snake5

LD29

Going for a test drive

This is going to be the first LD48 for me, and I consider this to be a good opportunity. There have been a couple of things bugging me for a while.

First, it’s been a long time since I’ve been into a 48 hour contest. Had some success but it seems to fade like a filled row in a game of Tetris.

Then there’s this thing (or rather a set of things) I’ve been working on for a couple of years already, SGScript (and the associated libraries), which is basically turning into a solid replacement for Lua and other scripting engines. I have done some testing but there’s no limit to the amount of testing I still, always, want to do to make sure that everything is as good as it needs to be for high productivity expectations.

Finally, it’s just been too long since my previous finished game. I just want to make a new one.

I have two public source code repositories from which I will be using code that I have written before:

Contents of both repositories may change before and after the contest. There’s a library or two that I haven’t pushed there and the game framework there at the moment is slightly outdated but they’ll all be there a day before the contest. All bugs found and features developed during the contest are going to version-controlled repositories as soon as possible, too.

And since everyone’s saying what they’re gonna use to make their games, here’s my list: GIMP, Sublime Text, possibly Blender, sfxr, FL Studio.

What’s done so far…

  • finished the concept, got a clear idea how the game should behave
  • made some game art (7 textures – though the number’s misleading, one is a tilemap)
  • made a small-ish part of the level
  • wrote some code (player movement, level loading, some graphics stuff)
  • made a soundtrack theme loop which I’m listening to for hours now because it seems to fit so well

how it looks now:

1-ingame-wip

and here’s a bit of the code:

2-code

 

let’s hope I’ll have a chance to hit the AI/interface today, there’s still a lot to do

The end result

The game is here, in case you’re curious. It might take about a minute or two of your time to master it.

What happened in development:

  • the game was done at about 50% of what was planned, which essentially means that even smaller or better researched games must be made for these competitions – both aren’t really my thing, though
  • some SGScript’s xgmath library bugs were found, all of them fixed
  • found some minor SGScript/sgs-sdl issues to be resolved, as well as ideas for potential improvements I could follow up on
  • wrote a very simple particle system that also appears to be quite effective
  • found something that appears to be a bug (or two) in SDL2 – “mouse button down” events are being sent right after start, when they’re not triggered in current window; there might also be some timing issues with events – will have to check that out too
  • as far as game art is concerned, this specific style is very simple
  • had to build a WYSIWYG editor for tilemap (press the “~” key – I didn’t remove it from the uploaded version, other controls – cursor keys, backspace, ctrl+s)
  • got bored several times in the process, slowed down development – hard to make something I know so well

The bottom line is that this has been a great experience, it’s been pretty much proven that the tools work quite well and now I’ll disappear for some time to make them even better.

LD30

Back in Stack

This is the 2nd LD for me. Not sure if I’ll stick to compo or try using more time for more quality in the jam… but just in case, I’ll declare my toolkit in advance:

(and the associated libraries)

Also, code: GitHub and Pastebin; GIMP, Sublime Text, possibly Blender, FL Studio.

I’d like to try making a 3D game this time. Not sure if it’s a good idea per se but it would surely be a pleasant change after so much 2D work. The engine is just sitting there unused with all the work. To give an idea of its state, here’s another game prototype built on it:

tank game

I B Jammin’

 

So I’ve been working on the foundations and a bit of level design over the past few hours. I sure hope I haven’t picked too big of a scope, I’ll have to figure out how to make the most of what I have.

I’ve also decided to go for the jam. Didn’t want to re-do all kinds of important stuff at the last moment.

 

Comments

Client-Side Bunny
23. Aug 2014 · 08:26 UTC
What are you using for this? :)) Programming language, OpenGL/DirectX, game engine etc?

Gameplay incoming…

So I’m finally working on the gameplay code. Proper physics, tunnels between worlds, turrets, that kind of stuff.

Those fiery things are portals/tunnels between worlds. When all else fails, you’ll be able to use those to move around obstacles. Posing as a part-time turret, part-time rushed 3D model, we have this supposedly metallic object planted right in front of the camera. It should be able to shoot bullets or something else soon enough, acting as a fearless opponent for the player.

So the game is basically going to be a sightline/stealth puzzle.

Cutscenes and other things

Looks like I might not be able to finish my game today but that’s alright since I’m going for the jam deadline.

