gurglor

LD23

Hello World.

Andrew here. I just discovered the Ludum Dare. By accident, no less. It’s been a long time since I seriously attempted to create a working game from start to finish. It’s kinda funny. My game building binges in high school using QuickBASIC largely resembled what I imagine a LD weekend looks like. Anyway, the timing fits. Things are coming full circle and I’m already in the process of returning to several old projects anyway, so I may as well take the plunge.

My weapon of choice is FreeBASIC. It basically claims to be the spiritual successor to the language I have the most experience in, so it shouldn’t be terribly difficult to pick it back up and rediscover the art of game building in BASIC. Go ahead and laugh if you want, but assuming the compiler isn’t broken (and it looks pretty solid so far), BASIC is a powerful general purpose language that lends itself to gaming as well as most languages, and probably a great deal more easily than some. Then again, maybe I’m just biased. Ah, nostalgia. I am a sucker for the retro games, come to think of it…

I hope to be up to speed for the next Ludum Dare. Even if I’m not, I plan to try, assuming I don’t find the theme objectionable somehow. I’ve got a lot of catching up to do, including the need to rebuild some of the old tools that used to make my game programming life easier. But that’s okay. I have a plan. :)

Not to Worry, I Have a Plan

I mentioned before that I’m quite rusty in the games programming department. To have a chance at producing something worthwhile in a 48 hour weekend cram, I’m going to have to practice. In the spirit of stretching my mental muscles, relearning old stuff I’ve forgotten, and learning the new stuff that QBASIC couldn’t do back in my high school days, here comes… Andrew’s Eight Days of Game Design!

Yeah, it needs a catchier title. And possibly a different number of days. The choice of eight was completely arbitrary. Each day will feature a focused effort to learn and develop the tools necessary to address a different game design issue. Most of these are interchangeable:

  • The Graphics — most of my games were text based, but that’s not going to get me very far these days.
  • The User Interface — explains itself, really. Heck, even Progress Quest had to include an interface!
  • The Network — most any game I design will want to be a multiplayer game. It’s a pain, but it has to happen.
  • The Audio — should be straightforward, but I haven’t messed with audio in my programming in many many years.
  • The Engine — will depend largely on the particular game design but without a good idea of how to control, blend, and regulate all the other elements, I won’t have a game.

I’ve got about two weeks to get ready for my first Ludum Dare. Will it be enough? We’ll see.

Small Victory!

Day One of Andrew’ s Eight Days of Game Design has ended in success! I thought about focusing on graphics today, but for the sake of other projects the first thing I need to figure out in FreeBASIC is networking. So, it made more sense to start with sockets.

I had to work off and on in between other tasks, and a lot of that time was spent reading and generally feeling like I wouldn’t get anywhere at all with it today. Most of the remainder was spent scratching my head wondering why the example worked but my modification wouldn’t compile and run… but after a bit of code voodoo and a lot of head scratching, I wound up with a bare bones (but working) TCP/IP socket server that will accept and snark at communicate with multiple clients. Yep. Typical day in the life for a programmer.

I’m not sure how useful this will be for the Ludum Dare, but it’s a huge step toward making that MUD codebase I’ve been wanting to build. I’ll have to add a lot to the mix in order to make it useful, but it’s a good start. I’m calling that a win for today.

Cheers! :)

A Closer Look…

Earlier I presented a list that represents the internet’s idea of the Atari 2600’s 15 best games. This is a hard list make, because there were dozens of great games made for this system. Let’s see if we can figure out what made these games so good:

1. River Raid — The premise was simple: fly a plane through a canyon while shooting down targets, avoiding collisions, and keeping fueled up. But there were some terrific complications thrown into the mix as well. A small element of strategy was introduced with the fuel gauge: not only were you flying around shooting at things and avoiding getting shot, you had to think about how badly you needed that next fuel depot. Some of the enemies could shoot back, and a few of them would shoot at you from a safe distance outside of the canyon.

This game, like many others at the time, was big on innovation. It’s a scrolling shooter played from the top down. It featured a variety of enemy types plus the additional complication of managing your fuel level. The object of the game was basically “don’t crash”, and there were a lot of things in the game that could crash you.

