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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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About LeafThief (twitter: @leafthief)

My name is Stefan Srb, 24, from Austria (GMT + 1).
Austria _not_ Australia.
I studied at the University of Applied Sciences Upper Austria
in the postgrad course 'Digital Arts'. Atm I'm looking for work.

As you can imagine by now, I am more on the artist side of Game Development. I know a basic way around Audio and am very fond of 2D (at times even 3D) Art.

I have no pets. I do have hobbies - most of which are related to gamecreation.

I LOVE everything about Ludum Dare. This year was my first participation and I hope I can take part in a lot of the following LDs. The concept of this competition is extraordinary.

LeafThief's Trophies

LeafThief's Archive

End day 1

Posted by (twitter: @leafthief)
Saturday, January 21st, 2012 6:15 pm
outcome day 1

Progress for day 1

Here’s a screenshot of what I got so far. Basic code is already in there but still needs refining tomorrow. Some of the most critical sections are yet to come. Tomorrow I also want to take care of audio and animation as well as finalizing style and setting.

I am fairly satisfied for today.
I wish everyone a good night and will read you tomorrow!

I’m in miniLD #31

Posted by (twitter: @leafthief)
Saturday, January 21st, 2012 7:04 am

Hey everyone,

once again I’m in for the miniLD. By now I have my own little record of failing at these: #29 and #30 didn’t end well for me and although I pretended (to myself) that I’d finish the things I started some day, well, I didn’t. But that’s nothing new. I  think the past times I failed because I wasn’t focused enough. I also kept believing that the idea would flesh out as I go. Well that wasn’t the case.

After these weekends I was a bit frustrated. For one thing that frustration came from knowing how it felt to finish a LD game. For another thing it all feels in vain. Not only the time I spent on it but all my time I devote to video game development.
Thankfully these feelings don’t stay for long and by now I am hyped for this mini Ludum Dare. I hope i can succeed this time.

where does fear come from

Starting my thinking process on paper: I think fear has always to do with the possiblity of losing something: your life (both physically / socially) or someone else.

One difference to my previous approaches is that I’m starting on paper. Another important aspect is audio – which I’d like to put an emphasis on this time around.

To everyone who’s participating: good luck and focus on getting the game in there!

I surrender – am out

Posted by (twitter: @leafthief)
Sunday, September 18th, 2011 6:34 pm

I just couldn’t finish in time. Even if I worked through the rest of this night –  I just wouldn’t be able to pull it off. The scale of my game was too big I guess. So I pretty much failed – still, I am planning to finish this in the next few days – but I wasn’t able to fit it in 48h.

The game is called Shroud. In it you control an old man awakening at his campsite in the middle of a foggy forest. In search of his fellow travellers he gets lost between the trees. Behind the fog there’s something watching and waiting.

Anyway here’s a small preview of what I got this far:

Good luck to the rest and congrats to those who already finished =)
And off to bed I go… until next time!

Nighty night – ?well deserved? sleep?

Posted by (twitter: @leafthief)
Saturday, September 17th, 2011 4:56 pm

If only I knew when I stopped being productive. Anyway – at least there’s something to show in the ol’ graphics department – again trying around with some color effects.

So this is the “game” thus far… I wanted to set my game during the day – heavily relying on fog (much like SIlent Hill I think).

I am wondering how such (<-) a color style can contribute to the feel / perception of horror and whether this is gonna be a horror game after all. It sure doesn’t look like it yet, although I considered the theme rather carefully I probably didn’t spend enough time on preproduction. This very much looks like an experiment – I hope I can finish and am eager to find out about it’s results.

Good night for now!

Finally some progress

Posted by (twitter: @leafthief)
Saturday, September 17th, 2011 11:29 am

Agh I am so glad I finally made some progress in my code.
This was the absolute proof to myself that “you sir, suck at coding(me talking to myself – not to offend anyone). I mean all I wanted to do was some gravitational pull influencing movement. Oh hells. This is definiteley going towards horrible ^^

Anywho – here’s Mr. Polar-Freud:

So now on to the rest. Big things await. Try gettin’ some actual gameplay in there – then ART! (and then ofc sound which is essential to this theme)

I’m in – good luck to you sirs and ladies!

