Jedi

LD25

On second thought…

After reading some of the responses to my NSFW and not OK for minors post about a hentai game I posted HERE (NSFW), I’ve decided that no matter how nicely I step around it, I’m going to have an impossible time balancing “Villain” and “Totally-consensual and non-offensive-sex-acts.”

I think even if I take the long-standing-in-hentai-tradition theme of rape out completely and just try to make a funny hentai game, some people will still be offended and I will lose ratings. I don’t want that.

So, I’m taking the community response to heart and shelving this idea for when it isn’t for a contest and when people who don’t like it are less likely to encounter it.

Does this mean I’m out? HELL NO!

I have loads of time before the Jam ends! 😀

Comments

15. Dec 2012 · 10:25 UTC
good job, glad you made this decision… I don’t want you to feel like rape games are off limits, and I hope you get the chance to make one at some point. I think that GR is a totally amazing example of the genre, and more games like that one should be made. The difference is that it comments on the conditions of rape culture rather than perpetuating it. I am sure that their are other games that handle it well.
15. Dec 2012 · 10:28 UTC
I still don’t understand why you think it’s OK if a tentacle monster does the raping, which WAS my intended direction, for the record, but yeah. I’m done with this.

Goatlings playable alpha

After shelving a hentai game, I started this today. I’m pretty happy with it so far, though it has a long ways to go.

Story: The Goatlings live in a complex hive-mind-society. You take advantage of their organization to poach them.

Gameplay: If you’ve played lemmings, you know the drill: Goatlings just walk back and forth until you get them to do otherwise. At this point, there is only one assignable-role and one control. Left-clicking a Goatling will make him a blocker.

There’s just the one level and an infinite supply of goatlings at the moment. No win or lose conditions yet…

Goatlings 1

Playable here: (Unity web)

http://www.magiccarpenters.com/ld25/goatlings/a1

 

 

Comments

xx_pon_xx
22. Feb 2015 · 10:00 UTC
Hello

I’m sorry at first meeting.

Trudging along nicely

Goatlings Poacher now has bombers, an interface and win and lose conditions! Plus a very snazzy in-game use of the +1 goat icon, if I do say so myself. 😀

Story: The Goatlings live in a complex hive-mind-society. You take advantage of their organization to poach them.

Gameplay: If you’ve played Lemmings, you know the drill: Goatlings just walk back and forth until you get them to do otherwise. Bombers don’t yet affect their surroundings.

goatlings 2

goatlings 2a

Here is a Unity web build:

www.magiccarpenters.com/ld25/goatlings/a2

Some Linux users have expressed concern over web builds; I will make platform builds when it’s done!

 

 

Comments

17. Dec 2012 · 12:09 UTC
I am one of such Linux users. So thanks for thinking about us: )

I think I’m close

I am realizing that my main difficulty is coming from lack of focus. I’ve determined that this must be a result of my underlying, animal, base instincts which plague all modern men. There exist dark urges which served us in ages past but have no place in modern society.

I think, however, I have found a cure.

I believe I can separate and remove the darkness from myself. This will leave me as a pure, focused individual, allowing me to progress rapidly on my Jam game.

I believe the formula is perfect but there is no time for clinical trials. If I succeed, the implication for all mankind will be immeasurable. I am willing to face the consequences of personal injury if I fail.

The tincture is ready. It is time.

-Dr. J

WTF? AAAARGH!!!! I Fell Asleep! :*(

OH NOOOOOO!

My attempts to increase my productivity have gone horribly wrong!

The tincture only put me to sleep! I just woke up with my head on my desk (and not feeling too refreshed).

So, it looks like there’s only one complete level of Super Goatling Poacher 2013. At least I woke up in time to submit what I had! (Thank God for that submission hour!)

I was really hoping to get in a complete game on time this Jam. Oh well. As is my wont, I’ll be updating this post-compo anyways, clearly identified as such with a separate link. :)

To everyone that completed your goals: Congrats! 😀

LD26

By the way, I’m In

I have been really, really looking forward to this LD, but busy as hell and not completely ready for it. I’ll be using Unity, Paint.net, maybe Blender and others.

This theme is proving extremely difficult for me. All of my games are pretty minimalistic so the theme may as well be “Game in 48 (or 72) hours” >:(. And yes, I know it’s gauche to complain about the theme but few people will even read this and it makes me feel a little better. 😛

I’m scrapping my first attempt, a “minimal” Ocarina of Time clone (really, what was I thinking?).

The thing I hate most about this theme is that in my head, all of my games start looking a bit like this:

minimal taters

(Made with Unity about 15 minutes after reading the theme, but decidedly not interactive)

Well, whatever. I’ll figure something out. I’m in :)

 

LD27

I’m in!

No super-clever post here; just saying I’m in! :)

Do I need to say it? Yup. I don’t want to back out or half-ass it. Like I did with 7dFPS. Or 7dRTS. Or The miniLD before that. All of which have mostly-completed games that I didn’t push myself toward finishing, because I never completely committed to making them. (Lesson: Write I’m in posts!)

This will be my 6th attempt at a Ludum Dare, but my first time going for the gold: the 48h compo. Woohoo!

