Mascoll

Ludum Dare 49

Concept art v.s. finished game - Behind the Scenes of Dubious Mushrooms (LD49)

Introduction

This Ludum Dare was the first one for me and for most of my team "Dubious Potions". While we where competing in the Jam, we decided to try and follow the Comp-rules and timeline (the latter was mostly on account of real life availability: We have day-jobs after all).

After one of the most fun and exhausting weekends of my life we managed to produce something fairly close to the vision we mind-melded together, that first hour of the game-jam.

I was mainly responsible for the illustrations and 2D pixel art in the game, as well as the character concept.

Having gotten some time to recuperate after the jam-weekend I thought it might be fun to showcase some of the concepts for the gameplay and art I made during the first hours of the Jam and compare them to the final assets.

If you want to try it yourself, our LD49 submission is here: Dubious Mushrooms

Menusmall1.png

The Concept art and what came of it

This is the first design sketch we drew. As you might be able to see we spit-balled a couple of names, but landed on something that tied it together with the name of our little dev-group. You can also see some of the conceptual mechanics we thought about adding, but we learnt quite fast to work towards a MVP that worked, rather than aiming too wide. Kill your darlings and so forth. Note also if you look in the top left of the sketch, that the vision for the start-screen kept it's general appearance from sketch to final submission. More on that below.

First Sketch.jpg

The Environment

Our team came from quite a wide array of different backgrounds so we decided early to try and make the game in such a way that everyone could contribute in the way they where most comfortable with. Sanna, our super talented 3D modeller/level designer made all the 3D assets used in the game. To communicate the feel of the background we worked from this concept:

Cave Concept.png

In an early version the platform was actually square, but we decided that making it round made for a more pleasurable aesthetic. Here is something close to the final version. The concept really helped define the lighting colour especially:

Cave almost final.jpg

The Character: MushCap

The full game idea of Dubious mushrooms was that the planting and harvesting would be done by a player character who would then deliver the goods to a central hopper. This never made it to the MVP, but it did make it into the general narrative around the game - "MushCap" as we called her is visible in the main menu and all of the end-state screens. And as a last minute addition before submission, we used the hopper and pixel sprite assets to lend more narrative to the game as you can se MushCap hovering in her bucket over the precarious platform of mushrooms when playing.

Here are the first concepts of MushCap. While I wanted to incorporate the mushroom theme, it was very hard to avoid threading on Nintendo-IP's when making a cute character in a mushroom hat. This is actually what informed my decision to make the hat into a more notably practical caving-helmet where the implied mushroom spots all are functional details such as lights and clasps.

Screenshot 2021-10-12 115144.jpg

The sketches could be used directly to produce the final illustrations (see the menu below) and I also made a pixel player-sprite and actually a voxel one as well during a pretty late code-solving-session. Only the front facing pixel-sprite ended up used due the time constraints of the Jam:

Mushcap pixels.jpg

VOXELMUSHCAP.png

The Background cast: THE MUSHROOMS! SPOILER BELOW ON ALL MUSHROOMS IN GAME IF YOU HAVENT PLAYED AND WANT TO FIND THEM ALL YOURSELF

In a game about planting mushrooms you need to have some variety! I ended up pixling 9 different mushrooms in 8 states per mushroom during the jam and our teams musician, Elli, pixeled one of them (the prettiest one, the red-cap). I'm pretty fresh to pixel-art, but I can highly recommend to first sketch what you are going to pixel - It helped me out a lot and you can see that almost all sketched mushrooms ended up in the game, though I did cut the more violent-themed ones as they felt miss-matched to the general feel of the game in my opinion:

We had a lot of fun brainstorming these and many of them are quite "meem"-y.

Shroomsketches.jpg

And here are the roster of finished mushrooms:

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The menus and final illustrations

Lastly in this post I just wanted to show the process for the menu. As you saw in the first sketch I already had a basic idea on how the menu could look so I sketched out a text-logo for the game and made a mock-up together with the sketch illustrations shown earlier in the post:

Menusketch.jpg

This then translated to the final menu screen, you can see a cropped version of it without buttons in the beginning of this post.