Posted by (twitter: @leafthief)
Saturday, September 17th, 2011 12:27 am

Good morning everyone,
I am happy to say: I will give it a shot. I am in. HOORAY. Fun. Coffee’s ready. Make games.
Will focus on making this a horrific experience rather than a horrible one ^^

Let’s do this. Good luck to everyone!

Theme & Ideas
The theme is just wonderful. I love it. There are a lot of possibilities game-design-wise, but it all can go over board if the setting ain’t right. So: what could horror game mechanics be? As we heard in the talk (someone posted the video yesterday) by one of the Amnesia guys it is essential not to give the player means to fight back. I like the idea of being chased around a lot.

Lately I have been hearing about Roland Barthes a lot. I will try to make somewhat of a multiform-something, so that there isn’t a single solution or a single “storyline” in that game. Wait a minute: I just realized this would get too big.
Stay small, stay focused!

What is possible in the given time? I am off to look for my mechanics…

Entity: Post Mortem

Posted by (twitter: @leafthief)
Thursday, May 5th, 2011 7:08 am

[Timelapse here]

Upon starting this Ludum Dare competition I was, like many others, surprised. But only for a short moment. The thing being, I believe you can pick really a lot of different “themes” or “words” or “sentences” – and distill something out of them.  When I read the theme I wanted to try to make a mechanic that would “read: “It’s dangerous to go alone. (Take this)”.I believe this is possible and that someday we will be able to pronounce it through games and play.

So this was my main goal for this Ludum Dare: Try to build a mechanic that feels like (or incorporates) an interpretation of the very theme-sentence.
And honestly: this took me a very very long time. It took me so much time that I was (often) at the point where I saw, that this would fail. Fortunately for me, Ludum Dare is a 48 hour competition and with a little bit of determination you will pull it off anyway, in a way where it doesn’t matter whether you can submit the game or not. Certainly that’s what we tell ourselves during development but in the end it makes all the difference. We can learn from both. But while one variant is hard and painful, the other one is rewarding and encouraging. I’m sorry for all who weren’t able to finish in time.

Concept

My Ludum Dare concept started out as a stealth game. The reason why it was dangerous to go alone in the first place, was that the player character was different – but not in the sense as it turned up in the final piece. At first, the avatar was something like a thief. But she should’ve looked like the rest. In one of my notes it says: ‘like blending in AssCreed‘. That was essentially what this game would’ve been. I wanted to design the rules in a way that you’d have to switch between moving crowds and you would only have a small time window to switch from one crowd to another. Then you’d have been spotted and – well [insert punishment here]. But after half a day I still wasn’t happy with that and in the end I was glad I changed everything (if only by little).

What went wrong:

1) I had no plan. I had tools but I hadn’t checked that everything would work fine. I.E. Since the last time that I had used flixel a lot of stuff had changed and I forogt how to do other stuff. Bottom Line: I wasn’t prepared – at least not coding-wise.

2) Ever-changing core concept: As I illustrated above, I tried to interpret the theme as a mechanic. But I never actually got around writing everything down. I knew roughly what it should play/feel like but never set clear directions for myself. This cost me a lot of time. Time that I should’ve invested into building everything in an according size.

3)  Tilemaps: I said before, that I had not worked with flixel for quite some time and therefore wasn’t sure (I never really knew) how tilemaps in flx work. My bad. Again. Should’ve checked the engine out before. In the end i hardcoded the borders of the levels. But then again – I’m an artist not a coder (so I wouldn’t even call it a hack).

