eli

LD16

I am here!

This is me, I have arrived.

Getting psyched about this competition. I’ve been playing with Unity, but I may also look into pygame. Other than that, I have no plan whatsoever.

Is there some place I need to sign up at? Or do I just start making a game when the timer gets to zero?

Good luck to everyone!

Comments

AtkinsSJ
07. Dec 2009 · 18:23 UTC
If you’ve posted, you’re already signed-up enough! 😀
07. Dec 2009 · 19:24 UTC
Just make sure you upload your game when you’re done! :-) And post on the blog frequently, and hang out on IRC, of course!

initial screenshot

Here is an initial screenshot for my epic tale of self-discovery among the stars. Code named: Satisfactoria.

satisfactoria

This is in pygame, of course.  I’m taking a quick lunch break and then off to convert this baby to world coordinates.

My mantra for this project:

…It’s something between discovering and witnessing.

(Attributed to Bob Moog)

Tags: pygame, screenshot

approaching

just a few hours left, still some features I want to add.

satisfactoria3

Leaving Satisfactoria.

Tags: pygame, screenshot

now I can sleep

What an awesome weekend.

This competition has finally gotten me to complete a game. Until now I was a game-finishing virgin.

I want to thank all who were involved – it was great.

You can see my entry here:

http://blog.megastructure.org/2009/12/leaving-satisfactoria/

Tags: complete, done, thanks

LD17

Warmup, a week+ in advance

I’ve been trying to familiarize myself with Flixel in preparation for the Big Compo next weekend. Really psyched about it!

I wanted to focus on atmosphere, and this included music. Hopefully, I won’t be scrambling to figure out how to do basic things this time around (as opposed to last time). The goal is to spend time on content, playability, and completion, instead of “getting a game working”.

Along with Flixel, I will probably be using my HSB color utility class (adapted from somewhere on the internet).

You can play my warm-up game-like thing, “Distant Chimneys”, on my blog:

blog.megastructure.org/2010/04/distant-chimneys/

Tags: atmosphere, Flixel, preparation, warmup

Comments

17. Apr 2010 · 07:47 UTC
Very good job done on music and atmosphere. I wish I could my music would sound like that. :)

Halfway to go

Here it is, I’m turning myself into a sleeping  Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

Islands in progress 1

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.

There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.

Well, it is 2am now. I hope to conclude this successfully tomorrow.

ps. amazing WIPs so far!!!! You guys are unbelievable.

Tags: screenshot, wip, work-in-progress

“You are me now” ante-mortem

Post-mortem, being something we may analyze after its untimely passing, strikes me as being the wrong approach. I would like to present a short living analysis; an ante-mortem, if you will.

yippppp yip yip yip yip yip yip

yippppp yip yip yip yip yip yip

Building You are me now was wonderful, mostly because it had closure, but I do not consider it complete. The central idea, using the Islands metaphor as a physical mechanic, falls short of my initial thoughts when considering the theme when it was announced. While walking around Tel Aviv’s Neve Tsedek neighborhood, I chanced upon some graffiti that seemed to fit the idea of making islands stop being islands. (Continued…)

inspirational graffiti in Neve Tsedek

inspirational graffiti in Neve Tsedek

Concept, plot, story

To be honest, the original idea I had doesn’t work as a game makable in 48 hours. Infecting NPCs with your brain waves, becoming a kind of hive mind, spreading your mental capabilities. Instead, the graffiti solidified a simpler concept of trading places with your enemy, using a kind of teleportation mechanic.

I liked the idea of “Islands”, and it made its way into the game as a settings and a further mechanic. This, too, could use some expansion. Lowering the water level between the islands should be more than just a switch buried in the ground. It needs to be connected to the psychic capabilities as well. Lowering the water level should connect you more with other “minds”, allowing you greater freedom. It should make your clone-self last longer, or jump higher, enabling you to visit locations previously inaccessible.

It was due to this partial thought that the ending is not very satisfying. A truer ending would include a feeling of mastery, as you have swept an archipelago populace into a transcendent state. But nothing along those lines was available in this time frame, so I opted for keeping the ending simple and blunt.

The story is hopefully somewhat implied, but it ended up being mostly absent. I didn’t get around to writing big texts, or adding any sort of characterization.

Technical

Having played around with Flixel these past few months, getting a simple game up and running was extremely fast. Approximately half of the time was spent on code as it was on graphics, and very little time wasted on bugs (though I did have a few annoying ones).

One major time-drain was getting the maps and tiles to work. I have used Mappy->Flixel in the past, but this game incorporated more layers than ever before, and my workflow is a pain. Next time, I’ll probably use a different map editor program, like Flan perhaps.

