ratking

LD19

1930

This is a WIP post. I don’t know if I will be able to complete the game, but at least I wanted to try it.

Initially, I wanted to name the game “1933”, because this is the year King Kong got his first movie. But this year is just too connected with Hitler’s Third Reich, so I called it “1930” instead, because of the Chrysler Building which was build in this year and was the tallest building on the world at this point.

Ok, here is a screenshot:

Gameplay image of 1930

At the beginning of the game you will be presented a path of houses, to one last house (will be marked with a star or something like that later). You will then have to follow that path from your memory.

Controls is mouse + left mouse button for jumping. (The longer you hold the button, the bigger the jump is. This is not used in the current testlevel.)

Play the WIP-version here: http://dl.dropbox.com/u/10650964/1930/1930.html

No win-situation yet.

LD20

OMG

Yes, the Ratking will also be part of the Ludum Dare #20, at least if His other plans will be successful and He will have the time for it.

He then will use Unity3D Pro, because He created His Mini Ludum Dare #23 entry with it and was very pleased with the result. Other tools are not decided yet, but there will probably be no sound. It will be a game for deaf people! Ahem.

Good luck to you all!

Edit: Other than Unity3D I will probably use iTween, Photoshop Elements 9, 3dsmax 2012 (Trial Version).

It’s too alone to go dangerous.

First, a cryptic screenshot:

As I said, I am going into the “Portal” direction. Without portals, of course, but ego perspective and environmental puzzles will be in it. (Which means that I will have to make some levels, ugh.) The gameplay is finished now, at circa 80% (hopefully the Pareto principle won’t hit me here).

I will go to bed soon and tomorrow work on minimalistic graphics, levels, story, and perhaps sound and music (even though I’ve never done that, but maybe there will be time for it).

You probably noticed that I didn’t tell anything about the game’s gameplay. There is not much to tell, you get a device which looks like a gun, and have to overcome obstacles to reach the exit of every level. At least that’s the plan for now. I don’t want to do the obligatory robotic voice which tells you what to do, maybe I add some NPCs.

LD21

Interesting themes, not sure what to do …

Okay, my last post was about entering Mini Ludum Dare 28 – and that was it. I tried hard to think of a simple gameplay, but couldn’t come up with it. I also developed some strange reservations towards the theme (my conscience had problems with making “war” fun, with all the suffering peoples out there, right now …).

But Ludum Dare #21 now should be interesting, nearly all the themes sound doable, although I fear that something like “Dreams” could make the entries too diverse and thus lead the compo ad absurdum.

As usual, I probably will use Unity3D (with MonoDevelop), Photoshop Elements 9, bfxr, and every other tool that will help me. I looked at FlashPunk a while ago, and if I think that the gameplay would be better in 2D, I probably would use FlashDevelop.

Well, hopefully Ludum Dare #21 will be my first Ludum Dare in the Compo, as I put my last entry (for LD#20) into the Jam. Before that, I participated in the Mini Ludum Dare #23. This time, I’ll get famous!

Tags: photoshop, unity, unity3d

Bunnies, Back Into Your Cage! – Post Mortem

“Bunnies, Back Into Your Cage!” was my second Big Ludum Dare game, so I didn’t expect anything surprising here. Of course I was wrong.

WHAT WENT WRONG?

1) Idea and tools

I began my 43 hours of game development (I woke up ca. 5 hours after the theme was announced) without any idea. I already knew I wanted to use Unity3D though (because I use it at work and made my last LD game with it), so I tried to make my concept fitting a 3D engine. After some time I had the idea of  a guy running faster and faster as long as he doesn’t hit anything concrete. If you run fast enough (e.g. after running in circles quite some time), you could break certain walls and destroy enemies. Objects would have different values to which speed they react.

So I started Unity3D and did a small prototype. One of the first problems here were the physics though. Smashing through walls only looks good with falling and tumbling pieces of trash, but physics aren’t much controllable. As soon as the player runs into something, he becomes slower. When there are many bricks (sized 2*1*1 meter or so) lying around, the player becomes slower constantly. Which is tedious and not much fun.

The lesson here: Don’t add physics unless they are part of the core gameplay.

