invader

LD30

Carrier Wave – finally finished my first Jam entry

Well, it was supposed to be in the main wave, but I haven’t been able to pull enough hours to make it playable – and there was that stupid bug with ships flying away from the screen.

So here it is – Carrier Wave – realtime global (galaxy-wide) multiplayer strategy.

You can play in a web browser @the party – up to 4 players on a single keyboard if you’re geeky enough to manage layout.

You are controlling rectangular drone carrier. It can be used to navigate between planets, mine fuel, manufacture drones and eliminate the opposition.

LD36

I’m in!

well, it’s 4:40am here, but I have to mark my commitment – sticking to vim, JavaScript, PikoPixel, Milky Tracker, Audacity and Korg Kaossilator.

The theme is totally different topic – I don’t have slightest idea what to do with it… So some early morning brainstorming session need to take place – I’ll go and grab some coffee…

Modus Catapultus on LD36 Jam

Attack enemy forts and catapults with your catapult and supporting units. Use special stones to build/reinforce forts and spawn new catapults.




Movements – WASD or Cursor Keys
Shoot – E/Space hold and release
Switch stones – Q/Shift




Retreat to friendly forts for fixes and resupply.

Jam Entry Page

Screenshot from 2016-08-31 19-49-04





Development Log
@40m into competition (and 4:40am in the morning here) I read the theme and posted that I’m going to participate

@4h – after crawling web for inspiration, looking at Da Vince sketches, reading about Antikythera mechanism, Rome warfare among other stuff I went to sleep feeling that I have some understanding of a game to build. It is supposed to be a top-down naval warfare game.
***
@8h – waked up, reviewed the sketches and considered the scope to be totally unrealistic. So I’ve changed direction into land-based warfare and simplified it a little.

@9h – changed direction once again to a side-view scrolling artillery-like game that supposed to be about catapults

@14h – have first boxes moving around the screen.
@18h – spent time on tech, that should have been in the toolbox at the beginning – like camera view and rudimentary physics
@20h – stopped and went to bed
***
@30h – development continues
@32h – first shoots have been fired. What should have taken just 2-3 hours (theme selection, basic setup and rudimentary mechanics) actually took more than a day to develop.
@40h – I started to realize that even the basic mechanics can’t be completed on time.
@47h – decided to target the jam
***
@62h – back from work and on track again. Reevaluated the concept, removed some features, layered out 12-step program to make that game playable.
@71h 50m – PANIC, since I’ve just completed all necessary features and having some troubles scp-ing that on the server (As it turned out – I’ve been DoSed at the time)
@72h – I’ve managed to release the game and started to update the Jam post entry for better readability.

Total hours logged in development and playtesting:
Day 1 – 14h
Day 2 – 16h
Day 3 – 9h





What Went Right
Almost nothing actually.
* I’m glad I’ve switched the initial concept, since that allowed me to release some moderately playable prototype at least for the jam deadline.
* Also good that I’ve sticked to Vanilla JS and dropped the idea of using full-features JS game engine – last time I’ve participated 1 year ago (LD33) I failed miserably because spent too much time struggling with technology.





What Went Wrong
* I wasn’t ready for the theme. Tools I’ve selected were better suited for some retro-styled art and I didn’t see at the time how that can work with Ancient technology.
* I wasn’t ready whatsoever in general. Good idea would’ve been to participate in one of miniLDs and in warm-up weekend. Also, it would make sense to get familiar with possible theme list, analyze it and consider at least remotely what kind of game can be done with that particular theme.
* Most activities of Day 1 should have been fit into 2-3 hours at most.
* I probably could have squished couple more hours in development. But more could be achieved by better readiness and better focus on things that are important.





Tools Used
JavaScript + 2d Canvas proved to be simple and reliable to provide needed functionality. No surprises as far as I can remember. All game shortcomings are caused by me, since I haven’t been able to deliver more elaborated art and sound content and left striking holes in the gameplay itself – the decision to block fire on entities overlap is one of these ‘dirty rules’ that ended up in the posted game. And it looks really stupid now, once I play it.
Aseprite is not fitting well for that kind of game.

LD 38

Play Twin Jet Miner in Browser

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Bombs, robots, explosions, jet fuel and destructible terrain! :dizzy_face:

If you like Lunar Lander and tower-defense type of games, check out Twin Jet Miner - a fast-action game where you need to protect your asteroid base from evil robotic diggers :robot:. Build walls, place turrets, drop bombs and never let red robots reach the purple door.

Also, don't overuse your twin-jet too much. It easily gets overheated! :scream:


Play Online: https://ldjam.com/events/ludum-dare/38/twin-jet-joe

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LD 41

Ballistic Skylines - artillery & city builder

:city_sunset: Check out this combination of a city builder and an artillery game.

