rfgpfeiffer

LD22

LD24

Evolution at work concept art

I will make a game about the survival of the fittest. You have to survive while the others die. You play a small mammalian protagonist who has to survive a meteorite shower. The dinosaurs, though awesome, will not survive. Evolution at work! The plot fits the theme, the mechanics fit the plot and it’s based on a true story!

Meteorites raining down on dinosaurs

Meteorites raining down on dinosaurs: Dinos take damage, your PC – circled in blue – hides below.

 

LD27

Frozen Braid ported to Windows

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There is now a windows port of frozen braid available! This may just have quadrupled my audience!

Frozen Braid is a tactical planning platformer for two players. The action only lasts for 10 seconds, but you can rewind time and revise your plan again and again!

link to submission

Get it from github!

Comments

rfgpfeiffer
26. Aug 2013 · 06:48 UTC
There was a bug that occurred on windows when saving replays. If the game crashes after the victory screen, disable replays or download a new version.

Play Frozen Braid by E-Mail (or Chat or Dropbox)

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I have built a post-compo version of Frozen Braid! This game version does not change the gameplay itself, but it adds the option to play by e-mail or over a chat program with file transfer or with carrier pigeons and thumb drives.

Here is how it works:

  • Find a friend and agree who plays red and who plays green
  • Select “start game” > “play by mail” > “create map”
  • This will put a map file in the game directory. Mail the generated map to your friend
  • Your friend must copy the map into his game folder
  • Select “play by mail”>”make move”. Use the map and colors you agreed on. Your friend must do likewise
  • This generates move files. Mail these files to each other
  • Copy other move file into your game folder
  • Select “play by mail” > “game outcome” with the map you played on

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=7968

LD29

LD30

It Lives!

I have an Idea: A twin stick shooter set in a universe controlled by competing empires. Weaken an enemy and strengthen others. Gain the trust of your allies by fighting their enemies!

worlds_2014-08-23T12_32_04

 

Lunch Time

basic gameplay done, faction diplomacy system done, sound done, controller support done, controller mapping ui done, game over screen done, TODO: eat

also gifs gifs gifs after the break

IMG_20140824_120130

worlds_2014-08-24T12_09_19

LD32

Food Fight

BaguetteManWe will make a food fight RTS with baguette-wielding Frenchmen and cake throwing clowns.

This is the first unit sprite.

Engine: Unity2d maybe

Recurring themes in the interpretation of the theme

Our team was not really excited by the theme of an “unconventional weapon”. The first ideas were about conventional weapons like guns versus un-conventional weapons like nukes and sarin gas. A big food fight also seemed like a good idea, so I announced it here (more food fight RTS art at: http://blubberquark.tumblr.com/tagged/food-fight-rts).

While the food idea sounds funny, it was also really really obvious. In order to stand out between all the food shooters, we needed to do something different. After some brainstorming we decided on Tetris stones as a weapon. Unlike food, this idea is not only a funny re-skinning of the weapons of an existing game. Weaponizing adds new mechanics and dynamics to an old puzzle game.

The end result was  Tetrominions.

During rating, I found that there really are lots of games that just use food or conventions as the theme. Although many interpreted the theme similarly, it is not that monotonous: Games with the same take on the theme often have drastically different gameplay.

Food

  •  Bubble Becky (platformer)
  • Candy Factory (economy simulation)
  • Run, Jump, Deliver (platformer)
  • Banana Nana (zeldalike)
  • The Cheeseburgermogrifier (top-down shooter)

Un-Conventional (The other meanings of Convention)

  • Negotiation Tactics (ecomomy/political simulation)
  • Cosplay Chase (stealth/action)
  • Bioterrorism (turn based tactics)
  • The N.I.D Project (stealth/adventure?)
  • Nuclear Autumn (metroidvania)

Love

  • Suprématie de l’amour (real time strategy)
  • Hug Arena (top-down hug-em-up?)
  • Power of the Flower (shooter)

Words/Thoughts

  • Billy McMath (quick-time-event visual novel)
  • TypeFighter (sidescrolling typing shooter)
  • What They Want to Hear (typing?)

Boomerangs

  • Banana Nana (zeldalike)
  • B000merang (action?)