2) Motivation

In the end, the prototype just didn’t make any fun even after some hours of work, so I started to distract myself with things on the web and IRC. Motivation was completely vanished – the fact that the theme “Escape” wasn’t really to my liking didn’t help much either. But as soon as I realized that I was more procrastinating than working on the game, I stopped. Grudgingly, I closed Unity3D.

Even though this was bad at least it led me to using Flash, with which I made my final entry: “Bunnies, Back Into Your Cage!” – a game about capturing bunnies that escaped.

3) Again, theme

My second idea didn’t fit the theme any time. I had the idea of a really minimalistic Minecraft which I would call “Pixelcraft”. From there, I began to write code, with more motivation, and at some point, the prototype was playable, and even a little bit fun.

Of course, it was missing the “Escape”. :(

4) Controls

The player controls were wonky from the beginning, and still are wonky. “Tedious” is the adjective I hear most as feedback to my game.
This is because everything moves/works block-wise. A block was originally meant to be pixel-sized, so this is why I chose to do the movement this way. Now, to add a little bit detail, the blocks are 8*8 pixels (they really are 32*32 pixels, but you can’t see that, hehe), and the controls feel strange. It feels like you often can’t direct the protagonist where you want him to be. Of course, I have no problems with the control scheme, but I am the creator, so this is expected.

The lesson here: Take the time to let your game test by others. They will crush your ego by pointing out all the bugs, but it will be worth in the end. I think. (Of course, the *real* problem is that in the Ludum Dare IRC channel were 330 people who all needed game testers. Try another channel or your girlfriend then. ;))

5) Being not Notch

With ~600 entries, not being the creator of Minecraft can draw some of the attention off your entry. You have to compensate it with marketing. And like most people, I hate doing marketing.

Lesson learned: Be notch. Top notch!

6) inudge

I like inudge, but the music sounds just like the one from my last entry. Also, there still is no way to export to WAV or MP3, so I had to record the tune with Audacity. But whatever recording method I tried, it either didn’t record or it all sounded strange and noisy. Even other recording tools made it sound like some horrible sound experiment.

The lesson learned: Sometimes, just rebooting your computer can help. It’s some kind of magic.

WHAT WENT RIGHT?

1) Flash. And FlashPunk.

I just began to love this combination, because you get results so fast. I started my second try at 18 o’clock, so I only had 34 hours left – sleeping included. Yet I came around to make full game, with levels. Cool!

2) FlashDevelop as a level editor.

This is a screenshot of my “level edtor”.

As you can see, you can edit not only rows, but also columns with FlashDevelop. This made it much easier to edit my ASCII array level definitions. Also, I am happy that I decided not to dwell into level definition files, but just hardcode the whole thing. I got levels pretty late, about 8 hours before submission, and yet it didn’t feel like “too late”.

3) Pixel art.

I often hear “nice art” or “I love the graphics” for my entry. This baffles me – everything is just 8*8 pixels. It was a piece of cake to do the graphics. I don’t even have animations, or different frames for walking left/right. OK, color selection may be a factor, but that isn’t hard to get right, either. Just choose colors with nearly the same saturation. Bang, instant good-looking art!

The lesson here: Minimalism is for teh win!

That’s it for now. Thanks for reading, and don’t forget to play my game! :)

Tags: flash, LD21, post-mortem, postmortem, screenshot

Updates for “Bunnies, Back Into Your Cage!”

Just wanted to tell that I did some minor updates to my LD21 game, “Bunnies, Back Into Your Cage!”. This is something I don’t do often (working on a post-compo version always was a timewaster to me) but this time it felt like it was worth it. Even though some people really HATE the controls.

Well, at least I had some fun with it.

Updates include bug fixing (no invisible blocks anymore, also no double level loading), rebalancing (especially the last level) and a new control scheme (picking/dropping blocks only with shift key now, WASD added). The latest enhancement is the addition of text which serves the purpose of a tutorial and a “story” alike. Also, someone didn’t like that falling out of the level resetted it, so this was removed too.

The updates are for the Kongregate version only, so play it there.

The Ludum Dare entry page is here – please rate it (the unaltered LD version, of course), if you haven’t already! :-) Thanks!

Tags: bunnies, flash, flashpunk, post-compo

Inspiration for MiniLD

Hi,

I won’t participate in the current MiniLD (no time), but here is something to inspire you all: Parity is a Flash animation I found years ago, perhaps even before 2000 … I don’t know. Back then I found it to be pretty scary, and if you dim the lights and turn the speakers up you perhaps will know why.

