wan

LD22

Color match

Here is my doodle for a very basic game. It’s about matching people by finding the same color in a gradient palette. A romantic game about the quest for love… and racism.

(PS: First entry!)

Tags: draft, wan

LD24

A wild contestant appears!

Hi everyone,

I’m Wan, and I took my week-end to finally take part to this awesome event :) Some might know me from the Minecraft community as Jimeo Wan, the guy behind a mod called Inventory Tweaks ; I also won the Java4K competition this year (look for “The Little Scientist“). Now this is the first time I get to make a game by myself within a limited time, so I’m not very confident about all this – but I’m pretty sure this will be loads of fun, and I guess that’s what matters 😉

I’ll probably use JavaScript and the CraftyJS framework for my entry, since it feels quite fast and comfortable to code with. Depending on the game idea I’ll have, I might turn instead to something more powerful, like a Java applet. We’ll see what the new theme has to offer!

Other tools I’ll probably use: Photoshop, Reason, Notepad++

++

EDIT: I just set up a repository with the existing code I intend to use during the event. It might be useful to anyone who plans to use CraftyJS actually. Just a few libraries + some custom (barely) reusable stuff I made from previous small projects.

Tags: wan

Some platformer basics

Okay it’s midday here in France, and I’ve been working for maybe 4 hours now.

I went for something between a platformer, a puzzle game, and Bubble Tanks. I have some pretty cool mechanics in mind, I’ll see if they’re as fun as I hope. Right now what I can do is load any level edited with Tiled, plus make the player… well, move and jump, it’s a start. Now let’s code some interesting gameplay!

(PS: Yeah, the player is a cell. Evolution, dude!)

Click here to play the latest version of the game

First playable version, at last!

Well, I’ve had a few troubles while setting up the core code for my game (I notably lost a few hours with the weird collisions management CraftyJS provides D:), but I finally have something playable. Yay! I have set up five levels, each one introducing a new mechanic or idea. It’s a bit glitchy, but hopefully enjoyable.

Once I add some decent graphics.

And some music.

I’d like to add much more levels & content, but I guess it’s better to polish the game now, to make sure I don’t put myself in some bad  situation during the last hours 😉 But first, time for a break.

Play the latest version of the game here

A screenshot of the map editor

(PS: OMG don’t even have a name already)

Cutscenes!

Unfortunately, this picture does not reflect in any way the story of the final product. Or does it? Maybe I could fit a kitten somewhere.

‘The Voynich Experiment’ is done!

Tired, but quite satisfied! I managed to do most of what I planned for this 2nd and last day. My only regret is that I might have taken too much time on nitpicking stuff instead of producing more contents/levels, but it could have been worse.

Congrats to everyone, I’ve seen quite a lot of promising games during this week-end! Now it’s 3am here, so time to sleep. See you soon!

‘The Voynich Experiment’ entry page

Tags: compo, craftyjs, html, javascript, js, wan

LD25

Manu & Wan are in the house

Hi, we’re back as a team of 2 for the jam :)

Wan’s solo LD24 entry, The Voynich Experiment

 

The repository is already up on BitBucket. The tools we plan to use are:

* CraftyJS (JS framework)
* Tiled (tile editor)
* Photoshop
* Reason (music)
* SFXR (sound effects)

PS: Don’t forget to vote for Goats. Totally the best theme.

LD30

Let’s make a video game!

http://ludumdare.com/compo/wp-content/uploads/2014/08/YtKWRKk.gif

After missing 3 LDs in a row, here we are to hack a new video game. We’re a team of three this time!

Techs

  • Engine: Phaser.JS (we’re all new to it, but that’s where the hype is, so let’s give it a try)
  • Music: Propellerhead Reason 7 (freshly bought license! my wallet is empty!), Audacity
  • Graphics: Gimp
  • Editor: Notepad++
  • Other optional stuff, depending on the game: JXFR, TilEd

What we want to do

Not a platformer game, because we already made some, otherwise have fun and make something original.

