mortus

LD26

Guess the title

Yep, you’ve got it – I am in.

It’s my first Ludum Dare, though I always wanted to try.

My game competitions style is “do not prepare and do not use libraries”, which means I usually don’t plan ahead (before the theme is revealed) at all and try not to use any libraries or frameworks.

Instruments I’ll be using:

  • Flash, AS3
  • Graphics Gale if I decide to use raster graphics
  • SFXR and, maybe, Musagi
  • GIMP and Audacity if I’ll need them

Good luck to all and every competitor and may the Potato be with us!

Not very vegetableful first day

So the theme is Minimalism? I’m not sure if it could have been worse for my liking. Is it even a theme? But alright, minimalism it is.

I didn’t like an idea of minimalistic graphics or gameplay, so my idea was to express minimalism in another way. After few hours of thinking, I’ve finally decided to make a platformer. Never done that before in my life. I almost regret that now. When you don’t have much time to work on base mechanics and are doing something comparably new, code gets messy and, may I say, ugly very fast. In fact, I’m almost ashamed that I must share that code, so please do not read it.

Anyway, first day is over and I have some progress, though less than I wish I had. I think I’ve finished with programming (for the most part at least), which leaves me with graphics, sound, level design and some testing and polish undone.

There’s not much to look at the screenshot, but I’ve decided to show it anyway.

LD26_0

It’s a super placeholder graphics, but considering my talents as an artist – don’t expect something much better in a final version.

‘Finished enough’

Well… It could have been worse.

So many things went not the way I hoped, I couldn’t spend much time on development and in the end it turned out I can’t implement everything planned. Right now I’ve submitted the game and I can’t possibly venture to spend any more time on it, though I still have some hours before compo ends.

I’ve spent more than half a day on graphics and it was not enough, graphics is one of the weakest parts of the game I think.

On the other hand, I’ve managed to create sound effects, though music is kinda random, but I guess it’s fine, given that I spent not much more than 10 minutes on it.

One of the biggest problems (surprisingly for me) was platformer mechanics. If it wasn’t a LD compo, I think I’d use Box2D for it and it would work so much better. But, as I’ve mentioned before, I don’t like using any libraries during competitions like this.

LD27

Day one results

The first day is over for me and I’m starting to throw away mechanics that I wanted to implement earlier one by one by now. Looks like I won’t be able to finish everything I wanted this time around. Again.

Anyway, here are few screenshots of my game so far. I hope to improve some graphics, but considering how much I must do in just a day, many will stay there I’m afraid.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ ld27_0 ld27_1

Come inside and be afraid…

…of this impressive mess I’ve made.

It never ceases to amuse me how ugly my code can become when I’m under tight time restrictions. And now I have some time to fix it, but it’s done already and it’s working and it’s unlikely that I’ll need it again any time soon, so why bother?

Is it familiar to you too?

Anyway, I’ve done the game so go play it here if you wish:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20884

And here’s a screenie:

LD28

So many great ideas!

But You Only Get One to make a game from.

And I think I finally got mine.

Quick progress report

Just a quick report with a screen shot of just One of the many incoming spells – The Burning Shi Stonestorm!
shitstorm

Day one progress

Don’t think I’ll ever be happy with amount of features I’m managing to implement during the compo.

Not much has changed graphics-wise, but I’ve got a far-from-perfect but working landscape generator and some inter-level menus.

day_one map

LD29

I present to you… Greed for Gems!

Just submitted. I’m really satisfied with what I ended up with.

final_2

Yes, those are two player characters in hotseat mode.

Still far from that monstrosity that I was planning to create 48 hours before, but I’m glad anyway.

Why I love creating self-generating games

It can sometimes surprise even its creator. Just found a room that’s too beautiful to hide from you guys.

ld29_final_0

The legendary Megagem (brightest one) and some bats

Play the game HERE if you’re interested.

Development of Greed for Gems

This is a post about development of LD29 entry Greed for Gems, you can play and rate it HERE.

This time around I’ve decided to make a screenshot every 2 hours of the compo that will picture the most significant thing I’ve done during that time. Sometimes I’ve made 2 or 3 and sometimes I’ve skipped it altogether because I was too busy trying to complete the game in time or the progress of the past 2 hours was non-detectable on screen (recording of sounds and implementing respawn and reload mechanics for example).

Anyway, those shots were a great motivation for me during the compo and a nice nostalgic inspiration after it, so I’ve finally got around to publishing some of them with comments, maybe they can inspire someone too. In some sense you can see it as a timelapse (with a step of 2 hours). Here are the most important:

Day 1, 2 hours in:

d1_h12_0 d1_h12_1 d1_h12_2

Global map generator is in and functioning, it’s quite similar to the final version actually, just a few probability variables were changed. Rectangles are rooms and number is its ‘depth’ – distance from the entrance. Every depth-14 room has a megagem in it.

Day 1, 6 hours in:

d1_h16

After another 2 hours the room generator was in but there’s not much to see so no screenshot for you, another 2 hours though, and rooms are actually linked to the global map, placed in world and you can switch between them (Can you find shown place on the map?). In some sense that’s a key point of development for me, at least it has no loose ends.

