Wheffle

LD 40

Sanguinite Ported to HTML5!

beingchased_spoof.png

Anyone on Mac or Linux who wasn't able to play Sanguinite before can try it out now! The wonders of the web player, what a time to be alive!

Took longer than I thought to get it ported to web, but happy it's done! Game Maker Studio's HTML5 module introduced some pretty gnarly bugs that took a while to iron out. Programming is hard!

Sanguinite Postmortem

I feel kind of silly doing a postemortem as if my game warranted one, but I find others quite interesting, so what the heck. It's also quite cathartic.

crystals.png

This is my 3rd Ludum Dare, and I think it's safe to say that I have been steadily improving. I am quite happy with how my game turned out and very happy with the ranking results. My workflow has improved dramatically. However, there is still room for a lot of improvement, and there are several key things that could have gone better.


Initial Design and the Theme

Although I've been able to manage scope reasonably well, most of my entries so far have not exactly nailed the theme as squarely as I would have liked. I think the problem is two fold:

Firstly, I have a lot of game ideas in my head that I want to use, and there's the temptation to shoehorn the theme into an already existing idea.

Secondly, I tend to get experimental with my game design which can cause the design to veer away from a central theme.

Although my designs haven't disastrously missed the mark so far, I'd like to focus more on the theme in the future and use it as a launchpad instead of an inconvenience.


Procedural Levels

randomlevelstogether.png

I really enjoy learning about and implementing procedural generation. I also haven't dabbled a lot in manual level design, and I find it tedious. As a result, I tend to try to find a way to offload level design to procedural generation. This is good in some cases, but ends up being more work with a lower quality result in a lot of other cases.

I had already made a few prototypes beforehand for a similar cave-structure procedural level design, and so using that code as reference I was able to build a decent level generator during the jam. However it still took a huge chunk of my time and had me messing with all sorts of weird corner cases later on. There's no way I could have done this without previous experience. The whole story on the headaches of the procedural algorithms could warrant a postmortem all to itself.

While it is cool that the levels are procedural, the quality was just hit-or-miss (with odd stuff happening sometimes like items spawning right on the landing zone).

Most importantly, most players didn't seem to notice it was procedural.

Hand-crafted levels would have fit better with this project, at least for the game jam.


Game Balance

beingchased_cropped.png

This goes hand-in-hand with procedural level generation. I got incredibly mixed feedback on game balance. Some people praised how the difficulty ramped up and how it always "felt fair". Others complained that either the whole game was too easy or that they hit a difficulty spike.

The simple explanation is that enemy spawning was semi-randomized, designed to get more intense as the danger level increased, but still unpredictable. The problem is that some levels just happened to have more difficult layouts than others due to the procedural level generator, and sometimes harder enemies spawned multiple times or enemies spawned faster just out of bad luck. On top of all that, the upgrades were all random and even the number of upgrades in each level wasn't consistent (and not all the upgrades were created equal).

Because of all of this layered randomness, players would have drastically different experiences with the game. And like I said before, I'm not sure that many of the players realized the levels were procedural at all, so they saw all of this wonkiness as hand-crafted.

Lesson learned: don't leave your game balance up to chance (unless you are designing something sadistic like NetHack). Use random elements wisely and keep control over your game.


Music

musicmaking.png

All three of my entries so far have had original composed music, but this was the first time I used Bosca Ceoil and tried to make a rich score (eh, as rich as it could be in the allotted time). I have a strong belief that audio is mandatory for all games because it adds so much to the experience.

I wanted to get a working feature-complete prototype done by Saturday night so that I could compose music and make sound effects on Sunday. That plan actually worked out pretty well, and I was pretty happy with the results.

I had issues finding the right voices in Bosca Ceoil and just using the application in general. The chiptune percussion was especially weird, and the cymbal crashes sounded very messed up over twitch which was unfortunate. Next time I'd like to have done more poking around with importing better voices to use in Bosca Ceoil, and I'd definitely like to be able to do some warm-up before the next game jam.