Is there no challenge like inserting goats or kittens this time? Hell yeah Potato Salad!

Potato Salad challenge

Did you vote for the POTATO SALAD theme?

With POTATO SALAD, your game is guaranteed to be a success. Fact: about 100% of potato lovers dig POTATO SALAD, including the Ludum Dare organizers.

If you are a REAL game dev, then you should +1 the POTATO SALAD theme by clicking here and looking for POTATO SALAD. If you’re not a real game dev, then I hereby declare you a REAL game dev, and invite you to +1 the POTATO SALAD theme by clicking here and looking for POTATO SALAD.

And whatever the final theme is, make sure to have POTATO SALAD in your game.

 

For those who want to POTATO SALAD their submissions here is a non-official POTATO SALAD badge.

Tags: vegetables

“Corponnected Ltd.: For a better world. With more factories.”

Link to game page

Our jam entry “Corponnected Ltd.” is now in the wild, and first feedback has been very positive! To hear people saying they actually finished the game / played it for half an hour is incredibly heartwarming. Here’s a quick postmortem while memories are still fresh:

Before the Jam

This week-end was my fourth LD, and the second one with teammate Manu. This time we managed to make a 3rd person, Guillaume, join the team, so with our extended workforce we felt like the sky is the limit! With our little experience with previous jams we knew we had to avoid making a too complex game, so we planned to make something that could easily start small, and then be iterated over.

We chose in advance to make the game with Phaser.io (HTML5 engine), so we could practice with it a bit before the jam (before that, our engine of choice was CraftyJS, but while we love its API, some annoying issues made us want to try something else).

Jam progress

We were quite lucky in that it took maybe 5mn between the moment I discovered the theme, and when I figured out what I’d want to make. Our concept, a factory building simulation, is actually borrowed from a game idea that has been in my head for a while. I also liked that management games are usually nothing too complicated at a technical level (or so I thought), leaving more room to focus on game design and balance. We actually discussed so much about the game mechanics that we didn’t start coding until maybe 3 hours into the jam.

When getting started, we quickly realized things were more complicated than we thought (such as the workers AIs), so the “let’s make a small game and iterate” thing kinda falled through… Actually it’s much harder to work in small steps when you’re a team of 3: the most immediate way to split the work was instead to cut the game into subsystems and make each person responsible for a part, so the whole game is actually developed concurrently. In our case here’s how it was initially split:

Wan: Factory building screen / Workers AIs
Guillaume: World map screen / Level design
Manu: Game state & contents modeling / Save system

This worked pretty well, but the side effect was that the first “working” version was barely ready for sunday evening. At that point most of the game was done though – it lacked a lot of polish (like a tutorial, an endgame, music, etc.), but the engine was up and running! There was a down side though. We had huge balance issues on top of the lack of polish & contents, so we were still really worried about one thing: will the game be actually fun?!

Monday was a work day so we only had an evening left to actually turn this first version into a fleshed-out game. We were really tired at this point, but every bit of work put into the game during this final rush made us increasingly excited, as we saw everything falling into place and the game mechanics starting to make sense, turning up the game into a surprisingly cohesive experience.

By the time the game was done (about 2 hours before the deadline) we were pretty satisfied with the entry, and decided to call it a day – though Manu still did some bugfixes after that! At this point he was the only one who actually played the game from start to finish, so even I wasn’t sure how playing the game actually felt. Even at this point, we were still worried about whether people would like the game: we barely had some external feedback during the jam, so we weren’t even sure whether the tutorial and the building descriptions were enough to make the game easy to pick up.

Fortunately the feedback was eventually positive, and the main complaint instead was that the game is a bit too easy – which makes sense, especially since we completely forgot to balance the feature (monthly taxes) meant to complicate things! But overall we’re really proud of our game – I even prefer it over the one that made 2nd place during LD24. We also really felt like the experience from the previous jams played a part in this session going well… I love it when a plan comes together.

