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![]() Tri-Forced Awarded by Dark Acre Jack on May 4, 2011 |
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Ghost Town post-mortem is up
Saturday, December 24th, 2011 10:36 amI made a post-mortem for my game, “Ghost Town”.
You can click this link with your pointing device to see it!!
Timelapse: The making of Ghost Town
Tuesday, December 20th, 2011 1:36 pmCovers about 20 hours of actual work, most of which spent with a warm cat on my lap.
Post-mortem coming soon!!
Edit: thanks Galman for helping with the embed!
Ghost Town progress — on G+
Saturday, December 17th, 2011 11:13 amHi people! As I approach the end of day one, I thought I’d say hi on the LD blog.
My game is called “Ghost Town” (working title).
I’m tracking progress with Google Plus simply because it’s easy to toss photos and screenshots up there. I’m not really doing major blog posts this time. (Also I shoot random updates on twitter.)
I’m seeing tons of amazing stuff on the LD page, this is incredible.
Good luck to everyone!!
IT’S ______ TO FINISH LD48!
Sunday, May 1st, 2011 5:27 amJust look at that
Saturday, April 30th, 2011 1:37 pmOld Man
Saturday, April 30th, 2011 2:28 amLost Races’ Artifact Recovery: Coroner’s Report
Friday, December 24th, 2010 4:35 amor, A Million Ways to Ruin a Good Idea
Last Things First – The Conclusion
This game (“Lost Races’ Abandoned Artifact Recovery“) failed. It is not fun (actually rather boring). It fits the theme, but not in the way I wanted. It does not transmit the information intended. It is not very funny, either.
In short, the game does not live up to any of the goals set. Let’s go over why.
The Concept
This is the only part of the game I am proud of, even if it is not reflected in the finished product in almost any way. You take the role of an exploring astronaut, scavenging old, abandoned machines and technologies left behind eons ago by advanced races (now extinct). This mechanic alone may have been interesting, but there is another twist: whilst you are busy discovering and cataloging these machines, another technologically-advanced race is monitoring YOUR progress.
I was struck by this model of double-discovery as a good take on the theme, and something that would probably be rather original. The game wouldn’t explicitly tell you that you are being watched, rather it would become clear as you played. (Also, if your actions arouse too much attention, you are destroyed.)
I decided to go with a mechanic that requires the player to upset a random distribution of “glowing stones”. As the player organizes stones around focal points (the artifacts), they are unwittingly making their presence known. I show this by using a minimap in the lower right-hand corner, which actually represents what the aliens see on the planet.
Daniel recommended using negative entropy as a measure of organization (defined here), which worked very well. I built a quick proof-of-concept in MATLAB. It’s like a poor-man’s pattern recognition algorithm, and Flash was able to do it reasonably quickly.
Another thing that spurred me forward: I don’t know of any other game in which the minimap plays a key part of the mechanic.
The Riddle
This is my fourth Ludum Dare competition. This compo marks one year since I made my first game, for LD16. If so, why, oh why, do my tilemaps look like this:
Why? WHY WHY
The Failure
Ultimately, despite the good concept driving it, the game failed to communicate what was necessary.
The scary voices I added were ambiguous to the players. Along with the “alien” writing (Wingdings), they were meant to correspond to the interest level of the aliens, ie. how organized the playing field is. Similarly, the minimap was not recognized for what it was, and I was asked “why doesn’t the player appear on the map?”.
The graphics were very, very ugly (except maybe for the astronaut’s helmet, which I liked).
Evidently, the algorithm failed as well. Depending on the random starting layout, entropy would drop at different rates as clumpiness was achieved. Also, I couldn’t account for different player styles, so maybe clumping differently had an impact on the measurement. In any case, people could play through the game without losing and without knowing about the Overwatch aliens. To these players, it was a boring, repetitive game with no point and no reward.
To players who lost, I doubt they understood that if they redistributed stones after discovering an artifact, they could avoid the aliens’ attention.
Ironically, I thought of a great way to improve it, after the competition was over. Instead of piling stones on top of artifacts, the player should uncover them from beneath mounds of stones. This is more intuitive, and might be coupled with a physics element to provide a less “grindy” feel. Unfortunately, I don’t have time to test it out.
Dear Eli: For Next Time
- Try to make a SIMPLE game that does ONE THING and does it WELL.
- Don’t bother with forced artsy concepts that hold up an entire game. Maybe these concepts need to be built, but maybe they don’t need to be in game-format. Maybe it’s the wrong medium. Maybe.
- GOOD GRAPHICS
- If completing the game does not provide satisfaction, there needs to be something more than a title screen that says YOU WON!!! on it.
Hope I do better next time. Thank you for reading and I apologize for making another non-fun game.
By the way: if you have read this far, then YOU WON!!!
Maximum caffeine intake
Saturday, December 18th, 2010 4:34 pmThe Setup
Friday, December 17th, 2010 6:48 amNew apartment, new office-space constructed. You thought it wasn’t ready yet, huh? You thought I wouldn’t have time to hang up the whiteboard in between lab reports?
This weekend, witness the Ludum-power of this fully armed and operational battle-office!!
Atop Mt. Brawlalot – complete!
Sunday, August 22nd, 2010 2:15 pmSmashing chompers and staying on the tallest mountain in the area? Sounds difficult …
Are you up to the task??