Audio/Visual Feedback

audiovisualfeedback.png

I got some feedback on this and it's definitely something I need to address in most of my games. I need to work on making my games more "gamey". The noise and visuals that occur when you land a hit on an enemy were too subtle.

I thought it would look cool and somewhat "realistic" if particles flew away from an enemy when it got struck by a bullet as if bits of it were getting blasted off. While it does look neat, it gets lost in the chaos when there's a lot going on in the game. The audio for a bullet hit was not very impactful as well.

Some people suggested that the enemies should flash a solid color or flicker. Those were good suggestions and I will try to take them to heart next time.


Story

story.png

I got really mixed feedback for the story. Some people loved that the story even existed, others complained it wasn't complex enough or that the ending felt bad. I can understand the complaints; the story feels like it's going in an interesting direction but then cuts off before much of a payoff.

Honestly the story was written as I built the game, and not a lot of forethought was put into it. I didn't think people would pay much attention to it, so I didn't put a ton of effort into it.

Lesson learned: people like stories. Next time I'm hoping to set time aside for story design and integrate it more into the gameplay.


The Results

score.png

Like I said earlier, I'm extremely happy with the results. I never thought I'd place so high, I couldn't have asked for more.

I was not surprised by two of my weaker categories, graphics and theme. I have never been much of an artist and usually go with the NES look to sort of mask it, and not everyone likes that look. And as I said earlier, I didn't nail the theme down as much as I could have.

I am a bit surprised at the low innovation score. I thought my game was off the beaten path and dabbled in new ideas. That being said, though, even my low scores were higher than I expected, so I'm not complaining!

I'd like to thank everyone that played my game and gave feedback. I had so much fun with this project and experiencing so much creativity while playing other games. Until next time!

LD 42

It Begins...

dev0.png

Another awesome game jam done!

Pretty happy with this entry, as quirky as it is. Looking forward to seeing what others have made! Before then, though, it's nap time.

siege.png

High Castle Post-Jam

MeyhamPostJam.gif

I got some awesome feedback for my LD42 entry High Castle! With that feedback and some new ideas I cooked up a post-jam version! It boasts several improvements, including a choice between easy mode and hard mode, unification of some game mechanics, and a much improved tutorial system.

Grab High Castle post-jam version here!

If you haven't played the LD42 compo entry version of High Castle and you'd like to, check it out here!

Great Feedback and Post-Jam Update

highcastle1.gif

Post-jam update for High Castle is live! Special thanks to all the great feedback I've gotten so far! The addition of easy and hard mode let players of all sorts actually get to see the end-game screen, and the enhanced tutorial plus mechanics simplification really bring the experience together!

Grab High Castle post-jam version here!

highcastle0.gif

If you haven't played the LD42 compo entry version of High Castle and you'd like to, check it out here! All feedback is greatly appreciated, don't hold back! I try to reciprocate and play your game when you leave a comment on mine!

High Castle - Post Mortem

Another Ludum Dare done, another dollar! Except, no dollar I suppose. But lots of fulfillment and fun! I very much enjoyed playing everyone's games this jam, and I'm pretty satisfied with how my entry turned out as well. A great jam overall!

I made a post-mortem for my last solo project and it was received pretty well, so I've decided to do it again. I found it to be pretty cathardic for me as well. I thought about doing one before the end of the jam, and that may have been smart to get a little bit more exposure for my entry, but I really liked having the results to show in my last post-mortem so I ended up waiting. Also, laziness happened. So here we are!

highcastle.png


Brainstorming

I'll be honest, I wasn't too thrilled about the theme. Ironically it felt claustrophobic-- I didn't have any ideas off the top of my head, and I was worried about being able to come up with a unique take. But in a way it was a good thing, as it really got me pumped for the challenge and got me brainstorming hard.

I usually bounce ideas off my wife at dinner Friday night for Ludum Dare, and this was no exception. We ended up coming up with a handful of decent ideas, and in the end I was deliberating between three candidates. I had my IDE open and was ready to get started on a puzzle game about cramming material into your brain the night before a test when I realized I had never made a puzzle game before... so I chickened out and went with something a bit more familiar, a half-baked idea for a quirky action-strategy-whatever that became High Castle.