4) Visuals: Jumping into the production of graphics too early made me develop a character, and a style, that was too expensive resource-wise. I even had a walk animation for the character. So much wasted time. I never fell in love with the character and the visual style I was about to enforce on this project. This most likely had to do with the lack of fleshing-out the main concept of the game.

5) Audio-stereo: Upon waking on the 2nd day I had this great (at the time) idea of measuring the distance between player and a soundsource and then adjusting the amplitudes of left and right stereo channel. I never did that – but sure enough I wasted time on it.


Some things went right as welland I’m glad they did:

1) Visuals: During the failing process of my first art-attempt I discovered a black-and-white character which was much smaller than the one I developed at the time. And it worked perfectly. This lead me to rethinking everything. I don’t know how and when I came up with the new concept. Looking at the character now, she looks like a negative of Chell’s jumpsuit (I didn’t play or possess Portal 2 but it was in the media lately) + I like to have other ethnicities in my characters + white for contrast + a hairstyle I personally find very interesting. The remaining visual style was really a lucky accident that came about after realizing that the dominant green of her jumpsuit didn’t fit the colors of the environment.

2) Music: I did all the “composing” in Logic Studio, which comes with a huge library of Software Instruments. Although the look proposes something 8bity I decided to go with some more-real-sounding instruments. Bass plays a very important part in my pieces (I used to play bass in the past) and it is my belief, that this instrument can support a lot of emotionality. Instrumentation is in fact a key aspect I try to think of. E-Pianos and Pianos have this deep melancholy to them. You can do so many amazing things with that. Basses can span from cool to confident-melancholic – which is it’s role in my ambient track. I think pad sounds provide sort of a transcendent quality. These are all things I didn’t learn but hear from other pieces of music. At the time I was listening to a lot of Tortoise and Mogwai – hence probably the focus on bass. The composition came out of a variation of bass patterns AND the . I really like how the track turned out.

3) Finishing: Although I found it hard to submit such a short game in the beginning – I  realized that I had implemented the core gameplay I wanted to have in there. I think the mechanic has the potential to expand on it. The comments suggestet that the game
was too short and that the mechanics could’ve been conveyed better with a certain length and I absolutely agree.But finishing some game and achieving my main goal – if only in part – was quite something.

 

CONCLUDING
Lessons learned?

1) Never constrain yourself to do something other people can enjoy lightheartedly.I know I was never that kind of guy – and boy did I try. I obviously can’t make “fun” gameplay? My understanding of “fun” is broader than the term suggests. Deep down I probably am a mess. But resigation and melancholy have a unique aesthetic to them – and I think we should embrace that.

2) The lack of clarity in controls or mechanics can be backbreaking for a game.
I hope some of you could enjoy the game. If you haven’t played it yet I would appreciate if you’d take some time and play it once or twice HERE. I am very thankful for all the comments Entity has received and am glad for every single one of them. Thank you organizers and staff of Ludum Dare. It was a great experience for me. I hope I’ll be able to participate again. That’s it from me – take care everyone – LeafThief

ADDENDUM

My thoughts or rules behind the design of Entity (spoiler alert?):

1) You strive for independence – some may call it individuality as well.

2) You can not go alone for long. It is dangerous not to have social contacts.

3) A majority of people are not really interested in you. They wear a mask and won’t open up to you.

4) If you become independent from that social pressure people will take their masks off and open up to you ( this feature wasn’t implemented – you could’ve turned masks into people without masks who’d provide you ).

5) If you depend too much on a society that is not interested in you, you will become one of them, thus putting on a mask yourself.

6) Memories can content your social needs. They can help you build up your independence ( this feature wasn’t implemented).

Hard work and good night

Posted by (twitter: @leafthief)
Sunday, May 1st, 2011 6:45 pm

@Entity:
Hey, I am very glad that I could submit my game. It was a really hard process for me and I think there probably are some bugs, aside from the short gameplay. But I hope tobe able to expand on the concept in the future. I can see this being fun – some far away day – with proper instructions and whatnot.