Went right/Went wrong list

[+] No major issues met, we had a nice time overall
[+] Discovery of PhaserJS was pleasant, this thing just works. Docs are a bit weird to apprehend, but otherwise we really recommend it. Even integrating GLSL shaders (animated water) was flawless.
[+] Task management and distribution went well
[+] People liked our music, despite it being the most hastily and dreadfully patched thing I’ve ever made… (Can you spot the game from which I tried to mimic the soundtrack?)

[-] We should have taken our Monday off!
[-]
Initial scope for contents was way too big – a lot of planned content (factory types, etc.) didn’t make the cut
[-] The UI was made within the engine, but we eventually realized that most parts could have been made much more easily in plain HTML…
[-] Still lacked some time for polish, the engine could have supported even more variety and challenge while making factories. Some features such as having terrains of different sizes, or really complex terrains weren’t really leveraged in the levels.

We had an unusal amount of ideas for this game, it would be nice if maybe we could turn it someday in a full-featured game… But y’know, that’s what we say after every jam!

Tags: postmortem, rockets with octopuses on top

LD34

Squ’s time management in a graph

Here’s how our time management looks like for the Squ Jam entry!

timeman

Here’s a quick list of lessons learnt:

  • Art takes time – for the first time, I (Wan) planned to focus on art rather than code, and unexpectedly I ended quite happy with the results, given my average drawing skills. The hard part instead was that I’m not used to spend that much time squeezing out assets, and for a rushed coder like me it certainly was a good lesson in patience.
  • Review your technical bottlenecks *before* the jam – Every other LD we end up making a platformer, and every. single. time. We spend ages on issues with collisions management and the integration of TilEd (our map editor). The main reason, in the end, is just that we’re not very experienced with physics engines, and it shows: a large part of our time & energy was spent on it, instead of happier things such as level design.
  • Spend more time on level design – Of the total 5.5h logged as “Level design”, maybe 3h max was spent on the final levels. It’s still more than our previous entries, but we do seem to procrastinate that task… Too bad because that’s where you get to show that cool gameplay mechanic, and overall, for a platformer, good or bad level design make or break the fun of a game (emphasized for future me :P).
  • With good hardware, audio is easy – It’s a more advanced lesson targeted at musicians, but I just discovered how important a good audio interface is. I bought one right before the jam, and not only I was finally able to record noise-free voices, but also the overall mixing and sound-picking for the music felt much easier. The game features no less than 6 – short – music pieces, yet I managed to wrap up satisfying tracks in less than 4 hours.
The making of Squ's art probably deserves its own post :P

“How to make art as a s***ty artist”. The making of Squ’s assets probably deserves its own post :P

Overall we still made a great deal of progress in time management since our last entry together, learnt a lot of things and had a huge amount of fun as usual. Thanks for reading! Now go play and rate our game 😉

Ho ho ho!

Squ Original Soundtrack

Clipboard02

I uploaded Squ’s soundtrack for fun on my SoundCloud account! You can play and rate the actual game on this page.

The music was largely influenced by Mario games – I actually listened to recent Mario Party soundtracks in particular to get an idea on how to get the sound I want. I’m not used at all to make this kind of joyful music so it was a pretty new experience.

Here’s the complete list of what I used to make the music & sounds of the game:

Software

  • Propellerhead Reason 8 (DAW, see screenshot below)
  • Audacity (conversion and mastering)

Hardware

  • M-Audio Keyrig 49 (MIDI keyboard)
  • Shure SM58 (voice mic)
  • Focusrite Scarlett Solo (sound card/audio input)
  • Audio Technica ATH-M50 (headphones)
  • Those $20-something speakers I’ve got since high school

reason

LD35

And the winner for the Graphics award is…

spoilers2

Look at that magnificent background gradient! And look at that clean, white square! And those spikes, so original & pointy!

Anyway.

I just released Squircle – graphics are quite basic but it was fun to make. Hopefully you can enjoy it too.

