Ludum Dare 29
Ludum Dare 24
Ludum Dare 22
Ludum Dare 22 Warmup
Ludum Dare 21
Ludum Dare 17
I’ve just uploaded a timelapse of me making my compo entry, it can be found here
You can try and rate my entry here:
After having lost most of the first day to real life stuff, i made some progress today on my semi real time multiplayer exploration sandbox game.
Now i say game, but it’s more of a glorified paint application with only the erase tool. It’s still pretty entertaining though. I just hope my poor webserver won’t die due to horrible abuse.
Also it’s very easy to exploit the way the game works, but as long as people don’t exploit in a way that ruins the game or the server, consider it a modding feature!
The game automatically generates new caves as you move into unexplored areas, so you will never run out of fun!
Check out the entry here
I just decided to upgrade from comp to jam, i just don’t feel comfortable submiting what i have yet. and it would be a waste of peoples time to test it.
Looking forward to trying out everyones entries though!
Here is what i’ll be using for Ludum Dare this time, it’s not much just a collection of classes written in dart, use at your own risk.
I’ve been hard at work the past week or so, making pretty good progress on my october challange game: Cager. I am currently aiming for closed alpha, for friends and stream viewers in 9 days (when the challange ends). I would ofcourse like to do it earlier, but the project is too large and there is still too much to be done for that to happen.
But this was to be expected, i even said so in my first OC post, and i most certainly would not have come this far if i hadn’t entered the challange.
Anyway here are some progress images:
This is the same image i posted in my first OC entry, just to show you what i had in mind in terms of perspective.
This is my first multi-user test, after some fine tuning of snapshot rates and interpolation rates, it felt smooth and responsive. It was also really fun to see other people in the game for the first time.
This is after i implemented my first “dimension” generation, i have since expanded that feature quite a bit.
And this is the final screenshot, taken about a minute ago. The character sprite is a taken from that tigsource comp, and modified a bit, but is only place holder for later. The place in the image will later become the central hub of the game, where players can gather between runs. Any sharp eyed reader will also notice that the perspective is now straight top down, it just became to much of a hassle for no real gain when it came to things like collision. So i stripped it before i started making any real graphics.
That also reminds me to upload the latest design document for anyone that is interested. Basically the game is a online multiplayer action rpg in the browser, with ambitions to add a sort of democracy where the users gets to vote on aspects of the game at regular intervals (taxes for example). I will write or link to a full description of all of this before the end.
I’ve decided to participate in the october (fest) challenge! I’ll be working on a hack n slash type of game of mine that i’ve had in the works for a few months, altough it’s only been a few hours here and there. For the challange i’ll be trying to put more time into development and hopefully have something ready for the november deadline. It’s really a win / win situation even if i don’t manage to complete the challange, as i’ll have something much more complete moving forward and thats a great motivator for me.
The content creation chain still needs some work, but here is a screenshot from the client:
The working name of the game is Cager and as you can see it’s set in a isometric-ish perspective, also present is a very, very small character sprite.
Target platforms are any devices with a browser that can handle some of the “new” features in html5 (websockets, canvas, audio). I haven’t thought to much about how I will make money off of it other than through microtransactions, but that’s more of a long term goal and is probably not feasable for this challange. I’m not sure that anyone, except maybe forced friends and family (does that even count for the challenge?), would pay for an account, so thats something i’ll have to figure out as soon as possible. I also need to look into setting up paypal to accept payments as i have no idea how that works right now.
I’ll also be streaming when possible at this location.
I am in once again! This time i will be using:
I will also be streaming @ http://www.twitch.tv/mstrp2ez
I’m done with my entry for LD24, but i’m not happy with it at all, things went pretty bad and i didnt have time to finish the game in a good way. Also Chrome keeps resizing the flash content for some reason, maybe someone knows what that is about? A quick google gave me nothing and time is late.
Anyway, there will be a timelapse up later, so stay tuned!
