huhwhozat

LD19

My First LD

Hello LD community.  I’ve been following LD since #18 (not long, I know) and I thought I’d try my hand at the main competition.  I’m exceptionally excited and I’m on the lookout for tips from veterans.  Could someone direct me to where the LD community congregates?  I’ve heard mention of an IRC channel…

I’ll be developing in python 3 with pyGame and possibly pyOpenGL depending on the nature of the project.  If anyone has experience creating standalone apps or at least using distutils to package the correct items with any of those modules, I’d be very grateful for advice.

Looking forward to a great competition!

P.S.  Advice on screencap software for a Windows environment is welcome too.  I have none and don’t wish to buy any.  Email is the best way to contact me -check my profile.  Thank you all very much!

Comments

12. Dec 2010 · 10:56 UTC
For congregating, we have IRC and this blog. I recommend using both. :-)
12. Dec 2010 · 11:02 UTC
Hey, I can’t seem to find your e-mail, so I’ll just post my suggestion here:

Halfway-ish

I won’t be to bed for another many hours (it’s 8pm-ish here) but since this is the official 24hr mark, I’ll put up a screenie:

So far I have a halfway-decent tile engine and an in-engine map editor for it.  No Animation, Music, Sounds, or Scripting yet.  Hoo-boy.  Tile art is not final.

Comments

madk
19. Dec 2010 · 00:21 UTC
Please make that art final. I love it.
chrisp
19. Dec 2010 · 00:35 UTC
+1. I am a fan of the black and white aesthetic. Definitely.
19. Dec 2010 · 01:30 UTC
I really enjoy the art style, can’t wait to play the game. :)
19. Dec 2010 · 01:36 UTC
Looks really awesome.

I am disappoint.

Due to some forseen, and yet more unforseen delays, I have missed out on ~10 hours of possible programming time.  This puts me irrevocably behind schedule.  I am somewhat disappointed to say that I will have to relegate my game to Jam status, since it is nowhere near playable at the moment.  Nonetheless, I am grateful for the added time this gives me to properly prepare a release.

Thanks LD, it’s been an awesome first bout!  Much more fun than I anticipated!  I hope that most of you will stick around on IRC for the Jam and the voting.  I’ll be there!

Look forward to release of Hakken by the Jam deadline, and further updates tonight (morning for some of you.)

Timelapse ahoy!

There is a timelapse.  Me making my game.  On the youtubes.  Go Look.    Here: http://www.youtube.com/watch?v=G5G1jvTWfZ4

LD20

Any good ideas for hosting a personal gamedev site?

I feel a bit guilty posting this in the compo blog, but I think this is a legitimate inquiry that might be of help to others besides myself.

Here’s the deal:

I want to set up a personal website as a permanent portal for my game development news and any games I write.  To this point I’ve been using dropbox to host files and linking them from my tumblr blog.  I’d like to find a solution that allows more flexibility than tumblr in site layout but still supports a blog format.  Being a game development site I would need to be able to support hosting my projects and ideally I would like to have support for embedded flash content since my recent experimentation with flixel.  Another want is the ability to write completely custom html and css, while php would be a bonus.

I’m interested in what solutions other developers (like you) are using.  What has worked for you?  What hasn’t?  I’ve experimented with Google Sites, WordPress, and some other options but I haven’t found anything to really fit the bill.  So what do you use?  Are you happy with it?  Would you recommend it as a solution?

I trust LD community and its varied experience can provide some good input on this topic, just as I am sure there are others in the community with the same question I have.  Thank you.

