Skruffye

LD34

I’m in

Will be helping run a real world LD meetup at my university and taking part in the Jam with my partner. He specialises in programming and development and I specialise in design, art, animation and composition. Hopefully we’ll be able to make something cool together over the weekend!

This is my third game jam and second LD so far, and I’m really looking forward to it! As for tools, I will probably be using Notepad for design work (lol), Paint.NET for art assets and my Roland AX-Synth (keytars are cool, I swear!) for composition along with Audacity (I prefer live recording over MIDI).

Have fun everyone! ^^

Tags: DevSocYork

S.I.L. Design Post-Mortem

Hi everyone!

Well, Ludum Dare is over again and I felt like doing a quick design-side post-mortem for our game S.I.L. – Synthetic Intelligent Lifeform.

If you are interested in playing our game then you can do so here.

INTRO
So, this is my second Ludum Dare and my first as the sole designer. My first LD was LD31 (link here) where I was the team artist, animator and composer. This time, I was largely the designer, as well as the writer and artist and, whilst I know that my last entry (Black Drop) was more fun to play and was much more polished upon release, I have to say that I am very pleased with the sheer scope of this entry (S.I.L.) and am happy with how much of it we got done in only three days.

That being said, of course, we aimed too high and ultimately paid the price for our hubris, but hey, what’s Ludum Dare for if not a bit of fun and an excellent learning experience?
As the designer, I do feel largely responsible for the overscoping and will endeavour to think much more carefully about it as a potential issue in future.
However, despite my failure to comprehend the true meaning of “three days”, my partner Michael made a beyond-valiant effort to program my design into existence and, ultimately, only fell short by a surprisingly small margin.

Somehow, S.I.L. was released on time (just) and we’ve spent the last two days bug-squashing (and will probably be spending even more time doing so in days to come). Despite this, S.I.L. isn’t quite what we had naively envisioned at the innocent beginning of Ludum Dare, but it is in a playable state, has a certain, strange fun-factor and is, thematically, rather slick (if I do say so myself). At the end of the day, what better could an overambitious pair of devs have possibly hoped for? :)

THE BAD
As my major role in the project, I feel like my design was, at its core, solid, although the execution was lacking. Whilst I am confident that S.I.L. held the premise of an interesting and enjoyable game, I know that I fell short at one particularly key hurdle: scope.
Other aspects could have been improved upon with a short amount of testing but because of the poor scoping, we did not have any time to refine the design and had to submit without any testing.

Were I given the opportunity to refine my design now, I would firstly drastically reduce the number of machines on one network. Whilst infecting a large network of unique machine was bizarrely fun in and of itself, the core gameplay suffered from the sheer dilution brought on by networks of 40+ machines. A smaller network of about 10-30 machines would, I believe, have significantly improved the gameplay.

Additionally, I would have reworked some of the Scripts mechanics to make them more useful, although that might not have been such a large issue on a smaller network. Either way, this issue would only have become apparent through testing which, unfortunately, is something that we did not end up with time to do!

THE GOOD
So, it’s not all bad! Despite the overall overreach of the project, I am genuinely proud of S.I.L. for several reasons. As my first chance to lead the design of a game in a team (even a small one!), I felt that I did a good job of balancing the roles and stats of each of the powers in the game, even if a couple of them needed some tweaking that they sadly never received! In addition, I think that the mechanics and overall structure of the game work quite well and I am proud of that.

My favourite contribution to the game was probably the script, which I wrote during the first day and appears through the in-game console cutscenes. Although writing is my field of interest anyway, I was particularly happy with how the character of S.I.L. was portrayed through the unusual medium of console logs and how it, as a character, smoothly grew over the course of the short story.
As a subject of philosophy, I find morality in artificial intelligence particularly interesting and, through the story of S.I.L., I feel that I successfully explored several of my thoughts and feelings on the matter.

Finally, I was pleased with the UI that I designed in the style of old command-line interfaces, as well as the animations on the programs as they travel across the network.

CONCLUSION
From a player’s perspective (ultimately the most important one) I believe that my last LD entry was much more appealing. However, my last entry didn’t come close to the ambition of S.I.L. and I am proud–from a designer’s perspective–of what we have accomplished. In future projects, I will endeavour to build upon what I have learned from this experience to make my designs even better for the player, and not just the designer.

