Game Designer, Programmer (Unity3D/C#, AS3 and other), sometimes Graphics Artist (mainly primitive 3D models)
About ratking (twitter: @RatKingsLair)
Ludum Dare 27
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
The "Your Games Are Really Cool" Award
Awarded by bentog on January 15, 2013
Crown of Innovation +5
Awarded by sorceress on January 8, 2013
Award for Pooping during an LD
Awarded by thedaian on December 11, 2012
The Smallest Game Technologically Possible Award
Awarded by Puzzlem00n on May 30, 2012
Brain Melter Award
Awarded by NeiloGD on January 8, 2012
Jack's New God
Awarded by Dark Acre Jack on May 7, 2011
Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!
As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.
- no fee for attendance
- a place to sleep will be provided by folks from Kassel (couchsurfing)
- the theme will be given at the beginning, but you can choose your own tools of course
- make friends in teams
This is a slightly edited version of my post on our own blog!
Back in April, Ludum Dare 26 was not so great, as I couldn’t participate. It was right after the AMAZE IndieConnect, and this convention drowned my energy so much that I got sick. All I made was some visual experiment, which I couldn’t develop much further because the headaches got too strong – partly because of my chosen art style.
So, last week’s Ludum Dare 27 was much better in this regard! And after kernel exception, this is the second Ludum Dare we entered together (thus being a Jam entry, not a Compo entry). We had a lot of fun, but also some problems, of course.
Our entry is a first-person shooter, with a little twist: you have five weapons, and every 10 seconds your current weapon switches automatically to another one, randomly selected. And there are “floating devices” all over the world (= a medium-sized planet) which you have to stand near for 10 seconds, so a bunch of power-ups get spawned (ammo and health packs). Enemies spawn in waves every 10 seconds. And when you collect ammo, you basically get an additional 10 seconds of shooting time.
As you might know, this Ludum Dare’s theme was “10 Seconds“, and we called the game BLAM BLAM PLANET.
After some minutes of playing the game becomes quite intense, because more and more enemies spawn. If you just run and shoot around instead of waiting at a device now and then for a while, you will soon run out of power-ups, and thus health and ammunition. So it’s even a bit tactical, one might say.
The development of the game had its ups and downs, but it went well in most cases.
On Saturday, we thought of the game idea by talking about different possibilities and going for a walk. Ludum Dare starts 3 am here in Germany, and if I remember correctly, it already was afternoon when we agreed on making a first-person shooter, because we never did one really. To make it more interesting we decided that the setting should be on a round surface, which meant the game would need spherical gravity for all entities.
At the beginning we named the game “GLITCHIG”, because we wanted a broken look and have destructible environment, so lots of triangles are flying around. RottenHedgehog started building a neat planet surface with some asteroids around it in 3dsmax, while I started to let my character controller be influenced by gravity pointing to the level origin. Shooting little spheroids was also a priority.
So both Saturday and Sunday were all about getting this right: a planet, a player, a weapon, some enemies walking around. Mostly I tried to get it all working smoothly, by getting the physics of the character and the weapon right. But the hardest part were the enemies and their AI on the round planet. For this, I searched for some code for creating the vertices of a geosphere, mapped this via raycasts on the planet geometry and connected the resulting points – those were then the nodes for the enemies’ path-finding. Just letting the enemies walk directly towards the player probably would have been much easier, but less fun to create.
Another nice part of development was inventing the different weapon effects – two weapons in the final game deform the geometry, so I can push the vertices of the planet around a bit when the bullets hit something. It looks quite ace. As “glitches” was our personal theme from the start we knew the geometry would look strange and broken the more you use this weapon and we embraced that. In fact, when I last played the game, I fell through the level and I could attack all the enemies from below while they couldn’t see me – but that also meant I didn’t get any new ammo, so it was okay.
