-mortem before, and I didn’t take many progress screenshots, but here goes 😀

The Theme Announcement and Brainstorming

Like many people I was completely taken by surprise when I saw the theme. I was expecting something abstract, similar to the theme for the last few Ludum Dares, like “one rule” or “expanding world.”

I banged my head against the wall over and over again, coming up with generic idea after generic idea, writing down an astounding 14 unusable and generic themes in a single hour. I took a shower, then  looked over all of my ideas.

I hated them all.

So, worried about using up too much of the time, I settled on my first idea: a game where you play as a Yeti trying to drive people to madness by being seen without your existence being proven. I wrote down all sorts of ideas, but nothing really felt right. I looked back at the other ideas, and one stuck out at me: “you are the fire.” I had dismissed this idea as being too far from the theme, but after all my hours of agonizing over the theme, I decided that it was fine to waver a little bit from it.

But the thing is this: The idea fit the theme perfectly. That’s the first thing I learned from the experience – don’t discount an idea because it doesn’t feel close enough to what has been asked for. If the gameplay is solid, its possible to clearly relate to a theme even when doing something unexpected.

I settled on a puzzle/strategy game for windows and web where you move through a set of single screen cities armed with 4 disasters: fire, tornado, earthquake (later changed to tsunami), and a giant monster. The player would use planning to try to create as much destruction as possible with the disasters given. There would be firefighters, cars in the streets, a variety of buildings that give bonuses, storm walls that were immune to certain disasters, and much more.

Beginning Work:

So there I was: 3 hours into the Dare with an idea that seemed impossibly complex in a genre I had no experience in. The task seemed enormous, but I decided I wasn’t going to waste any more time on finding a new idea. I was going to stick with it for the remaining time.

I opened up Pyxel Edit and began drawing tiles for the roads in my city. I had decided to make the graphics 8X8 to allow for my artistic “skills” to be hidden behind a protective layer of minimalism. It took around an hour to make the roads, and after that I drew a small house. I drew a skyscraper, and arranged the elements into a small set of city blocks. I then called it a night and went to sleep.

Coding Begins:

As soon as I woke up (no time for breakfast, I had a game to write :P) I started writing the code to allow roads to be layed out without picking out each road tile individually. I added some houses and the skyscraper, and soon I had a static image of a city. The next step was explosions.

early screenshot 3

I realized that the most important element of this game would be satisfying city destruction. I wasn’t sure if the game mechanics would encourage experimentation like I hoped, so I needed something to fall back onto. I spent multiple hours trying to get building particles to work, and when I had finished, I had particles flying everywhere. But I needed a disaster to cause the destruction, so I started work on the fire.

The Fire:

Coding the particles and spread of the fire was the hardest part of the entire project.

The fire particles were easier to code than I expected. I made a sprite with 6 images, starting orange and gradually moving to smoke. Particles got smaller and moved to smoke color as they floated up.

Much harder was the spread of fire. The logic that I wrote created a very touchy value for the growth of the blaze. A 5% change in the value was the difference between the fire spreading out of control and it barely spreading at all. It took hours of tweaking that value in two separate sessions to get the fire working. When  it was done, however, I had a cool demo where fires could be started which sent rubble from explosions flying everywhere while smoke filled the skies.

early screenshot

 

Adding the Tornado

This was not very hard, luckily. It just took a little bit of time to draw it, but I incredibly ran into not a single bug when coding the tornado movement. It was my lucky day, I guess :)

early screenshot 2

Abandoning Web

Now I had a tricky decision to make. The particles lagged the web version so much that I could either release a toned down web version with lowered particles, or a windows only version with full particles. It was a choice between most people getting an experience which may not be as enjoyable, or some people simply not being able to play the game at all. I decided that it would be better overall to release only a windows version. Not many people would be willing to download a game that they could just press a button to play, even if it meant a better experience. It makes the overall quality much higher (and ensures better ratings :P) That’s the second thing that I learned: Feel free to lower the scope of a project if it means higher quality.

Adding the Monster

While I expected the monster to be the hardest part of making the game, it actually took only around 40 minutes. So, that worked out.

final screen 2

Another Strange Decision

Time went on, I added more disasters and levels (incredibly running into no major bugs), and I was faced with another choice. The tsunamis in the game use particle effects, but the way I initially wrote the code did not allow it to move even in only the 4 cardinal directions. I could either spend another hour reworking the system, or make it so that the tsunamis can only be placed in two directions. I ultimately decided on the 2 direction approach, and I think it actually benefited the gameplay by limiting the power of the otherwise extremely strong disaster, although the strange control has already caused some confusion. After that, I had finished all of the disasters!

final screen 3

Music

Interestingly, I had almost no experience writing music of any length before this, although I do play drums in a jazz ensemble and have played with some friends in a rock band in the past. Bosca Ceoil was not working properly, for some reason, so I used mixcraft 6, which I also had access to, to create the music. I had a bass line and drum line in my head, and it took around an hour to get that down into the computer. Overall, I only had around 14 seconds of music to show for that time. That’s the third thing I learned (which should have been painfully obvious before): Don’t use software that you don’t know when you only have less than an hour.

final screen 4

The Conclusion

This Ludum Dare, my first, was a really great and inspiring experience. My game has gotten a highly favorable reception so far, and that inspires me to continue work on some projects that I have frozen. It has also removed my fear of writing somewhat complex game logic. Before the Dare I tried to tiptoe around that to avoid the massive frustration it often causes me when I need to rework a large portion of programming or run into a major bug.