Some players very quickly made the connection to the arcade and SNES game Rampart. I loved Rampart as a kid, and I distinctly remember the frustration of not being able to fit your wall pieces together late into a battle because of all the junk and mangled walls laying around taking up space. High Castle was directly inspired by that memory of having nowhere to fit your walls. I decided to add in the crumbling island in an attempt to increase the "running out of space" theme strength, which obviously was going to be due to the fact that the island was flying, right? A fantasy setting it is then!

scratch-ideas.jpg


Not Math Again

Like a good LD jammer, I only had a loose idea of what I wanted to do when I started. I knew it was going to be an island floating in space (or somewhere dark and sparkly), and I knew it would involve defending a keep by placing walls. The first thing I worked on was the code behind wall placement. I quickly realized that getting arbitrary shapes that could be rotated to be placed on a grid and set corresponding grid cell properties would not be a trivial task. And so my first panic began.

Each shape contained its own mini-grid, and depending on its rotation that smaller grid had to be mapped to the larger grid and set cell properties accordingly. Coordinate transformations? That sounded like some linear algebra crap, and it had been a long time since I had taken linear algebra (not to mention how I barely passed... the second time).

But it's amazing how something that was so difficult to wrap my head around in a school setting could be so thoroughly and completely dominated in the course of a few hours when there's a fire lit under my butt, and a passion for the application of the concept. After a few scribbles, google searches, and intense braining, I got the math down and the code working beautifully.

scratch-grids.jpg


Making It Up As You Go

As stated earlier, I only had a rough concept to start with. As I built the game and test played it, I came up with new mechanics or changes that I thought would be fun to try. This is a risky sort of thing to do, but I think that it is also a very game-jammy thing to do when you've got a very short period of time to work on things. You're driving on a bridge while construction is happening just a few feet ahead, barely keeping up. Hey! That's not a bad idea for a game...

My original (very loose) plans were to mimic Rampart more closely and have "rounds" where you'd fire your weapons and then rebuild in relative peace, then rinse and repeat. Your wizard would conjure random wall shapes during the build period that you'd have to rotate and place.

Then as I was going to sleep Friday night I thought about how cool it would be if debris was floating around in space and you had to grab it and slam it down onto the island. You'd still be handed random pieces, but I felt it would feel a lot more interactive. After prototyping and testing that concept, I thought, hey, wouldn't it be simpler and more hectic if everything was just happening at once? Yes, old me, yes it would be.

It felt haphazard and dangerous, but for a 48-hour code jam the quick [build > idea > prototype > integration] cycle seemed to work very well.


Pesky Theme

Although I took steps to align High Castle more with the theme as development went on, I got some comments about how, while fulfilled, the theme wasn't as center-stage as it should have been. I have to agree with these comments, even though the game focuses on winning 'space' and losing it due to breaches or the island falling apart, it felt more like background noise. I blame the 'making it up as you go along' strategy for this.

If I could go back and try to fix this, I might make the island fall apart more methodically, perhaps in sections rather than lots of small pieces at a time. I'd also try to add 'land debris' pieces that you could pick up and slap on to the edge of your island to build it back up. These changes might help make the theme more central to the gameplay. But that's just a theory.

highcastle2.gif


Difficulty Is Difficult

In my last solo project, I got a lot of comments that the game was too easy. I also got a few that the game was too hard. I even got a lot saying that the game was right where it should be. One of the issues with that project was that most everything was procedurally generated, including aspects of the game that directly affected difficulty. This time I decided to maintain more control and manually build the map and difficulty arc.

While the results were much more consistent and objectively better than my last project, I still don't think I was able to nail down the difficulty curve. For me this is one beast that I just can't seem to slay. There isn't a lot of time during a code jam to manually test your game, and you don't have access to a lot of play-testers (is it even kosher for a compo game to get play-tested by anyone but the creator?), so I understand why it's hard. Maybe next time I should try to be more mathematical about it or something.

