udo

LD26

We’re in!

Hi, I’m Udo. After hanging around for a few years, this will be my first actual LD. I’ve enlisted the help of my buddy Eric, so we’ll be doing the Jam.

Country: Germany

Language: JavaScript (probably)

Libraries: don’t know yet

IDE: some pansy-ass OS X text editor for me, Eric will probably go vi all the way I imagine

Very excited about this! Hopefully, we’ll manage to get a live feed going as well.

Well, here goes nothing!

Second Day

Alright then! Yesterday, we did some basic infrastructure for our game, but today we MUST produce something that actually runs! Technically we’ll still have tomorrow, but it’s a normal work day…

Here’s what we’re doing: it’s an RTS where the factions are geometric shapes. We have three races: the Cubes, the Lancets, and the Circles. They’ll compete for resources. We don’t have a lot to show for, but hopefully that’s gonna change today.

Eric is doing the backend in Node.JS, I’m doing the front-end in JS.

As yesterday, we’re streaming the whole thing, switching between Eric’s screen and mine – and we have two embedded “coder cam” streams as well. It’s all on www.twitch.tv/udnozor.

Part of the challenge is finding new games to entertain the cat to divert her away from my keyboard!

Comments

28. Apr 2013 · 07:00 UTC
OMG, and we haven’t even thought of the Potato yet!

Chugging Along…

Geometry Wars is coming along, still a long way to go though. It’s a multiplayer game, it was probably a huge sign of hubris that we decided to do this! Still, there is progress :) Right now you can set up a multiplayer game and launch it, but the game itself is only a shell. We still got time though!

Streaming live, with code screen and two coder cams: www.twitch.tv/udnozor

End of Day 2, One to Go!

We’re calling it a day for now. Geometry Wars now has very basic movement and mechanics, but still no real gameplay. Thankfully we’re doing the Jam, but we’ll definitely need to make good use of the time we have left!

Tomorrow we need to be at work, but we’ll be streaming again at www.twitch.tv/udnozor when we’re up and coding again :)

Geometry Wars: Post Mortem

Our game was Geometry Wars, a real-time strategy game where you play with geometric shapes!

Tools

Languages: JavaScript / HTML5 / PHP
Frameworks: Node.js, Kinetic.js, Howler.js
Soundtrack: GarageBand

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6821

The Good

IT WAS A LOT OF FUN! This was our first Ludum Dare and I’m looking forward to the next one. Making this game was awesome! The music works (sort of), the sound effects are nice, and all in all I think this concept had a lot of potential. That moment when we could play or first death matches was simply magical! Wooo!!!

Streaming to Twitch was also an interesting experience, now everything is documented! (http://www.twitch.tv/udnozor)

The current version is (un)playable on the web: openfu.com/ld26/current/client/ – it doesn’t really work, but it’s there.

The Bad

The game is not playable as it is. The server crashes literally every 10 seconds.

There are a lot of bugs left in the game that we didn’t have time to fix. As it is, it hovers just below the edge of playability. Multiplayer combat actually works pretty well, so it’s possible to have actual matches between two or more players. The single-player content (this is what the Evil Potato base is for) simply does not work. It broke during the last minutes before the deadline.

Lessons Learned

Team development comes at a cost, and this project was no exception. Working in a pair requires a certain level of coordination that we did not apply consistently.

Eric was doing the Node.js server backend, whereas I coded the frontend. Of course we coordinated often, but over time it became clear that having two separate data models (one on the server and another one on the client) was a decision that cost us a lot of development time and broke the game on a deep technical level. We talked about our data models only after it was too late by about 2 hours. In hindsight we should have scrapped those two hours, because the cost was even higher during the rest of the development effort. It was a very bad decision to build something on a cognitively dissonant data model. Poor Eric had to maintain a translation layer to talk to the client and adding features became very painful over time.

We definitely got more done together, and the experience itself was an absolute blast, but I have the feeling that each of us would have been able to deliver something more complete if we had worked alone. For our next project, I think we need to focus a lot more on actual technical specification.