RottenHedgehog was mostly busy with modeling the three types of enemies and animating them. They look kind of deformed, emphasizing their low-poly nature, and it really looked well. Especially when she added the walk/fly animations, which are really hilarious. When the enemies spawn in masses it becomes a really cool effect.
In order to tie the look together, she also created a color code in Photoshop. After that, the game looked “right”, as the colors of most assets didn’t need much tweaking afterwards. Having only very few placeholder art from early on really helped the motivation somehow.
Sunday evening RottenHedgehog also started to make some sounds for walking and shooting by using our laptop’s inbuilt microphone. High tech! All the sound effects you hear in the game are actually RottenHedgehog‘s voice. Adding sounds instantly made the game more alive; in the end, you can’t have enough of them – that’s why she made more on Monday, along with the art for the bullets and particle effects.
On the third day the theme of “10 Seconds” still wasn’t in the game, and I thought long and hard about how to implement it. I weighed the pros and cons inside my head of different game mechanics, like “every 10 seconds, you have to collect new ammo” or “activate 10 bases, 10 seconds each, and then you won (whatever that means)” – and only when I finally began to create the five different weapons and let the enemies spawn in waves, the probably best restrictions (automatic weapon switching, time-limited ammo, etc.) came naturally. So there’s that: sometimes tinkering too long can be bad, and you should just “do it”, I guess.
In the final hours I was able to quickly implement the main menu and a death screen, which always is satisfying as it ties the game together and makes it look complete. RottenHedgehog made the logo and the button graphics, and also captured a video of the game.
So, that’s how it went. Let’s take a look on some quick facts about …
… what went wrong!
- Finding the idea was hard for us, as we couldn’t agree on most things. In the end, the game we created isn’t as innovative as I would have liked, but at least it’s superfun to play this time!
- As we struggled with the idea, it’s clear the theme didn’t help much. Although “10 Seconds” is in the game more than once now, it feels a bit off.
- On Monday I nearly lost the will to finish the game, because of the lack of a clear direction regarding the gameplay, caused by the theme.
- RottenHedgehog had some severe problems with the CAT animation system in 3dsmax. It seems to be buggy as hell, and I heard her cursing a lot.
- There are no game-breaking bugs in the game, phew – only some small stuff, like resetting the option settings when you open the “Options” menu. The bigger problem might be that the game is “broken by design”, because of the Glitcher (the weapon that deforms the planet’s geometry) – we should have used this feature more often, so it doesn’t feel strange when you fall through the geometry.
- A lot of feedback is missing, like some kind of visual hint when you got hit, or a sound and animation when the ammo is depleted. Also, the “story” isn’t communicated in the game: you don’t know what you’re doing here, why your weapon system is defective, and why you have to stand near the floating devices. (Some people didn’t understand that the enemies only start to spawn when you do that for the first time.)
… what went right!
- It’s always great to work together with RottenHedgehog, because we know exactly what each of us can do, and how. While I do the scripting, she does the modeling, texturing and sounds. Perfect team work – all in the same room!
- I set up an SVN repository, which sped up the work flow incredibly, and also saved my ass at least once when I accidentally deleted some files in the Unity project folder.
- I prepared some basecode a day before Ludum Dare, by skimming through my former projects and picking useful helper code snippets. Having a basic character controller, path-finding, simplex noise and other functions ready before you even have to think about where to find them is wonderful!
- RottenHedgehog recorded the sounds with her own voice and distorted them in Audacity, which was much faster (and cooler) than trying to find sound effects on freesound.org with the right license.
- The abstract, low-poly, somewhat “broken” graphics style looks quite well and gets very positive feedback, even without textures – AND it also was done very quickly.
- The five weapons are fun and pretty diverse. This way, the whole game is fun enough for a few minutes, and that’s the most satisfying part of this Ludum Dare for me.
- Before we started I thought the spherical gravity might not work at all, neither as a gameplay mechanic nor as a visual style. I especially was concerned with this style the player would see too much sky and not enough ground surface. In the end, with the recoil of some weapons (so you fly away, looking down) and the high amount of flying enemies, this wasn’t any problem.
