arcana

LD26

I’m going to “fake” Ludum Dare.

This is my first time doing a Ludum Dare. I am not planning to submit anything, but I want to use the world’s game development vibes as the kick in the seat to get started. However, I don’t think I’m going to actually submit anything.

It sounds like a bit of a copout, but the reality is that I found out about Ludum Dare yesterday, don’t have any experience, and don’t have any preparation. I don’t draw, I haven’t worked with 2D graphics in the last 20 years, and I haven’t worked with any game toolkits or sound libraries before. Ever. I don’t “think” like a game programmer or a game designer so to speak. I also made plans this weekend. But… I can prepare for next time.

So what am I going to do?

My goal will be to simply learn all of the foundational programming information that’ll set me up for Ludum Dare another time. I’ll sit down with Python and PyGame (for the first time!!!!), learn how to draw some graphics, learn how to create an executable, and basically do all of the stuff that everyone else normally does on the warmup weekend. Or, I might use Processing. I haven’t decided yet.

Code: Python and PyGame. . Maybe Processing if Python totally fails me.

IDE: TextMate and the Terminal (any suggestions for improvements are welcome)

Graphics: … what? Graphics? Maybe I’ll use OmniGraffle and line diagrams. The main character’s going to look like a UML diagram.

Sound Effects: BFXR and Logic Pro

Chances are I won’t be able to do anything of significance, but I will be able to tell myself, “Next time Ludum Dare rolls around, you have no excuse.”

LD27

Entering against my better judgement

I might be able to devote like 3 hours to this, so whatever I do might end up being more of a tech demo than anything really game-like, which sucks but yeah, I’m too busy for the next month, and travelling this weekend.

What I can do I will do! 48-hour compo inc.

My LD wrapup – Ten second theme, ten seconds of effort

I came into this LD knowing I had to travel most of Sunday so the initial intention was to spend three hours on LD only. Ha, fat chance. I spent about 29 hours of the compo on my game, with maybe 16 hours of that being actual work. That’s still a lot more time than I budgeted.

Unfortunately I don’t think a lot of it really shows. I started out with an idea for the most basic of shooter and was not really committed to making it that unique or innovative and instead spent most of my time making assets. From a game-building perspective this was educational because of the time management aspect (I’ve done one other Ludum Dare in the past and only did one piece of pixel sprite and some music) but games are about gameplay and so it probably suggests that I should be more careful about where I put my attention in the future. I think I might have spent around four or five hours on the engine, tops (and there’s nothing really groundbreaking or innovative in it or the core gameplay). I also realize when doing this that there’s a lot of boilerplate and that I should start putting together good sample code and snippets together for reuse, since good organization will save me a lot of time.

Now that this is my second Ludum Dare, and I think one success is that I managed to build a game pretty similar to my first entry (though it’s much, much simpler) in approximately half the time it took me the first time, which is pretty impressive in itself. My programming environment was better, my experience was better, my coping with the pygame API was better, and my overall knowledge was just better. (Unfortunately my geometry and trigonometry is still terrible, but that’s a fixable problem – just not fixable in a single weekend). But what Fred Brooks said in “The Mythical Man-Month” applies a lot to what I did. “The second system is the most dangerous” because it’s the one where you think you know what you’re doing but you haven’t quite figured it out yet, so you’re prone to making a lot of mistakes. In my case, it was building much too simple of a “core game”.

I think the summary is: if you start by telling yourself that you’re going to create “something small”, then you’re going to end up with something small and not too interesting, but you’ll still somehow managed to spend all your time on it anyway.

While it sounds like I’m panning my game, I’m glad I submitted something – something is better than nothing and three hours (or sixteen) is something. I just think that the next LD, I need to pre-plan a little more and get a better sense on how to make more creative and interesting games, or, at the least, not tell myself, “I don’t have time for this” – though I do need to remember that awesome ideas take time. I bet, given an additional extra twelve or so hours of work I’d be able to add a lot of interesting aspects to what I’ve done so far (but you can also see from the blog that many people get innovation down right at the start). I guess it also sounds like I’m not proud of what I did. I am, actually (I’m really happy I did artwork this time and I did some killer music). I think there’s a little bit of disappointment that, well, it wasn’t pushing the envelope more technically.

That reminds me, I did have an idea that I really wanted to do, but couldn’t do easily within the limitations of pygame’s mixer: I wanted to do a game with synchronized audio and gameplay, but the mixer wasn’t accurate enough for that (too much latency) and trying to work around that would have probably risked the entire project. I think it’s something to look at after my deadlines are over, though – I have a basic game engine here from which I can work from and build a rhythm-based game on, after all. And then I’ll rock LD28. Right? Right??

P.S. Play my game anyway. It’s been submitted!

Comments

25. Aug 2013 · 12:10 UTC
The best part of LD is what you learn doing it. I’m glad you are glad you participated. 😀

The good and the bad about “partial” Ludum Dare

All right. I finished my game last night and submitted it, but I had time on the bus and no wifi today, so I fixed some major bugs I found. I didn’t have a chance to get everything updated until now though. Aiyee! Hope it’s not a big deal. I would have submitted but I was without an Internet connection.

So what were these bugs?

1. The game loop didn’t reset properly. When you selected “Retry?” and said yes, the game state didn’t reset. So you kept on dying over and over again. Oops. Similarly, when you said “no”, the game thought you won. Whoops.

2. Enemy spawning, caused by innocent, but silly swapping of > and < symbols as well as missing parentheses. That's one of the things that I noticed last night and said, "Hmm something's wrong… but I guess it's still playable" but decided that it really needed to be repaired.

3. Okay, I added a secret, undocumented weapon. Press "3". (Yes, it has a ten second cooldown.) Unfortunately, it's not that useful. Oops.

Anyway – here it is! I hope you enjoy it.

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=22457

Okay, what’s the “bad” about partial Ludum Dare that isn’t a last-minute, finger? Well, besides the fact that I didn’t have the time to really get as much as I wanted done, I think the biggest thing I miss about not taking the entire time in a last-minute rush to hit the deadline for Ludum Dare is that adrenaline rush to see how much I can complete and crossing your fingers for that last compile and then getting the submission in 5 minutes before the deadline, and then sitting back and taking a deep breath about it all. The adrenaline rush was GREAT and I didn’t really get it as much this time, since I was able to submit and then think about it, and then work on it, and then submit some improvements rather than that feeling of “finality” where you submit and then you have to live with all of your mistakes!

Yeah I do kind of miss that feeling. Maybe next time. I’ll have to learn that real-time sound engine in Python next time!