About Fenmar (twitter: @fenmarDE)
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
… now to the other 90%. Which are sounds, levels, menus and stuff. Have a demo: Demo
I decided to make a 3d first person puzzle game. I’m still in the phase of implementing puzzle mechanics, but I like the art style so far. Everything is procedurally textured Find a demo here: Demo
I have been around for six LDs now and have never made a game more than a few dozen people have played. Am I disappointed? No. Because it’s not about winning the competition or get thousands of people play your game; it’s about personal improvement. And it works!
This is why I love LD. No matter how skilled you are, you will always get some honest feedback from the community helping you become a better gamedev. It’s still a long way to go, but I am super excited to find out where it leads me.
On related news: I’m in for LD 26
In for the… sixth time? Yeah, I guess that’s right. I really enjoyed working with three.js last time, so I will use it again. My usual toolchain: Eclipse with Aptana plugin, GIT, Chrome, Firefox, XBox gamepad (yeah, I plan to use the HTML5 gamepad api again), Wacom Bamboo tablet and all the tools I think will be useful (and allowed)… thinking of sfxr, paint, gimp, maybe blender (oh god no).
I will also be in a public google hangout, showing some of my progress and chatting with whoever wants to join me. I will post the link to the hangout on my twitter, so check @fenmarDE if you are interested.
Here is a screenshot of my battlefield for this weekend, complete with plush gazelle guarding my cookie supply:
Rialgar and I really enjoyed developing HTML5 games during the past LD compos, but we were curious what could be achieved with more time than just one weekend. So we gave us some months and developed an HTML5 MMO demo.
The terrain is generated procedurally by a Java server and transmitted via a WebSocket. The whole scenery is rendered by the awesome three.js library I also used for my last LD entry. The server takes care of client synchronization so you can see other players moving around. We also implemented a rudimentary combat system.
To make the world a little bit more interesting, we added an editor so that players can create own structures like houses or trees and add them to the world.
It’s not a complete MMO though as it is missing features like a level system, quests or dungeons, but we think it shows what HTML5 is capable of.
Play it here: http://shards-game.net (best played with Google chrome)
A demo of my progress so far. The first time I do something with webGL for Ludum Dare. Also: It’s playable with a Gamepad (tested with xBox controller and chrome). Play it here: LINK
So this was LD 23. You can play my entry here: The Island of Dare
It’s the fourth time I participated so I can compare my performance to my previous ones. Overall I’m happy with my progress. Here are my experiences:
What went well:
- motivation: I really wanted to get something done this weekend to push my motivation for other projects. So I was really excited when the competition started.
- technology check: My game has only characters on colored background for visuals. At first I wanted to do this via DOM (so every character is one DOM node), but I did a performance check on this appoach and got only 3 FPS. So I decided to do it with canvas instead.
- time for bug fixing: Like last time, I sat down and took time to play my game over and over again. So I could find most of the bugs and fix them.
- story: I wrote a story this time It’s not overly complex or innovative but hey – STORY!
- sound: It’s my first game which has some kind of a soundtrack.
- learning new things: I never did procedural content generation before so it was a completly new field for me. I was a bit scared and my motivation dropped when I didn’t understand everything completely, but it was worth going through. PCG is awesome!
- timelapse: After two failed tries to produce a timelapse, it worked. It feels so productive when you see the work of 48 hours in four minutes. Find my timelapse here: Timelapse
- version control: 93 commits in my GIT repository. It’s good to know you can always go back when trying wierd things (like SVG rendering).
- follow the flow: Playing the game is the key. If I missed something, I added it. Planning everything is not a good idea to my mind.
- twitter: I always want to tweet more, but this time I really did it. Yay
What I should do better:
- user testing: I did a user testing, but it was like four hours before the deadline. I felt tired and decided not to do add features which were clearly missing. I should do usertesting earlier.
- theme: I still have a hard time coming up with a good idea for a given theme. I don’t know why…
- underestimation: I think I could have managed a more complex game… But well, I guess I was too cowardly.
So – and now I’m going to play your games.