LUDUM DARE was awesome. I had such a fun time. Sure it was damn challenging but seeing how everyone progresses is just such a huge motivation. I’ll be onboard next time – when there is a next time and I have time.

Good night everyone – I shall now descend into my dreams. And remember: It’s dangerous to go alone!

Entity: Music and Sounds

Posted by (twitter: @leafthief)
Sunday, May 1st, 2011 3:17 am

Hey everyone -
I spent the morning doing sounds and music. Here’s the ambience track  /music. I created that in Logic.

Track
Also I came across a cool fact:
By controlling the amplitude of white or pink noise over time you can create Wind and Seashore ambience.

Seashore

Now on to some programming -.-
Keep it up – there’s a lot of cool stuff already =)
_leaf

Entity:Mockup

Posted by (twitter: @leafthief)
Saturday, April 30th, 2011 5:20 pm

I did a quick mockup for how it’s supposed to look in the end (since I left the new look out in my last post):

Gonna get some sleep now : D
Good luck for the next few hours,
-leaf

 

 

Entity:progress?

Posted by (twitter: @leafthief)
Saturday, April 30th, 2011 3:26 pm

Ok – I finally got around a major art problem  I had. I wasn’t sure where I wanted to go with the style. It’s still not 100% fleshed out but there is certainly a direction.

Befor I go into all a little more here’s some of the things I wasted the afternoon on - none of the following will be used:

Most of it is being captured in timelapse anyway – so there should be a lot to laugh after finishing ^^.

Ok so now on to the game idea – sorta:
As I mentioned earlier I interpreted the theme more like “it’s less dangerous to be with others”. The theme revolves around not being dependent on others and how this could work. The character can’t go long without people, but on the other hand these people aren’t really interested in the character. So in order to be independent the player will have to find the right balance. I’m trying to be very vague here and not suggesting too much.
So the player’s indication of independence will be a garden that grows (according to your “level” of independence – don’t ask me why). Also there are lives, which are photographs.

I haven’t yet figured all the mechanisms out.
Movement works more or less, the “socializing” mechanic is in there somehow (boy do I suck at programming). Animation for the player char is done (unless there will be more animations than just walking).

Damnit … where was I?

So all in all progress isn’t as good as I hoped for and it will probably be a photo finish. We’ll see. I’ll keep working.

 

Workspace & Finding an Idea

Posted by (twitter: @leafthief)
Saturday, April 30th, 2011 1:06 am

So yeah, I started today at about 7am GMT+1 and I’m still struggling with my game concept. First off: here’s where I do my entry:

Ok – so – finding a game idea. In my process I  tried to figure out what the essence of “going alone is dangerous” was. This has kind of a weird ring to it. I’m thinking it means – you have to go alone, although it’s less dangerous not to go alone. Also in my approach I want to try to reinterpret “take this” as the objective and not as an addendum to “its dangerous to go alone”. We’ll see how that will work out.

My game will be about navigation (because obviously the theme suggests that: see “go”). The navigation itself has to be harmful or dangerous in some sort of way – unless you are not alone – I was thinking along the lines of “blending” in AssCreed.

I’ll try to keep up to date with posts – also I should get started @coding soon. Omg so much to do ^^
Keep the show running

-Leaf

LD#20 I’m In

Posted by (twitter: @leafthief)
Friday, April 29th, 2011 4:04 pm

Hello everyone,

this is my first LD and I am somewhat intimidated… for the products (the winning ones ofc) mostly play like they’ve been in development longer than 48h –  yet I am looking forward to the event. There are some unfortunate collisions with university – but since it’s a weekend and GF + Loved Ones gave me off – I’ll give it a go and hope to finish something … sorta.

Tools I Ose:
Graphx: Photoshop
Engine: Flixel or Unity
Audio: Logic & sfxr
IDE: flashdevelop

Good luck to all who dare, now off to get some sleep. Until soon @IRC
-Leaf


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