Tired, time for sleep. Thanks for yet another great event!
As i promised in my “I’m in”-post, here is my as3 framework.
Some of the code is old, some of it was designed for a specific purpose and thus need rewriting to fit a new project. Use it at your own risk.
Edit: I almost forgot, here is the map editor i’ve made and will be using. Again, there are no tutorials or whatever for it, yet, so use at your own risk.
Same deal as usual:
- My own framework (will share here before start)
- Redbull + snacks
I’m considering doing a warmup game sometime next week to get warmed up, you should to!
I started out with a game concept that i liked, but i ended up making a completely different game. Now i have this urge to simply combine the two into something cool. We have to see how much time i get to put into this.
Some kind of funky shadows with added artifacts
Some kind of concept, we’ll see what it turns into.
What went good?
I’ll start with what i felt went good. I have done probably up to 20 game jams / compos by now, including LD’s and i feel that i’ve started to get to a point where i know what will fly and what won’t in terms of time and production. I know what i can manage when it comes to graphics and animations and i stick to that as much as possible. It won’t look super good, but then again i’m not primarily an artist, so that’s ok. I know how to manage sleep, food and having a good work routine. I felt like all that worked this time around aswell.
The way i go about comming up with an idea basically boils down to me thinking about the theme for a while. What the theme means, what it could mean or how i can make it more interesting for me. This usually takes about 10-20 minutes, but after that i steam ahead, ironing out any detail that i havent thought about as i go. This is good for the most part i think, over analyzing things usually, for me, makes the game to complex or to strange in the end. I think that if you can’t come up with something decent after twenty minutes, then atleast do something else for a while, try to clear your head. Sitting down and grinding it in your head or on paper for an hour just does’nt work for me if it’s a 48h game. But maybe it should, more on that later.
The game didn’t turn out great, but i think thats more because i only had roughly 24h to spend in the end, given the full 48h i think it would have been decent. I enjoy working with my own framework and given some more development, it could become something really good.
I had more sound effects in this game then in my previous entries, but it’s still something that i’m doing at the last moment, and thats not good. I need to start thinking about it from the beginning and not as something i have to put in there just becuase. It really helps the game feel better, and i should pracctise making good sound and music.
I’m also glad that i tested the game on friends before i submitted it, something that i have been really bad at in the past. Getting that feedback on balance and bugs and glitches really made the game better and helped me to see the game through another persons eyes. It so easy to go blind to things that, to you the developer, seems obvious and intuitive, but to others confusing and strange. This is a lesson i will apply to all my projects.
What didn’t go so well?
I struggle to get that something special into my games and i belive part of the problem is that i don’t think about the design enough. It becomes a programming challange rather then a game design challange for me. That is, i think more about how i want to code it rather then how it should feel playing it. I need to stop and think of the overall picture, the aestethics and the dynamics of the game. I also need to go back to my old games, and other peoples old games and see what works well and what doesnt, and then steal that. Save it in my game design cheat sheet. I usually play my own games alot, i even enjoy playing them from time to time. But i need to analyze and think more about the design decisions that i’ve made and then cut the bad and keep the good.
The sound was bad, and not all sound effects i made were even in the game. I did them at the last minute, as always, and paid the price for it. I also need to get good at musagi or a similar program for music.
The game balance was bad, but still alot better then what it was just a few hours before the submit. Again, i belive this is a time issue more then anything else. Had i worked the full 48h i hope and belive that it would have been better. But who knows.
Graphics and animations still takes alot of time, but i know that and plan for it. I still sucks tough, so i should practice making graphics alot more then i do now.
There is more to be said about my entry, but i need to get back to work. So i’ll wrap this up with a recap:
The fact that i only had 24h made the game bad, so next time i need to make sure that i can and will spend the full 48h. I also need to think more on my design and what have worked in my previous games. If i do that and just keep producing stuff, eventually i will make that real gem of a game.
Edit: Oh, the game is HERE