In the post-jam edition of High Castle I implemented difficulty modes to try to accomodate more types of players. I thought about doing this for the official entry, but I didn't think there was enough time left to implement it.


Complexity Kills

As I was wrapping the game up, I realized I had no tutorial. As I was thinking about how to throw together a quick tutorial or controls screen, I began to realize I had slightly drifted into "too complex" territory. Shoot enemies with mouse click from your tower? Cool. Grab floating debris and build walls? Alright. Gain power and capture structures by building full enclosures? Ok, getting weird but not too bad to follow. Sometimes your tower and other buildings produce other towers that you can place by right clicking on them then left clicking to place? I think that's where it crossed the line. All the other mechanics were more or less part of a larger system, but the turret building system was just weird and out-of-place, a relic from the game's conception as inspiration from Rampart that didn't belong anymore.

And of course this made it hard to build a controls screen or a tutorial in a short amount of time. And so I was highly unsatisfied with the player's educational experience of the game mechanics ended up. 48 hours isn't enough time to cram in mechanics that need extra explanation, it's best that the mechanics remain simple and tightly cohesive to be as intuitive as possible. A lame attempt was made to shoehorn a sort of tutorial in-game through pop-up messages that would try to give quick and dirty explanations, but it became painfully apparent that people very quickly stopped paying attention to those while playing.

In the post-jam edition of High Castle I remedied that with a sleek visual in-game tutorial system and by removing the turret building system altogether, instead scattering unpowered turrets around the island that you are free to capture. I feel that it jives with the other mechanics a whole lot better, and just makes more sense to a new player.

highcastle0.gif


Story Time

In my last solo entry, I threw together a simple last-minute story line before I finalized the game. The story actually turned out mildly compelling, but didn't really deliver at the end and was honestly just filler for presentation. Players care about gameplay above all, and could care less about the story after all. Right?

Wrong. I got several complaints that the story seemed to be building towards something and then delivered a wholly unsatisfying conclusion. I learned something important from that project: players like stories. So, for this project, I tried to put in a bit more effort with the story. It was an incredibly stupid story, I won't lie about that, but I tried to present it more dynamically with small cinematics and funny quips. I think it paid off, people seemed to enjoy it. It was fun to do as well, so I'm looking forward to continuing to improve my story telling methods in the future.

cinamatic.png


Bit Tones And Bit Tunes

Making the audio is strangely always a stressful task for me, not because it's that difficult but because I feel like it will take a lot more time than it actually ends up taking. As I'm building music I feel that hours are passing by but it's only been minutes. In contrast, when I'm coding I feel like minutes have passed by when it's been hours.

The sound effects so far have been very rudimentary using BFXR, which produces very 8-bit sounds. They go well with my rudimentary graphics style which is about the best I can do on the art front. I try to make the sounds as painless as possible (it's easy to make VERY annoying sounds with BFXR) but I still got some small complaints, especially from players who got swarmed by enemy infantry throwing hundreds of spears that all made an annoying 'tch' sound when they hit something.

I haven't been making game music very long (only since I've been doing compos) and I finally began to notice a "style" emerge. If you listen to the menu music for my last solo entry Sanguinite and then listen to the menu music for High Castle back-to-back, it's painfully obvious. I'll have to try to mix it up more next time.


Results

results_cropped.png

With the difficulty issues, the overly-complex mechanics, lack of a decent tutorial, and apparently annoying sounds, I was content with my entry but not expecting a whole lot from the results. While I was very satisfied with the level of polish I was able to achieve and how the idea panned out in general, the game was highly flawed even for a game jam entry.

And so the results have completely blown me away. Unexpectedly almost every category was a personal best. I managed to land in the top 50 in four categories, notably beat my previous placements in 'Overall' and 'Fun', and even land a top 10 spot in audio. Audio? That one was a real surprise; while I didn't think my audio was bad, I didn't think it was excellent, especially with the few complaints I got about annoying noises. Who cares, I'll take it! Suffice to say High Castle did a lot better than I expected it to.