Don’t get carried away.
use your imagination
Sunday, August 22nd, 2010 1:58 am
come on
It is a thrilling battle between the forces of good and evil, as clearly represented by these lovingly-crafted models.
Previously, on Ludum Dare
Saturday, August 21st, 2010 2:36 pmI know you guys are following closely, so I won’t insult you with a recap. I’ll just put this baby up and let her explain everything:

Atop Mt. Brawlalot - "placeholder" splash screen!
We all know what “placeholder” means in Ludum Dare, don’t we now?
Ballad of semi-despair disguised as non-despair through food-related metaphor
Saturday, August 21st, 2010 7:18 amWifes made me a lunch! It is delicious!
Basically, sometimes your Ludum Dare is like lunch. You eat and eat, and then it’s gone. Same deal.
Oh and I am making a game too. I have spent all day debugging HingeJoints in Unity. No idea what I’m doing. Basically.
GOOD LUCK!
You are me now OST
Saturday, May 8th, 2010 1:56 pm
The hit soundtrack for You are me now has been released, courtesy of Indie Funk Electronic Newbie Records.
If you haven’t played the game yet, it lives on the Megastructure development blog.
Questions, comments, and criticism are all welcome (Ludum Dare entry page). Thank you to all those who have commented! I have learned much, and next time will be even better.
“You are me now” ante-mortem
Thursday, April 29th, 2010 1:50 pmPost-mortem, being something we may analyze after its untimely passing, strikes me as being the wrong approach. I would like to present a short living analysis; an ante-mortem, if you will.

yippppp yip yip yip yip yip yip
Building You are me now was wonderful, mostly because it had closure, but I do not consider it complete. The central idea, using the Islands metaphor as a physical mechanic, falls short of my initial thoughts when considering the theme when it was announced. While walking around Tel Aviv’s Neve Tsedek neighborhood, I chanced upon some graffiti that seemed to fit the idea of making islands stop being islands. (Continued…)
Halfway to go
Saturday, April 24th, 2010 3:58 pmHere it is, I’m turning myself into a sleeping Eli, and this is what it looks like after ~~10 true hours of coding throughout the day:

As you can see, things are kind of blocky, but they are moving along. The protagonist is the intrepid Pale Yellow Square, as pictured in the center of the screen.
There may be an visual island theme, but the story is quite relevant. In short, your task is to make islands stop being islands.
Well, it is 2am now. I hope to conclude this successfully tomorrow.
ps. amazing WIPs so far!!!! You guys are unbelievable.
#17, this is Mission Control
Friday, April 23rd, 2010 2:32 amQuick warmup sketch made in Cherrybrush:

Radio tuned to the Secret Sound Service. Take care, everyone! Here’s wishing a fruitful and productive LD48.
Edit: a nearly-pointless “song” made in Musagi a few days ago: Jungle Exploration Theme (ca. 1996)
Also, I may or may not be twittering about the process.

