P.S.  This would be an excellent question for an LD forum if there was one…

Comments

dadads
05. May 2011 · 18:55 UTC
You could pretty much use any web-hosting provider that’s out there to host your own files and PHP site.
Yrael
05. May 2011 · 18:57 UTC
Personnally, I’m going to buy some server space and host a website on it. That’s what I think brings the most freedom, but you’ll have to look about the blog thing though…
05. May 2011 · 19:25 UTC
We’ve been using a HostGator shared hosting account to run the Ludum Dare site for the past few years. $10 a month. Gives you 25 simultaneous threads, or about 24 simultaneous users. Each user request takes only a fraction of a second, so in practice it handles more than 24 people at once… alot more! That’s why the site tends to cut out right at the start time (the “alot more” part pushed to its limits).
05. May 2011 · 20:40 UTC
The best approach if you want freedom is to get a web-host and a domain, and build the site yourself using PHP/HTML/CSS, PHP a simple scripting language and very easy to learn with lots of documentation out there, blog systems are easy to create from scratch using PHP and MySQL, and you can get some MySQL databases to store the data from most hosting providers along with your site hosting plan. The provider I personally use is GoDaddy, I don’t know where they rank but they do just fine for me.
06. May 2011 · 13:02 UTC
I can’t recommend DreamHost enough.

With 1-click installations and loads of features.

Plus, really nice people…

Mini LD 26 – Declaration of Intent

I’m in for the upcoming mini-LD provided I don’t have to roadtrip that week.  I’m waiting to hear back about a possible job opportunity in my area.  If I don’t get the job I’m going to have to drive halfway across the U.S. to stay with relatives.  So as long as I’m in one place, I’d love to participate.  This will be my first Mini-LD and second LD overall.

My tools will (probably) be:

IDE:  FlashDevelop

Codebase:  AS3 + flixel + flixel power tools

Graphics:  Photoshop

Sound:  Sfxr/Bfxr + Audacity

Music:  FLStudio

Tools:  Handheld whiteboard and 8 colored markers; Programming hat of +5 code skill

I have a couple ideas that I hope can fit with the theme.  One is an atmospheric platformer (pretty generic) and the other is an orthagonal (3/4) view puzzle game with a unique means of interaction.  I really hope I get to do the latter.

Excited as always!

Edit: Looks like the 26th is a Thurs.  Since I’ll hopefully be getting a new job I may opt for fri-sat instead. Nvm.  Misread the date.

Mini LD – Preliminary Post

Well here goes.

I intend to encompass all the themes.

Translation of Underverden

UNDERVERDEN will be a game of exploration and spelunking, discovering the subterranean blight that is corroding the surface world.  On your journey below the earth you will have to destroy the source of the evil while leaving the caves as untouched as possible.  You will need ample supplies and may make numerous trips to the surface to restock and rest.  Cleansing the evil will be a monumental task, perhaps too large for just one lifetime…

Concept Art

Underverden will be done when:

  • The story is narrated and the scene set
  • Buildings/terrain can be destroyed
  • There are at least 3 objectives to destroy in different cities
  • Healthy cave grows when objective destroyed
  • There are intervening tunnels between objectives
  • Equipment is functional – rope, pick, shovel minimum
  • The death mechanic is in functional (keeping it a secret)
  • SFX are present for actions that need feedback – jumping, falling digging, etc
  • There is at least one ambient music track
  • Game can be won, restarted, saved and loaded

Brainstorming

Extra goals that probably won’t get done:

  • Integrated, fuller storytelling
  • Ambient lighting from torches/gemstones/mushrooms etc…
  • Break and carry light sources
  • Pseudo-random cave generation (connecting objectives)
  • Water present
  • Equipment purchase mechanism
  • More equipment – bombs, drill
  • Famine & fatigue mechanism
  • Scoring mechanism

 

Good Luck everyone!  Have a great MiniLD!

MiniLD – Setup

As is customary, here is my setup for the MiniLD:

Desk Setup 1

Desk Setup 2

Unfortunately I’m not in my own home for the summer and am somewhat displaced so I’ve had to make do.  That is a stranger’s stuff behind the desk, and the desk itself is weird and missing its right front leg.  Anyway.  It’s working out well so far.

Underverden – Post Mortem

So who ever came up with calling these analyses post-mortems?  My project certainly isn’t dead.  I certainly have a lot to say about it though.  For reference, play it here.  If you don’t care how I personally performed, scroll down to Product to hear my comments about the submitted game itself.  For the Tl;dr, scroll all the way down to the conclusion.  Otherwise, prepare for a wall of text!

