I work as game dev in an indie game company, Motion Twin :)
About deepnight (twitter: @deepnightfr)
Entries
Ludum Dare 26 | Ludum Dare 25 | Ludum Dare 24 | Ludum Dare 23 |
Ludum Dare 22 | Ludum Dare 21 | Ludum Dare 20 | Ludum Dare 19 |
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![]() Master of Pixels Award Awarded by Selliato on May 3, 2013 | ![]() The Friendly Zombies Award Awarded by nSun on December 18, 2012 | ![]() Pika's award : infinite sadness, forever... Awarded by Lehun on April 24, 2012 |
![]() the Tiny Sad Mood Award Awarded by nSun on April 24, 2012 | ![]() Secret Dev Award Awarded by Selliato on April 21, 2012 | ![]() Falling Forever Award Awarded by RedError Suru on December 21, 2011 |
deepnight's Archive
Budget Squad: post mortem
So it’s been 3 weeks now I released my LD entry. Here is a quick post-mortem for Minnie & Malism: Budget Squad (hey did you play it already?). Sorry for my bad english, as always.
What went wrong
- theme: I was definitely NOT confident with the Minimalism theme. I like to spend lots of time of particles & art, and most people actually expected minimalist games to have minimalist art, which is a shame, imho. I really regret I didn’t take this opportunity to work on another kind of art style.
- gameplay: as I gave up on the minimalist art style, I only had one solution left for the theme. The gameplay. I didn’t have any idea until satursday evening, which is incredibly late for a LD… Therefore, I didn’t have much time left for polish and to develop the themed gameplay properly. Anyway, I really believe the gameplay fits the theme (a minimal equipment that creates lots of constraints in a shoot em up). It’s not as obvious as other entries, but I think it’s still ok. Actually, I was planning to give up if I couldn’t fit the theme into my game (which I believe is the essence of Ludum Dare).
- state machine: the way I handled game sequences (intro, gameplay, dialogues, outro) was… horrible. Seriously, the code works but it was a little Vietnam to write maintain. I will HAVE to use a better architecture next time.
What went right
- scoring: I didn’t have time to put more focus on the combo based score system. Anyway, it really works well imo and adds replayability. Usually, that’s not something I have in my LD entries, so I’m proud of that.
- level design: once again, my level editor was Photoshop. Color coded pixels in a grid that define wall positions & enemies. The result is a really big level with lots of secret places to discover… and a potato
- sounds & music: as always, LabChirp was an amazing tool to create nice sfx quickly. I also used AutoTracker with some modifications, which also works great. However, autotracker musics tend to sound like each other, so I’m not sure I will use it again.
- intro: I had some spare time to make a proper intro… which is cool
Bloooood moneeeeeeeey
The pink submarine is Minnie‘s: she has the Lamp and an invincible armor.
The orange one is Malism‘s, he has a torpedoes but 1 single life and no lamp…
The game is quite funny right now, which is cool
Minnie is played as a tank, kitting mobs, while Malism try to kill them. I was desperate few hours ago as I didn’t have any gameplay idea for this LD…
Gameplay is taking shape
You control 2 heroes, Minnie & Malism (one at a time). Space bar is used to swap the hero you control.
Minnie (big yellow ball) is heavily armored, and has a light, but no weapon.
Malism (small yellow ball) has the weapon but no armor & no light.
Defense budget restrictions, you know.
The red ball is an enemy placeholder. Shoots are automatic.
Early screenshot
So far, I’ve been working on the rendering part to create the effect I had in mind:
Some explanations: the upper part is the sky, the dark zone is underwater. It’s blurred, based on the distance, you can drop lights (limited stock) to explore the deeps. Right now it’s running fine (full fps), but the lightning system is quite cpu consuming.
Especially because it is standard flash, no 3d acceleration.
Finally starting
It took me a whole night to figure out an idea, but now I’m almost ready to go. The game will take place underwater (mostly because I’m interested about the ambient and the fx in such an environment) and you will control… something… Later for details
Sometimes it’s better to take time…
Hopefully.
I’m in too :)
I’m soooo happy that Ludum Dare is finally happening again ![]()
So count me in!
I will use:
- Haxe (Flash) as language (see haxe.org)
- Photoshop for the art
- Asfxr + LapChirp for the sounds
- Autotracker-c for the music
- Chronolapse for the timelapse
I will post my libs later this week, but they will roughly be the same as previous LDs (with few updates)
Gauntlet meets Dungeon Keeper
I’m really happy with the things I have right now. It’s fun to simply watch the Hero who explores the dungeon, kills mobs, taunts you and steal all YOUR loot.
But now, you can spend the anger he generated stealing your stuff to cast minions or traps.
Ghosts slow down the hero, Golems hit really strong but are slow, Chests can lure the hero into dead ends… Yours to kill this pretentious paladin the way you want.
Zombies, Golems, Ghosts… and a f** paladin.
Getting taunted by the righteous paladin.
Kill the paladin °_°
Now with (basic) battles! [flash demo inside]
You can click in the darkness to spawn mobs and try to kill the righteous green circle. Die die die!
Try tech demo here : https://dl.dropbox.com/u/4952054/ludumdare25/demo04/index.html
Now with tiles ! :)
Horde of red dots!
First screen !
The green ball is a cupid barbarian, crawling my little labyrinth, looking for the exit & some coins to steal from my treasure.
There’s nothing to stop him right now. But soon… Oh yeah soon… Dozens of minions will run over his dead body…
My game will be a reverse Gauntlet. One hero among the four archetypes will try to reach the exit. You will be able to spawn mobs on his way using Rage as mana. If the hero picks your gold or kill your minions, you gain Rage.
Now it’s time for some sleep…



