Having some success with my first sketch, the other sketches of Mushcap where then used in the making of the end-state screens for failing or winning:

Screenshot 2021-10-12 121839.jpg

Final words

I hope this post was as fun for you to read as it was for me to make!

For more of my creative endeavours, feel free to check out my instagram as well: Mascolls

And again, if you have the time, trying out and rating our game would be very appreciated:

Play Dubious Mushrooms now!

Ludum Dare 50

Our LD50 team submission "Battery Low" is done!

Rovar is so happy to finally get to meet you it is doing donuts in the Martian sand!

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Now pop over here and try to drive it yourself:

Battery Low

(Did we mention it works just as well in the browser on your mobile as your computer? It's SPACE AGE TECHNOLOGY!)

New day, more testing of LD50 games!!

I know what I will be doing today! Testing all of you beautiful peoples amazing LD50 contributions!

If you have a web-build, send me a shout and I'll take a look at it!

Have you tried our game yet?

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Why not give it a spin?

Ludum Dare 51

Making 12 themesongs in 8 hours

Between doing the pixel graphics for our game I also had the honour of composing all the music and sounds for our wario-ware type entry Dubious Arcade

As it was a multi-game entry I ran into an interesting challenge: To make individual 10 second music themes for (almost) every game in the arcade.

My solution: Make an annoying tic-toc sound (as it also fits the timed-theme) and have that as the common theme throughout.

This pushed my output rate a lot as the tic-toc-sound was super-annoying over time when played by itself which meant I that I had to work to blend the tic-tocs into the music so I didn't have to notice it anymore. And as soon as a track was done I went back to the clean tic-toc sound and pushed me again to drown it out with a new song to keep my sanity.

A great whip/carrot and it pushed me to make 12 individual themesongs in different styles for the Jam!

Super happy to get to use a bunch of aucustic instruments as well! When heading to the locale where our team does the jam, I managed to carry with me a number of fun instruments ranging from a guitarlele to a mouth-harp to a Xiao-flute. And all got used! They also came in clutch for many of the sound effects in the game as well!

Had a great time and I'm already looking forward for the next jam!

Feel free to pop into our game and listen to the music! :musical_note:

Our entry: Dubious Arcade

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SALAZAR APPROVES OF THIS MESSAGE!

Ludum Dare 53

Game concept down and most of the Hero character animation frames done!

It feels great to be back game-jamming!

As usual our game-making collective Dubious Potions are jamming together and this LD we ended up with three groups with vastly different games!

In my group we are working on a box-delivery platformer (the working title before we named it was "Mario Stranding")!

We've landed on the name "Carry On" and we had a good vertical slice yesterday and our current milestone is to tie the gameloop and make a small level!

While Tobes has been focusing on project lead and Voxxar has been a developer hero with the code. I have been working with Javve on the art design and pixel sprites!

I started making a fake nintendo box illustration so we could land on a general feeling (You can see it on our game page, as of writing it's the only thing there).

I just finalized most of the Hero character animations and we'll now focus on the pallette and spritework for the game-world/levels.

Here is an upscaled gif of all hero-animations: HERO-ANIMFRAMES.gif

Check out our game here ->

We are also livestreaming all of the teams' develoment on twitch so make sure not to miss us there!

Dubious Potions Development Stream

I hope I'll get some time for more posts, but until then I wish all Jammers the best of luck!

Ludum Dare 54

Making Menus!

Deciding to make a NES-game (limited space in more than theme) has turned out to be so much fun!

For me working with the graphics, it's been an amazingly enjoyable challenge to stay within the constraints (limited amount of sprites, only three colours at a time, etc).

I'm now getting close to the finish-line with the BG tiles for the CHR-banks and decided to sort out the tiling for the loading and start-menu of our game!

Here are our menus:

Premenutiles.png Menutiles.png

Old school limitations and Tiling levels

We have given ourselves the limitation - "Early NES cartridge" and just during the last 24 hours I have learnt soooo much!

I'll never look at a NES-game the same again and I'm in awe of the developers from the time (also, they did a lot of the spritework with pen and paper!!)