Process:

What went right:

Using Flixel:

This is a powerful library that I encourage everyone to try.  It’s especially suited for rapid development.  It has many helper classes geared toward 2d game development and platfromers in particular, and since it’s based in AS3, web deployment is a cinch.  Tutorials for the current version are a bit lacking but documentation is very good and accessible and there are numerous demos with source code available.  I was able to build Underverden with the tools available: built in tilemaps, collision, input handling, etc is a HUGE benefit after basically writing all that for my last LD in pygame.  There are some cases where I wish I had time to break open their black-box classes, but subclassing usually allows the needed flexibility.  I’m not totally converted to Flixel over other options, but it is VERY impressive.

Preparation:

I took the time to get familiar with my development environment and starting a Flixel project from scratch.  I knew I’d be switching libraries so I set up FlashDevelop, built a couple test games with flixel, and got used to the workflow.  I also found a Map Editor (DAME) and practiced with it, as well as being familiar with Sfxr, FLStudio, and Photoshop, and having Dropbox ready to host my files.  Know your tools!  In my experience, it is almost imperative.

IRC & testing:

The #ludumdare channel is excellent.  I was able to prototype ideas, brainstorm, and do playtests with ease.  People are generally fun, encouraging, helpful, and insightful every time I’ve been on the irc.  I can’t recall who did what, but a number of people were especially helpful.  Someone hopped on a private channel with me and discussed gameplay with me.  Someone else critiqued my control scheme and talked me into changing it for the better.  A number of people mentioned the lack of support for Dvorak or other keyboard layouts, which I hadn’t thought of as a problem.  Near the end of day 2, someone else gave me a boot in the rear that I needed to keep motivated.  You guys are awesome!  Thanks to all of you!  If you were one of these people, please comment; I can remember names but not who did what. 😀

Sleep:

This is a timed competition, but don’t cheat yourself of sleep.  I did last time and that cost me more time than it saved.  Though I stayed up late I made sure of at least eight hours sleep both nights.  It was very worth it as I woke feeling rested and productive.

 

What went wrong:

Internet:

My internet died on Saturday.  I spent a large portion of the day trying to get it fixed and being generally unproductive.  I estimate I lost about 10 solid hours of work.  Nothing I could really do about that, but still my biggest obstacle.

Time management:

I spent a lot of time just staring at the code trying to figure out how to make a certain thing work.  I could have gone on to other areas.  I spent too much time perfecting movement instead of leaving it alone until the rest of the engie was further along.  I spent too much time looking up examples for a physics library, so much so that I never got to use that library in the end.  I really need a better plan of action going into the LD.  I had a good To Do list last time, but failed to do that this time.  PArt of why that was lacking will be covered in the next topic.

Concept:

I did not have a solid grasp of my idea for the game I was making.  As it was, I did not have a good plan of action.  I had a lot of ideas, but no plan to actually realise them in gameplay.  I thought this would become clear as I began to work on various elements, but in fact it obscured my original vision to the point where I had no idea what I was actually making.  I asked someone in irc, “What is going to make my game fun?’  Part of this is because I had premeditated ideas before seeing the themes and since neither of them fit at all, I was at a loss for what to do.  Since the various themes were so similar I had little inspiration.  When I finally got an idea, it was unclear and not fully formed.  In the end it would have turned out solid, but that solidifying needs to happen BEFORE I start coding next time.

 

Product:

What I liked:

Player:

I like my player sprite and his movement.  I spent a lot of time on the movement, but fortunately not as much on the sprite.  A lot of comments from friends and in irc have complimented this aspect.  Thank you very much!  It’s nice to have my opinion validated.  I wanted the character to appear fragile and the player to feel wary about his movement.  I had more steps in mind to achieve this, but the movement feels almost perfect at this point.  I’m also glad to have drawn a character with much the same animation quite recently.  It was very good to be able to draw the sprite quickly.

Bombs:

What can I say?  Bombs are a heck of a lot more fun than I thought they would be.  Excellent.

