About ChevyRay (twitter: @ChevyRay)
The Double Rambo Keynote Award
Awarded by MrPhil on April 19, 2012
The Very Shiny Award for Amazing Level of Polish
Awarded by ExciteMike on September 9, 2009
The Doukutsu Monogatari Medal of Honor for Outstanding Atmosphere, Epic Challenge, and Pixel Art Above and Beyond the Call of Duty
Awarded by philomory on September 6, 2009
Congressional Medal of What Is That Thing Is It Friendly
Awarded by bburbank on September 3, 2009
The 'bloody hell you made me jump' award
Awarded by Devlin on September 1, 2009
Why wait until the theme is announced when I can just come up with an idea for each now?
Anyways, I decided it’d be a fun exercise to come up with an idea for every theme, so here they are:
Afterlife - Instead of respawning, when your player dies you just go to hell and play that
Against the Rules – Wizard table tennis battle, anything goes
Alternative Physics – A universe where if anything stops moving, it ceases to exist. More movement = more existence
Ancient Ruins – Game starts, you take the gold statue (or whatever) and all the walls are constantly closing in on you. Escape
Apocalypse – The apocalypse occurs, unrelated to the game’s story, in the very middle and you can never stop it and can never finish the game
Chaos – Every possible action you do in the game causes a chain effect of consequences, making it insanely difficult to predict/finish
Colony – Stealth game, play as an ant ninja who must sneak into enemy colony’s nest and assassinate their queen
Dreams – Dream version of a human has “dreams” where things are just normal, 2-phase gameplay of some sort
Electricity – Your character emits constant charge, touching conductive things transfers the power, use this to beat levels/enemies
Everyone Is Dead – You play a Wall-E style robot, but instead of junk, your job is to clean up piles of dead bodies
Flammable – You are on fire, water lies over yonder, many things stand in your way, get there fast!
Going Backwards – Hero’s journey in reverse
Industrial - The piston yard, a giant mechanical factory of pistons everywhere, don’t get crushed
Journey - All you have to do is cross the rickety bridge, who knows what kind of challenges you’ll face?
Keeping Control – A side view flying game, reach the most ridiculous speeds possible, hitting walls sends you spinning+bouncing, try to recover!
Lifecycle - You are a video game baddy mom, and you must raise+feed your children. Don’t be seen by the heroes or they’ll kill you/your babies!
Lost – Leave your home, find an item, as soon as you get the item, the lights go out, and the path you took before is the most dangerous way back.
Mutation – Wacky roguelike with randomly generated “quirks” every game (eg. every 4th turn you step to the right, gold poisons you, etc.)
No Weapons Allowed – Sneak your way in unarmed, find treasure, massacre your way out with it, treasure is randomized
Point of No Return – Everything you do/touch can only be done/touched once, or you die
Rediscovery – A 4×4 set of rooms that are occasionally/randomly changing, but you have a set of objectives to accomplish
Rise and Fall – Build a futuristic city as fast as you can w/ twitch gameplay, then destroy it w/ apocalyptic powers for a high score
Seasons – You are a spice dealer collecting goods, as you gather more, you go through “transitions” of exposure to the drug, causing powers/problems
Surrounded – Super hardcore ambush survival, you have only one weak attack, and each single enemy is significantly more powerful than you. How far can you get?
Underworld – Control two characters at once, one on the upside, one on the downside. The worlds are mostly the same, but some things vary.
After the End of the World – You are the super villain, and you just won! Now what do you do with your time?
A Man Alone – Try to find a peaceful place to meditate, but everywhere you go, some people/creatures always interrupt you!
Amnesia / Limited Memory – Pseudo RPG game, but your experience points are constantly draining, you have to fight to keep leveling up
Beneath the Surface – Stealth game where you can phase into walls, but if you stay in a wall too long you’ll get stuck there forever!
Desperation – You’re falling to your doom, hit as many things on the way down as you can to break your fall! The less bones broken, the better.
Dimensions – Everything is paper flat, but only visible from its front-side, and can be facing 4 possible directions. Switch directions to find your way.
Distortion – The entire land is shifting, all objects do something based on their distance from you or what axis you’re moving on.
Ecosystem – Keep an ecosystem of mini people+plants alive for as long as possible, high scores should be able to reach days/weeks/months!
Erosion – Use your laser to dig through the ground and escape, but the ground is constantly growing back, and may try to fight back!
Experiments – Help the experiment subject get through the rooms as the scientist w/ control panels that control it!
Forgotten Places – Platformer w/ a series of levels, each with an end, but every level has a “secret” end. Find only the secret ends to truly win!
From the Inside – Defense game inside a monster’s brain, punching enemies around. Hitting parts of his brain makes his body on the other screen dance.
Minimalism – A series of one-screen platformer levels, but you can only play by hearing, because only the first frame will ever be shown.
One Shot – Simple, short game, you VS a single very challenging and complex boss fight. Beat him.
One Way Out – Escape from the exploding core using your magnificent spaceship-flying manoeuvres through the winding passageways! Top-down style.
Out of Time – Challenging platformer, you only have 2-5 seconds to get each timer, or you die. Sometimes they are placed in tricky spots!
Perspective – You are the engineer of a space battleship, keep the ship running during shaky space battles, you never really know what’s going on.
Potato – You’re a butch she-warrior nicknamed Potato Face who has been cast into the coliseum, survive in the face of the laughing, taunting masses.
Regeneration – You revive if you touch the red platforms, but you can’t always reach them. Die in ways that your ragdoll can land correctly on them.
Replication – You’re in a machine and have to perform actions on the spot, every N-seconds, a copy is made that performs those actions in the actual level.