Thanks for reading. I just realized how long this whole thing is, so I hope I didn’t bore you 😛

See you in December!

LD34

Spinning Things

Theme: Two Button Controls

firsttestld34

My second Ludum Dare.

I’ve learned one thing so far:

Drawing circles is hard.

LD35

Starting now, finally

I decided to make a shooter with three ships with different fire patterns you can switch between. Not too interesting

playersshow

Those are the player ships. The goal is to make a 10 minute game that needs ~2-3 hours of gameplay to beat, with a loop.

May need to go into the jam.

Boss Battle 2

The second boss battle is done. Just one more to go. The game gives you tip when you die. Speed is screwed up on the gif.

boss2

ShmupShifter Jam Version

I worked through today after submitting last night and made an improved version of my Compo entry ShmupShifter. Lots of polish and balance, gamepad support, a background(!), and the sound doesn’t hurt anymore, and you can select the stage and difficulty!

jamversion

Remember to rate the original compo submission!

Last Chance For ShumpShifter

Last Chance for ShmupShifter

shmupshifter-final-1

level2final

level3final

From the description:

ShmupShifter is a 3 stage manic shooter developed in 48 hours for the Ludum Dare 35 compo, based on the theme “Shapeshift.”

Fight 6 enemy types and three boss fights as you make you way through space. Use your powers of transformation to gain an upper hand, firing on enemies from all sides.

Featuring real shoot-em-up difficulty, ShmupShifter will surely satisfy your shmup appetite.

Try ShmupShifter today!

A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

 

(post-mortem) Some stuff about the mistakes and stuff I made or something

cover

So I made this game, ShmupShifter.

It was really complicated compared to what I’ve done for the compo in the past, so there were a few odd choices, and in addition to that some elements of the game are only useful very late in the game.

Consider this a postmortem. Maybe.

The Inspiration

I was inspired to make this mechanic by Radiant Silvergun.  I, lacking an Xbox 360 or Sega Saturn (and 700 bucks), have never played the game, but it seems awesome so whatever. Have some gameplay:

You have access to seven weapons which you can change to at any time. I thought the gameplay possibilities from this would be excellent, and in addition it fit the theme well.

The Main Mechanic

The shape-shifting in the game isn’t necessary in many situations until the second stage, which many players never got too. That’s kind of an issue. In the late game it is essential to use all ships in order to avoid the need to dodge patterns altogether. The ability to move around enemies means that in some cases you never need to come close to bullets, as you can herd them in any direction you want.

A lot of people did not seem to notice the importance of the speed differences of the ships, but when you get better at the game you start thinking about using ships that may not have the best fire for the situation, but that you need to move as accurately or as quickly as you need to.

Play the video to see what I mean with the stage 2-1 boss, which you can dodge above with the fast green ship.

The Purple Ship

One of the three usable ships seemed to be pretty useless to, well, everybody. This ship had:

  • Slow movement
  • Hard to use, weak weapon.

Because people do not see the later moments of the game, both of these traits seem a detriment. The slow movement is actually an essential part of the gameplay later on. When fire become dense, especially in the second loop of the game’s stages, it is almost impossible to weave through with the red or green, fast ships.

The weak fire is designed to prevent players from staying in the purple mode for a long time, as the combination of fine control and normal fire would make it far too powerful in later stages.

Here is an example of using the purple ship to dodge a dense pattern. The second use in the clip is what I’m talking about, when the spread firing enemy comes in from the right. You’ll notice that I die soon after I, in panic of being stuck,  switch to the red ship.

Impossible Patterns

Some people complained about some patterns being impossible. This was, believe it or not, by design. It is always (or at least, 99% of the time) possible to get the upperhand in the situation by exploiting the games mechanics, such as the ability to harmlessly go through enemies, move quickly with the green ship, and fire from all angles. The patterns which may be impossible if you approach them like a typical shmup become easily beatable if you utilize the mechanics.

The Root Cause of the Issues

The biggest issue I had with this game was that I made it for people who were into shmups, not for an average Ludum Dare player. This led me to go way overboard with the difficulty, and make stages ludicrously difficult if you don’t think them through and play repeatedly, which many people wouldn’t. Next time I’ll include a normal mode, which would be easier than this game, and an arcade mode, which would be like this game is.