Tools:

These turned out just about how I wanted apart from some mechanics with the bombs that I’ll discuss below.  Digging should feel heavy and difficult and it does.  The functions of different tools on different surfaces is very near what I wanted.

 

What I lacked:

A point:

Obviously, you can’t win my game.  This is sad because I had a decent story planned that I never had the time to create.  It would have had added a lot of gameplay interest.  (Stay tuned, this is coming!)  As it is this is an aimless platformer with terrain destruction.  I was waiting to make the goal until I had physics, since it relied heavily on destorying structures but this was a mistake.  I could’ve added a simpler version much earlier and had an actual game.  The level design goes along with this aspect.  In the end I just scribbled in the map editor and called it a level.

Balance:

The bombs need balance.  Originally you were to find barrels around the level, then place powder in them to make bombs.  Powder would also be in limited supply.  The bombs also blow up too much ground as I found out through playtesting.  They’re really only supposed to let you destroy the foundations of buildings.  You were also supposed to find your tools along the way, allowing for more exploration and limiting your progress.  You were also supposed to take damage and die, and have a stamina that forced you to rest from jumping and digging.

Tools:

Originally I wanted a rope and a carried light source to be major elements.  Luminescent mushrooms or crystals would grow in the cave and you could break them and take them with you to show the way.  As it is, there is no lighting whatsoever.  Rope would also save you from fall damage (which is not in anyway), but you would have to conserve it and use it wisely in order to retrace your steps.

Atmosphere:

I spent 3 hours writing music that I think is very good for the small amount of effort it took.  It is very evocative and would have added a lot to a complete game.  I also had sound effects and lighting planned but found the time for neither of them.  Finally, my art lacked focus.  The character is two-tone, the tools are detailed, and the terrain is halfway in between detailed and placeholder art.  I think I’d like to develop the two-tone look as it would fit the atmosphere I wanted for this game.

 

Conclusion:

Let’s look at my definition of done…

  • The story is narrated and the scene set – no
  • Buildings/terrain can be destroyed – yes
  • There are at least 3 objectives to destroy in different cities – no
  • Healthy cave grows when objective destroyed – no
  • There are intervening tunnels between objectives – no
  • Equipment is functional – rope, pick, shovel minimum – no rope, but bombs instead
  • The death mechanic is in functional (keeping it a secret) – no
  • SFX are present for actions that need feedback – jumping, falling digging, etc – no
  • There is at least one ambient music track – no; made but not put in
  • Game can be won, restarted, saved and loaded – no

So is that a failure?  Technically, yes.  However.  I learned, I had fun, I’m proud of what I did, and I’m going to continue it.  I would call that a success.  Thank you LD (and all of you in it), for teaching and encouraging.

Declaration of Intent

I will enter the Mini-LD.

After considering the theme, I don’t actually have much interest in creating a story through text.  The concept is about dialogue.  Since I generally don’t like to explore mood and story via dialogue (I prefer the ‘show, don’t tell’ method), this theme is challenging for me.   Therefore, my entry will likely be somewhat unconventional.  I will be pursuing one of two goals:

Either:  Concentrate on a dialogue engine.  I have never written a robust dialogue engine before and I need to know what goes into one.  I have a rough outline of what I would like it to support and how to code that.  As such, I would be producing a tech demo for the competition.  I would still attempt to do some story (I have a vague idea), but I might just have to fall back on old poetry I’ve written as a script.

Or:  Try to be innovative with the idea of all talk.  What if the characters (this would work best with two human players) could not speak to each other, but still had to communicate (ala Journey, the upcoming atmospheric PS3 title).  What if the characters were robots, and instead of speaking verbally, used some protocol language (R2D2 anyone)?  What if you were interacting with aliens and had to learn their language (The Space Trilogy by C. S. Lewis)?  I have a basic story to go with the robots idea, and I may pursue that.

Feel free to steal any of those ideas (actually I’d be excited to see anyone use them)!  I’ll see you guys in irc, and I’ll be watching the blog.  Good luck, all!

