ebbasuke

LD32

Rude Koalas and a First Time Dare

Never participated in Ludum Dare before, but I thought it would be a good challenge. I’m planning on abusing a visual novel engine (probably Belle) in a different way,  and drawing the graphics myself with Gimp (or then I’ll get someone else to do it).  I haven’t looked into making music yet, but Tonematrix/Audiotool seemed kinda easy to use. I’ll have to test it out, though I don’t think my game will be that focused on music, so if schedule gets tight, I might use something royalty free.

I’m not yet sure if I’ll participate alone. I do have a few friends who thought they might give it a shot, too. :) I’d like to make updates or stream the process somehow.

I made this simple test last night to figure out the engine, nothing special. Beware: the koala is quite rude. There are still things I need to figure out (like some audio stop problems), but other than that I’m quite ready. :)

LD#32 Toilet Paper Saga: Post Mortem

Yaay, my first Ludum Dare is over, and me and my team managed to push together a playable game. Yaaay for us!

menu

 

Play Toilet Paper Saga!

Anyway, on to the post mortem:

The Initial Concept

I pretty much knew what kind of a game I would make despite not knowing the theme. I wanted to make a comicbook-like game with a branching storyline. The story would be the main focus, the graphics not so much. Think of MS-Paint comics. I also knew that I could get at least one artist and a story developer to join my team. I also knew that I could have a place to work in. I’d tested out Belle, a WYSIWYG visual novel engine the weekend before the jam, and it worked quite okay, despite the fact that ctrl+z didn’t exist. I also chose to use it because it was free, no coding and I could make the game for browser.

The Changed Concept

After I got together my team, we decided to brainstorm the game and plot together. It changed a lot from what I had in mind, but it didn’t really matter, because I wanted to take a more technical role in the process anyway. We ditched the comicbook style, and designed the gameplay around a map drawn on toilet paper, which the main character was drawing on. We wanted to make some speech bubble -like dialogue boxes to pop up when the player clicks a patient on the map, and animating the stick figure characters would be nice too.

We had many ideas about the “unconventional weapon”, and we thought it could be the patients that the player would use to escape the asylum, or the toilet paper where he scribbles all the locations. At some point we decided that we wouldn’t care if the theme was too vaguely presented in our game –  the process itself was more important.

The Bad

  • Living in Europe – It wasn’t really helping, that the jam would begin (and end) in the middle of the night. I lost some hours from the beginning, and lost a lot of sleep from the end. But, it’s not something I could easily change. 😀
  • Not REALLY Knowing the Tools – This was probably the worst problem I had. Belle showed its ugly beta face on the first day of the jam by crashing multiple times and not saving the project correctly. I had to spend the first day trying to make Belle work, and finally started to look for other options. On the second day I decided to buy Tyrano Builder as a last resort, even though I didn’t have any experience using it. Luckily it was easy to learn, and the workflow didn’t differ much from Belle or Ren’Py. Nevertheless, I lost a day because of my mistake, even though the other team was doing awesome.
  • Not Focusing on the Core Mechanic First – I hesitated to work on the elsif-branching because I wasn’t sure I could handle the scripting language properly. Instead, I worked on getting the story into the project. Eventually, I had to work on the code, and it even wasn’t that difficult. I would’ve saved some hours of sleep if I had started coding earlier.
  • Not Realizing the Limits of the Engine (and yourself) – This was probably due to the change in gameplay-mechanics from the start.We ran into a few visual problems early on in the game. First of all, I found that I couldn’t make the speech-bubble like text boxes as easily in Tyrano Builder as I could have in Belle, so we decided to go with text links and dialogue on the side. Tyrano Builder has a way to make parts of the image clickable, but I couldn’t figure out how to make it work, so things had to be changed. The other problem was with changing the images; we could only add images, not remove them, so we had to make patches to the parts of the image we wanted to change.
  • The Lack of External (or Internal) Playtesting – We didn’t really have time to playtest the game, and I’m sure there are some bugs (there are some reports in the comments already).