Good luck everyone for those last couple hours :)

Pac-Man + Breakout + Sokoban = Pacbreakoban!

Wow that name is bad! I guess I was too busy squeezing out a couple levels 😛 Anyway…

Pacbreakoban is a small puzzle game, and my first attempt at using Unity. It should take between 5 & 10 minutes to finish its 8 levels.

I’m quite happy in the end with the depth of the game, as the later levels turned out a bit challenging to play, yet interesting I think. The physics are a bit wonky at times, but hopefully the game remains enjoyable.

Your feedback is welcome, I’m curious to see whether it’s fun enough for people to finish it!

Tags: MiniLD, MiniLD#67

LD36

Introducing the “Feedback Friends” mini-site!

Previously, in Ludum Dare…

In case you missed it, LD36 will be a little bit unusual, in that it won’t feature ratings.

To bring everyone up to date, the reason behind that is that PoV, when announcing his break from running the August LD, has also raised concerns over the ratings system. He recommended not to use it for this event, and following a poll made by Sorceress, we voted in majority to follow his advice.

Now, some of us really wanted to still find a cool incentive for players to play each other’s games. Ludum Dare may be enjoyed for the competition, but getting loads of playtesting and sharing feedback with each other is also a great part of what makes the event special.

So here comes our little experiment:

Click the logo to access the mini-site. Not me, the logo… Ok ok you can click me

 

The Feedback Friends mini-site

Here’s how it works:

Right after LD36 ends, you’ll be able to use this little thing to browse games and find those who need feedback the most. The more games you comment on, the higher you’ll be featured! The goal, of course, is to make sure everyone gets some comments on their games, and reward the more active commenters with more feedback.

If you’re curious, you can already browse the games from Ludum Dare 35 to get an idea of how it works.

Open beta: MiniLD #69

Starting today, the mini-site will be open for the current MiniLD in order to test things out, gather opinions and make some tweaks.

Please share your suggestions & bug reports in the comments. And if you’re curious, feel free to check the Github repository!

 

[Update] The Ludum Dare world map

Additional announcement: Will Edwards is looking for contributors (artists/programmers) to upgrade a project he made for LD30.

It featured a nice map of the world, where people could place their entries and find their neighbors. It also encouraged commenting on other games, which is exactly what we’re trying to do. It would be a nice way to complement the Feedback Friends, so if you have some skills & free time, you know what to do!

Comments

28. Jul 2016 · 23:23 UTC
Thanks so much for your hard work Wan! Your experimental @mention support in particular looks really exciting — it’s always been pretty inconvenient to reply to a comment in a way such that the author will actually see the reply. Perhaps this will help!
29. Jul 2016 · 05:28 UTC
Wow, great work! I really like this idea!

[ also love how the games appear on cartridges in the search, that’s a really nice touch. ]
Strike
29. Jul 2016 · 07:21 UTC
I really love it ! Awesome job done here. I realize now that I missed some replies from people which I just noticed thanks to you @nickname support. That’s a really important feature. I believe feedback is more important than ranking, so this is perfect to me :)
g_o
29. Jul 2016 · 11:17 UTC
I don’t really like it but well, better than nothing.

I mean of course it’s impressive that you made it in time, but as you know I’m not so impressed of the idea it’s based on.
29. Jul 2016 · 12:18 UTC
Good work Wan!
vfabien21
29. Jul 2016 · 13:30 UTC
I have tried it. That’s great.

But it only allows to efficiently see the top 20 or 50 entries in the category. Could we have page numbers at the bottom to browse a bit deeper ?
CyberStarLight
29. Jul 2016 · 15:05 UTC
The next LD just became better ^^

Nice work on the site, it seems to work very well! I hope to give it a test on the current MiniLD, I’m in it after all.

