kroltan

LD23

The Force is strong in here…

After watching Notch make Prelude of the Chambered and Minicraft, I decided that i am inspired enough to try to participate a competition!

Who am I? I am just another Unity dude out there, with a specific passion for basic geometic shapes (my poor modeling skills also contribute on this) and pixellated stuff. I mainly program in JavaScript, but I’ve learned that C# is much more complete un Unity. Lately I’ve been playing with Jurassic to implement a modding API, with no success. Maybe after some forced exercise I’ll catch the train (not sure if this expression exists in English). I guess i should follow those posters below and post my workspace.

My coding placeYes, there is a mrror behind my screen.

It’s a kind of average gaming computer. I like to play games and code stuff (mostly obnoxiously useless tests) and play with physics.

If anyone wants to see what I’ve made, visit my site.

Tags: ld23, unity, workstation

The Evil Timezones

Just lost a lot of time I could be making my entry sleeping.

Live stream (laggy!)

Expanding

Finally, decided what  the game will be, and got the first area working!

Game Starting area

Starting area, notice the button and the extra ledge

It will be a game about puzzling to expand the world.

I got the basic interaction system working, now I can create any behavior to any object of the game. I have buttons that activate platforms right now.

And yeah, another Unity developer in LD…

Unexpected awesomeness!

My game got so abstract it can be transformed into a tool for other Uniteers!

The game starts on a small platform and you must solve the simple puzzles to expand your tiny world!

Progress:

  • Portals! (not with guns, no)
  • Buttons, step pads
  • Moving platforms and spawning stuff
  • Total flexibility to add more behaviors.
  • Second “floor” (kind of level)

To do:

  • Polish portals (polishment, not Poland!)
  • More floors!
  • Visual representation of connections in editor

But now I have to put this on hold… See you later today!  (or tomorrow for some timezones)

The Tiny Glitch – IT’S DONE!

Yep, that’s the name of my entry. It’s a 3D puzzle game where you impersonate a Debug agent and you must rebuild the glitched megabyte to allow it into the Internet. I almost lost the time for sending it, and probably you’re not allowed to download it for ~30 mins, I’m still uploading it. A web version will be out as soon as I get the stable version of Unity. Let’s get to the screenies!

PLAY IT HERE

The Little Glitch – Postmortem

Well, I guess that’s time to do a little recap on my entry: The Little Glitch

What went right:

  • I finished on time!
  • Made the basic engine abstract enough to be able to be extended to any interaction possible.
  • Focused on code first, then level design, then graphics.
  • I chose tools I am used to.
  • Kept ideas in the plane of doable.

What went wrong:

  • Wasted 5 hours of great inspiration in a event.
  • Internet was slow as hell
  • Used outdated beta version of Unity, had to upload web version later.
  • On-the-fly slow level designing
  • Saw the theme 5 minutes in the compo

What to improve next time:

  • Make a usable and efficient library for basic things
  • Cancel all events.
  • Check the theme right when it is chosen.
  • Plan features before implementing
  • Make concept art
  • Take screenshots

I kind of planned the game as I went creating, with no design beforehand, no plans on what to do.
But overall, I think I made a good job. This is the first game I am officialy completing, everything else I made was just tech demos to test engine capabilities.
I also hope new Ludum Darians (or whatever) read these post-mortems and prepare themselves before joining.

Tips to fellow programmers:

  • Plan yourself, let nothing in the way of your creation.
  • Use a platform / engine you already know.
  • Sleep enough, or sleep a lot before the event starts.

Note to self: buy a faster and more stable internet.

Tags: postmortem

LD25

I’m in!

Hey, it’s my second time here (I’ve been on LD#23), and I expect to do something better than last time. I will use the same tools as before (Unity (free), Paint.NET), and will be participating in the Compo. That’s much it. Good luck to all other contestants too!

Late start

Due to the perfectly calculated time zone conversion, LD actually started at midnight here. And my mother still has power on me so I had to sleep. Going to start now, grabbed the Unity 4 and probably going to get a pro trial.

If you want to follow my progress, I may be uploading screenshots to my Twitter (opens in new tab).

You are The Goatman WIP

This game contains goat-related characters.

The Goatman is a deadly and vengeful villain, few has escaped his horned iron helmet’s pummels. He attacks anyone that dares to harm innocent goats, and for that he is a hero among these. All humans who tried to kill him have never returned.

Game objective: Ram the 6 citizens to death in this frozen land.

Play: https://dl.dropbox.com/u/17163258/ld48/ld25/ld25.html

Warning: This is a really really unfinished version, I still have to add goats and make citizens attack those. Also, add more citizens.

Please feedback on anything, tomorrow I will do the processing of any feedback and add the features above.

almostalmostalmost

*The resolution is stretched because of my Unity workspace setup. The final game will not have this horrid aspect ratio.

I feel much prouder of myself this time than my last, because I got a decent running demo in the first day, in contrast of getting something playable in the last 3 hours of last time and then having to design the level.