The Good

  • Knowing Your Team – Despite my problems as the coder, the team was awesome. Communication worked like a blast, and all the graphics, music, sound effects and game script were delivered in time. Everybody gave their ideas during the first brainstorming, and thanks to that we had an awesome story to tell. It helps to have a team whom you know, strengths and weaknesses and all.
  • Preparing for the Worst – From the beginning, we designed the game with minimal assets in mind. The graphics had to be simple, in order to get everything done. The story was branched so that you could omit some parts, and every level was designed so that it could be the last (which was good, since we did finish only the first level).
  • Food Supply – I baked a lot of pizza before the jam to last the whole weekend. That way I saved some money, even though I did go to McDonald’s a few times. Also the school where the jam was held had free tea and coffee, which was nice.
  • The Workplace/Resources – Me and my team got space, laptops and Photoshop from Laajasalo Institute’s Game Design class for the whole jam, even though we graduated already. It was nice to meet the freshmen there. It was also good to go there and return home to keep the work and the free time separate.
  • Separating the Tasks – Having everyone focus on only the stuff they were supposed to do, I think we saved a lot of time and got better quality. If I had had to draw the art as well, it would’ve taken much more time from the coding.

Surprises?

  • The Team – I was surprised to find out that I could get as big a team as I did, and I’m grateful for that.  And it was awesome!
  • The Technical Problems (With Engine) – I did anticipate some problems with the game engine, but I didn’t expect to have to change the whole engine to another one! It was a bummer.

Final Observations?

Well, the art style changed into a toilet paper map, and the game didn’t have any comicbook elements at all. But, since the team was so hyped up, and the mechanics didn’t seem that different from the original idea, I decided to go with it. I’m glad I did, because it fit the story better than a comic would have.

The story was separated into three levels, with some branching puzzles.

The main change technically was switching from Belle to Tyrano Builder in the middle of the jam. Towards the end even the WYSIWYG aspect lost its importance, as I saw that coding was somehow easier than dragging all the elements to their place visually. Sadly, I couldn’t port the game for browser for unknown technical problems with the engine, so I had to settle with the Windows version.

The only things that stayed pretty much the same were the branching storyline, and the visual novel kind-of engine.

What Next?

Since we already have the story for a second level of the game, I think it would be nice to continue from where we left off with this game. I also think I’d like to find another engine and a coder to make the game work better. Animations would be nice, as well as some extra sound effects. The game also needs to be playable in browser. I’ve already talked with some of my teammates, and they seemed keen on the work too.

If you haven’t, go play the game: Toilet Paper Saga

 

LD34

uhh, maybe?

I’m in i guess. I will make something with twine.

A late start, but advancing well

I slept late, but intentionally. I had decided to focus on building a story, because lately I’ve felt a bit frustrated about storytelling. I wanted to go without making any graphics or fancy mechanics in order to get full focus on the story, so I decided to use Twine2. It seems the text adventure will have two different endings, with some stuff happening in between. If I’m prolific enough, I might be able to finish this today. Or then I’m just being way too positive. 😀

ld34

Sorry, I’ve blurred the spoilers (everything). 😀

One ending done, two more to go?

I finished one route of the Twine text adventure. Now it seems there will be three endings, but I’m positive I can get them done tomorrow. Now to get some sleep. zzzzzz

LD#34 Done!

growinggrowing_gameplay

I finished my text adventure with three endings. It became creepier than I had intended.
I guess I could have entered the Compo, but I feel more comfortable entering Jam, since this was much more relaxed for me than the previous Jams.

Wanna try? 😉

Comments

13. Dec 2015 · 22:40 UTC
Yay, another Twiner! Good on you!

LD 38

LD38, 1st day: 2D characters and sprite sheet hell

Yayyy, it's been a while since I last time took part in Ludum Dare. I'm participating with my bf. He does the programming, I do all the art. We might get music from our friend, who's done some music for us before too. It would be awesome! :grin: Oh, and I also stream my progress in twitch.

Today I started with some monster designs, tiling background and player character sprite sheet. I might have to change the monsters, since the theme shifted a bit, but I don't think it's a problem.

The character sprite sheet was the most time consuming and irritating to draw. :persevere: I haven't made one before, and making it in Gimp was annoying. I resorted to tracing an existing walk cycle character sheet and modifying the character to look different (it looks nothing like the original, so it should be a good derivative).