Going Forward

I’m exhausted now, but I am also determined to invest one or more days during this week in order to put a bugfix release together, even if nobody should care 😉

LD27

Giddy for LD27

I’m looking forward to the next weekend. Last time was fun but we didn’t actually deliver anything playable. Let this be a lesson, keep the concept simple! This time I’ll go it solo.

Tools I’ll probably use:
– web browser as platform
– JavaScript as programming language
– plain text editor for IDE
– Pixelmator for graphics (if any)

I’m really excited about this one, it will be my second LD. Whatever the theme may be, it’s gonna be great!

Overslept & Ready to Start!

OK, it’s now 11 AM here in Germany and I’m finally awake after being in a coma for ages. 10 seconds! Well, there are no bad themes, only bad brains! I’m gonna need to get mine working with some coffee now while I brainstorm what to do.

I’ll be using:

– JavaScript / Webbrowser as a platform
– text editor for coding
– probably Three.js and Handlebars as libraries
– Garageband for the music
– Audacity for sounds
– Pixelmator as a graphics editor

Go-Go-Go!!!

And this is my den. I planned on cleaning it up before this, but didn’t 😉

s020aNNRJQljvJ2FHCN7kMAFZJc8p7gTxufEPQ0BApk

Comments

24. Aug 2013 · 07:13 UTC
I counted at least 7 monitors. Seems a tad excessive. How can you work with so many at once?
24. Aug 2013 · 07:23 UTC
Heh, no. There is a perfectly logical explanation! The 3 ones in the center are my iMac workstation which I’ll be using. The ones on the right are from a different 6-screen setup that belonged to my recently-sold Mac Pro, for the moment they’re not doing anything besides standing in the way. 3 screens FTW! I think this is the optimal amount of screens to have. 6 was borderline excessive but not as much as you’d think! 😛

Robots Save the Day!

3 hours in, not a lot to show for, but I’ll be making it up with vision 😉

rsd01

In this game, you play a couple of robots. It’s round-based and each round lasts 10 seconds… we’ll see!

Robots Trying to Save the Day

“Robots Save the Day” is coming along, albeit slowly.

rsd02

I decided to forego WebGL and do it in plain 2D. Three.js is nice, but far too low-level. I expected it to be more like Kinetic.js, but in reality Three.js is more like raw WebGL with some modest convenience features.

Anyway, here’s the concept: you control one or more robots. They have 10 seconds to clear a level. The player determines the actions of the robots in advance and then watches them execute the mission. There will probably be some generic backstory.

I’ll be out for a few hours now, our Dark Heresy group is waiting!

Day 2 Starts

2013-08-25 10.41.00

It’s day 2 for “Robots Save the Day”! Judging by my speed, I’ll probably end up submitting to the Jam. But we’ll see.

On today’s agenda:

– actual graphics for the spaceship
– more robots
– more game logic
– levels

Probably tomorrow:

– sounds & music
– polishing

5h Left on Day 2

“Robots Save the Day” is coming along, but I’ll do the Jam now and use the extra day. The game logic isn’t quite finished yet, but the robots are definitely on the move!

rsd03

rsd03-2

Meet Kill-Bot

He’s the second player character in Robots Save the Day:

rsd-killbot-portrait

Robots Save the Day is finished!

rsd05

First of all, and most importantly, this has been a lot of fun to make! It’s not perfect, and there are probably horrible bugs everywhere, but it’s a complete little story to play through for our robot heroes!

What went right

This time, I didn’t fail. The game runs well (at least on my system) and there is real content. Last time, the goals were too ambitious and a lot of things went wrong during development. This time, and with the experience of LD26 to look back on, things went more smoothly even though I didn’t spend the entire 72 hours actually making the game.

Overall I like “Robots Save the Day” a lot. The graphics and the UI, although not spectacular, feel right. And I really love our two protagonists!