Postmortem of “You Are The Goatman”

The Theme Goat Badge

The Theme Goat Badge

Hello all fellow ludum-darians, since I already finished my entry, it’s time to do a little recap of my achievements and difficulties during the making of this game.

The game is about a ancient monster that defends goats, however, to that he kills anyone that seems dangerous to his protected creatures. For that he is considered a villain between the human society. He spawns wherever goats are in danger, and right now is in a frozen tundra.

In the game you must run towards villagers to bump them to death, so they don’t do the same to your goats.

What went right:

  • I knew how to fix most bugs
  • I had the right tools
  • I chose an idea that was seemingly doable in the period of time I had
  • I slept well before beginning

What went wrong:

  • I had so many different ideas for the game, but all impossible in the timeline
  • I changed ideas about 4 times
  • I wasted time reading random texts on the web when my brain was “hot” brainstorm-wise

Things to improve:

  • Again, have a pre-made library for character movement, AI and graphic management.
  • Projecting instead of doing everything as ideas pop from brain

That’s much it, and again I wish you all good luck, and may your fingers be swift!

Tags: postmortem

Sucess! Yay!

This time I had a lot of time to tinker around the game, and I placed decently, comparing to my previous entry. See my entries.
EDIT: 42% Coolness!

The Little Glitch Coolness 55% #403 Graphics 2.94 #414 Innovation 2.97 #462 Mood 2.64 #573 Humor 1.95 #616 Theme 2.63 #617 Audio 1.96 #648 Overall 2.64 #689 Fun 2.33 You are the Goatman #203 Graphics 3.39 #204 Humor 3.00 #240 Innovation 3.13 #381 Overall 2.95 #435 Mood 2.65 #468 Audio 2.09 #487 Fun 2.58 #675 Theme 2.30 #817 Coolness 42%

 

Comments

goerp
08. Jan 2013 · 18:21 UTC
congratulations!

LD26

I’m in! I guess…

Hello again, fellow ludumdarians! I participated on this competition 2 times, and I’m looking forward to the third. However, the start date is very tight this time (school…), and I’ll probably enter the Jam, but I hope I can get in time for Compo. Anyways, I’ll either use Java or Unity3D (probably Unity, I’m used to it) with sounds from BFXR and graphics from Paint.NET and/or Blender. My previous Compos: LD25, LD23 (both open in new tabs).
I wish best of luck to everybody since now!
(and pardon the bad English)

It’s something!

Well, again with Unity, all I say is my game isn’t minimalistic at all (well maybe object placement, but eh). It’s going to be a little story about patience.

The mechanics is just walking around, following very vague orders that appear onscreen and general whatevering around. It’s going to be very boring.

Title Screen!

But I somehow expect this to be interesting. I guess i’ve been playing too much Antichamber lately.

The tools: Unity (Pro LudumDeal, with iTween, freely available), P22 (f0r music), Blender (for modelling)

LD28

Got an idea!

Ok, so my game will be about a futuristic(?) sniper who has only one bullet left for his entire mission, however since it’s in the future(!), the bullet can bounce off walls and travels instantly. However, as resourceful future snipers can be, the player also has the ability to send a flying robot to scan the area before doing his job.

I’ll use Unity (with iTween), Blender and Paint.NET.

Postmortem of Farm Fortress

Okay, so I’ll do a classic The good/bad/ugly postmortem about my entry: Farm Fortress, a fast-paced (kinda) strategy and economy management game. You can play it by clicking on the image below:

PLAY NOW

PLAY NOW! (Click here)

The goal of the game is simply profit, and for that you need the income that having planted farms provides, but invaders will try to destroy your farm as it gets bigger.
You start by building a house, to be able to plow land and plant on that. You get gold every five seconds from interest over each plant you have planted (plowed ground doesn’t count), and a bit more when the plant is harvested.
The main mechanic here is to combo the timer with the most plants, so you get more money. Plants cost more to be planted than what they give when harvested. You also increase the income from your farms when you build additional houses.
You can also build towers and fences to protect your farm, because when you get to 6 farmlands, invaders will begin to attack your farm. Towers shoot arrows at them, and fences aggro them the most. When a building is destroyed, you need to clear the debris before being able to build on that spot again. If you lose all your houses, you lose, after all, you get only one farm!

I will probably continue developing this in the upcoming weeks, maybe add different types of plants and even a multiplayer mode! But mainly, a tutorial and/or menu screen.

