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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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About Draknek

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The Official Recognition of Being HARD LIKE A DIAMOND... CUTTER
Awarded by SonnyBone on January 1, 2010

Draknek's Archive

Topsy Turvy post-mortem

Posted by Draknek
Saturday, December 19th, 2009 12:30 pm

Topsy Turvy post-mortem

thumbnail image

What went right:

* The concept. I’ve had the idea in my head for a while, and I’m very glad that I used the competition as an excuse to make it rather than forcing myself to think of a game idea inspired by the theme. And the game ended up pretty much how I imagined, so that’s good too.
* Inkscape as level editor. AS3 has some rather lovely XML-parsing abilities, so reading the SVG file was surprisingly simple. It’s very much hard-coded to the specific output that (my copy of?) Inkscape generates, but it should be fairly easy to fix if it ever stops working.
* Abstract graphics. I am not an artist, so I decided to save time and just draw everything out of lines. I think the results fit the game fairly well, even if they’re not actually good.

What went wrong:

* The goal. I added the collectables to provide an incentive to get to the more difficult areas and also as extra landmarks for getting your bearings. Unfortunately, with time running out and no win conditions implemented, I made the decision that you would win if you could collect all of them. In hindsight, I should probably have added a level exit instead.
* Difficulty. The game is ridiculously hard. I knew I wanted to have some areas which would be tricky to get to, as a challenge, but when the goal became “collect everything”, those areas suddenly became non-optional.
* First day motivation. I wanted to have all the basic game mechanics done by the halfway point, but I was just procrastinating like crazy. I’d come to the conclusion that it just wasn’t technically interesting enough to hold my attention, but then on Sunday morning I added death and respawning. Suddenly my game idea was in front of me and I could start constructing devious routes through the level, and I spent the rest of the day excited by it.
* The name. It actually changed name twice between starting and submitting, and I’m still not really happy. Currently thinking about maybe renaming it “Jump-Zap-Flip”.

Lessons learnt:

* Get death/respawn implemented earlier in future
* Think of a win condition as part of the design process
* Don’t make ridiculously hard challenges required to complete the game

Segfault: work in progress

Posted by Draknek
Sunday, December 13th, 2009 2:41 pm

Once again, I seem to have made a game which only I will able to play.

Screenshot

You can play the current version online here.

It desperately needs collectables of some kind to give the game some objective. I can probably get away without much more level design, since it’s already fairly confusing with a non-massive level.

But first, I think it’s time for some food.

“F = ma” timelapse

Posted by Draknek
Monday, August 31st, 2009 12:41 pm

Viewable here:
http://www.youtube.com/watch?v=oKdPC42_F3Q

All done

Posted by Draknek
Sunday, August 30th, 2009 8:48 pm

screenshot2

And that’s that. It ended up… not as polished as it could have been. As is always the way. I would have liked to have got a variety of weapons and some different aliens in there. As it is, I threw in the smaller enemies literally at the last minute so I don’t really know how difficult it is.

Play in browser here.

New name, new cave

Posted by Draknek
Sunday, August 30th, 2009 9:13 am

screenshot

Working title is now “F equals ma”.

I wasn’t too happy with the square cave that I had going before, so I’ve replaced it with a randomly generated cave system. Now I just need some reason to explore.

Play in browser here.

End of the first day

Posted by Draknek
Saturday, August 29th, 2009 4:55 pm

Spaceman Jimmy has been stranded inside an asteroid! He is quickly discovering how inconvenient zero gravity is.

Shoot the aliens before they hug you to death! (Disclaimer: death may not actually occur.)

Play in browser here.

My cave is very square at the moment. I want to implement some cool per-pixel collision detection on the cave walls, but Box2D won’t let me do that and I’m not going to let myself reimplement a physics engine.

Making a start

Posted by Draknek
Saturday, August 29th, 2009 2:22 am

Just got up; have a vague idea.

Tentative title: “Space Caves”

Going to use Flash, probably with a Box2D library.

DeformaBall

Posted by Draknek
Monday, July 27th, 2009 5:07 pm

DeformaBall screenshot

I started late, but still went over my 48 hours.

I used my Large Polygon Collider engine for the physics (with many modifications). It would have been much quicker to just use Bullet, but I learnt a lot more this way.

Download for Win32

Download for Linux

Wacky Audio Experiment

Posted by Draknek
Sunday, May 24th, 2009 4:28 pm

Each of the moving buttons plays a different sound. They create ripples in time to the music they generate.

More of an interactive screensaver than a game. I didn’t even come close to adding the time travel mechanic I wanted to, and even then there wouldn’t have been any gameplay.

Update:

Win32 executable
Linux executable

Needs a fairly decent machine to run sensibly: sorry!

Robo-Jimmy and the Bouncy Adventure of Doom

Posted by Draknek
Sunday, April 19th, 2009 7:23 pm

Play online: http://www.draknek.org/games/robo-jimmy.html

Edit: much belated source code: http://www.draknek.org/games/robo-jimmy-48hrs.zip

If I’d had time to make levels at the end, I think this could have been a decent game…

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