About Lattyware (twitter: @lattyware)
A quick reminder to people about a tool I made a while back, wordgenerator.
wordgenerator is a simple Python script that does what it says on the tin – it generates random words – not real words, but randomly generated words which look about right, here is some example output when seeded with a British English dictionary:
You too can generate random words for your in-game objects easily and quickly. Better yet, if you are making a game with dynamically generated content, you can use the Python script as a library and generate words on the fly!
Not only that, but it’s possible to seed it with other languages too! Check out Italian:
Some other fun you can have:
- Seed it with city names to generate realistic-sounding city names.
- Seed it with some words you made up to generate a natural sounding ‘language’.
- Seed it with multiple languages to produce a cross-language.
- Seed it with pokemon names.
- Seed it with swear words.
The possibilities are endless! Little tools are generally a great way to speed up your development and make something cool during Ludum Dare. Good luck!
So, turns out I’m definitely getting something done this time. I’m pretty far now, and am pretty happy with where it’s heading.
The basic concept is you play as a race of people living on an asteroid belt. While you manage to survive, the lack of natural resources and the small asteroids make for poor living conditions. You look towards a habitable planet in your solar system, where you can settle.
Your aim is to build a spaceship and fly there, however, to be successful you will need to build your spaceship from resources scattered across asteroids, clear a path through the asteroids for it, and aim it correctly.
Asteroids contain a number of resources. Your home planet contains no resources, as they have been consumed by past generations of your people. All that remains is the rocket pad you have built. Other asteroids contain a variety of resources.
I’m in for Ludum Dare 23.
Last time round I had to move out of my house at Uni halfway through, and didn’t complete a game, this time, however, I should have plenty of time. I did pretty well the time before that with unrest, but I’m hoping to produce something more game-y this time.
I’m going to try using pyglet instead of SFML this time, as it’s a more mature library. It means I’ll be stuck with Python 2.x instead of 3.x, but I’ll live. Taking a look at the documentation, it looks really well designed, and very Pythonic, which is always a good thing.
My setup remains pretty much the same as last time, so I’ll shamelessly post the old picture:
As usual, I’ll provide something for Linux and Windows. It should also work on OS X, but I don’t have a Mac to build a version on, so anyone adventurous can give it a shot. Pyglet and Python will be my only dependencies, so it shouldn’t be hard.
So, I didn’t manage to finish Ludum Dare 22 as I had to travel home from Uni halfway through and ran out of time.
My aim was to create a procedurally generated universe and allow the player to travel around finding out if they are alone as sentient life in the given universe. Given the time issues I really didn’t get much done, but I did focus on a particular problem, I wanted to name planets so players could remember where they had been. How do you create words that are pronounceable without just having planets called ‘Fork’ and ‘Television’. Words like these:
Well, the answer came in the form of Markov chains, a cool little trick that allows you to do this quite simply. Afterwards this still intrigued me, and I finally had some time to finish up my script, wordgenerator.
I’m going to go for a Jam entry instead for the extra time, but I don’t know if that will be enough.
I spent far too long trying to get my idea into something workable, and I think it’s simply too much to implement. Hopefully I will produce something good at the end.
So, my setup for LD22 involves using my Laptop as my windows build testbed, and my main PC with a triple monitor setup for development, running Arch Linux with KDE4 and PyCharm as my IDE.
I’m going to be listening to my normal String Quartet playlist (link for spotify users) which is a variety of tracks (mainly Rock, given my taste in music) done by a string quartet. It’s enjoyable, but also doesn’t distract you too much while coding.
This is my second Ludum Dare, I did reasonably last time, so I hope to improve upon that result this time.
Libs: SFML2 with the Cython bindings.
Audio: I’m thinking of making some stuff with my rock band (yes, the game) instruments, if I get the time extra, might be something a little interesting.
Graphics: The GIMP and what little skill I posses at art.
As with last time, I’ll get Linux and Windows builds made, along with source code for those that want it.
This time, I’m actually deciding to do this in advance, so got a timelapse program ready, and done an I’m In video. I’m also at Uni this time, not home, which is actually useful as I have more room here. Just before the start I’ll upload some pictures of my desk space.
Well, I finally got a look at my results for Unrest:
For a game that was mainly based around concept, and my first entry, I can’t imagine a better result. I managed to get in the top 25 on both theme and innovation, which I think classes a game based on idea more than anything else as a success. I even managed to get a 1 for audio without having any in the game XD.
So yeah, really chuffed with that as an end result. Hopefully next LD I can make something with a bit more gameplay.
I unfortunately didn’t get very high with coolness – I ended up testing most of the Linux entries, and a fair few of the web-based ones, but never got around to testing the Windows ones, so my apologies there.
Overall, I’ve had fun, and look forward to the next one, I’ll definitely plan to compete again.
So, I finished at about midnight, which was pretty good time. No sound, but that would have been an afterthought anyway.
Unrest is a game where you have the goal of escaping hopelessness. You are set upon by all the issues that plauge your life, and must fix them without creating too many issues, or making any one issue too big.
You can grab a copy of the source code, but unfortunately no compiled versions yet. I was planning on waiting, but after hours of setting up the environment under Windows (real pain compared to Linux)
it turns out the latest version of the bindings has a bug. If you use linux and happen to have the older versions of the PySFML2 bindings, please give it a go, if you don’t, you can give it a try and see if your distribution has the right versions (if at all).
My mistake, just turns out the bindings have changed. I’ve updated the source code to reflect that, and it should now work with the newest version of the bindings.
Windows build coming soon. Windows build now up.
I havn’t got easy access to a Mac to make a build – but the source code version should work if you can get all the dependancies (SFML2, PySFML2, Python).
So, I worked until about 4am last night, got some initial stuff down, then grabbed some sleep. I’ve been working all this morning. A few minutes ago, I had a power cut.
Annoying, but no big deal. Everything should be fine, and I have my fileserver with backups on.
Of course, I hadn’t done a backup since starting. Reboot, and what do you know, my main file of source code is blank. I was not impressed.
Fortunately, I opened PyCharm, looked under local history for the file, and PyCharm saves the edits you make for itself – disaster averted. I can say I was very happy indeed.
Anyway, update on the actual game, got an idea down, but don’t want to spoil it. The current name is “Unrest”, and I went for pySFML in the end.
So, I’m in the UK, only just heard about it, why not. Let’s see how it goes.
I’m planning Python, probably with pysfml or pygame, probably pygame as the new bindings for pysfml are not particularly stable at the moment. Not much in the way of plans as I only decided to do this a very short time ago!
Not sure how much I’ll post during – or even if I’ll finish something, but we’ll see.
So yeah… now I wait.
Edit: I’ll also be using PyCharm as my IDE. Great bit of kit. Running atop my Arch Linux/KDE setup.