Of course, without my partner Michael, S.I.L. would just be a bunch of design notes, some art assets and a script, so I’m incredibly grateful for all of the hard work that he put into the project to make this Ludum Dare an enjoyable, educational and productive experience! (Although I think I’ll let him write his own port-mortem from the programmer’s perspective!)
Thank you for reading, I hope you had as good an LD as I did and, if you have a spare moment, please give S.I.L. a look! I hope you have fun!

-Nathan

Tags: DevSocYork

Comments

oz2mura
17. Dec 2015 · 11:54 UTC
Looking forward to playing it, I bet you’re next LD entry will even be better with these lessons learned. Over reaching seems to be a thing that can only be learned from experiencing doing it.

LD35

I’m in… ^^;

So, I’ve done a few Ludum Dares before, but this is the first one that I’m planning to attempt solo. My usual skill sets lie in the design and narrative fields, so I’m pretty nervous about finishing both on time and with a cool game on my own. Planning on using GameMaker: Studio, Flash, Audacity and a few other bits and pieces as necessary.

Hope everyone has a great time!

(Wish me luck! ^^;)

Tags: DevSocYork

Sparrow & Flitt

I plan on doing a nice and detailed “post-mortem” later in the week, but for now, I’d like to share my first solo LD project with you all! Sparrow and Flitt is an old-school 2D platformer with a twist–all of the protagonist’s abilities come from his shapeshifting bird companion, Flitt. Without him, Sparrow is unequipped to face the dangers of the forest, and his only way to command his companion to take action is to whistle to the bird. Enjoy!

 

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Play it here!

Tags: DevSocYork

Sparrow & Flitt Post-Mortem

Hey!

So, having read through the comments on Sparrow & Flitt and having given myself some time to reflect, I thought I’d do a quick “post-mortem”. (Always feel that term’s a bit morbid and defeatist, but either way…)

 

THE GOOD

Okay, so this was my first solo game jam and I’m really pleased with what I got out of it!
The whistling mechanic, though it could do with some tweaking, was very well received which was absolutely fantastic. I definitely plan to do more with that when I get around to revisiting the concept!

Quite a few people said that they really liked the art, which was great to hear, considering that I don’t really think of myself as much of an artist. The visual theme was intended to be something of a mix between Adam Phillips’ Brackenwood series and the original Rayman so, although I’ve a long way to go before my work even compares to either of those masterpieces, I’m really happy that it was well received!

 

THE BAD

It was reassuring to see that criticisms in the comments generally echoed my own criticisms of the game. In short: it wasn’t long enough, Flitt had too few forms, it was easy to forget the songs and the game really needed checkpoints.

The game was originally planned to have four forms for Flitt, with at least one unique stage to show off each form, but I over-scoped (again) and there just wasn’t enough time to get it done.

As for the songs, if the game had gotten any longer, I would have liked to have implemented some kind of menu that you could access easily on the fly to check the sequences that you have learned.

And as for the checkpoints, I agree that they would have been a must, especially if it had gotten any longer, but I spent most of the last day locked in hand-to-hand combat with bugs that I only just got fixed and, unfortunately, the nature of my hurried fixes precluded a checkpoint system.

 

CONCLUSION

Considering how little experience I have in programming for video games, I’m absolutely thrilled that I managed to get something out for LD, let alone something that I was happy with!
I really enjoyed working on this project, and I think that I’ve both learned a lot design-wise and I’ve touched on a mechanic that I’d very much like to explore further in a future project.

The central mechanic was envisioned as something of a cross between Magicka’s spellcasting system and LoZ: Ocarina of Time’s ocarina mechanic and I’m really pleased with how it turned out. (It was really interesting to see that most of the people who played the game seemed to pick it up rather quickly after the initial tutorial and yet a small amount of people couldn’t get used to it at all!)
I sincerely hope that everyone had as good a time as I did (I’ve had great fun playing through your games!), and I hope to see you all next LD!

 

-Skruffye

 

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Sparrow & Flitt — A Boy and his Bird

 

If you haven’t played Sparrow & Flitt yet, give it a go here!

Tags: DevSocYork

My Personal Favourite

Hey everyone!