Day 1, 10 hours in:

At 8 hours I had working platformer mechanics (this time I’ve decided to use a publicly available code instead of spending half a day on writing my own, but in the end I’ve rewritten quite a lot of it because it was not suiting me too well and it was too much integrated with its project and I had to reintegrate it to my needs). Nothing to see in static there too, so here’s a picture from 10 hours in:

d1_h20

That’s one of the pictures that I like the most visually, and it probably tells that I’ve made a wrong turn somewhere later (probably shouldn’t have made tiles so dark, they were cool a bit lighter). You can see that shadows and light are added, by the placement of the light sources I guess that you could already place them at your position in game then, but I’m not sure. It’s definitely a landmark, you basically have a core gameplay here – exploration of a dark cave. Maybe I can even call it a minimum viable product.

Day 1, 14 hours in:

d1_h24

Another 4 hours (it seems that landmarks happen every 4 hours and I can just skip every other screenshot I have) and I have working ladder and torch placement mechanics. At last you can go not only down, but up too! Colors are very different from what you’ve seen before, at this point I’ve started doing at least SOME graphics (actually, the ground tile you see here made it to the ‘release’ so it’s kinda final). It’s also almost the end of day 1, I’ve worked only 1 hour after that and added gems to the game but there’s not much to look at (and I’ve posted day 1 results with a picture before).

Day 2, 4 hours in:

Skipping 2 hours image again, the second day, 4 hours in and I have some GUI, inventory and bats!

d2_h14

Bats are the first – and since I had no time to create more – the only enemies in the game. I’m satisfied with their AI, I think they actually move quite bat-like. Well, most of the times. (If you can’t notice them, they are brown rectangles)

Day 2, 7 hours in:

d2_h17_1

More graphics added, most new things you see are almost final. Also that’s almost every light source in the game on one screen.

Day 2, 10 hours in:

d2_h20

Main character is drawn, added megagems to the game so it at last has SOME goal. Hid them in the farthest rooms of the cave. I guess I could have submitted the game right then, it was, in a way, complete the first time during those 2 days. It still had no sounds at all, no respawn mechanics, no 2 players mode, probably few nasty bugs and some graphics were not final (you can see the old ladder that was changed before ‘release’).

Day 2, 18 hours in:

final_0

So, it’s 1 hour before compo ends, and I’ve skipped the whole 8 hours. I have some images but there’s not much to show, because first I’ve spent 3-4 hours on creating sounds, around 2 hours on adding second player to the game and implementing death and respawn mechanics and 2-3 more hours just polishing what I could with very little overall visual effect. So here is a final screenshot for you, made around half an hour before the compo ends. I was working until the very end and submitted the game around 10 minutes before the deadline and was afraid I won’t make it in time as the site was too much laggy at that time (didn’t know there was a submission hour as I always was finishing earlier and was already asleep at that point before).

Well, that was one long post, hope it at least amused you with the images. If you’re interested, please play and rate Greed for Gems and leave your comments!

LD32

Cucumbers Shall Not Pass!

First time as a part of a team instead of usual solo working.

Check out the results: Cucumbers Shall Not Pass – a strategy game about Conventions and Unconventional weapons (both unusual AND prohibited by convention!).

Cucumbers Shall Not Pass!

Cucumbers Shall Not Pass!

 

Difference between initial plan and final product

Fun thing I’ve noticed is that almost every time I change the game design significantly while developing for LD. I wonder how many people are like me?

Couple of LDs ago I was going to create a minimum-control self-playing strategy and it became a two-player hotseat platformer after the first day.

This time around I was initially planning to do a tower defense with a twist, but ended up not having towers or moving enemies at all.

Do you stick to the master plan or do you change concept like I do?

And please take a look at, try, rate and comment my LD entry: Cucumbers Shall Not Pass. Thanks.

Cucumbers Shall Not Pass

Cucumbers Shall Not Pass

 

LD33

LD34

Ludum Dare 37

LD 38

Zen Demiurgy

Hello, take a look at my game Zen Demiurgy if you will 10.png https://ldjam.com/events/ludum-dare/38/$21372

Is the new coolness system working?

And if yes - how does it work? On the old site I was usually seeing my game on the first page of "play and rate games" after I've played and voted for ~10 games myself, sometimes on the top 3 places actually. Right now I don't see it in the top 100 after playing and commenting some games. How do I find "cool" people? Am I missing different site section where games are sorted by coolness?

Also, play Zen Demiurgy! :D thumbnail.png

Post-compo of Zen Demiurgy

Hey there! I just wanted to remind people that I've made a small post-compo update on Zen Demiurgy PC0.png Most notable changes are: - improved scout pathfinding (they are still bad, and they're supposed to be) - doesn't pause in background - you can play with mouse only

The download link is at the bottom of the itch.io game page if you want to check it out.

I also have plans on expanding the game and working on multiplayer right now!