I think I should've looked into how to make a sprite sheet efficiently. It might have saved me time and nerves. Luckily I don't have too much on my to-do-list, so it didn't mess up the schedule. I just hope I don't have to make changes to it. At least it seemed to work in Unity, even though it wrecked the shooting... :joy:

Here's a WIP peek of the sprite sheet:

https://puu.sh/vsDcw/ecec4837cc.jpg

For once I prepped properly and made a huuuuuuge macaroni casserole, so I don't have to spend time on making food. :yum: I also stocked on ice tea, and bought some salad ingredients as well. :salad: Tho' we did run out of sweet stuff already... :sweat_smile:

Anyway, things are looking good so far! :thumbsup:

Shooting works! Yayyyy

The morning has been great, despite the snowfall. @editor managed to fix the shooting bug (somehow bullets didn't show when shooting), and even the muzzle flash works! I'm going to redraw the monsters today to fit the overall style better. I will be streaming for a few hours at https://www.twitch.tv/czarine85

Here's a WIP screenshot from the game:

ss+(2017-04-23+at+10.20.06).jpg

A lot of progress

Let's see, what did I get done today...

  • enemy sprite (animated)
  • cursor sprite
  • muzzle flash sprite
  • bullet sprite
  • player strafe sheet (rejected, sadly)
  • main menu sketch

But there's still a lot to do:

  • finish main menu graphics
  • fix player character sprite sheet (walking)
  • button graphics
  • game logo

And there's wishlist, too:

  • sfx
  • death animations for player and enemies
  • whatever comes up

Today was surprisingly productive despite the 3-4 hour break I had to take. Gotta squeeze the rest of the stuff in tomorrow! Here's the enemy sprite, which I spent the most of time on today:

ss+(2017-04-23+at+10.38.32).jpg

Ouch, my neck!

Good morning jammers! My morning wasn't as great. I woke up with a sore neck. :disappointed: But, can't stop now!

Today I will be drawing the main menu graphics, which I'm streaming at https://www.twitch.tv/czarine85

Then I have to figure out how and where to publish our game, after I've finished the remaining artwork.

Carcinogenocide is done!

DQWVJ%2F.jpg

It is finally finished! Yayyy! And of course with minimal bug testing... :stuckouttonguewinkingeye:

*The game can be downloaded here: https://ebbasuke.itch.io/carcinogenocide *

I'm pretty pleased with the art, and the game runs pretty ok. We'll probably try to get a web-version to work as well, and fix some minor bugs, if we have the energy.

I spent this day mostly painting the main menu illustration (above), it took about eight hours. Then I did some UI art and made a death animation for the player character (though it doesn't show that well). Oh! I also made some sound effects, but not all of them made it to the game. :cry:

But, I'm glad we finished the game without big stress. :relaxed:

c3Pn+L.jpg

LD 41

I'm in! #41

I'm participating with a team this time, but I don't know yet what I will end up doing. Probably 3D or 2D art. I'm the first one at the office, so I've just been setting up my jam spot and wacom tablet. Gotta look up those genre generators, if there'd be any cool themes.

Greyboxing, but will there be enough time? :S

Been greyboxing in Unity to get a feeling of the dimensions. Now I should get to the modelling phase, so I can get the rooms ready. I'm glad they're going to be identical, so it's gonna be just copy-paste. I just worry that I don't have enough time for my other tasks... but I'm still on schedule!

Unityem2018-04-21/em16-29-02.png

LD 44

I guess I'm in

I wasn't sure if I was going to be in a team or not (still not 100% sure), but now it seems I'll be making a solo project. My wrist hasn't been the greatest (carpal tunnel), so I will try to take it easy during this jam. I'm most likely going to make a visual novel project with TyranoBuilder, depending on what the theme will be. Now to get some sleep, I'll check the theme in the morning.

First day done! Story outline ready

The plan: - a visual novel (TyranoBuilder) - public domain story with twists - 4 endings (??!!) - 7 stock photo backgrounds - 7 drawn character sprites

Today I thought of a plot for my project, and ended up using an existing public domain story. I was spending too much time trying to figure out a story that would suit the theme, and remembered an existing story that would somewhat fit to the theme. I'm not going to worry too much about making it fit perfectly to the theme, I just want to get my game done!

Anyway, I modified the old story closer to something like cyber punk or sci-fi, and added a few twists by making four endings. I'm a bit worried if I will have the time to actually finish the writing part of the game, but we'll see. I also spent some of the evening searching stock photos which I'm going to use as backgrounds, I just have to run them through some filters. I want to spend more time drawing the characters than on the backgrounds.