I wishy-washied between GraphicsGale and Inkscape a bit too much, and the resulting pixels are pretty bad. My friend and LD-jam-mate, Daniel Zoran, explained how I should really be making the tilesheets (make a big square page so you see how they fit together), instead of my 1-dimensional tile sheets. Definitely on my list of things to learn how to do.

What? What is, what is this thing?

What? What is, what is this thing?

I can’t believe I made music! This part really contributed to my feeling of accomplishment, when seeing the finished product. I think next time, I would want to extend beyond sfxr sounds, or at least learn how to layer them together with an external program, to add complexity. but daaaaaaang, I made a whole game, including music and sound effects, winning condition, and bad guys.

Gameplay

This one hurts the most. During the last hours of the competition, I neglected playtesting, even though multiple opportunities presented themselves. Even something as simple as tuning the jump mechanic – this could have added much in the way of playability. After the compo was over, I watched a non-gamer play, and I was ashamed that I left so many little annoyances in.

Also, more feedback to the player would have helped. It isn’t obvious that backtracking is necessary, and the checkpoint markers were misidentified as information booths (or even telephones, perhaps because of their sound when activating).

External

  • DO: keep track of your time! Excel is your friend. It says I spent 20.06667 hours working on Ludum Dare.
  • DON’T: drink caffeine late at night :( I had a very bad night’s sleep during the compo.
  • DO: have a great friend like Daniel, to keep each other smashing away at the keyboard.
  • DO: get the hell out of the house!!! It probably saved my life, going for walks every day. Also, this is how I found the inspirational graffiti (pictured above).
  • DO: have a supportive spouse! :)

Thank you for reading. Thank you for playing. Thank you for leaving meaningful comments.

Play You are me now.

ps. Thank you, Ludum Dare! I can’t wait for the next one.

Tags: analysis, ante-mortem, antemortem, post-compo, post-mortem

You are me now OST

Huge Enemy

The hit soundtrack for You are me now has been released, courtesy of Indie Funk Electronic Newbie Records.

If you haven’t played the game yet, it lives on the Megastructure development blog.

Questions, comments, and criticism are all welcome (Ludum Dare entry page). Thank you to all those who have commented! I have learned much, and next time will be even better.

Tags: music, soundtrack

LD18

Ballad of semi-despair disguised as non-despair through food-related metaphor

Wifes made me a lunch! It is delicious!

wifes-built tortillas!

wifes-built tortillas!

Tortilla and chili!

Tortilla and chili!

Basically, sometimes your Ludum Dare is like lunch. You eat and eat, and then it’s gone. Same deal.

Oh and I am making a game too. I have spent all day debugging HingeJoints in Unity. No idea what I’m doing. Basically.

GOOD LUCK!

Tags: sometimes the tortilla eats you, sometimes you eat the tortilla

Previously, on Ludum Dare

I know you guys are following closely, so I won’t insult you with a recap. I’ll just put this baby up and let her explain everything:

Atop Mt. Brawlalot - "placeholder" splash screen!

Atop Mt. Brawlalot - "placeholder" splash screen!

We all know what “placeholder” means in Ludum Dare, don’t we now?

Tags: no way I'm changing it, progress, screenshot, splash screen

Comments

21. Aug 2010 · 21:41 UTC
who would’ve thunk that “placeholder” was a secret anagram for “final art” ? I like your menu anyway and I would enjoy climbing a mountain called Brawlalot.

use your imagination

come on

come on

It is a thrilling battle between the forces of good and evil, as clearly represented by these lovingly-crafted models.

Tags: screenshot

Comments

22. Aug 2010 · 13:02 UTC
poor controller! D:

LD19

yes

  • Yes
  • Yep
  • Uh-huh
  • Yes (again)
  • Yeah
  • Yez [sic]

Tags: no problem, of course, see you there, totally, yeah man, yes

Comments

Sos
12. Dec 2010 · 18:08 UTC
Aye!
12. Dec 2010 · 20:28 UTC
Maybe!

Possibly!

Perhaps!

I’m not sure!

Don’t really know right now!

Could be!
zdanielz
12. Dec 2010 · 20:59 UTC
YEZ

The Setup

New apartment, new office-space constructed. You thought it wasn’t ready yet, huh? You thought I wouldn’t have time to hang up the whiteboard in between lab reports?

Secondary (temporary) monitor graciously provided by zDanielz!!!
**Disinterested Cat not included

This weekend, witness the Ludum-power of this fully armed and operational battle-office!!

iħ ∂/∂t |ψ> = H|ψ>

Tags: battle, before the storm, let's go, office, ready, rock and roll, screenshots

Comments

17. Dec 2010 · 11:51 UTC
Serious cat is serious! 😀
17. Dec 2010 · 12:23 UTC
I have a sudden craving for feta cheese and a gyros.