Since it’s coming to the end of the judging period of yet another great LD, I just thought I’d quickly share my favourite entry of the ones that I got around to rating: Triangles Say Yip by sorceress.

Triangles Say Yip by sorceress

Triangles Say Yip by sorceress

To briefly reiterate what I said in my review, TSY is a touching and uncomfortable (in a good way) story about preconceptions, conformity and intolerance. It’s a great little title that I would recommend anyone who is interested in narrative told through exploration and interaction should find some time to play.

I hope that this game gets the score that it deserves by the end of judging (it’s a real shame that there’s no narrative category) and I hope that you guys find it as interesting as I did!

 

(Also, here’s a shameless plug for my own game “Sparrow & Flitt“. It’s a game about communicating with your shapeshifting bird by whistling tunes to it. If you haven’t played it yet, please feel free to take a look!)

Sparrow & Flitt by Skruffye

Sparrow & Flitt by Skruffye

Thanks everyone, and best of luck in the judging!

-Skruffye

Tags: DevSocYork

Comments

08. May 2016 · 12:34 UTC
thanks :)

LD 38

I'm in!

Will probably be using either Flash or Krita whilst my partner works in Unity.

Good luck everyone!

Belated Day 1 Progress

Spent the first day doing all of the environment art for our game; hoping to get the "protagonist" animated before the end of day 2 and the environment fully animated by the end of day 3. Might be a bit of a squeeze, but should be fun nonetheless! XD

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Day 2 Progress

Although days 2 and 3 are currently blending seamlessly together, I thought I'd post some progress anyway! Here's the "protagonist" critter from our game bouncing merrily along.

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Look After your Critter!

So, I've finally had a free couple of days to play some games and write a blog post. I'll probably do a postmortem at some point, but for now, I'd say that I'm pretty happy with how the game turned out. The jam version shipped with quite a few bugs, but anyone who plays the post jam version can see the game operating as intended!

Essentially, we made a virtual pet game with a more abstract approach to looking after your little friend: change the biomes on each of the world's segments to keep the critter alive and happy!

Check it out if you have a moment, and definitely give it a look if you're into nice, relaxing experiences or, indeed, virtual pet games!

Game Link: https://ldjam.com/events/ludum-dare/38/critter

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Help a Critter Out!

Hey everyone,

Although I hate doing this, this weekend just gone has been the only time I've really had to rate and review other people's games en masse. Consequentially, we're short a few ratings to make sure that we qualify!

We'd be really interested in seeing how we scored, so please head on over and give Critter a look! (https://ldjam.com/events/ludum-dare/38/critter)

Hopefully, I'll have some time to get around to doing a post-mortem tomorrow, but in the meantime, why not help a critter out? Just look how happy you'd make him!

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D'aww, he's practically jumping for joy. Who wouldn't want to look after that little guy? :3

-Skruffye

LD 42

Ludum Dare 50

Aptly driving myself mad writing cosmic horror

Congrats to everyone who finished in time for the compo.

As usual, I've bitten off more than I can sensibly chew and my brain's starting to glaze over... Never been good enough at scoping to get a game done in two days, but hopefully I'll finish this one in three.

It'll all be worth it in the end, right...?

People still play text-based games... right...?

Going mad whilst writing cosmic horror isn't a trope... right...!?

:upside_down:

Made the deadline, time for bed

It's submitted! Hopefully with minimal bugs and spelling/grammar mistakes, but QA was a bit pinched for time towards the end there...

Anyway, if you like atmospheric, cosmic horror, text-based adventure games, procedurally generated stuff(ish) or all, or none of the above, then check out Akashica! The game about inevitably going insane, that has very nearly driven me insane...

I have no idea how many words are in there, so please let me know if you find out.

https://ldjam.com/events/ludum-dare/50/akashica

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Post-Jam version of Akashica now available on itch.io!

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If you haven't already given my text-based cosmic horror game a try, then you can check it out here: https://ldjam.com/events/ludum-dare/50/akashica

On top of that, I've just released a post-jam version with far more dynamic randomness (less repetition) in the exploration as well as several other improvements so, once you've given the Ludum Dare version a go (available as a separate version from the update!) don't forget to try out the new and improved version of Akashica too!