Art done!

Well, most of it, at least! I spent today making backgrounds and character sprites. That's about all I did today, but I made:

  • 7 character sprites (and a few different versions of two characters)
  • 18 background images (originally planned to make only 7, but figured I need more)

The backgrounds are just free photos, but I fiddled with G'MIC Qt -filters in Gimp to make them look awesome. :D Then I drew character sprites, which was fun, but my wrist didn't like the hours of drawing. But I got all the characters done!

Tomorrow I need to start coding and polishing the story along the way. I'm a bit worried if I have enough time to add all of the story in the game. Code-wise, everything should go smoothly (famous last words). I won't say anything about music though...

Below the sprite for main character, Fleo.

fleo.jpg

Finished!

"Story of a Mother" is done!

https://ldjam.com/events/ludum-dare/44/story-of-a-mother

I didn't get to add music or sounds in it, which was a bummer. I also wanted to modify the UI, but I ran out of time. I had made four endings for the game, but I couldn't figure out in time why two of them didn't work. Gotta see to it later.

I will write a post mortem here when I've recovered from all this. x_x

noctis.jpg cover.jpg

Post Mortem - Story of a Mother (visual novel)

Team?

Originally, I was going to participate in the jam with a team, but everyone had so much school stuff to do, so it wasn't certain if the team would get formed. In the end, the team was not to be, so I decided to tackle the jam by myself. I didn't go for the Compo, because I knew from experience that I'd need all the time I could get to finish a visual novel alone.

1st Day: The Planning Stage

  • Game type: Visual novel
  • Game engine: TyranoBuilder
  • Theme: something cyber punk-y

When the theme came out, I wasn't too pleased. "Your life is currency" didn't sound like an easy theme for a visual novel, but I started anyway.

I scrapped the first two ideas just because I thought someone else might do something similar: 1. The player can buy cybernetic body enhancements, but he'll pay for it by getting older. 2. The player can buy cybernetic body enhancements, but he'll pay for it by exchanging his remaining years, making him die younger.

I settled on the third idea, which was the most interesting to me:

  1. The player can buy cybernetic body enhancements for himself and his dying mom, but he has to pay for them with his memories. The older the memory, the more money you get for it. The player would be presented with dilemmas, and he would have to choose if he sold the memory or not to get money. I wanted to keep the branching small with yes/no choices, like in Reigns.

reigns.jpg

I started thinking of how to represent the plot in a visual novel. I thought of writing it in a diary/blog format, so I wouldn't have to use character sprites. I wanted it to have a similar feeling as in Digital: A Love Story, where the player operates an old windows-like system with messages and all.

digitalemlove/emstory_lg.jpg

To make selling the memories morally difficult for the player, they would somehow have to be significant to the player. There were a few solutions to this:

  1. Make the player write their own, real memories in the game. (Fill a questionnaire)
  2. Make the player play and experience some of the memories that they would have to sell later on in the game.
  3. Use pictures to represent memories. (Stock photos? Drawings?)

There was a problem though: they were too difficult for me to implement by myself. They were too time consuming for both the player and for me, so I scrapped the whole idea. I had wasted a few hours already, so I thought I should pick an easy story idea (like "life of a slave") and stick with it. I soon realized I wouldn't have enough time to write a story from scratch, so I looked for some public domain stories for inspiration. I also scrolled LDjam's front page for ideas from what others were doing. I think I saw something about selling your body parts, which inspired me. (heh)

andersen.jpg

I remembered an old children's story I had once illustrated. It was H.C. Andersen's "Story of a Mother". In a nutshell, Death comes and steals away a baby from his crib, and the mom goes after Death to save him. On her way she asks various people where Death has gone, and they ask something from her in exchange, and she ends up giving her eyes and hair for information. It fit the Dare's theme, so I settled on it and decided to make a futuristic version of it.

Story Outline & Branching

I used Twine (online version) for outlining and sketching out the game's branching storyline. I've used it before, and found that it helps my workflow. It's easier to see visually how your branching goes, and what you need to write next.

branching.png

I spent the rest of the day outlining the story in Twine, and planning a simple branching structure for it. I split the story by the NPCs, and made it so the player could choose which one to go to. Now that I think of it, I didn't spend enough attention to the detailed branching I needed, because the end product got a complicated branching structure in the first half of the game. If I had tested it out in Twine, I would've noticed it earlier.