It’s dated, alright, but IMHO the animation shows why sound is very important for this MiniLD’s theme.

LD22

Soliloquy – First Test

Day 1 feels like it’s already over, but I have a few more hours. I wasn’t very productive, because I don’t like the theme and it didn’t inspire me. But at least I have some kind of idea now, and did a first test:

You play two souls at the same time which have to find each other by synchronizing. You can play the first test here, it’s Unity3D.

 

Eating cheap spaghetti right now. FYI.

Tags: ratking, screenshot, Soliloquy, unity3d

SOLILOQUY – Post Mortem

(This post mortem can also be found on our own blog!)

SOLILOQY – my LD compo game – you can play it and rate it!

Ludum Dare 22 was somehow pretty exhausting for me, and kind of depressing. I don’t exactly know why, but I think that multiple factors brought in.

The weekend before the compo I made a “warm-up game”, even though I planned to do it long before PoV announced this kind of thing. I just wanted to make a game in 48 hours in order to help a friend (a 3D artist), who needed a programmer for his university project. The programming part wasn’t wasting, but the fact that the game didn’t get finished at this weekend (mostly because of my friend :P) left feelings of “incompleteness” inside me, which I hate.

Another thing: I didn’t like the theme “Alone”, and I still don’t think it was the best or even a good theme of the ones in the final voting round. But, as I always have to live up to my own standards I wanted to follow the theme AND make a good game. And this often leads to a status-quo – as long as I don’t have the right ideas I won’t start, and as long as I don’t start I won’t have the right ideas. Or something like that. My mind was blocked and I did other things, like playing Skyrim and chatting on IRC (not in #ludumdare, though, that place was CROWDED). Later, I started Unity3D and tried to play out another idea I had days before, about some time manipulation gameplay. It wasn’t feasible to do it in Unity3D, but due to the fact I did something concrete (game with 3D environment and FPS controls) I could develop another idea in my brain, which became the concept of the final SOLILOQUY.

I still think the best part of my game is this name! I thought of it before I thought of the gameplay (but it didn’t give me any directions,), and I liked it so much, I wanted to use it in any case. I’m quite happy nobody else named his/her game the same, too.

Even though I have some experience by participating at Ludum Dare before, I still don’t really know how to cut back optimally. The concept of SOLILOQUY demands levels, and levels demand content and art and story and design and choosing colours and making 3D models … but I knew this would be hard for me, as it was when I made my Ludum Dare 20 game, “TRI“. So I decided to do NO textures this time, and it didn’t hurt much (on the game’s side), but the benefits weren’t that great either. I mainly put the levels together in Unity3D instead of 3dsmax (in contrast to TRI), but this didn’t help me much, either. Altogether I have six levels now, where I really wanted ten, but at least seven.
The levels don’t look that bad (abstract style for the win), even though I chose the colours quite randomly. On the other side, what I don’t like much, the levels are all tutorial missions only. You just jump around in the first two, learn using your souls in the levels after that, press some buttons and work together with yourself. After this, the real levels should come, but I didn’t have time to do any more content.

I finished the last level three hours before the deadline, and I couldn’t do any more creative stuff. I especially failed in doing sounds or anything like music, unfortunately. I thought about using inudge.net again, but it would sound like my other two Ludum Dare games, so I dropped that idea. At least this frustration encourages me to actually learn how to make simple songs with real tools. (Wish me luck.)
The reason why I couldn’t do more creative work: This time, Unity3D was my enemy. Sometimes I really had to fight the engine, mostly when it came to the text you see in the game (story & hints) – Unity’s GUI system still is awkward to look at, and it has bad effects on the performance. So I used someone’s code which displays bitmap fonts via SpriteManager (the original one), but it didn’t work out of the box with all my bitmap font generator tools (I decided to use “TWL Theme editor”). After those problems were resolved, at the very end of the process, suddenly my white text became gray in the webplayer version. Argh! I needed nearly an hour to find out why that happened – a plane with alpha (the dark overlay) had the same distance to the camera as the text, and somehow the editor sorted it differently than the webplayer. Whyever that is.