The good:

  • Used a familiar engine (Unity, with C#)
  • Learned new things (namely LINQ and reflection)
  • Using the new things above, made a really nice layer of abstraction for the game
  • Thought about the theme a lot when the top themes were revealed
  • Cleaned up schedule for the weekend

 

The bad:

  • Used a commercial tool (SimplePath, for AI), and couldn’t follow my open-source ideal (Though if you want the source, contact me @kroltan)
  • Didn’t have any experience with the aforementioned tool, using 12 hours to integrate it
  • I’m terrible at graphics, even worse at sounds (that’s why the game is mute, BTW)

 

The ugly:

  • Having this concept from before the LD started, wneh I saw the theme I couldn’t think of a way to fit this idea, so i wasted 6 hours on another game prototype, then came back to the defense strategy idea
  • Wasting all this time, had to publish my compo-targeted idea as a Jam entry.

Farm Fortress explained

Play Here

I talked a bit about my entry in the postmortem post, but some people might still feel the lack of a tutorial. With this post, I’ll try to create a sort of manual and strategy guide to the game, that tries to go from the basics to the tricks. First of all, a disclaimer: THE AI IS BROKEN. Yes. Crushed to little pieces by lack of experience. It may stop working or behave strangely (such as attack things far away), but this guide will consider ideal conditions for the game.

Interface

The interface is pretty simple, just what needs to be there.

  1. Gold and income counter: Displays your current gold and how much you’ll get with the current active farms (see Gameplay, below)
  2. Warning toast: Displayed when there’s a problem (out of gold or missing requirements)
  3. Action pad: When you have a tile selected, shows its name and the possible actions for it
  4. Action button: Shows the hotkey, name and cost of an action. Can be clicked or used via the hotkey.

That’s it, really simple and straightforward! Now onto the tiles!

 

Tile Types

Farm Fortress has a total of 7 different tiles, each with its unique function and characteristics.

From left to right, this image has all tiles in the game:

  • Grass: Everywhere in the picture, it’s the base tile form which you will build your little plantation empire.
  • Farmland: Created from grass, costs 5 gold, but requires at least one house to be able to build, and can be planted on. (see Wet Farmland)
  • House: The main structure of the game, costs 60 gold and is created from a Foundation, must be defended at all costs, and boosts farm incomes (see Gameplay). Can also build fences to the adjacent tiles.
  • Foundation: The base structure from which you can build Houses or Towers, costs 10 gold, but does nothing except block pathing.
  • Tower: Defensive structure, costs 20 gold and is built from a Foundation. Attacks nearby invaders, but misses most of the time if they are moving. Has the highest attack priority of invaders.
  • Wet Farmland: Created by planting on a farmland, costs 5 gold, exists for 5 seconds then returns 4 gold, then reverts to dry Farmland. Whilst wet, a tile counts to the periodic income, being the only form of profit in the game.
  • Debris: Exists when any tile (except grass) is destroyed by attackers, can be cleaned for 15 gold so you can build on the same spot again.

Gameplay

The game revolves on building farms, planting them to generate income and expanding defenses for security. When you reach a big enough farm, invaders start spawning, and your only option is kill or be destroyed. You start with 100 gold, so you can set up a simple farm of just one house and some cultivable land, then plant on your land to get gold to build more houses or farms, as well as towers so you don’t get razed by pillagers.

Income

The income system is fairly complex, and is better explained in a methodical way:
Every five seconds, you get gold based on the number of farms and houses you control. 2 gold per crop, multiplied by the number of houses you have.
So, if you have the starter kit of 1 house and 3 farms, if you have all of them planted you’ll get 6 gold, plus the 4 for each crop for harvesting them, totalizing 18 gold, which is enough to replant all of them and saving a bit for the next harvest.
Since this cycle is rather fast, you can pile dozens of gold pretty quickly, allowing you to build more farms and increase your income even more.

Building

In Farm Fortress, you build things initially from tiles, but later you get some more advanced things, such as fences, that start at your house and expand one-by-one in the chosen direction. You can build by selecting a tile then clicking or using the hotkey for a action.
Anything you build can be destroyed, and it is your responsibility for cleaning up and rebuilding things.

Attackers

The survival part of the game, they spawn in couples as soon as you reach 6 farms, then two more for each two new farms you get. They have a very specific attack priority, so keep an eye out and design your defenses accordingly. Their sole purpose is to hinder your production and eventually destroy your farmhouses, if you let them do so. If you ever reach 0 houses, you lose.

 

 

Tips and Tricks

Note: This section may contain information that removes the exploration of the game’s mechanics, read at your own risk!

  • Plant your farms just before the timer is up, to minimize gold loss due to expired crops.
  • Attackers will focus your defensive structures, then aim for farms and finally your house, so you can make a layered system that is just the inverse of this sequence to guarantee safety.
  • Building additional houses in the early game might be a tad boring, but increases drastically the further income.

 

And that’s it! Thank you for reading this far, have fun!

PLAY FARM FORTRESS NOW!

LD30

I’m in, with a new station!

I will be participating this LD, possibly with a team, and definitely with Unity on the toolbelt.

Or maybe something a bit more… Unexpected? You might or not find a very peculiar entry this LD.

 

Also, I got some new upgrades on my machine, which now runs on a lovely GTX760 and FX6300 combo:

Le PC