Here’s just some gameplay starting from the second loop to demonstrate how insane the difficulty can get in this game. (of few of the early deaths are intentional to reduce the difficulty. Or at least that’s what I tell myself :P)

Thanks for reading my needlessly defensive explanations of all of my game’s issues! Remember to try ShmupShifter!


A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Tags: post-mortem

(post-mortem) Some stuff about the mistakes and stuff I made or something

cover

So I made this game, ShmupShifter.

It was really complicated compared to what I’ve done for the compo in the past, so there were a few odd choices, and in addition to that some elements of the game are only useful very late in the game.

Consider this a postmortem. Maybe.

The Inspiration

I was inspired to make this mechanic by Radiant Silvergun.  I, lacking an Xbox 360 or Sega Saturn (and 700 bucks), have never played the game, but it seems awesome so whatever. Have some gameplay:

You have access to seven weapons which you can change to at any time. I thought the gameplay possibilities from this would be excellent, and in addition it fit the theme well.

The Main Mechanic

The shape-shifting in the game isn’t necessary in many situations until the second stage, which many players never got too. That’s kind of an issue. In the late game it is essential to use all ships in order to avoid the need to dodge patterns altogether. The ability to move around enemies means that in some cases you never need to come close to bullets, as you can herd them in any direction you want.

A lot of people did not seem to notice the importance of the speed differences of the ships, but when you get better at the game you start thinking about using ships that may not have the best fire for the situation, but that you need to move as accurately or as quickly as you need to.

Play the video to see what I mean with the stage 2-1 boss, which you can dodge above with the fast green ship.

The Purple Ship

One of the three usable ships seemed to be pretty useless to, well, everybody. This ship had:

  • Slow movement
  • Hard to use, weak weapon.

Because people do not see the later moments of the game, both of these traits seem a detriment. The slow movement is actually an essential part of the gameplay later on. When fire become dense, especially in the second loop of the game’s stages, it is almost impossible to weave through with the red or green, fast ships.

The weak fire is designed to prevent players from staying in the purple mode for a long time, as the combination of fine control and normal fire would make it far too powerful in later stages.

Here is an example of using the purple ship to dodge a dense pattern. The second use in the clip is what I’m talking about, when the spread firing enemy comes in from the right. You’ll notice that I die soon after I, in panic of being stuck,  switch to the red ship.

Impossible Patterns

Some people complained about some patterns being impossible. This was, believe it or not, by design. It is always (or at least, 99% of the time) possible to get the upperhand in the situation by exploiting the games mechanics, such as the ability to harmlessly go through enemies, move quickly with the green ship, and fire from all angles. The patterns which may be impossible if you approach them like a typical shmup become easily beatable if you utilize the mechanics.

The Root Cause of the Issues

The biggest issue I had with this game was that I made it for people who were into shmups, not for an average Ludum Dare player. This led me to go way overboard with the difficulty, and make stages ludicrously difficult if you don’t think them through and play repeatedly, which many people wouldn’t. Next time I’ll include a normal mode, which would be easier than this game, and an arcade mode, which would be like this game is.

Here’s just some gameplay starting from the second loop to demonstrate how insane the difficulty can get in this game. (of few of the early deaths are intentional to reduce the difficulty. Or at least that’s what I tell myself :P)

Thanks for reading my needlessly defensive explanations of all of my game’s issues! Remember to try ShmupShifter!


A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Tags: post-mortem

LD36

I’m in for my fourth Ludum Dare

So I’ve done one year of Ludum Dare, so that’s pretty cool.

I’ll have to start one day late, so I’ll enter the Jam despite having only 48 hours.

I’ll be using:

  • Engine:
    • GameMaker Studio
    • Tweenline Tweening Engine
    • My own extensible scripting thing for time based stuff like levels, dialogue, cutscenes, ETC.
  • Art:
    • Photoshop
    • Illustrator
    • Pyxel Edit
    • Paint.net
  • Music:
    • Bosca Coeil
    • Mixcraft 6
  • Sound:
    • bfxr
    • jfxr
    • Audacity

My brother may or may not do the music for my game.

So hopefully this time will be great (it will be)

Tags: im in, One year

Feedback friends question

I’ve commented on four things, and it says I have 2 points per comment.

But I only have two points.

but somehow a balance of 103

with no comments received.

 

Am I completely misunderstanding this or is it not working right?

Comments

TerraCottaFrog
30. Aug 2016 · 03:32 UTC
nevermind

Ludum Dare 37

Ready to start!

I can’t believe there is nobody who has posted anything like my idea.

 

Not that that’s bad 😛

 

Good Luck everybody!

Placeholder graphics

Placeholder game?

placeholder

Comments

TCVM
10. Dec 2016 · 04:43 UTC
Haha, when I was working on a elevator-thing I had that problem too. Good to see it is “common”