:construction: Use your Gun for building construction :construction:

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Meteors :comet::comet::comet: are falling from the skies, creating rubbish and destroying buildings. But when hitting a Meteor Scoop, they provide ore needed for construction.

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:nightwithstars: Clean up, construct, teleport the gun and observe the life of a rainy futuristic city.

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Play in Browser: https://ldjam.com/events/ludum-dare/41/ballistic-skylines

LD 44

Ludum Dare 45

Get money and respect while traveling between 11 metro stations

You start with nothing, but an ambitious goal of capturing all stations and getting rich.

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Play Metro Gang

Tips: * a station is captured, when your gang has more money then others * each captured station gives your gang +1 mob and money * at first, don't stop at stations occupied by other gangs (they are colored)

Supports local coop with 2 players! (keyboard only)

Ludum Dare 46

Station Keeping in Orbit

Keep a space station alive and in orbit as long, as you could

Fix and resupply station systems by moving materials between lockers. And trade with passing by spaceships for needed materials.

https://ldjam.com/events/ludum-dare/46/station-keeping

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Supports local coop of up to 8 players.

Accidental JetPack in Station Keeping

Some functionality is intentional and some can emerge by an accident.

This is a story of jetpack in Station Keeping.

I've never intended to have a jetpack in the game. The initial design has turbolift to move cosmonauts between station levels.

station-v3.jpg

Then, I've introduced a bug in jump implementation. So my fast-prototyped jump code looked something like this:

is jump key pressed? is Hero vertical speed = 0? set Hero vertical speed = JUMP SPEED

At this point, I didn't want to involve collision detection with tiles and just assumed, that the hero can jump only when vertical speed is zero. The problem is, the vertical speed could be zero not only when the player is on the ground. It is also zero for a very short time when the gravity takes over and starts moving the body back downwards

So, instead of jump, I've implemented an air-jump. The player can jump off the thin air now. Add to that a particle effect and you'll have a jetpack.

sequence-2.gif

Now, why do I need a turbolift? The player already can move between station levels. So I've increased the jump threshold to be in the range of -0.1 to 0.1 and postponed the turbolift implementation for later into the jam.

As all jammers know, the time passes faster than you realize. I've never managed to implement an actual turbolift. All I've got is a last-minute jet-pack particle effect. It was the only thing, that can justify why a character jumps of thin air.

But even that was not without a glitch. The character vertical speed is near zero all the time you hit the ceiling. That creates weird-looking bursts of energy, originating somewhere in the middle of character sprite.

sequence-1.gif

Well... No time to fix. I've packaged the game and pushed the archive to itch.io.

Only when the first feedback started to appear on the page, I've realized the actual problem.

Floating-point calculation and variable delta-time make some things hard to accurately predict. And on some machines, the jetpack didn't work as expected and just created rare sparks with no lift to the character. It resulted in players falling down at the bottom of the space station and not able to get out.

So it was not a jetpack after all. Just a bug with a particle effect :smiley:. Kind of a bummer. It breaks the gameplay.

Only on the second day after the jam I've realized the gravity of the problem and created a patch that fixes the jetpack mechanics. And finally, it feels right.

reduce the jetpack pulse timer is jetpack pulse timer < 0? increase vertical speed reset the jetpack pulse timer It is a pulsating jet-pack. It has quite different feel than permanent jets I've implemented in other games.

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Now I'm happy, that players won't be stuck at the bottom level of the space station :smile:

Station Keeping - Now with Tutorial

It is all about managing the complexity.

Nodoby could play the game I've designed during the jam. What I've considered to be simple mechanics turned out to be not that simple after all. And it takes time and effort to guide the player through major systems of a space station and explain how they work. It was hard to figure that out just looking at the screen.

Amazing, that even with those severe limitations, some fellow jammers spent time experimenting and figured out how to play... No thanks to me :slight_frown:

Now, finally, I've managed to deliver an actual in-game tutorial.

So play an updated version of Station Keeping - I hope it'll provide much better experience.

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I'm frustrated, that the tutorial hasn't been included in the initial version of the game. But, realistically speaking, I've spent 3 days to create that tutorial alone. Maybe not in the "jam-mode", but still, it is time consuming to create a sequence of predictable and verifiable steps. No way I could have managed to squeeze that into the initial jam version.

So I'm happy, that at least now, it is exactly the way it is supposed to be :smile:

Ludum Dare 47

Ludum Dare 56

Playtesting Your LD56 Games on Live Stream (HTML5/Linux Only)

Twitch Stream: https://www.twitch.tv/invadium

Add your games to the queue here: https://forms.gle/M4LTfcvSzhdNHXZ49

Check the playtesting queue: https://docs.google.com/spreadsheets/d/164IcsUjZZV0mR4SHa2nxWaiXkIFX6dmsSjbUWKkAp50/edit?usp=sharing