Side Effects – A shooting game, get though the level killing enemies. But every enemy you kill has a randomized and strange side effect in the level.
Space – You’re stuck inside a tiny square room amidst total blackness, unsure how you got there. How can you even escape?
Stuck Together – Two people stuck back-to-back, one can climb, the other shoots a gun. You can turn them around, get through the level.
Survive – Naked bearded man stranded in the desert, find where the sword & shield are located before the sand colossus arrives to claim you!
Teamwork – Simple platformer or puzzle game where the player is meant to be blindfolded and instructed by a friend’s voice, friend gets the headphones though!
Some are shitty, some are pretty good, others don’t even seem to match the theme they’re for. But I don’t care, it was fun!
Excited for this Ludum Dare, I’ll be doing the 72-hour jam with an art collaborator this time, and want to make something really small and insanely polished!
Which is your favorite of these?
Glad lots of you seemed to like my keynote, I had lots of fun making it! As a note, all 5 games in the keynote video were made in a 48-hour time period (but unfortunately the video as a whole took me about a week to make).
Anyways, since I’m not just all talk, I will also be taking part this weekend!
BUT, I’ve set out a few challenges/resolutions for myself:
- I’m going to make an 800×600 Flash game, so it is accessible and quick to play
- But since my previous 2 games were platformers, this game will not be one
- They were also pixelly games (as are a lot of LD entries), so I resolve to use completely hand-drawn graphics
- Since animations take long to prepare, I will use as few animations as possible, or none
- To make up for lack of hand-drawn animations, there will be many particles, effects, and lots of motion
I will be using tools I am comfortable with, though, as I still want to create a highly polished game:
- My own engine, FlashPunk, to code the game
- For tweens/animation/motion, I will use the lovely TweenLite library, my favorite
- For graphics/animation, I will use Photoshop, and/or Flash if I choose an animated/cartoon style
- I will record my own sounds with Audacity, using my Snowball microphone
- I have no idea WTF to do about music, as I am unable to make tunes that do not cause hemorrhages
Best of luck to everybody, and especially to those FlashPunk users taking part!
Super pumped for this weekend. See y’all around!
So excited to be taking part in Ludum Dare again! I got really demotivated when my laptop started glitching out and giving me issues, but I eventually got my energy back and decided to try for it anyways.
What you see there is coming along very well, and is already quite fun. Got all the gameplay mechanics finished, intro, title menu, game over, and the gameplay sequences chaining together. I plan on spending most of tomorrow designing the levels and adding in sound effects, polishing more here and there. Any free time I get will be used to spice up the menus more, but if I run low on time they’ll get left as is (functional, but not pretty).
Beacon is currently at Version 1.10 now, with the following changes:
- Added ambient background track courtesy of Ronan McGrath.
- Spikes no longer kill you when hit from the side.
- Fixed tiling issue with certain tiles next to spikes.
- Many difficulty tweaks made to the later, harder rooms.
You can download the latest from here:
It was also features on this week’s ByteJacker episode. The LD compo was linked to as well.
… If I could re-submit my entry.
My caverns are full of watching eyes and strange creatures, and the moment you leave the light, the darkness (or what it contains) swallows you up. It worked really well, but in my excitement, I decided to make the last 3 rooms of the game far more difficult than the rest. I wanted to make finishing the game more rewarding for people, because I worked really hard on the ending! But all I ended up doing was causing some players to quit just before they get to the best part of the whole experience.
Anyways, in some of the rooms there are red crystals. Unlike the blue ones, the light they give off surges, so their luminescent range of safety is growing and shrinking, so you have to time your movements between them. In the very last area of the game, there is one such setup:
This part of this room literally took me several hours of tweaking to get it just right, the amount of time that I would usually take to entirely finish two or three of any of the other room in the game. The problem presented is that the red crystals are glowing opposite of each other, meaning when the lower one is illuminated (as in the screenshot), the upper is dark. When the upper one illuminates, the darker one will fade away. Because of the nature of this last room (which I won’t spoil), it is extremely tempting for the player to want to just jump off that platform to the upper crystal when it illuminates. But that’s not the case, and if it is possible, it’s very difficult to pull off consistently if you fail and have to re-attempt it.
What you’re supposed to do is illustrated in the following screenshot:
And you have to do this while the bottom crystal is still illuminated. Once you are up by the blue crystal, you are safe from dying, and have to wait there until the upper red crystal illuminates. Then, you can make the following jump across to it without falling into the darkness.
The problem here is, as you can see, the game is very dark. I didn’t want the game to have clear “boundaries” of where you could and could not move, or for anything to be precise. Which is why, in fact, that all the lights have a slightly extended “grey area” where you are safe but out of their visible range. I wanted the player to play by instinct, to move to wherever they thought would be the safest, to huddle in the faintest light when there was nowhere safe to go. Unfortunately, this particular design is too precise, and forces the player to think technically about what they’re doing, and not instinctively, which is what my base design was with the game. There are a couple other parts that I could get picky about as well and refine, but this part was the worst of them, and at the most crucial of times.
It was an unwise decision made in the heat of battle, and will be fixed up in the after-compo version of the game. But if I could do it all over, I would definitely fix this, because I already know that this part will (and has!) prevented several players from experiencing the game’s ending which I worked so hard on.
Alas! Everything else went exceedingly better than I thought it would (I wasn’t even confident I’d come up with an idea, never mind finish one!) so I definitely can’t complain. Let this serve as a guide to those of you who have not yet played my game, and may get stuck at the following part, because it’s worth it to continue on.