Maximum caffeine intake

Flixel! Yes!

Dr. Astronaut vs. The Glowing Asprins

Yeah I got stuck on lots of stuff! Especially making that terrible background. Much worse for wear!

Happy about the minimap/monitor thing, though.

I guess it’s time to make a GAME out of it, wonder if that will happen.

See you tomorrow!

Tags: end of day 1, screenshot

Lost Races’ Artifact Recovery: Coroner’s Report

or, A Million Ways to Ruin a Good Idea

nice pants, shorty

Last Things First – The Conclusion

This game (“Lost Races’ Abandoned Artifact Recovery“) failed. It is not fun (actually rather boring). It fits the theme, but not in the way I wanted. It does not transmit the information intended. It is not very funny, either.

In short, the game does not live up to any of the goals set. Let’s go over why.

The Concept

This is the only part of the game I am proud of, even if it is not reflected in the finished product in almost any way. You take the role of an exploring astronaut, scavenging old, abandoned machines and technologies left behind eons ago by advanced races (now extinct). This mechanic alone may have been interesting, but there is another twist: whilst you are busy discovering and cataloging these machines, another technologically-advanced race is monitoring YOUR progress.

I was struck by this model of double-discovery as a good take on the theme, and something that would probably be rather original. The game wouldn’t explicitly tell you that you are being watched, rather it would become clear as you played. (Also, if your actions arouse too much attention, you are destroyed.)

I decided to go with a mechanic that requires the player to upset a random distribution of “glowing stones”. As the player organizes stones around focal points (the artifacts), they are unwittingly making their presence known. I show this by using a minimap in the lower right-hand corner, which actually represents what the aliens see on the planet.

Daniel recommended using negative entropy as a measure of organization (defined here), which worked very well. I built a quick proof-of-concept in MATLAB. It’s like a poor-man’s pattern recognition algorithm, and Flash was able to do it reasonably quickly.

For the same number of points, entropy is reduced as they are clumped up

Another thing that spurred me forward: I don’t know of any other game in which the minimap plays a key part of the mechanic.

The Riddle

This is my fourth Ludum Dare competition. This compo marks one year since I made my first game, for LD16. If so, why, oh why, do my tilemaps look like this:

I know retro is in, but Windows 3.11???

Why? WHY WHY

The Failure

Ultimately, despite the good concept driving it, the game failed to communicate what was necessary.

The scary voices I added were ambiguous to the players. Along with the “alien” writing (Wingdings), they were meant to correspond to the interest level of the aliens, ie. how organized the playing field is. Similarly, the minimap was not recognized for what it was, and I was asked “why doesn’t the player appear on the map?”.

The graphics were very, very ugly (except maybe for the astronaut’s helmet, which I liked).

Evidently, the algorithm failed as well. Depending on the random starting layout, entropy would drop at different rates as clumpiness was achieved. Also, I couldn’t account for different player styles, so maybe clumping differently had an impact on the measurement. In any case, people could play through the game without losing and without knowing about the Overwatch aliens. To these players, it was a boring, repetitive game with no point and no reward.

Random distribution - no alien threat

After player "organizes" the stones near artifacts - high risk

To players who lost, I doubt they understood that if they redistributed stones after discovering an artifact, they could avoid the aliens’ attention.

Ironically, I thought of a great way to improve it, after the competition was over. Instead of piling stones on top of artifacts, the player should uncover them from beneath mounds of stones. This is more intuitive, and might be coupled with a physics element to provide a less “grindy” feel. Unfortunately, I don’t have time to test it out.

Dear Eli: For Next Time

  • Try to make a SIMPLE game that does ONE THING and does it WELL.
  • Don’t bother with forced artsy concepts that hold up an entire game. Maybe these concepts need to be built, but maybe they don’t need to be in game-format. Maybe it’s the wrong medium. Maybe.
  • GOOD GRAPHICS
  • If completing the game does not provide satisfaction, there needs to be something more than a title screen that says YOU WON!!! on it.

Hope I do better next time. Thank you for reading and I apologize for making another non-fun game.

By the way: if you have read this far, then YOU WON!!!

Tags: Failure, not a fun game, post-mortem, self-flagellation

Comments

25. Dec 2010 · 02:49 UTC
Interesting concept, though include me into the pile that had no idea what was going on. I actually ignored the minimap completely, didn’t hear the voices until the last few artifacts, and didn’t redistribute a single stone (still won, though).
vede
26. Dec 2010 · 02:20 UTC
It is a nice concept. It actually reminds me very (very very) much of books by the author duo, Arkady and Boris Strugatsky.