2nd Day: Art

I took a risk and decided to spend the second day making art. I started with what I thought was the "easy and quick" part of the art, which was background images. I counted that I needed about seven background images, and that the easiest way to make them was using free photos with filters. I had recently played with G'MIC-Qt-filter plugin in Gimp, so I was pretty sure what kind of effects I wanted. I used Pixabay to search for free photos that would fit my game, and got some help from a friend in the searching. I got carried away with the images, and ended up downloading a whopping 125 photos. I used CoolText.com to make the game logo.

bgs.jpg

I picked and edited around 23 backgrounds, of which I thought I'd use about 18 in the end. I had spent ~7 hours making the backgrounds, and I still had the character sprites left to make. I was worried, that the characters would take way too much time. Luckily, my part-time job requires me to draw and color stuff quickly, so I just utilized the same technique to make the sprites, and they all took about 5-6 hours to make, with versions for two of the characters. To make the characters easier to implement, I saved them all the same size, and oriented them in the direction I thought they would be in the game. It saved a lot of time in TyranoBuilder. Still, I was pretty sure I wouldn't be able to finish the game with just one day left and no coding and dialogue done.

fleo.jpg

The Last Day

The last day consisted of coding, implementing and writing dialogue. I wasn't too worried about coding, since I thought I had simple branching. I was more worried about writing dialogue, because I have had trouble with it in my past projects. I started writing, and the more I wrote, the easier the dialogue poured out! It turned out that the outline I did in Twine really helped to keep the story strong. I did have to add and change a few parts, which turned problematic when I started coding in the branching. Especially the two main routes in the first half of the game turned into a nightmare code-wise. I wanted the player to be able to see both main route options, before they decided where to go. That required a lot of backtracking and flagging visited branches.

branching2.jpg

Even though the dialogue was surprisingly easy to write, I had no time to properly test the backtracking and if-tags. I had to trust that it would work somehow, even if the code for branching looked like spaghetti. I tested some of the main branches, and hoped that the small ones would work. A friend helped out with finding some free music for the game, though I doubted that I'd have time to implement them during the jam.

The rest of the jam was spent writing the dialogue and implementing the art. I finished writing the last ending a minute before deadline, and spent the next 40 minutes trying to fix the bugs in the endings, but to no avail. I had to submit the game, bugs and all, but it was still playable in the way that you could get to two of the four endings.

Conclusion/TLDR;

In the end, I finished the game just in time before the jam ended. I managed to write in all four endings I had planned, but unfortunately I couldn't get the code for them working. I had hoped that I could make the UI prettier and replace the TyranoBuilder art with my own, but there just wasn't enough time. It's a buggy mess, but it's out there. I should've started coding and writing the dialogue earlier, and made the backgrounds as they were needed. It would've saved a lot of time.

I'm planning on fixing bugs when I've recovered from the jam, and I will also add music in the game when the rating has ended.

What went well: - Character sprites were all used and fast to make - Photo filters for background art was easy to use - Story dialogue was easier to write than I thought - I got enough sleep during the jam - Using Twine for story outline was important - Brainstorming and help from friends (thanks, Berit!) - Focusing on the jam (didn't get distracted much)

What didn't: - Amount of time spend on backgrounds - Time wasted on a too difficult idea in the beginning - Had to leave out one route of the game (no time) - Endings don't work - No time for ui art - No time for implementing music - Didn't prep food for the jam beforehand :/ - Cleaning the code (it's still spaghetti)

Art Stats

Art planned: - 7 backround images - 7 character sprites with 3+2 versions (total: 12) - 2 UI backgrounds - 2 special backgrounds

Art made before coding: - 23 background images - 7 character sprites with 4+2 versions (total: 13) - 1 UI background - 1 special background - game logo - 29 public domain songs

Art used in game: - 19 background images (of which some originals were scrapped and 5 new were made during coding phase because needed) - 7 character sprites with 4+2 versions (total: 13) - 1 UI background - 1 special background

Unused/Wasted art: - 7 backgrounds - 1 logo element - 29 songs