The only issue is with what vfabien21 said, it loads games really slowly and only shows a few per page.. maybe add another page with less images, stats, etc, that just orders and lists a lot of games with links? when the numbers go higher it’s going to be harder to navigate.
janiq
29. Jul 2016 · 16:16 UTC
Hi,

would it be possible to enable search also for the description?
29. Jul 2016 · 22:25 UTC
This is the best thing to ever happen to Ludum Dare. We have arrived.
30. Jul 2016 · 09:02 UTC
Well as this has been stickied, I’ll take it its the blessed way we do commenting for LD#36 and I’ll bow out with the map thing :)
30. Jul 2016 · 11:39 UTC
If location were used in FF, I feel strongly that it should be an opt-in feature, in order to protect user privacy. Not everyone may agree to their location being publically revealed. But without user authentication, what is to stop someone opting-in any user they wished to impersonate?
QualityCatGames
26. Aug 2016 · 06:20 UTC
i agree, there.
berkano
30. Jul 2016 · 11:22 UTC
Wow! Thanks so much for putting this together! It’s really boosted my motivation for LD36 :-)
Digitaldude555
30. Jul 2016 · 12:16 UTC
NO RATING? How will I judge the progress I have made over the years?
Naca
30. Jul 2016 · 15:14 UTC
Awesome work Wan!!
crazya02
31. Jul 2016 · 00:27 UTC
I honestly love this. The primary reason I participated in LD was the incentivized feedback, so this singlehandedly got me interested again.
kfischer_okarin
01. Aug 2016 · 18:06 UTC
I love it too!

A minor thing to be fixed maybe: If you embed your game but do not provide a link labeled (Web) then the game is not listed with the platform “Web” – which might discourage people from playing it even though they could…

Is there a possibility for you to detect that case?
02. Aug 2016 · 14:38 UTC
Okay, this looks absolutely sick! Like amazing! I totally can’t wait for LD 36 now! Thanks a lot!
03. Aug 2016 · 08:10 UTC
My game’s HTML5 but when I limit to HTML5 games, it doesn’t show up…am I doing something wrong? I have it hosted on itch.io, do I need to host it plane-Jane somewhere (not embedded in a page)?
Steven Miller
03. Aug 2016 · 10:25 UTC
Is there a way to check who is commenting in case they repeat? Because my game for miniLD #69 just got 6 comments from the same person and the priority dropped significantly. Also, I feel like replying on your own game page shouldn’t count (it might already not, I’m not too sure).
Wan
08. Aug 2016 · 10:19 UTC
You actually found a bug: normally we have a limit per commenter, thanks for noticing this.
03. Aug 2016 · 20:43 UTC
This is a great idea, I’m glad that there is some kinda system in place. 😀
04. Aug 2016 · 07:52 UTC
@Steven Miller I hope that gets implemented…as a first timer I went and posted three comments instead of waiting and consolidating, and I agree it’d probably be better to only count unique posters excluding oneself.
TerraCottaFrog
15. Aug 2016 · 22:09 UTC
Can you make this appear larger on the homepage to make sure that everyone sees it?
Alphish
22. Aug 2016 · 08:57 UTC
So, this time the balance depends entirely on the *comments* rather than *ratings*? Sweet~!
24. Aug 2016 · 06:41 UTC
Wow. Good initiative Wan! That’s will help a lot with this LD :)
Jelinib
31. Aug 2016 · 07:54 UTC
I tend to type long comments (commented 8 times, averaging 2.9p per comment right now), and it looks like I get more points for typing more(?)! Neat!

Ludum Dare 37

The One Room Club: A game of dwarves, elves and disco

The One Roome Clube Logo

Night fever, night feveeeeer… We know how-to-dooo it!

Imagine you’re a dwarf, and you’re in desperate need for your daily beer. Now imagine the only place miles around where you can get your fix is a strange tavern where elves dance to even stranger music. Imagine the only way to get that sweet sweet beer is to go past those disgusting drunk elves, to avoid the orc bouncers and find your way to the VIP Room.

Do you know what happens next? Mayhem!