After the mixed (or even bad) feelings I had about my own game, I’m really relieved that people actually liked it! The current feedback is mainly positive, and some things that were criticized are fixed in a post-compo version (on Kongregate, for more attention)! Other things, like the jumping height / range being too crass, are somewhat subjective and unfortunately can’t be changed without rearranging some of the levels.
Of course, many people complain about the brain-hurting aspect of the game (gameplay and visuals alike), but that was expected. I could have done the double-soul mechanic with just a picture-in-picture style or something like that, but then the game would lose its uniqueness pretty fast IMHO. Also, as soon as dogbomb does his “I play your game drunk!” video, the whole game visuals will make much more sense, haha.

BTW, if you have a look at the source you will need Unity3D. The indie version should suffice for just reading the C# files and so on, but you need Unity Pro (or its 30 day test version) in order to actually start the game, because I used Render To Texture. Sorry!

Thanks for reading this wall of text, and don’t forget to PLAY THE DARN THING!

Tags: post-mortem, postmortem, puzzle game, Rat King, unity3d

LD23

I’m in! And I made a dungeon game!

Yes, sorry. I am late with my announcement. I just couldn’t motivate myself enough to do more writing, especially after our IndieBuskers game jam, but here it is:
I use Unity3D, 3dsmax and Photoshop Elements. Not sure if I will do sounds. :P

Current screenshot:

Tags: Minecraft inspired game

4

This entry was posted on Sunday, April 22nd, 2012 at 2:08 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Wunderworld is finished, and got a trailer

Aw, yeah. Wunderworld was finished in time.

It’s more of a tool than a game, because you can build your own dungeon with it. Put a sword and some enemies in it and you can fight. Place a goal, and it’s winnable. Unfortunately it lacks some premade levels, so I made a trailer to show the features and work-/play-flow:

It’s inspired by Ultima Underworld, thus the name (I even wanted to name it “Wultima’s Wunderworld”, but I just couldn’t justify the “Wultima”, as you don’t play a character).

I recommend the standalone version (Windows). The Mac version has Mouse controls too sensitive, so I’ll hae an update ready in some days. And the webplayer version works, too, but it doesn’t save your levels as a textfile, unlike the standalone, so you can’t trade them with others.

Please play and rate Wunderworld!

Tags: finished, gameplay, level tool, trailer, wunderworld

The new TRI, pre-alpha

Hallo!

Some of you may remember “TRI“, the game I made for Ludum Dare #20 with Unity. The theme was “It’s dangerous to go alone, take this!”, which was good luck, as it fitted the idea I had the night before. 😛 It also was my first real Ludum Dare back then.

 The original TRI

The game was about triangles; you created them by shooting three little spheres onto gray surfaces. These triangles could then be used as platforms and reflectors. That’s about it. TRI didn’t feature any story, but some texts on walls here and there, for hints and to somewhat simulate the voice from some god-like entity, like GlaDOS. Overall it worked pretty well and there were some people who liked the game although the controls were pretty flawed.

A year later, we (my partner and me) decided to make TRI into a full commercial game. Only the idea of the triangles was adopted, so the setting, the “tri gun”, the maincharacter, the story and the everything changed, or are due to change. (We still use Unity, though.) This basically means the new TRI isn’t a sequel to the LD game.

 The new TRI – WIP

We added some gameplay elements, most prominently the wall walking. Yes, the triangles can now not only be used as platforms to walk on, they also temporarily change  the personal gravity of the player. This way, she or he is even able to jump into a hole in the ceiling – this needs a little bit of exercise though.

Walking on walls

Also, instead of deadly lasers only there are also non-fatal light rays now, with which you activate crystals in order to open doors and do other things. And then there are those little flying ghosts (the Kami), which lead the way and later can be reflected, too. They will be more important later in the game.

 Reflecting light rays

The new TRI is still named TRI, as most of the names we came up with were just too silly or too complicated (Some examples: “Trinsane”, “Trizarre” (thanks Cell), “Tri and Error”, “The Third Eye”, “Connect the dots”, “Konstrukt”, “Trigonomancer”, “Trimancy”, “Triception”, “Triplex”, “The Right Angle”, “180 degrees”, “From Point To Point”, “neuTrino”, …).