What could have been better

I had only time for one music track, and it’s not exactly great. Also, the sound effects are uneven at best, but at lest they do convey the humorous atmosphere like I hoped they would. Usability of the “programming” screen isn’t that great, and it will take players some time to figure it out. I wonder if anyone will bother to do that, but I sure hope so. If I had more time and energy, I’d probably invest it into more content and levels as well. As it is, the puzzles are so easy they hardly deserve the name. This is mainly to allow fellow LDers to play the game through to the end in a few minutes. It’s a trade-off though. Lastly, the level and robot graphics could profit from more refinement.

What didn’t work at all

I started the project in Three.js. Robots Save the Day was initially planned as a 3D WebGL application. But I didn’t look at Three.js before Ludum Dare, so of course that started to go very wrong very fast. After about half a day I scrapped the 3D ambitions and went basic 2D. VERY basic. This allowed me to actually finish the game, which I otherwise couldn’t have. But it’s a big regret. The game would have been so much better with real graphics and animations. For next LD, I vow to finally make a 3D game.

Also, next time I’m planning on using more of the development time. Running off to our pen&paper RPG round, and of course having a normal work day on day 3, all of that could have been spent making the game bigger and better.

Famous last words

This game was ridiculously fun to make, I really had a blast. I love what I made, warts and all. Looking at the other entries though, I also know it’s unrealistic for me to expect to make much of a dent. It’s absolutely humbling how many awesome games you guys produced. I can’t wait to play them (tomorrow, very tired now).

If you’d like to try out Robots Save the Day, here’s the link.

rsd-cubot-portrait

That’s it, folks. Robots signing off.

Rating Without Playing

It almost looks as if the people rating my thing haven’t actually tried out the game, I think they just paraphrase the description with some random words thrown in. Is that normal? Am I too paranoid? o.O

Comments

Gus
27. Aug 2013 · 06:36 UTC
That’s why mine got no description =p
27. Aug 2013 · 06:37 UTC
Ah, maybe I should do that then 😀
bufbot
27. Aug 2013 · 06:44 UTC
Just played it, just rated it 😮
27. Aug 2013 · 06:49 UTC
Thanks 😀

As I rate my way through the world I now see it happens to others as well, but not as often…
bufbot
27. Aug 2013 · 06:56 UTC
btw, I didn’t really understand what forward X1, X2, X3 was meaning until I tried it, maybe the grid is not so visible at start, or something like this
27. Aug 2013 · 07:36 UTC
That’s true, some things could have been explained better. I worry too much about missing features (like a scoring system) and sometimes forget basic usability…

Gameplay Recordings

Comments

29. Aug 2013 · 07:49 UTC
HI there, i am the author of “The Value of Time”. I really liked see you playing my game, and i see you clicked repeatedly on “timed buttons”, like the two with 5.0. That wasn’t intended and i know can be very annoying for the player, the correct use should be keep pressing and wait for the timer to pass. Do you know a way to teach the player to do so, apart from writing it near the button?

Web Development Confessions

I like my two protagonists way too much, so I made this real quick:

bridge shot 2

I had a real blast making Robots Save the Day! One of the hardest things after LD is probably coming back down again :) thankfully there is the review period. I have to say I’m absolutely humbled by the quality and creativity of the games out there. Everybody did a phenomenal job and this sets the bar very high – which is a good thing.

I’d like to talk a bit about the tools / the environment I used for my game.

Technology Choices / Lessons Learned

The game is completely browser-based, native HTML and JavaScript. Originally I had planned on making a 3D game for this LD, but alas I had to give that up halfway through because otherwise I couldn’t have finished on time (again, this happened at LD 26). Anyway, I want to sing some praise for HTML games now:

Even without a game framework HTML/JS is a combination that lets you get things done very quickly. My one headache though was I didn’t know how big the browser support for both CSS transitions and CSS element rotation is, as the game relies very heavily on it. So far, no complaints, the robot gods be thanked. Here’s the stack I ended up using:

– JQuery for DOM manipulation
– Handlebars.js for JS-enabled templates
– CSS effects for pretty much everything
– oh, and: PHP as a backend resource compiler

The graphics were made entirely in Cinema 4D, no post processing. Aligning the level layout with the grid had been somewhat of a challenge, but in the end I ended up liking how objects were often just a leeeeettle bit misaligned. That made the levels look more organic. For a bigger game, I’d have used tile-based levels, but for this one it was enough to render most of the scene in one go and use sprites for the rest.