Gameplay

The One Room Club is a blend of card & rhythm game, where your  dwarves will have to progress through a tavern dancefloor to reach the VIP room. Day after day, security will be made tougher to prevent you from reaching your goal. Use your wits and fight your way through the place, to get the well-deserved reward :)

Progress

This first day went by quite smoothly, with the core gameplay code mostly working. Things are still pretty ugly and rough on the edges, but hopefully we should be able to run a level from start to end before we sleep. On the art side we already have a good part of the character design done, and a pretty good idea of the direction we want to take! Since the core gameplay is not too complicated, we plan to spend more time than usual polishing the experience and making things fun!

character design (1)

Character design

Team

We’re a team of 4 this time, including two Ludum Dare veterans (Wan & Manu, both coders/game designers), an artist/game designer (Prohibé) & a composer (Kay Lo). Some previous entries from the team:

Robot Forest (by Manu/Prohibé/Kay Lo)

Minotaur (by Manu/Wan/Jack)

Corponnected Ltd. (by Manu & Wan)

LD 38

Feedback Friends: a game browser for LD38

logo.png

If you took part in LD36, you should probably be familiar with Feedback Friends!, an unofficial mini-site that keeps track of the comments you make and receive.

Good news, Feedback Friends has just been updated to target our brand new ldjam.com, and is now showing LD38 entries! You can use it to search through entries, filter them by platforms etc. And just like for LD36, games are sorted by a "comment coolness" algorithm.

Have fun reviewing games!

NB. If you have any issues or suggestions, please check the site FAQ for anwsers and contact info.

Ludum Dare Feedback Friends

Capture.PNG

LD 39

Warm-up events before LD39

In case you want to warm up for the upcoming Ludum Dare, here's two events run by the Ludum Dare community you might want to be aware of!

MiniLD 74

CollaboJam-1-768x576.png

There a MiniLD event going on right now on the old ludumdare.com website, and it's focused on Cooperation. You can take that theme either as a gameplay element or by actually cooperating with people in one way or another!

My take has been to contribute electro music for anyone to use, but I also plan to make a platformer game reusing the art from the event logo :P

Alakajam's Feedback Fortnight!

DETOORrXYAEF6iJ.jpg

Alakajam! is a brand new spin-off community (@AlakajamBang) started by Ludum Dare veterans (disclaimer: I'm one of them!).

The Feedback Fortnight! thing has just been launched, and it's not exactly a game jam: you're invited to submit any game you made, even during in a past game jam or alone in your bedroom, to give it a new chance to get feedback.

Also a cool thing is that a gameplay video will be made of every game submitted.

Hope to see you in either event!

King of Mithril, a jam entry

Play and rate "King of Mithril"

Phew, we finally made it! During a stressful third day, we managed to bring all the game parts together to a mostly satisfying game. The game combines elements from hack'n'slash, stealth & action/adventure genres, so our idea needed a lot more code & balancing than expected, making the final hours pretty stressful :D

Overall it has been a great experience for us, pushing the limits of our previous entries in terms of scope & tech. Here's a quick list of our went well/not well:

What went bad

  • Our initial scope turned out way too big. While we managed to do something acceptable in terms of graphics, the amount of code was really underestimated, and we had to cut features throughout the week-end (e.g. we were supposed to have 2 heroes and either switch between them or play with a friend).
  • With so much systems to implement, basic fighting wasn't stable until ~6h before the deadline, which was frustrating for everyone.
  • Unity occasionally got in the way, especially for work on level design. We still have to figure out how to build large levels comfortably, with or more clever use of prefabs & maybe additive scenes.

What went well

  • We were mostly well organized, with the help of a Trello board. It really helped us priorizing things and noticing early when things got out of hand.
  • Even after cutting down large parts of the game scope, we still have something quite cohesive, fun enough to play, and hopefully finishable. We're really looking forward to feedback for a better idea on how we did.
  • I (@wan) challenged myself into doing all the graphics, despite little artistic experience. With the help of @thrainsa who did the animations, it turns out we managed to produce a respectable amount and quality of assets. And an interesting enough map.