I'm not a developer, I just draw stuff, so both my temammates @javve and @nevyn can explain this stuff more correctly - but as far as I have understood:

It turns out that during it's life-cycle the NES console didn't change hardware as consoles tend not to do.

So to get more miles out of it over time the game devs at nintendo hacked the crap out of it later in it's lifetime. And they did this through the hardware-chips in the cartridges.

A cartridge from later in the console lifecycle does a suprising amount of the computational work by having it's own extra computer-chips "secretly" switching between different datasets without the console knowing.

Did you ever save your game in a NES game? Well that was the cartridge working - the console doesn't really have that capability (this is why save-states often where solved through level-codes) instead a memory bank with a small battery is used within the cartridge.

A great exemple is to look at Super Mario Brothers and SMB3 - they are both created on the exact same console but SMB3 is doing so much more. And it does it through all the fancy hardware in it's cartridge!

Google the difference between CHR-ROM and CHR-RAM if you want to learn more.

For our LD entry we wanted to make a NES game with the same limitations as the earliest of games - so no bank switching, no fancy extra sounds, no saving etc.

This meant that I was introduced to some new workflows when it came to graphics.

Simplified, all tiles and sprites shown on screen are defined by coordinates telling the game what 8x8 pixels from the CHR bank (basically the games single spritemap) to show.

So for backgrounds the devs don't need the game tiles arranged in a big image file - they need an array of numbers to show what tiles goes where.

Enter stage left: TilED

When I had finalized the BG tiles in the CHRbank, I was able to export it into Tiled and make the map. Then, instead of exporting a image, I exported it as TMX and from it Nevyn could extract the grid coordinates.

Here are the tiles in TilED V.S. in the emulator:

TilED: image-3.png

Emulated ROM: CleanShotem2023-10-01/emat_04.04.58.gif

To get some extra colours, the game actually changes all tiles between two different 3-colour palettes between rendering the far background and the ground!

Note also the animated sprites on one of our titular Fire Walls!

In time of writing, we don't have a playable ROM yet, but keep your eyes on our gamepage to try it!

https://ldjam.com/events/ludum-dare/54/firewall

We did it! NES game = Made!

We did it! In 72 hours we have managed to code a NES-game with a complete game-loop from NOTHING! All code from scratch in Assembly. All sprites and tiles made ourselves!

And it's avaliable to play via online emulator or by downloading a ROM!

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Grab a friend and try it out!

PLAY FIREWALL ->

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Ludum Dare 56

We promised ourselves one million kittens - and we managed to deliver!

Early bird..

This Jam was probably the quickest start for our team thus far. We happened to be awake when the theme dropped and ended up spending 2 hours in the middle of the night in a voice call on ideation of our jam-game concept.

So when Saturday morning came along, we where tired - but started off the game-making running!

We had a good idea of the general game design, the look we wanted, what software we would use and that the game had to contain exactly no more and no less than one million microscopic kittens!

Thanks to our team we managed to take our concepts:

1MTK-planning screen.png You can see in our design board, that early game design contained plans to implement tardigrades you could find to increase tool efficiency in an upgrade mechanic, but was cut for LD scope. KittenConcepts.png The cat scanner was a quite early idea, but really came alive through Myzors concepts

And make them reality:

Screen1.png

https://www.youtube.com/watch?v=9OAMF3YwjQw

All assets except fonts where made by our awesome team during the LD-Jam submission window!

➤ Try it yourself!

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Ludum Dare 58

We did it! And in good time!

We made another LDJam submission!

We had a number of, what I felt, really good ideas during the ideation stage but we quite quickly settled on Tobi's idea of herding sheep!

Compared to our previous entries we made real good time and I was pleasantly surprised with actually getting time to do some polish before the end of the first 48 hours!

Here you can see our first quick concepts of the art-design compared to a screenshot I just took while playing the game:

Concept:

image-5.png

Finished game:

Screenshot 2025-10-06 230518.png

That said, there is always the bugs that pop up when you're play-testing or when you're building for web etc. So today has still held it's fair share of bugfixes. Currently we're wrestling with finding out that Godot isn't super with handling audio in the exe and web builds.

But other than that - I feel we have a really solid and well scoped submission!

You can try it here:

For the Herd!