Tools:

  • Blender
  • BSFXR
  • Unity
  • Paint.net
  • iNudge
  • There’s some free asset for making procedural music in Unity on the asset store. I might use that. I’d tell you what it is but the &$($234 @#$@#ing asset store won’t load right now.

Progress

This game is going so well, it scares me. Even now, I didn’t want to write that, because I don’t want to jinx it.

Anyways, in my game, Pro Crastinator, the player takes on the role of someone who bounces from job to job, always trying to finish whatever he’s doing in the last ten seconds. I imagine the game having multiple, puzzley, half-assed ways of doing the job.

It’s crazy ambitious, I have to admit :/

Here’s some early controls and a ROUGH DRAFT of what level one: paint a room – might look like:

Pro Crastinator alpha 1

The paint effect that’s in the game now is just a placeholder and will (hopefully!) be replaced by something better when I figure out how to do that.

Here’s the game if anyone’s curious enough to see it this early. Feedback is welcome! 😀

http://magiccarpenters.com/jams/ld27/alpha1/

Comments

NoahC_
24. Aug 2013 · 05:00 UTC
Dude, that’s amazing! I can’t wait to see how it turns out! Good luck! 😀
Vasileiadis
24. Aug 2013 · 05:05 UTC
Really interesting idea!! Hope it turns out great 😀
Koltiman
24. Aug 2013 · 05:09 UTC
I just spent too much time painting all the walls xD

Great work, keep it up!
jromeem
24. Aug 2013 · 05:46 UTC
this is awesome!

the last level can be you trying to finish LD#27 in the last 10 seconds haha

Pro Crastinator: Now with theme relevance!

I updated my Jam game, Pro Crastinator, to have the ten-second solutions I originally envisioned for it. After finishing those, I can safely say that what I had in mind was WAY out of scope for Ludum Dare! 😀

Sound is still conspicuously absent (Martin_Monosys), partly because levels one and three don’t present many opportunities for it, but mostly because I’m running outta time to rate games!

Won’t you please check it out and leave some feedback? I put way too much time into a few visual jokes that as far as I know, are literally going UNSEEN D:

Pro Crastinator

Breaking Down Fun Pedantically

Fellow LD’er VDZ  has been helping me understand why my games aren’t more fun. One thing he said was that my latest entry, Pro Crastinator didn’t present enough clear challenge, reward, or risk.

If I’m going to make games, they should really be fun! So, I’m trying to better understand what VDZ is trying to teach me.

To that end, I did some “Homework.” I took it upon myself to look at some of the top-ranking LD games in the fun category, and try to figure out what makes them so fun. I tried to pay particularly close attention to the concepts of challenge, reward and risk. I thought it would be useful to share here, so that you guys can “Grade me.” :)

Trevor Thompson

Ludum Dare 09/19/13

6th period

Understanding Fun

Antidote:


There’s a very simple game mechanic:
you shoot, you pick up gems.

  • On top of that, there’s a risk: die if you don’t make it to the potion in time (and lose your progress)
  •     On top of that, there’s another risk: you lose the opportunity for gems if you get the antidote too fast

Challenges include getting further in the dungeon and getting as much $ as possible (or higher than last play / higher than your peers). [It could be improved by clearly showing the amount of cash picked up upon death, like Coin Rush does]

Rewards come in the forms of seeing new dungeons, seeing and hearing effects of the gun, destruction or shuddering of enemies / objects on shooting, seeing shiny gems pop out, hearing sounds of gems hitting the floor, hearing sounds of picking up gems, seeing indicators that your money is increasing

Every ten seconds a window washer falls to his death:


Movement is difficult but fair; player has just enough control to not feel frustrated, but not so much that the job is easy or boring. Player has to decide what area of the screen they should be in and also manage their velocity in order to do so (subtle decisions need to be made regarding bouncing off the edges vs changing direction).

Challenge is to get the building clean(er than last time)

Risks come in the form of leaving a washer unattended for too long, leaving birds alone for too long, and not catching falling washers. The player is allowed to manage those risks themselves. The scream sound and splat effect reinforces with the player that the risk is “real.”

Rewards come in the form of audio and graphical indicators when a washer is saved or when a bird is kicked. It is perhaps worth noting that it’s not as “rewarding” to the eyes and ears to focus solely on repairing the ropes.

Proletarian Ninja X:


(Frankly, I think this one is more frustrating than fun)

Challenge is to move through the levels. Hitting multiple enemies with the shuriken is a challenge the player can set for themselves.

Rewards come from killing enemies in the form of a screen flash, sound effect, and spawned blood and guts.

Risks come from being seen, having corpses be seen and the ticking clock. Player is allowed to manage risks, to some extent, by choosing when and in what order enemies can be killed. The shuriken mechanic adds another layer of choice for the player.

PUNISHMENT(!) comes in the forms of a bright, fast screen flash and a grating noise.

Clockwork Cat:


Good ole’ platformin mechanic. Tight controls.

Challenge is to make it to the next section before time runs out.

Rewards include seeing more of the level and completing the story, hearing the noise and seeing the hands move when you are reversing time.