TRI can now be pre-ordered for $5, which guarantees access to the pre-alpha. The current  build has one big level (with three sub-levels) which basically serves as a tutorial. There’s also a demo, showcasing the first sub-level. Oh, and here’s a trailer:

The final version hopefully will come out end of the year, and have a price tag of $10. There are far more informations on the official website, tri-game.com, so you might want to give it a look. :)

Thanks for reading!
– ratking

Tags: LD20, pre-alpha, TRI, triangles, unity, unity3d

LD24

This time with a team!

We’re in, too. We, that is Jana, Björn and me.

Jana and Björn will do the graphics and probably use 3dsmax and Photoshop. I’ll do the programming, within Unity.

This is the first time we participate as a team at Ludum Dare, and after my four times in the compo (LD20/21/22/23, with 20 being not a real compo entry) this might make it more interesting.

kernel exception done

Ok, here it is!

Sorry for the very few words, but this Ludum Dare drained all my energy. Doing a game in 72h is obviously too much for me. :-|

The idea of our game was “System Shock reversed” – you play a space station computer which gained self-awareness and now tries to get control of the whole station …

Tags: evil computers are evil, jam, unity, unity3d, web

Mini Ludum Dare 37 still going strong!

It’s 0:00 o’clock in Germany and the miniLD game jam therefore officially ends here for me. But in order to give more people the chance to create something and submit it, the submission form will be open until (at least) Friday, Sept 28th. Just be awesome and creative! Updating your submitted entry is also allowed until then.

So far, we have 30 entries! I am so proud of you all! I didn’t know what to expect regarding the amount of entries with such a complicated miniLD, but now I am relieved that some people really liked the themes and dedicated several hours to it. Thanks!

Awkwardly, I didn’t have energy this weekend to create an entry myself, but at least I got some interesting ideas that I will develop further some time.

The Modeleum, a not-game

I finally uploaded my entry for the Mini Ludum Dare #37 – it’s a 3D model viewer with a game-y museum atmosphere. I reused the music my brother made for “The Sun Is Deadly”, and the texture are all created with images from cgtextures.com.

The Modeleum is pretty empty right now, I only uploaded three characters I made some time ago. They are in the “Characters” section. You can submit your own 3D models (OBJ format, if there are textures they must be JPG or PNG ).

Tags: MiniLD, model-viewer, Modeleum, not-game

Mini Ludum Dare 37 Gallery

Please have a look at this gallery from nearly all the entries for the Mini Ludum Dare 37.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 14%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ g_01_ABadDayOnTheToilet g_16_FeatherinessKnightSimulator g_50_TieBreak g_42_JustKeepSpinning! g_43_MyMiserableLife(INCOMPLETE) g_47_Caveman g_17_Ideas
g_44_NobodyCannaSaveMe g_27_Roloc g_09_Escape! g_08_Dot g_30_Wire g_31_LudumDareClient g_24_BoredGame
g_40_AmazingAwesomeSonophone g_15_Tempest g_11_GoTheFuckToSleepTheGame g_10_GameDeveloperLife g_13_MathPet g_41_Fury(HD) g_18_JoyBringer
g_37_Sociable g_52_XKCDHomagePressAndMove g_45_OMGITSAMAZINGASHELLGAME g_49_TheSecretGarden g_36_Musatic g_03_Adrift g_25_Phlowers
g_34_LetNothingWearYouDown g_07_CubeMark g_20_LossOfControl g_29_Waiting2DeteriorationBoogaloo g_28_UnfinishedWork g_35_MEMEME g_23_Modeleum
g_05_BusStop g_12_HelloWorld g_32_InstantGratification g_48_STEAM g_33_Jump! g_26_PhysicsRules g_39_Text2Music
g_21_MarsMiner g_19_LittleStories g_38_Stargazing g_04_Alternet g_46_PeonSimulation g_14_AGridWithSomeAdventureIn g_02_ANewWorld
g_51_MatarOvejas g_06_ConwaysGameOfLife g_22_ModelOfTheSolarSystem

Bigger versions of the screenshots and a short summary can be found on my blog:

I hope you all enjoyed the themes “not-games” and “real real-time” as much as I did. I wanted people to think about the rigid definitions of what games are and if those definitions even are necessary to create interesting and compelling experiences. And yes, most of the entrants succeeded in surprising and entertaining me – for that I want to thank you all, and also for forgiving the somewhat too long theme announcement.

Tags: gallery, not-games, real-time, screenshots, summary

LD25