Conclusion

Well, this turned out to be somewhat of a novel, but that's alright. The Ludum Dare experience is intense and there's always a lot to say about it. It was a bit of a wild ride and I re-learned a bunch of scary math, I made a lot of good snap-decisions and a lot of neglectful snap-decisions, and I ended up with a game that I'm very content with. I was also floored by the unexpected results, and that was a really nice treat. Thanks to everyone who voted!

Here's the game page if you haven't played High Castle yet!

Here's the post-jam edition if you want to try it out!

highcastle1.gif


I played a ton of awesome entries too! Playing new games for a few weeks after the jam is over is always so cathartic to me and is the real reward for participating in Ludum Dare. I wasn't able to play as many games as I would have liked, and I'm sure I'm forgetting some that I really liked, but here's a list of some of my favorites!

Launched my first Android app based on a previous LD entry!

I just launched Lamplight on the Google Play store, based on my entry for Ludum Dare 39 over a year ago.

I listed it for $1, but for this week it's on sale 100% off. Feel free to pick it up, any and all feedback is appreciated!

It was a challenge for me to stay focused on one project for so long and make it to completion, and I truly have Ludum Dare to thank for that. Being forced to complete projects in 72 or 48 hours has taught me so much about scoping and planning, and I've acquired a lot of skills making games for LD. Thank you!

Specifically, I'd like to thank @togis and @aevek for featuring my project on their streams way back in LD39 (although it would be impressive if they remembered), and everyone else who played and rated my entry!

Check out the trailer on YouTube

LD 44

Throwing in the towel!

After having completed 5 Ludum Dare jams/compos in the past, it finally happened to me. It took me a long time to come up with an idea that I liked, and I didn't even like it that much. In the end it ended up being too complicated, too vague, and the theme was shoe-horned. As it stands there is still no gameplay to speak of, and almost none of the planned systems are complete.

That's it for me, I'm out of this compo! I've gotta work on Monday so I don't think I can make jam work either. Good luck everyone! I might post more details about my experience later, and perhaps get the game into a "playable" state to publish as unfinished for anyone curious.

In the meantime, here's a gif of my game's player character coping with our failure unhealthily.

drinking.gif

Ludum Dare 45

I'm In

I took a break for LD43 and bombed on LD44. Hoping for a good run for LD45!

Ludum Dare 46

Healthy Snacks

Finished compo, feels pretty good. Here are a few of the casualties of war:

IMGem20200419/em201348.jpg

Knowing When To Start Over

Has anyone experienced throwing out your first attempt and starting over during a game jam? This was the first time I ended up doing that, although fortunately it was still rather early on (Saturday morning).


Last Friday night I was itching to get started on LD46, and I ended up trying to go with a vague tower-defense-esque strategy game where you, as a giant seed, had to grow roots around the map to harvest resources while fending off enemies (farmers with guns I guess?) with plant towers. I stayed up late and got quite a ways into it.

fail.gif

The problem was that the idea was super half-baked idea-wise, and there were a lot of hidden tough technical problems like map generation, pathfinding, node traversal, and probably a bunch of other stuff.

I woke up Saturday morning and realized this, and with great pain decided to start over.

taketwo.png

I decided to go with a super simple idea for a change. A straight-up tomagotchi rip-off seemed way too featureless, so I decided to just ramp it up by doing the simplest thing possible: throwing more of them onto the same screen.

There still were tough hidden technical problems to solve. A virtual pet is a simulated system, and even a simple one with just a few parameters can get complicated and hard to balance. But in the end the idea gave me plenty of time to add extra content, polish, and work on the audio, which I think paid dividends.

omigas.gif

I'd love to hear anyone else's stories about starting over. Making these kinds of tough decisions is part of why Ludum Dare is so exciting and interesting to me.


Try out Omiga Daycare if you haven't yet and experience cleaning up massive amounts of virtual turds!

Ludum Dare 48

Submission Stress

I haven't had too much trouble submitting in the past, but I about had a heart attack this time around. I used the freshly released 3.3 version of the Godot Engine and didn't have the export templates downloaded yet. And naturally, the official website as well as an unofficial mirror were impossibly slow today, telling me it'd be 20 hours to download 488 Mb.

