I work as game dev in an indie game company, Motion Twin :)
About deepnight (twitter: @deepnightfr)
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Ludum Dare 19
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
You can download the source code here:
Please remember that this is NOT an open source game. So do not copy, do not sell, do not reuse and do not feed your cat with it. It is provided only for learning & sharing purposes. And, oh, yeah. Because of the rules too.
Play and rate the game here
What went wrong
- 3 games in a weekend. My first idea was to make a Dungeon Master like game where the labyrinth changes every 10 seconds. But I gave up the idea after a few hours because of some problems I encountered with the pseudo-3D engine. Then I switched to a top down arena shooter where the gameplay rule changes every 10 seconds (like “pick the enemies to score and avoid bonuses”, “going to the left is forbidden”, …). The idea seamed cool in theory but proved to be really frustrating and not fun to play. Gave up again. And I finally got the Proletarian Ninja idea. I lost almost one entire day on these.
- Motivation problems. After the second abandoned idea (arena shooter), I decided to give up completely and went back home. I was really really down… Until I found my third gamedesign idea. I’ve been doing the LD for almost 3 years now. I love making games, and when I felt “bored” by the second game idea, I was really depressed. But I misinterpreted that feeling: it was not me being bored by Ludum Dare, it was just my game idea sucked.
- Music & sounds. I used LabChirp for the sounds, and tried a few things with AutoTracker. The final result is pretty weak and I didn’t keep the music part (sounded really too “AutoTracked”). I will definitely HAVE to work that part for the next LD.
- The theme. This theme had, in my opinion, a major problem. Most of the games you could make with a 10s constraint were actually better and funnier without the 10s constraint.
- A good friend of mine gave up. Benjamin was working on a point-n-click game, verb-based like Monkey Island. The art and the idea were both amazing, really. But he had to give up because of technical and code architecture problems. Point-n-clicks are really tricky to create.
What went right
- LD 24h. In fact, because of all of the motivational problems listed above, I actually made Proletarian Ninja in about 24-30h. Which is really cool
- Stealth and action. I’m a total fan of games like Thief, Dishonored and Trilby. So I’m really happy and proud of the way Proletarian Ninja X plays and feels. I would really love to expand this gameplay further (probably without the 10s time constraint).
- Level design. Creating the levels was rather easy (not fun, but easy), and I liked the fact that, even without real intent from my side, there was usually always a solution. So I usually created a level quite randomly, tried it, and if I could complete it, it was validated. Then i roughly sorted the bunch of levels based on a difficulty “feeling”.
- Haxe 3. The new features of Haxe 3 are really cool: abstract types, macro, maps… I will post a few articles about that soon.
You can play the early prototype here.
LEFT CLICK = move/kill
RIGHT CLICK = fatal shuriken of death
At first, I wanted to try to do some kind of Dungeon Master or Eye of the Beholder entry (without any experience in 3D). I encountered many problems and glitches this morning so I’ve decided to give up this idea.
The actual game should have been an adventure game in FPS view in an old manor (pretty much like Realms of the Haunting).
I will now switch to something a little more traditional in term of engine (top down 2D), but I’ve found a very funny idea.
Here is a screen of the latest prototype I was working on before giving up:
As usual, I will be using:
- Haxe 2 (sorry, no Haxe 3 this time!)
About the LD subtheme thing
Seriously, a TowerDefense?! In my opinion, a theme constraint is:
- a way to stimulate creativity,
- a constraint that prevent people from preparing their game idea before the LD starts.
A TowerDefense subconstraint is just plain stupid. It’s the exact opposite:
- forbids many many original game ideas,
- allow people to actually prepare their gamedesign early.
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
Gameplay footage, still lots of things to do
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…
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.
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.
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…
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)