Risks include running out of time and falling to your death. The player feels like they have a certain amount of agency over their risks, because they can often run back and rewind time as often as they like, until they feel ready to move to the next section.

Coin Rush:


Again, a good ole’ platformer.

Challenge comes from wanting to get the highest score, or a higher score.

Rewards come in the form of the enemies bouncing off the screen, coins popping out, sound of coins hitting floor, sound of picking up coins, counter increasing when enemies pick up coins, watching your score increase and getting bigger coins when the enemies have multipliers in effect. The player is able to manage their reward, to some extent, by how many coins they let the enemies pick up.

Risks come from touching enemies and having enemies run away with your hard earned loot. Again, the latter is left up to the player to manage, to some extent.

Conclusions:

I think it is quite clear that some patterns are emerging with regards to risk, challenges and rewards.

One thing I didn’t mention is that all of these games, if I recall correctly, have great music. However, I don’t know much about what makes great music or what makes great music for a fun game.

Comments

20. Sep 2013 · 11:22 UTC
Thanks for taking time to write this up. I’ve been doing a lot of post-compo analysis of my own game, but haven’t really spent time looking at what caused the stronger entries to succeed. It should be obvious (but somehow wasn’t for me) that it’s a good idea to look at the strengths of others instead of focusing so much on my entry and its shortcomings. The challenge/reward payoff was completely absent from my entry, and this post very effectively demonstrates why this is an issue.

LD28

Crazy people need motivation too!

After almost an entire day of cleaning and more cleaning ahead, I’ve started to lose some enthusiasm for this project.

So I made a crappy video for you all to enjoy watch! (It really is very crappy and I’m sorry, OK?)

http://youtu.be/tb8aISeQrjw

Hopefully, you’ll tell me how much you love the idea and how I need to finish it for the jam because you want to play it so badly!

A Jedi’s resolve…

I’ve lost a LOT of time and who-knows what else. This is what I’ve been dealing with:

sad1very sad

In case you can’t see, one of my hard drives is FUBAR and my development system won’t boot. The good news is that my code is safe. The bad news is that there’s no way I’m getting to it before the jam deadline.

BUT I REFUSE TO GIVE UP!

I’ve re-retooled my (real-life) game to be a lot simpler, and I plan to just play it and post a video of me playing it. Kinda lame but not as bad as an “I’m out.”

[Posted from a laptop running Vista. Blech.]

LD29

I Need Some Help with the MiniLD, Please!

So, you know that game, Mad Libs? Lately, I’ve started doing something very similar to get my game ideas.
Here’s an enticing screenshot from the last game I started with this format and input from tacospice. It’s not yet finished:
The youthful minister she references is, in fact, Titan, one of Jupiter's moons.

… and then zaniness ensues when the Jolly Borg come to spelunk the world!

Here’s what I need for my MiniLD game:

authority figures (such as “police”)
adjective x 6
event
location
noun x 4
pluralism (such as: bunch, group, herd, gaggle, flock… )
proper noun x 2
title
verb x 3

[via IRC: awsumpwner27 “accidentally” submitted vitriol, sorceress submitted bouncers and constellation, and Bcadren submitted Congress after that, so not sure if I can use it but I’ll try]

[Update: DONE! Woohoo! Thanks Jacob123, drnick, oranebeast, Pitzik4, awsumpwner27, sorceress and Bcadren!]

It‘d be totally was awesome if that a bunch of you swooped in and each contributed several of these in the comments until there‘s were none left. The fate of my game is was in your hands, Ludum Dare! 😀
Thanks!!!

Comments

Jacob123
19. Jul 2014 · 02:24 UTC
Run, Obama, llama
19. Jul 2014 · 02:35 UTC
Adjectives:

Cribriform (“shaped like a sieve”)

Ethmoid (also means “shaped like a sieve”)

Piriform (“shaped like a pear”)

Interstitial (located in the space between two objects)

Parasympathomimetic (that acts imitating the effect of the parasympathetic nervous system, responsible for sexual arousal, appetite and other “feed and breed” behaviours)

Communitary (pertaining to a community)
oranebeast
19. Jul 2014 · 02:47 UTC
Adjectives :

Orange

Spiritual

Freindly (Its also an adverb, Kind of a trick word.)

Malformed

External

Nonexistent
19. Jul 2014 · 05:17 UTC
Authority figure: Caligula. (You wrote “figures”? I don’t know how many you mean, so I’ll stop at one.)

Nouns: Finger puppet, towel, compound crossbow.

Pluralism: I don’t think that’s a type of word…

Title: Friar.

The story so far…

It is a period of nonexistent civil rights. Piriform bouncers are trying to maintain the Congress, but the Ethmoid Constellation are having none of it! They keep running the whole of Space! Our hero, the malformed Rutherford clone, must use his parasympathomimetic compound-crossbow to defenestrate the bad guys!

The final friar, Jiggawatt, uses his friendly vitriol to contemplate some serious llama!

LD30

This says it all:

Comments

sigfig
22. Aug 2014 · 05:28 UTC
this is amazing

mostly because it looks like your titlebars are in 8bit color mode

i really hope thats legit