Okay, here is my progress so far: fenmar.de/LD23/demo2 I will probably keep this style so I can make it playable in a console
Just messing with procedural level generation: http://fenmar.de/LD23/demo1/
… I entered my first LD. I came back for every main event and now I’m going to do my fourth LD. I certainly learned a lot in this year and I’m super excited to learn even more this weekend. So I’m IN! My goal for this time: Of course finish a game and have a more innovative game concept than the last times.
So here is my list of tools:
- Framework: three.js
- Graphics: GIMP (maybe Graphicsgale or Tiled, depending on theme and game concept)
- Sound: sfxr, inudge, Audacity
- IDE: eclipse
- version control: GIT
Let’s make games!
I am done!
Find my entry here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=3866
Not really the reference implementation of the theme “alone”, but I like it. Mostly because it is much more playable than my previous games, which had mayor bugs.
Thanks for the event everyone – I am really exited to play your games!
my entry: Forever Running
This morning I finished my LD entry. It’s the second time I participated, so I somehow knew what to expect. Here are my experiences:
What went well
- personal basecode: At first I wanted to use an existing framework, but then I realized that I would learn more if I write one myself. It has very limited functionality but I know every single line of code. This helped a lot to speed things up.
- preparation: Before the competition started I had ideas for the top 4 themes (self replication, dreams, escape, adaption). Even though I prefered self replication, I could start coding early. Beside that I tweaked my sleep schedule, so I was awake soon after the competition started (4am).
- visuals: I’m not a great artist, but I’m happy with what I produced. It’s so much better than what I used to do four months ago. (Yes, I’m a bit proud of it)
- goals: I aimed low. It’s not a very original game idea but I was pretty sure I could do it in the given time. I was right.
- release often: I released two indev versions of the game.
- code first: At the end of the first day, I finished all core game mechanics so I could spent the entire second day on content.
What I should do better
- sound: I was unable to produce music or sound good enough to include in the game. I certainly need a) more practice and/or b) better tools
- got up too early: The competition starts 4am here. I got up at 4am and started coding. Soon I realized that I was too tired to produce quality code. After sleeping 3 more hours, things got better instantly.
- focus: After I finished the game mechanics I somehow lost the focus. I thought about other game elements to add, watched some TV, tried to create some music. This way I lost some hours. I went to bed early to clear my mind and was full of energy for the second day.
- timelapse: I tried to create a timelapse with CamStudio, but somehow all files are corrupted I need to find another tool.
All in all I had a very productive weekend, learned a lot, spent time with an awesome community and had a lot of fun. Now I’m going to play all the games you made
Thanks for this fantastic event!
Okay, some more progress. It feels like this is getting somewhere.
Pretty cheap programmer art, ’cause I want to get the engine running. Also I need to think about a name for the game. Check out the latest demo here: clicky
I just wanted to share my progress so far. There is a demo available here (move with a,d or arrow keys, jump with space – hint: you can double jump).
Okay, let’s see the checklist
something to eat and drink – check
environment set up – check
nothing to do this weekend – check
game ideas for the top themes – check
tool chain – check
personal base code – check (find it here)
motivation – check
sleep – …
Well, that’s what I’m going to do now. Since the competition will start at 4am here, I probably should get some sleep before it starts. Maybe I’ll wake up with some good ideas
Of course I am IN for my second LD. My goals for this weekend: Finish a game (of course) and somehow see some progress. So it should be better than my last game. That being said, I am looking forward to an awesome weekend with a lot of coding and designing, some stressful and desperate moments and too little sleep.
This time I will use:
Sound: sfxr, musagi
Framework: some personal basecode
Let’s make some great games!
Wow… after nearly 40 hours of coding, designing, editing and writing I finally finished my first Ludum Dare game. Actually it’s the first game (or other personal project) I ever finished. That’s what I wanted to do and I made it and HECK – IT FEELS SO GOOD
You can find my competition entry here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3866
I had a wonderful weekend, learned a lot and can’t wait to play all the wonderful games you guys made.