hsmith

LD19

Probe


Hey all, this is my first Ludum Dare so forgive me if I am doing something dumb or incorrect.

I started late but I got the fundamental idea for my project, which is tentatively called “Probe”.  It’s an idea I had months ago, and so it’ll be nice to try and get it done.

I have randomly generated dungeons working, you can walk through it here:
http://www.blacktriangles.com/wp/personal/discovery-v0/

It’s very rough, without textures or lighting. (Well it has ONE light but that’s just for dev purposes). It may not actually remain first person (time permitting).

Description is on my personal blog, but here’s the skinny:
The basic idea is a deep space exploration vessel malfunctions and crash lands on a planet. Using it’s extensive on board fabrication systems it builds a small robot to collect resources on the alien planet in order to repair itself. The robot quickly learns that there are hostile environments and life on the planet, and so must choose whether to spend resources on repairing the mother ship ( to complete the game ) or upgrade the probe to make it faster, stronger, and more capable to collect resources.

In my wild dreams half the fun is exploring beautiful randomly generated planets, ice and forersts and deserts – for ludum dare we will be lucky if i get textures X-D

Next up: movement and collection.

Using:
Unity
Sketchup
Paint.NET
Grooveshark

Comments

18. Dec 2010 · 09:31 UTC
Here’s a problem, though. My game is also titled “Probe”. I… Think one of use might have to change the name of his game. I could think of something else if you’re really set on using that title, though.
18. Dec 2010 · 09:47 UTC
Like what you did with that logo-thingy 😉

Discovery v1

Discovery Icon

Another update to my game Probe err, I mean Discovery r1 (SUPER original name).

http://www.blacktriangles.com/wp/personal/discovery-v1/

New features include:

  • New icon =p
  • Better generation algorithm that doesn’t make unnecessary tiles.
  • Better controls (not as difficult to move)
  • Collectible minerals
  • HUD

Enjoy!

Discovery v1 screens

Random Dungeons!
Random Map

Runtime

Here are some screenshots of current progress. I took an hour off to eat and relax.

Wanna see why I am NOT a level designer?
mothership

This is the mothership you are needing to repair. CLEARLY it needs to be repaired (look at all those superfluous edges?!) At least it’s on the grid…

Current tools:
Unity 3d
Sketchup
Paint.NET
DeleD

Comments

18. Dec 2010 · 21:12 UTC
Great looking maze! And a cool igloo. =D

Do you need a place to upload?

I read a few posts about people needing a location to upload for submission. I’ve setup a public FTP server, e-mail me at howard@blacktriangles.com and I will send you instructions, if you need it.

And to test that server I shall link a screenshot. It’s not that different from the last one you saw, but it’s progress!
teaser

A game not called probe – Version 3

Playable here:
http://www.blacktriangles.com/wp/personal/discovery-v3/

Some features:
– persistent data
– shop interface for fixing the mother ship
– you lost your local scanner cause you have to upgrade to get it.
– added a mini-map but i think that might also be a purchase
– main menu, you can see my ugly mothership model.
– you can generate new levels through the in game menu

Screen shots:
mini map

As I rev your saves will get lost, sorry =(

So whats next?
– Purchasable upgrades for your scanner.
– Enemies (yay!) and Combat!
– Purchasable upgrades for your weapons! (i REALLY want to get to this but I think the game can live without combat, first the DISCOVERY part of the game.)

2 hours of sleep in 2 days! I’m starting to feel drunk o_O

Comments

True Valhalla
19. Dec 2010 · 05:42 UTC
Looks awesome! Heaps of work left?
littlehacksaw
19. Dec 2010 · 07:58 UTC
Daww, no unity for linux…. I’d love to try your game but no time to reboot…

I couldn’t resist…

Too soon?

Comments

saluk
19. Dec 2010 · 07:05 UTC
Not soon enough, the controversy was weeks ago, that’s like 15 American news retention years.

Purchasable Equipment

For a game not called probe…

Showing off some gear…
shopping

shopping

Crappy lowbie probe.
shopping

Beefy manly probe with fancy UI widgets!
shopping

Play it here

Playing all the games

So I started going through everyone’s submissions and I’m feeling really lame about mine. You guys are pretty freaking creative and artistic. Well done! Keep them coming!

Mothership – post mortem

mothership

I just woke up, man was I tired!!

This was my first Ludum Dare and the first time I’ve started and completed (to my own meager satisfaction anyway) such an ambitious project. Originally I was going to write my own tech in C++ based around libcinder but luckily last weekend I ran a mock trial using Experimental Gameplay Project theme “Drawing” and realized that I would rather spend my time working on a game – not technology. To that end I decided to use Unity, and had spent the last week learning the ins and outs of this extremely impressive technology. Usually I’m not a fan of these out of the box engines, but I have to admit I am very pleased.

I started out strong, the first night I got the basic level generation working, as well as moving around the world. I had assumed that this would be the lions share of the work – how is it that no matter how much time we spend making games, we always underestimate the little things??

I wanted to add combat immediately, but felt that since the theme was “discovery” I should make sure to have all the mechanics involving that aspect of the game first. I quickly got the mini-map and mineral scanner working. The next key was victory conditions, I felt strongly the most important part of the game was making the player decide between self improvement and repairing the ship, so the next step was getting repairing the mothership and modules working.