2. Pitfall! — The legendary Pitfall Harry was an explorer and treasure hunter. He couldn’t fight worth anything, but he could do a decent Tarzan imitation. We could possibly describe this game as an early platform explorer, and it featured one of the scariest of all game bosses (no, not the giant scorpions, although those were scary too): a time limit! I hate time limits. Maybe that’s why I never managed to find all the treasures.

A very simple design based on beating the clock and avoiding obstacles. Look this one up; there’s some interesting reading on wikipedia.

3. Space Invaders — One of the icons of the early video game era, this space shooter features a fixed screen (no scrolling) and introduces barriers to provide cover for a small strategic element. It’s also a sort of a “goal defense” type of game, because if one of your enemies touches the ground you’re done. And all of this was played to the increasingly rapid sound of your enemy’s boot steps marching toward you…

4. Combat — This is where things got a little complicated. Players patrol a battleground (represented as a maze or sky field) and shoot each other into oblivion. Highest score wins.

The innovation here is the sheer number of variations you could set for this game. Need a more complicated maze? You could get that. Want bouncing bullets? No problem. Invisible tanks? Check. With 27 variations, it was a little crazy. And infinitely replayable.

How’d they solve problems like pathfinding A.I. back then? They didn’t. This was a two player game only, which was probably necessary considering hardware limitations, and is possibly the game’s only real drawback. Not really that big a deal, considering this game made #4 on the list. People remember it quite fondly.

5. Asteroids — Another fixed field space shooter fills out The Internet’s top five Atari 2600 console games. Notice a pattern here? These games are starting simple, and mixing two or three simple elements together to make the game interesting, grab the viewer’s attention, and then put it in a headlock. Maybe that’s why we look at the clock suddenly and wonder where all the time goes when we play games like this.

In the interest of brevity, I will shut up and save the rest of the list for later. I notice a few things looking at what we’ve got so far. Four out of these five games are shooters. But mindless shooting isn’t enough. Notice the elements included that make the player think: Fuel management. Strategic cover. Rebound angle. Force field and hyperspace options with their own inherent drawbacks. Players like to shoot, but not always mindlessly. They need variations on their field of play and their objectives. They want choices, and perhaps most importantly, consequences for those choices.

What else can we glean from this list of the five most popular games? What were your favorite Atari games?

Comments

Puzzlem00n
08. Apr 2012 · 20:34 UTC
Hmm. This is an interesting article, but I feel that you’re asking the wrong questions about these games. You are concerned with what people think is fun, but I think it would be better to ask why they think these things are fun. You’re listing innovations, but not explaining why these innovations were improvements. I don’t know, maybe what I’m saying isn’t your goal, but I think it would be a good idea to go deeper than the surface of these games.
09. Apr 2012 · 09:02 UTC
The big picture of your article is to determine methods or improvements of them to design better games by have a look at old games. In art you can learn the craft to paint or draw meaningful pictures by interpret works of others. A common way are the following steps:
Gurglor
09. Apr 2012 · 21:28 UTC
@Jeremias — that’s possibly a good way of breaking things down as well. Whatever helps us identify the elements we want to repeat and improve on will work, I think. There are probably better approaches than mine, but I think we get the most out of these “sprint” type events if we have a good idea of what we want or need when we go into them.
10. Apr 2012 · 11:36 UTC
@Puzzlem00n:
Puzzlem00n
10. Apr 2012 · 22:16 UTC
Well, I suppose I’ve been summoned there. I suppose, if I must put it into words, I’d like to explore how games effect people. How does a game alter a person’s thought process, make them learn something, and how does that translate to how fun it is? Is part of the fun perhaps exploring the feeling of being someone else? The feeling of being “Alone,” perhaps? That’s the kind of stuff I like.
11. Apr 2012 · 05:50 UTC
Funny I prepared the following graphic before I read your posts:

LD 23, Day 1

My first day on the Ludum Dare trail was bittersweet. I was quite happy with my progress at first, and then I had to spend several hours wrestling an errant graphics library. Stupid thing was working last week! *grumble*

Here’s what I have to show for my day’s toil.

I’ve still got time to make something of it. Hmm…

 

LD32

I’m In!

I’m in. It’s been a while, and my first attempt was a bust, but… I can do this!