Comments

11. Jun 2011 · 19:23 UTC
I would LOVE to play using “R2D2” language! Awesome idea to be innovative and coalesce the dialogue concept to its purest form. What if you make it only “symbolic” using iconography (like Sim-lish) or only emotions (anger/happiness, etc). I say: run with the robot idea! =)

Mini LD zero progress

Well I’ve gotten nowhere on the mini LD.  It’s been a pretty crazy couple of weeks.  I’ve had a multiplicity of things taking up my time in the evenings, some of that work bleeding over after 5pm.  And today a recurring eye injury cropped up again, forcing me to stay home from work, meaning I’ll be doing even more in the evenings.  I have a concept and a good codebase, but that’s it.  Seeing as the project is much too ambitious for just a weekend, I doubt I’ll have anything very presentable for the deadline.

On a brighter note, the get-together that I was planning actually happened!  Last Saturday a number of us met at a friends house and hung out and discussed our ideas.  I believe it was a profitable time, and it was definitely fun.  Although many of them won’t be joining this LD, we all shared projects that we wanted to work on and generally had a good time talking about game coding.  Some new ideas developed out of the mix.  We’ll be doing it again this coming Saturday, just in time to wrap up for the mini LD.

Comments

22. Jun 2011 · 13:12 UTC
I hope your eye heals quickly – best wishes for a speedy recovery.

No Mini LD for me

Due to various reasons, most prominently an eye injury, I have to withdraw from this LD.  I currently have nothing even started so it’s pretty far fetched to hope to submit anything now!  Until next time folks!  I may try to enter July’s mini if the topic is released early enough, but August’s LD sees me going back to school and moving into the dorm so that’s probably not an option.  Best of luck everyone!

LD21

I might be in.

I going to be getting back to school, moving into the dorm the weekend of the LD, but I may try to enter despite that.  If so, it’ll probably be the Jam, and I’ll be using flixel.  Otherwise, I’ll just lurk around the compo.  In any case, good luck everyone!

LD23

In-ish

I’m in for LD23.  I’ll be battling third-world internet so I don’t expect to be posting many blog entries.  I’d like to join the warmup weekend as well, but we’ll see how things go.  I’m pretty warm from my recent coding activities, though I need to redo my screen capture setup.

Machine: Craptop – Windows

Language & Frameworks:  AS3; Flixel; Flixel Power Tools

IDE: FlashDevelop

Audio: Sfxr, Audacity, FLStudio

Graphics: Photoshop

Target Platform: Web (Flash, non-mobile)

Version Control: Non-existent

Screen Capture: Liable to change

Planning: Pencil and scratch paper

Organisation/Focus: Trusty Whiteboard

Edit:  Going to be doing the Jam this time.  Turns out I’m in charge of music for a youth camp that weekend, which will need my full time and attention.  I’ll start early, working from one of the top preliminary voting themes, and finish up before the camp.  I’m still going to be part of the 10th anniversary if I possibly can.

Check recent LD’s before voting for themes!

Edit:  It seems the reason old themes are back in is because of the 10th anniversary!  Consider this post null and void; I am now resolute to enjoy whatever theme is picked, be it old or new!

I see that ‘Discovery’ scored highest out of round 3’s voting.  This was also the theme for LD #19, which wasn’t that long ago.  Personally I’d prefer not to have this theme in particular repeated so soon.  If I remember correctly, some of the other themes up for voting have been covered recently.  Please be aware of this when voting in the final round.  It’s better to have fresh themes, IMHO.  If you spot any other themes that have been used recently, please note them in the comments below, along with the LD in which they were used.  Thanks.

10 hours left; A perfect time to start!

I’ve been away this weekend acting as a counselor and musician for a youth camp, which was an amazing experience.  So now it’s time for me to get cracking on the LD!  I was able to plan for this – I was able to check the theme on Saturday, but unable to do much brainstorming until the drive home.  I have a solid idea though, so I’ll get right to planning game mechanics and hit the code after an hour or two.  My warmup was done in eight hours, so it is possible!

Tally ho!

 

(P.S. If I don’t manage to submit by tonight, I’m sure I can get something in by the Jam deadline.)