I made the soundtrack with Garageband, it’s basically just some mellow synth throbbing, but it kinda works for the atmosphere I wanted. Again, this was absolutely the right tool for the job to get things done quickly.

As for the sound effects and the robot speech, that’s just me with a microphone and some Audacity effects/editing. The most complex one was Captain Hannigan’s “Abandon-Ship” message that plays over and over on the abandoned bridge. But even that was created just with my mouth 😉

So all in all I’m actually glad how everything turned out, even though I didn’t follow through with the original plan for WebGL. It’s actually kind of shameful how easy this project was to do with just HTML and I’d like to encourage more people to try it. I know the game dev frameworks out there enable great things, but it seems equally as often they’re stumbling blocks for the dev to fight against.

Which brings me to my final point on web games. I have to confess a certain bias towards trying and rating browser-playable entries way more often. A downloadable game on the other hand has to look very good in order to motivate me to download it. And even then, there’s about a 30% chance the executable just won’t run on my system. I feel very bad for these projects, because – more often than not – interesting games run into trouble at this point.

So that’s kinda my lesson from LD27: HTML for the win!

Plug: Try out Robots Save the Day and let me know what you think!

Bring Your Own Artwork & Music

I have played and rated about a hundred games by now (by the way, is that a lot? I have no idea). Overall, the quality and creativity are impressive. Almost every single game has at least one aspect that totally rocks!

However, I don’t know what to do with entries that don’t use their own music or their own graphics. These may sound or look good, but do they really deserve a good rating for something that was not in any way made for Ludum Dare? I don’t think so. In a way I feel like these people are gaming the system with content they didn’t make themselves. Am I being too harsh here?

Comments

03. Sep 2013 · 20:38 UTC
is that so? this is news to me, i have been playing through them extremely quickly though.

i havent came across any games that seemed particulary suspect in that regard,

got any examples?
03. Sep 2013 · 20:39 UTC
Are they in the jam or in the compo?!?

There are different rules for the both of them, jam rules being more liberal …
03. Sep 2013 · 20:41 UTC
I’d rather not expose them, but there are at least a handful where it’s obvious with the music (in two cases they even included the credits), and more than a handful where it seems at least doubtful. I’m not even sure this is actually against the rules, seems like this is OK for the Jam at least, but I’m still hesitant to give ratings for music and/or graphics in these cases.
X-0r
03. Sep 2013 · 20:42 UTC
tbh, I’m also interested in what others think about it… Creating music and graphics take time, time which you could spend polishing, if you took already existing stuff… I believe the correct way might be to N/A the affected section, but since I don’t want anyone not to make it to the actual final rating, I try to give stars in an unbiased way. After all, they still had to search for and choose what fits in, which also affects the overall quality.
03. Sep 2013 · 20:45 UTC
X-Or, that’s just the thing though: including a piece of external music does make the game feel more high-quality, more polished. But at the same time, I don’t think it’s fair to give that entry a high music rating compared to other entries which may not sound as good but are “handmade”.
Aslai
03. Sep 2013 · 20:46 UTC
The way I see it is if they use a resource that wasn’t made in Ludum Dare, they need to openly declare it as such. If I recognize something that’s obviously stolen, I’ll usually rate the entry lower for that type of resource, unless they specified it in their description, and it’s a jam. An exception I make is when all resources in the game are lifted from elsewhere and only maybe one or two graphics were actually made for the submission. Then I just rate it low for the resources.
03. Sep 2013 · 20:48 UTC
Aslai, that’s what I’ve been doing as well. Only I’m not actually concerned with theft per se but rather if a resource was actually made by a contestant or not.
03. Sep 2013 · 21:01 UTC
I think borrowing resources runs against the Spirit of the Ludum Dare, but if it’s going to happen, people should at least accredit all non-original media on their project page. I think we should look for a Ruling From Above on this, and put something in the Rules and Guidelines that deals with how to handle non-original content; either judge the media by how well it fits the project whether it’s borrowed or original, or always give that category an N/A rating. But we need some kind of clear way to handle it, definitely.
03. Sep 2013 · 21:08 UTC
I agree, I too find myself judging based on the perception of effort, accomplishment, and intent.
03. Sep 2013 · 21:09 UTC
For Compo entries:

