stephenm3

LD20

About time I posted here

I started out pretty slowly, but now I’m making some real progress and things are looking up!


YOU are the reason it is dangerous to go alone into these caves.  You can only take on an enemy if they are not aware of you. This is very easy to do one at a time — but if they have friends nearby, one victim will alert the others!  You must use a system of traps to separate your foes before taking them on.

I’ve got a playable game with three levels, finally.  Now it’s a matter of implementing the right number of mechanics to build a variety of interesting puzzles, building those puzzles, and then polishing the whole lot as much as I can.

Comments

DrunkenOrc
01. May 2011 · 02:38 UTC
A game that actually follows the theme.

Woah! Excellent!

So glad I decided to Ludum Dare this time.  The sprint to the finish was crazy, the kind of stress that makes you feel super-great when it pays off.  I finished my game with 10 minutes left, and submitted 5 minutes into the extra hour — my internet had died, and I needed to walk a ways with my laptop for some WiFi!  The perfect conclusion to this hectic event.

My game polished up better than I thought it would, though there’s a rather big spike in the difficulty curve after level 8.  Also I might have turned the music into a muddled mess among all of my hasty tweaks.   But I think the game concept is really fun, and my execution was about as good as it could have been for my first Ludum Dare.

I gotta say thank you to everyone who puts this event together.  Such a good idea.

LD22

Will participate

I’m stoked to be joining in this time, for my second Ludum Dare!  My first, LD 20 in May, went really well, and I couldn’t be happier to have the ability to participate again.

Because of the time pressure, I’ll be using something easy and comfortable for me: Game Maker 7.  I’ll probably use BFXr (Increpare’s upgrade to SFXr)  for sounds.  Other than that, everything will be from scratch, of course!

Gooodnight!

After a lot of tweaking of variables, some really insignificant parts of my game are just right.  But despite the unnecessary hangups, I’m starting to get a good idea of what this game is going to be.

Here, have some really unilluminating Programmer Art:

And I think that’ll be  enough for tonight, gotta get some rest, even during LD.

I wish well to those in other time zones just waking up! Happy coding!

Success!

Wow, finishing the last lines of code, last fixes, in the last hour of the compo. Quite a thrill.

This didn’t go as well as my first Ludum Dare in May. I’m not quite as happy with the game, and I definitely didn’t use my time as well.  But during the last 8 hours or so, everything finally clicked (maybe only from sleep deprivation), and I managed to create something whole.  It’s weird, I don’t know anymore whether the art is stylish or ugly, the music I wrote yesterday sounds like static.  But I think it’s, at some level, both fun and interesting, so I consider that a considerable success.

Did I mention that it’s weird?  I really hope it’s actually comprehensible, I didn’t exactly get a chance to run it by any playtesters.  Ah well, it is what it is!

 

http://www.host-a.net/u/Ditocoaf/ComfortZone.gmk

Mac Ported and Post Mortem

Alright, I managed to beat GM4Mac into submission and actually port my game, so now Comfort Zone can be played by my fellow Mac users.  Hurrah!  This means all of my Ludum Dare work is done.  Now, to play as many of the other 774 entries as possible!

Comfort Zone Postmortem:

The bad:

I spent most of my first night messing with movement variables, trying to bring the central gimmick of my game to life in a way that both felt “true to the idea” and fun.  I ended up with an overcomplicated mess of code that didn’t communicate anything when you played it.  Then I overslept into Saturday, and woke up feeling disheartened.  I wasted
most of the day searching for renewed inspiration.

The good:

During that search, I created a short song that really helped nail down the feel of the game for me.  I simplified the movement code and the gimmick, so that the idea was communicated consisely and powerfully. During the last 12 hours (I didn’t sleep at all during night 2 😛 )  the game design finally started to click. When I was done, my head was a mess and the game felt like a jumble, but I’m pretty certain I managed to piece everything together.  It’s short, it’s weird, but there’s something fun in there, and something interesting in there — and I consider that a success.

Sound effects:

Speaking of clicking, I did sound effects differently this time.  Originally I planned to use Bfxr (Stephen “increpare” Lavelle’s upgraded version of Sfxr), in standard LD fashion.  But then, when planning what sort of sounds were needed to communicate, I had the idea to use my laptop’s built-in microphone, instead.  Like I did when I first created Game Maker games as a kid, I would record a short, low-quality clip of something hitting something else, or scraping, or my voice.  Then I would use Sound Recorder’s basic tools to modify the clips into what I needed.  I think the results were perfect, especially for this game!

Theme:

The theme is the most important part of Ludum Dare, to me. The time-management challenge is fun, but the game-design challenge of an unusual theme is fascinating to me.  I always try to have my game mechanics inspired BY the theme, instead of creating a game and then “working the theme into it.”  Ironically, I think this can result in a game where the theme is less obvious.  This time, my thought process went thusly (minor spoilers): “Alone –> your character is alone –> aren’t game characters usually alone? –> your character ISN’T alone, but wants to be –> gameplay involves avoiding people so you can accomplish tasks”.

Graphics:

Well, I never found time to change my placeholder art into something more elaborate.  So instead, I just ran with it, and tried to turn the style into something communicative.  I think it worked out alright in the end.  It’s usually pretty effective to use base colors to represent different themes.

Music:

Probably the most “polished” part of my game, you can download the 53-second song here if you’d like: http://www.host-a.net/u/Ditocoaf/alone.mp3

Thanks for reading!

LD23

I’m in!

A little bit late, but that’s okay!  I’ll probably only be able to put 10-12 hours into it this weekend, but I’m not gonna pass up the chance to participate in the big anniversary.

I’ll be using Game Maker 7.0 (to save time of course), porting to Mac with GM4Mac.

Sounds and music will probably be made with a mix of Anvil Studio midi sequencer, GarageBand, BFXr and my laptop’s microphone.

Good luck everyone! LD is always fun!