Poop

  • This Fart of Mine (one-button)
  • Unconventional George (top-down shooter)

Of these games, I think the best take on the theme was Bubble Becky. Chewing gum is not usually a weapon, but the game used chewing gum not just instead of bullets, but emphasized the unconventional stickyness that gums up the robots.

Not in the list of common themes is Quiet Riot. I think this game has the most unconventional interpretation of the theme. Go play it!

I am curious to hear what you think about themes and their obviousness. Did you like the theme? Did you like what others made of it? Dis you find more or less variety compared to the last LD?

Comments

tmpxyz
10. May 2015 · 15:45 UTC
A great summary.
rburema
12. May 2015 · 20:03 UTC
I forgot to thank you for the award :-)

LD34

Declaration of base code!

I have written some base code to import Yarn conversation files into HaxeFlixel and called it FlxYarn.

look at it here: https://gist.github.com/robertpfeiffer/e00a88fa1d514cc4302b

Are you tired of writing your dialogues in HaxeFlixel games as big nested if-statements inside of monstrous loops? Then FlxYarn might be right for you!

two talking heads and speech bubbles

I have built a Yarn parser, loader, NPC dialog engine and speech bubble UI for HaxeFlixel. I finished just in time in time for Ludum Dare. Now we can split up the work on a story-driven game into code(Haxe), levels(Tiled) and dialogue(Yarn). Each NPC has his own state machine.

Conversation nodes can contain multiple speech bubbles and dialog options. Nodes can contain Haxe code for scripting, which will be executed with the HScript interpreter. You can share variables from your Yarn state with the game code.

screenshot of conversation node syntax

The Yarn dialogue editor was built by Alec Holowka and heavily inspired by Twine. The syntax you see above is half my own design, half based on Yarn and HScript. The <<run $X>> macro runs haxe statements. The <<print $X>> macro evaluates Haxe expressions and pastes the result into the conversation state. Links to other nodes have the same syntax as in Yarn and Twine.

 

yarn conversation state graph

Get Yarn Here:

https://github.com/infiniteammoinc/yarn

Try out the cobbled-together nonsense Demo conversation between the neo-baroque technocrat and the spaghetti wizard (requires Flash):

http://blubberquark.itch.io/flixel-yarn-test

Tags: base code, dialogue, Flixel, haXe, HaXeFlixel, NPC, tools, Twine, yarn

Christmas Island

Rendered in the art style of our Jam entry Wyst

christmas_island

Play it Here!

Merry Christmas from Game Devs Osnabrück!

 

Comments

MSiddeek
24. Dec 2015 · 10:30 UTC
Awesome style! ^_^

LD35

Team Work

I have written about working together in game jams on my tumblr here. I explain my approach to to team composition, group-friendly game design and time planning. This is exemplified by our LD34 game “Wyst”.

After Day in the Life of a Spy and Nessie: Quest for Fame turned out pretty mediocre, I thought about what kinds of game design are best suited for a 3-day game jam. The games both had out-there premises and uneven graphics. In “Day in the Life of a Spy”, we pretty much worked against our engine, suffered from too big a design for three days and lots of duplicated effort in the form of unconnected minigames. Nessie had a more focused design, but boring mechanics and cartoony character art in a naturalistically rendered environment.

For LD34 we would need an art style we can deliver together, a game design that can be split up between many developers and a way to use Unity productively. Instead of spitting up mechanics we split up content: puzzles and island sectors. The result was Wyst, a game we are very happy with. Wyst in the result of careful planning, communication, not working against the tools and a focus on content and aesthetics, instead of innovation and mechanics.

If you have feedback or tips on jam-team-friendly game design, comment here (or rebagel on tumblr).

Read the full post Team Work for Game Jams.

LD36

Almost Done with Mead Boy

I’m mostly done with my game “Mead Boy”.

It is about honeywine and longboats, two old technologies that gave the vikings an edge, and took the edge off again!

Bildschirmfoto vom 2016-08-28 22-49-53

Mead boy loots pillages and drinks!

Bildschirmfoto vom 2016-08-28 22-53-41Drink ALL THE MEAD to win! Try not to get too in-game-drunk!