I’ll be using this weekend to figure out what tools I’m using, and hopefully I can bust out a small game tomorrow as a warm-up. So far, I’m considering these for game making:

  • Murl
  • Craftstudio
  • Construct 2
  • Game Maker
  • Corona
  • Monogame
  • Stencyl?

I don’t have time to do a full evaluation for all of these, but I can try out a couple of them and go from there. I may stick with audacity and mouth noises for sound effects, I guess we’ll see. Music? No idea what I’ll do for that unless I can find a good autotuner or something.   XD

Welp

Today’s attempt kicked my butt, but I learned a lot about Stencyl doing it. Need to explore some more before the weekend. And I still have a practice game to try and finish.   😀

My workflow went really well for a little over half of the day, then fell apart when I got to the level & quest design stage. Definitely going to have to play with the behaviors a lot more.

Comments

Photon
13. Apr 2015 · 00:36 UTC
Don’t be afraid to ask questions over on the forums! :)
Gurglor
13. Apr 2015 · 02:01 UTC
I think there’s going to be a lot of that in my near future. lol

re: “That’s not a theme…”

theme
THēm/
noun: theme; plural noun: themes

    1.
    the subject of a talk, a piece of writing, a person’s thoughts, or an exhibition; a topic.
    “the theme of the sermon was reverence”
    synonyms:    subject, topic, subject matter, matter, thesis, argument, text, burden, concern, thrust, message; More
    thread, motif, keynote
    “the theme of her speech”

Oh, please. So many people are saying that, but often incorrectly. Anything that provides the subject matter regarding a thing can be described as its ‘theme’. And different elements of a game can have differing themes. I’ll grant that I can agree with a few of the theme complaints, but mostly all this theme-hate is really just perplexing.

What I want to know is: where the hell is everyone’s imagination at? It’s up to the individual developer to come up with interesting ways to use the theme. Isn’t that the whole point of this exercise to begin with?

Comments

16. Apr 2015 · 06:51 UTC
The whole point of Ludum Dare is to complain ’bout the theme 😀
Shades
16. Apr 2015 · 11:49 UTC
0_o

Took me way too long to do this…

 

Finally got a couple of tile patterns that might work. Ugh. I used to know how to do this. Art is such a time sink for me…

Armageddon Wasn’t Supposed to Happen this Way…

Battle Tableu describing theMy characters: Eliza the angel and Eddie the Imp. He's a lower being, so they only gave him a picthspork.

Attempting to describe my characters via rough sketch. Yes, my art-fu is weak. It’ll get better! …erm, right? Here’s hoping!

Comments

Shades
19. Apr 2015 · 01:00 UTC
Thinking I need to learn to press harder while sketching so I don’t have to go so dark on the scan.

Finally Getting a Look at What I’m Building…

ld32_test_screen

Unfortunately, I drew everything small and THEN learned that Stencyl apparently does not scale assets in Flash mode, despite having all those cool settings for it.

LDs are very instructive.   😀

Featured unconventional weapons: To our left, we have Eddie the Imp brandishing his pitchspork. He’s too low in the hierarchy to have an actual fork, you see. To our right is the lovely Eliza, preparing to give her halo a good toss.

Good New, Bad News

Finally got my basic graphical assets to look acceptable. I doubt I’ve got time to make a credible game out of it now, but I’m still going to try.   😀

Unconventional weapons: The pitchspork vs. the halo

Soooo cloooose…

I very nearly got a complete game put together in 48 hours, but it’s just not happening this time. There are certain game behaviors that just aren’t going to come together in the short time that I have left. I may be able to publish something before the jam ends, but it won’t be the wonderful game that I first envisioned. Then again… are these things ever?

I got much farther on this, my second LD attempt, than I did with my first one some few years back. I’m amazed at what I did accomplish, and I learned a lot doing it. It’s just my poor luck that whenever I realize I want to do the LD, it’s already a just a week away from happening.

I have greatly enjoyed working on this concept, and I aim to complete the game whenever I can. I’ll be ready for make my third time the charm when August rolls around.

Good luck and have fun!

LD35

I’m in.

Probably using Stencyl and Paint.net. Not sure what to use for sound.

*Almost* Had This One…

It doesn’t look like I’m going to make the deadline for the compo, but I’m going to keep going and try to have something publishable for the 72 hour jam. Congratulations to all you superstars who made the deadline!

 

Our_Hero