This is the ending from the intro cutscene:

Connected Worlds Intro

 

Core of the gameplay is done though, so all that’s left is making the content. It’s nice to be able to give a full day to the content. The objective will be to avoid getting shot like that:

Connected Worlds - Turret Action

The soundtrack is done too, so I should find some time to put that in the game.

NAILER – Native Application Installer / Launcher

I’ve been working on some software that is meant to reduce the effort it takes to test native applications. I’m sure many of you know how most native games here are released – they’re packaged together in an archive that has to be opened and fully extracted before running the game. Many people are possibly turned off by the amount of work it takes to run a simple game, some might even avoid testing such games.

To tip the scale towards native games (in the name of the undisputedly superior experience and technological variety such games can provide), I’ve developed an application that can generate a self-extracting archive. But it’s one that supports building custom user interfaces and doing background extraction of game files so that games can be opened with just one click.

This is how the interface can look (it’s fully customizable):

First game package ever built (Windows version of my LD30 game: Connected Worlds – The Adventure) (Dropbox mirror)

More info (source, SDK, backstory) at blog.sgscript.org.

LD32

Near-fatal uncertainty

Not sure if I’ll be able to finish this project but the idea is to create a rather basic stealth puzzle game. The “unconventional weapon” in this case would be a hacking device that can provide various distractions using whatever the enemies are wearing or whatever is available in the room.

Here’s a screenshot from what I have now:

LD33

The foundations are set

Created a basic test level, going to add the gameplay now. Here’s a screenshot from the current state:

08-22--1451-otgame

Not sure how far I’m going to get with this but at least I have a somewhat decent idea now on what exactly I should make.

Hint: it’s going to be a first person stealth action game (no combat).

Intelligence incoming

Core gameplay was done a few hours ago, so I started to build the AI.

It’s using the wrong character model for now but it’s possible to see patrol behavior in action.

miniLD62: started

I’ve started working on level design and intend to work on weapon/enemy design soon enough. Hopefully this time I’ll learn from my mistakes and ignore tech development for the purpose of allocating more art/design time.

Some level design

Comments

22. Sep 2015 · 07:01 UTC
Is it you own custom engine? Looks really good!

mLD62 – progress report 1

Implemented character controller, weapon basics and 3D-ish HUD, fixed some bugs.

Also I’ve designed one enemy so there should be some basic shooting gameplay implemented soon.

2015-09-23_enemy1

The idea is to create a warm-up/tutorial section and the boss fight would come right after it.

Imposition – finally finished

The game is finally somewhat finished. Didn’t quite get to implement all I wanted but the boss fight seems to be scary enough, and hopefully I’ve improved on my game-player communication skills. But I’ll let you be the judge of that.

3

LD36

SynthMatch is ~finished

Found some time to create a little game about changing parameters to match patterns, based on some core algorithms of sound generation.

As usual, of the original concept I had time to implement less than 10%, and I’ve never seen this done before so I’m not sure what to expect. Still, I hope you like it and hopefully it could even interest someone in learning more about sound generation.

I didn’t have time to write this before as I wasn’t even sure what I’d make before yesterday so this is the tech I used:

 

LD 40

Hi! I regret to inform you that... most themes suck.

In hopes to improve the situation when the next voting stages come, thought I'd write about my Theme Slaughter Experience™.

Most themes are really, really bad. The biggest issue I've seen is that they're just not inclusive and welcoming to all kinds of game concepts. Which I think is quite sad because variety of games is what makes playing them much more interesting. And it makes development much easier too.

Before I go into detail, here's a summary of my Slaughter Experience™:

ld40theme.png

Now, let's start with all the reasons why I'd slaughter a theme:

If a theme describes an object or a place, I will slaughter it.

Reasons:

  • I do not want to see 1000 programmer art versions of said object or place.
  • It probably took a lot of time just to do the art for that thing/place for most developers.
  • This isn't an Etch A Sketch competition, it's a gamedev competition - the focus should be on the game.
  • Many people probably hate that thing/place. Examples for me: water/space (both very common in theme list).
If a theme describes a genre or an existing game, I will slaughter it.

I get it that someone loves a game or genre enough to request more such games. I also get that it's purely selfish and shuts out tons of people who aren't into making such games.

If a theme tries to be clever or contains a gimmick, I will slaughter it.

It gets old fast. Revelation can only work once, so it's not a foundation for any kind of gameplay.

If a theme mentions a specific action, I will slaughter it.