Thankfully I was able to figure it out in time.


On an unrelated note: my crappy pixel art has slowly been improving, but I don't think I'll try to draw another human face any time soon...

huehue.png

Music and Sound

This is my 6th completed solo project for Ludum Dare. As a programmer by trade, my only musical/audio background was high school band. My first entry had very simple music and no sound, but I found better tools and it got a little better every time. Audio is such a force multiplier for a game.

My sound effects are still pretty crunchy, but I'm happy with how far the music has come. Audio is really key to the experience in my LD48 entry Jupiter II.

My current tools are Bosca Ceoil and Bfxr.

For those of you that are more dedicated to audio and music composition, what tools do you use? Is there a big difference between free options and paid ones? At this point I'd be interested in dropping some cash for better tools and the chance to continue to improve.

Obligatory game clip:

clip1.gif

Mildly Infuriating

infuriating.png

Just makes my eye twitch a bit.

Juipter II - Postmortem

header_image.png

:largeorangediamond: Play Jupiter II Here

It's been a few days and thanks to lots of feedback I feel I've already learned a lot about what worked and what people had issues with. So for anyone interested, here's my ~~short~~ postmortem write-up.


The Good

jellyride.gif

Endless Tunnels

I had never implemented any sort of 'endless' system before, which is a little scary going into a game jam, but it turned out well. I have become pretty familiar with noise and procedural generation from previous projects, and I used a ton of simplex noise with a chunk system to create the endless tunnel. All things considered, I thought it turned out well. This was the very first thing I worked on for the project.

simplex.png

Mood

For the first time in Ludum Dare I consciously decided to go for a slow-burn emotional experience. I tried to focus on creature design and the music to invoke emotional responses, not something I have ever really prioritized before. I think this was successful on some level. I am especially happy with the music, creating three separate tracks that focus on three different emotional segments of the game was daunting at first but it went pretty smoothly.

As an interesting side note, I have tried to do music outside of Ludum Dare and had much less success. Something about the frame of mind LD puts me in seems to be an important ingredient.

Light and Darkness

Related to my goal to "set the mood", I knew contrasting light and darkness would be an important part of the game. I got the idea partway through to involve light more directly into the mechanics of the game by letting you scare some types of creatures away with your flashlight. I'm happy it occurred to me, the mechanic is pretty central to the game and adds a lot.

The Science

I had a few ideas for different "weapons" the player could use. Besides the scanning beam, I considered a throw-able flare or glowstick and some kind of actual weapon, like a harpoon. Everything got cut for design or time reasons besides the scanning beam, but the analysis portion of the game I think was positive. It gave the player something to do besides dodging and gathering powerups, and was a good way to feed the player exposition and game hints.


The Bad

eelbite.gif

The Science Again

Although I'd say the scanning beam was a successful mechanic, it could have used a lot more love. There really should have been a ticker for how many unique creatures you have scanned, and perhaps some kind of journal on the title screen. I thought about this too late and wasn't brave enough to try to stuff either of these things in last-minute.

I've gotten complaints about this in previous projects, but the feedback for scanning a creature wasn't very good. There should have been some kind of progress bar or flashing animation, something to tell the player the scan was working. My bad, I should know better at this point. To make things worse, some creatures took way too long to scan. Honestly scans should have been quick.

Hidden Mechanics

This was somewhat related to the scan beam issues. Many of the hostile creatures have a weakness or some way to deal with them which is revealed when you scan them. The problem is that scanning some of these enemies took too long or was too tricky and couldn't always be done before you got yourself into a bad situation (I'm looking at you, giant eel). So unless the player was a crackshot high-reflex scan master or took a lucky guess, they suffered the consequences of not knowing how to handle a giant doom worm slamming them against the wall.

Bugs

There were a few bugs I couldn't figure out how to squash before release. The eagle-eyed players will have noticed brief flashes of creatures flying across the screen sometimes. I believe the way the creatures spawned in sometimes caused the physics system to flip out and send creatures sailing in some random direction at light speed. This caused creatures to get stuck in the wall quite often. I "solved" this last-minute by layering the wall graphic on top of the offending creatures to hide the mood-ruining wall-fish.