This came together surprisingly fast, so much so that I took two hours off for a long lunch and re-watch some Rurouni Kenshin – I regret that now.

At this point it was Saturday night, and I felt I could start working on combat and making the game polished and feel like a real 3d rouge-like. I was quickly hit with a series of frustrations, all of which I now attribute to having gone about 30 hours without any sleep and my brain was addled. I passed out at 9 Sunday morning and woke up at 12.

Sunday was a mad scramble, I was constantly switching between MIDI sequencer trying to make sound effects (which never got in ), fixing and hacking a combat system (which I hate now, I really loathe it. I almost wish I didn’t put it in and just let it be pure exploration.) And putting polish elements like the ghost of a story I had imagined.

The title-screen, in case you didn’t realize, was supposed to be this dramatic slow motion re-enactment of the mothership crash landing haha. (Hint: I just put a spring on the ship and camera, randomly generated a map, and then dropped it slowly =p) I wanted to build particle effects, and fires, and have a red warning light … I swear it was all way cooler in my head!!

I wanted to track how many levels deep you went, make about a billion more modules, fix the combat system, make more enemies, make a texture or two =p, sound effects and more music, I also want to build a bunch of different floor and wall tiles to make the worlds feel more organic. Also, I have an idea for randomly generated height maps as planet side, and then you find randomly generated dungeons and then … and then …

.lol. ^^;

In any event, I AM proud, for a first time try I hope to have not made a complete fool of myself, even if I bit off more than I could chew, and even if I didn’t get to where I wanted to be – when do you ever? I look around at some of the other entries and feel a real sense of community, I’ve been making game for a long time in lots of environments, but I have to say that this has been one of the most rewarding experiences.

I know I’ve said this lots of times, in lots of places, but I hope the repetition doesn’t dull it’s intention. Thank you for the opportunity to contribute, and I am humbled and honored to have my game sit along side so many other projects of such creativity and quality.

Mothership post comp rev, or, Why Mothership Failed.

First of all, I want to quickly note that I’ve made another minor revision to the post comp version of Mothership, details can be had at my website blacktriangles.com.

As to the title of the post, I wanted to quickly jot down a second post mortem for my project, this one perhaps giving better insight into what’s really important about what happened during LD19 and why I believe my submission was a failure.

The consensus in feedback has overwhelmingly contained the sentiment that “your project had a lot of potential, it’s too bad you ran out of time.” At first I was inclined to agree with them: the failure I met was with an inability to scope my project to meet the timeline, an inability to execute on the plan, and too many features without enough polish.

I realized the truth, however, after reading a blog post I made a week before ludum dare ever started. I was talking about a platformer I was working on:

If it isn’t fun to jump and run around in a platformer you’ve already failed – regardless of the bells and whistles you tack on.

I reread that today and realized that I had failed with Mothership long before I ran out of time. Even if I were given a week, or a month, or a year, in the mindset I had while developing the game I would not have been able to compete with any other LD submission. Not only did I fail to nurture the fun in my game – I completely failed to identify it to begin with.

I am friends with a very talented designer who worked at Bungie back in the Myth days and while describing to him an idea I had for a game he asked me a simple question that stopped me cold.

“What verbs describe your game?” The question made no sense to me, he elaborated, “What do players do, list out the verbs.” They… move? They fight? They explore… I went on for several minutes before he stopped me again: “Pick one, make it fun. That’s the best way to make a game.”

The reason I thought of making Mothership in the first place was because the original verb for the game in my head was “exploration”. The fun wasn’t in collecting the materials, or even repairing the mothership, it certainly wasn’t supposed to be a crappy FPS. It was supposed to be about landing on an alien planet and seeing something new each time you played the game.

If stepping off the mothership onto the planet didn’t make you feel excited, if you weren’t anxious to see what was around the corner, or felt a sense of discovery – I have failed. I admit, that’s a tall order for two days! No wonder I didn’t pull it off!

Luckily, failure in games is really just an excuse to start a new iterative phase. Each milestone is a starting point as well as a finish line. I have already outlined a few items that I believe will help bring out the fun in my original idea. Wish me luck, and thanks for your feedback, without your insight I would never have gotten this far, nor understood how far I still have to go.

“Mothership” experimentation

As always, the most up to date info can be found on my webpage http://www.blacktriangles.com

I haven’t had a whole lot of time, but trying to continue incremental progress on “Mothership”, I’ve been working on creating more interesting spaces. I’ve removed combat and minerals for the time being. Neither of these are playable (unless you really want them) since I’ve stripped them of game play elements. Right now I’m focused on the areas.

First I built a new “digger-bot” algorithm that works in 3 dimensions. By tweaking some of the variables it creates these trippy space islands which are kind of neat. They aren’t fun to run around in just yet, but I think it shows some promise.




I’ve also been playing around with a more traditional “rogue-like approach” which is to build interconnected rooms.


It’s funny that these take a lot more effort to build, and I’m not convinced they’re a whole lot better in terms of either gameplay or visuals. I think the digger-bot was and is a better choice but I am not going to abandon the room-bot until I make a playable space.

I know it’s not a lot, I apologize. I should have more time coming up soon to make bigger progress.