I’ve only come across and flagrant violations of the rules so far, and I’ve rated those with 1 star in the respective categories. For a lot of the graphics in the comp, I’ve been giving people the benefit of the doubt. The fact that game engines are allowed definitely blurs some of the lines of acceptability, as many come with preexisting textures or audio. For any clear usage of in-engine graphics, I’ll rate a star or so lower than someone who clearly put in all the manual labor.
X-0r
03. Sep 2013 · 21:14 UTC
Yeah. Exactly my point, Solifuge… If someone has not the capabilities to create fitting music, they could never reach good ratings that way – if they get N/As for the music they chose. I agree that everyone NOT doing all by him/herself is supposed to declare it somewhere, but the amount of points deducted (be it graphics or audio or overall) just can’t be estimated that easily. I think it’s somewhat “unfair” to use assets from elsewhere, but look at all the frameworks / APIs which are being used.
03. Sep 2013 · 21:17 UTC
Atmospherium, it’s certainly not an all-or-nothing principle.
03. Sep 2013 · 21:20 UTC
Okay, a tricky example from this LD:
03. Sep 2013 · 21:20 UTC
X-Or: it’s obviously not possible to rate completely fairly (=that means, for me, to rate based on individual accomplishment). But I do find myself rating entries lower if I feel that for example much of the graphics have been provided by the engine. This is of course difficult to judge at times, but yes, in that case a completely minimal 3D environment would get more stars from me than an excellently shaded prefab made from a Unity tutorial.
03. Sep 2013 · 21:24 UTC
Solifuge, I see what you mean with Rude Bear Radio. But this may be a special case :) However, I’ll probably not score it as highly at graphics and music as if they had all been done by the dev.
03. Sep 2013 · 21:29 UTC
The rules are extremely clear for compo entries:
03. Sep 2013 · 21:33 UTC
voxel: that’s already clear. The point was how to rate them.
03. Sep 2013 · 21:36 UTC
In the case of Jam Entries though… and even Compo entries that contain blatant copies of art assets or music. How should we handle them? Should we treat content the same, whether it’s original or borrowed? Or should we treat borrowed content as though the author hadn’t created the content at all (IE vote it N/A)?
03. Sep 2013 · 21:44 UTC
It seems to me that a 1-star vote would be more appropriate than voting N/A. 1-star would impact their ratings, while a N/A would not. Is that accurate?
03. Sep 2013 · 21:50 UTC
And while you’re at it, three more questions for you:

– Will you rate a Jam entry made by one person the same way as a jam entry made by a team of six?

– And where is the voting difference between the team lucky enough to have a dedicated composer or the one-man-team that had to take CC-licensed music from the internet?

– If a song is fitting perfectly, but was made with a generator and didn’t involve much work from the game author, can it be rated highly?
DreamTeam
03. Sep 2013 · 21:52 UTC
That’s accurate, @Atmospherium.
03. Sep 2013 · 23:38 UTC
I came across one entry (can’t remember if it was jam or compo) that clearly used the Castlevania theme as the background music. They could have re-created the Castlevania theme themselves, but I highly doubt they work for Konami or own the IP rights to that melody. I simply didn’t rate the entry and left a note in the comments stating my concern.