:smallorangediamond: Check out my blog post here if you are interested in how I finally tracked this bug down in the post-jam version.

wallfish.png

A related bug that I decided to fix post-jam (due to the session-ruining nature of it) once again involved the giant eels. They existed somewhat outside the physics system so that they could move through the walls, which unfortunately meant they could push the player and other creatures all the way into the wall under the right (wrong?) circumstance. Whoops.

Ecosystem Interaction

I was watching a streamer play my game when the player exclaimed after scanning a hazardous wall enemy, "oh, so you can scare the bad fish into the carnivorous plant and it will get eaten!". Oh, the pain. That is a great idea. A interactive ecosystem would have opened up so many opportunities for the player to deal with obstacles without having a weapon, reinforcing the overall discovery/mood/survival themes of the game. Sometimes you just aren't clever with only 48 hours to brainstorm.


The Ugly

huehue.png

My pixel art is serviceable and has improved slowly over the course of my previous projects, but obviously I'm not ready to draw human faces. Eek.


Conclusion

clip1.gif

I can say that I'm quite happy with my entry. I think it's blemished a bit by some annoying bugs that can ruin a delicate experience as well as some obvious missed opportunities, but it's really difficult for everything to lock in perfectly with just two days to think and work. I love the experience, and I'll be back for more in the future.

I'm always happy to have more feedback, so if you feel up to it check out Jupiter II and leave a comment! I've only had one person mention the super-secret alternate ending, so I'm waiting for more people to find it and ascend into enlightenment.

Funny Bugs and Post-Jam Jupiter II

At some point, the mysterious bugs and great ideas from feedback I've gotten for Jupiter II caused me to roll a post-jam version. This version includes very important content such as a 100% aesthetic diving cable which took hours to get to look right.

diving_cable.png

You can find links to the post-jam version (both for Windows and HTML5) on the Jupiter II Ludum Dare Page.


The Case of the Frozen Fishsticks Solved

One of the major bug mysterious that was solved was the case of the fish and jellyfish seemingly spawning inside the ice walls. I double and triple-checked my math and code, and by all accounts it shouldn't have been happening.

Well, it actually wasn't happening, the spawn code was working just fine. What was happening, however, was my digital animals apparently trying to escape the matrix. I finally decided to increase the resolution and zoom the camera way out to actually watch the spawning happening (something I should have tried during development) and I witnessed what was going on.

The game spawns the tunnel below the player in chunks as you go deeper, and erases chunks and entities that are above you. Creatures are spawned in along with the chunks inside the new section of tunnel. The problem was that creatures are active as soon as they spawn, swimming around and whatnot even before the player is close. I finally saw that the little buggers would sometimes swim out the bottom of their chunk into the void where a future chunk would spawn, but there was none there yet. Then, when the player reached a certain point, a new chunk would spawn, and any fishes out in the void where there used to be no chunk all the sudden had a wall pop into existence on top of them.

trappedemfishes/emdiagram.png

In the end, the code was working just fine, I just hadn't considered the subtle implications of everything that was going on. I'm happy to have finally tracked this bug down, even if it was post-jam. I thought it was pretty funny and wanted to share.

Ludum Dare 50

Last Minute Game

For life reasons I was planning on sitting this LD out. I was very miffed seeing as how I missed the last jam. But today (last day of the compo) I had an idea in the shower and thought, what the hell, I'm going to just bust something super simple out. I needed to get it out of my system.

So I managed to finish a really simple and crappy game in just a few hours. It felt great. If you want, check out my dumb game about delaying your fate of nuclear annihilation.

cover.png

Ludum Dare 51

Made It

I really wanted to add music to my game, and there was only 45 minutes left. It wasn't pretty, but that was the fastest I have ever composed two tracks in my life. Time to take a nap!

If you put ketchup on your ice cream you aren't allowed to play Stellar Sauce, but everyone else is welcome! Looking forward to playing everyone's games later!

beampic.png