This usually limits genre options, which may put people off for having no experience developing such games.

If a theme requires some kind of repetition, I will slaughter it.

Since the core gameplay is always some kind of loop, such a theme would require to overcompensate on the repetition part, basically demanding a boring and (you guessed it) overly repetitive process.

If a theme requires a specific control scheme, I will slaughter it.

It's no more helpful to game design than choosing cutlery is to decide what to eat for lunch.

Also, developers should not be stuck with bad controls just because the rules say so. Controls generally change as design evolves so it's really hard to commit to a specific scheme up front, so the design is likely to suffer.

If a theme suggests the presence of characters or story, I will slaughter it.

This is similar to the very first issue - themes with object/place.

The time to develop the prerequisites takes time away from developing the most important parts of the game. Some people are good at, say, drawing characters, some are not (like me), hence it's not very inclusive.

If a theme contains a reference to a social cause, I will slaughter it.

I believe jams and competitions such as this one should be light-hearted and thus keep politics and heavy discussions out of the process. It should be a choice of each developer if they wish to tackle a heavier theme in their creation.

If a theme contains an era (like 80s) or a reference to other artwork (movie, song), or a catchphrase, I will slaughter it.

I get it that whoever picked that theme liked that thing. Most people probably would. And yet it doesn't get anyone closer to figuring out what the game should be about. Do you make a game about the specific situation, about the lyrics of a song or the story of the movie? Do you interpret it literally? Not a lot of options, all very restrictive.

If a theme is a meta-theme ("pick random from [url]" and "juxtaposition" come to mind), it's just lazy and I will slaughter it.

Bonus points for trying to be inclusive though.

If a theme takes time to understand, makes no sense or requires googling just to read, I will slaughter it.

Someone has probably tried to be clever again. Unfortunately, this means that more time is spent on trying to understand the theme than on making the game.

And even then, chances are someone might disagree with your interpretation, or find it hard to rate how well the theme is used.

If a theme could describe practically everything, I will slaughter it.

There can be themes that are too specific, as well as ones that are too vague. If it's not limiting the creative choices somehow, it's just not doing its job.


So, all these rules for what a theme shouldn't be -- what should it be then, you ask? Well, it's quite simple. Even if coming up with one is hard. Here's my attempt to define it:

  • A theme should be frictionless. Easy to read and understand, even reason about.
  • A theme should be a concept. Not something concrete, but an idea of an abstract structure.
  • A theme should carry no weight. No prerequisites that take time to develop.
  • A theme should have room for a conflict. Something that invites a collision of different opinions.

To conclude, I have two examples from the last Slaughter Experience™ that I still remember. Having seen 3000 themes, it's hard to remember all the good ones, and I forgot to write them down.

Example 1: Big Evil Corporation

The reason why I like this one is because you can make just about everything with it, and still keep things exciting.

The player character (if there is one) can either work for such a corporation, possibly as a double agent, trying to destroy it from within, or fight against it from the outside.

This idea can also support tycoon/strategy/clicker games and even puzzles.

Location is also unrestricted, giving people the ability to make games set in space, ocean or both (whatever floats your ship).

Example 2: Unusual environment interactions

Instead of the theme trying to be clever like some others do, it's letting developers be creative about interaction design themselves. I couldn't wait to think what other people can come up with.


I hope my little post has inspired someone to be more inclusive with their choice of themes. I'm leading by example and I've slaughtered every single theme that was a game genre/object/situation that I like.

This is the end of what I have to say, so - thanks for reading!

If you want to know what I think about your theme, or if you disagree with me, please let me know in the comment section.

Does anyone have good ideas for an adventure?

As seems to be the tradition now, one of the worst possible themes has been selected.

Since I'm not into making a gimmicky arcade/management game with constant progression and inverse proportional relationship between resources, maybe somebody can suggest an idea for an adventure game?

Some progress, end of the day for me

Video of intro: https://streamable.com/ryo4f

In the end decided to make a stealth game. As in, the more attention you have, the worse it is. Haven't quite gotten to the stealth part yet but some of the content is done.

Finally released my game - The Heist

Name has been determined at the peak of my creativity for this week, evidently. :smiley:

Can't really say it's "done" (too many bugs etc.) but I'm out of time and something happened to be created.

Here's the game: https://ldjam.com/events/ludum-dare/40/the-heist

scr3.png