… what we learned!
- Due to the lack of time at the end, the balancing is kind of subpar. Good thing the game just is an endless shooter, and thus it is good enough. It’s also cool that you can “learn” the game, as using the floating power-ip devices is important, but not obvious. Always try to add stuff like that.
- “Crappy” graphics often look awesome when animated and with a nice shader. Coherence is very important though – that’s why creating a color code sheet early in the process is a must.
- Try to not make any placeholder art, because it either means you will have to make an asset twice – or it will be in the final game.
- Even if you lose motivation near the end, at least try to give the game an ending. Sometimes, it helps to finish the game nonetheless, because this, this and, oh, that too, has to be done before the game can have an ending and be called “done” …
- Three days are still too long for me, because it automatically makes the project too ambitious.
- Every time I see a Unity project with the standard Unity button graphics I get the urge to close it instantly. Really, it’s easier than most things in Unity to add some custom button graphics and a downloaded font to the GUI skin. Give your game some love!
As much as I’d want to extend the game a bit, like adding more levels, I don’t think it will get much bigger than now. The feedback of players and Ludum Dare ratings is really nice so far, but I don’t know if having more enemy types and whatnot would increase its popularity. An online highscore would be nice, though, so maybe I will add that.
Thanks for reading this post-mortem, and I hope you had as much fun with this Ludum Dare as we had. If you want you can play and rate BLAM BLAM PLANET here!
For the people who are too lazy to actually play our game, ratqueen made a video of it:
Yes, we make an FPS, although 7DFPS is over. The theme didn’t gave us good ideas (good in the sense of feasible), so we’re doing something new for us (we never did an FPS with shooting before, as far as I remember). We will add the theme afterwards – like “your weapon changes every 10 seconds” or so.
Some basic gameplay and graphics were done today, so we can go to sleep now.
Team Rat King will try to participate in this honorable event once again!
As I (ratking) seem to have forgotten everything about any other tool (like Flash, Haxe, or Visual Studio), I will use Unity as game engine with the language C# for scripting. My own base code, which consists of some helper classes (partly stuff written myself, partly stuff copied from the Unify wiki or other places, plus iTween, plus some useful shaders) and a very simple rigidbody-based character controller, will hopefully make the development faster so I can concentrate on the actual gameplay. I might include cInput 2.
My partner, ratqueen, will probably do the graphics, with Photoshop and 3dsmax.
If there will be any sound, we will use Audacity, sfxr and/or whatever generates some interesting notes.
Good luck and much fun to all entrants!
This article is a copy from my blog.
On December 15th, Ludum Dare 25 started. As usual, this was an interesting experience, as exciting and awesome as it was soul-crushing. But this might be just me.
Like before, I didn’t have the right idea for the theme. This time it was “You are the Villain”, which was a better theme than usual, but unfortunately it only triggered gameplay concepts for me which all belong into the “that was already made before” category. So the first thing coming into my mind was “Dungeon Keeper”, and as much as I’d like to do a game similar to this awesome piece of gaming history, it just would be a clone without the right amount of innovation (or would it?). Among the other ideas I had were a “Pirates!” roguelike, a game where you control four bandits at once (robbing innocents and wandering around) and a board game creator where you’re the dungeon master placing the monsters (think “HeroQuest” or so).
None of these ideas were the incentive for me to actually start developing (although I still like them). In my mind, I combined them, added features and the result got bigger and bigger, and after finally deciding that it would be too much of a hassle, I started at zero again. Then I came back to a thought I had days before, namely the thought that often, good ideas for games (mostly puzzle platformers) are those which are inspired by childrens’ fantasies. So I imagined a bit what a child could think, and being able to grab the moon with the fingertips and move it around just like that, well, that seemed like a good candidate. At this point, the theme was still in the back of my head, but I tried to ignore it mostly as it obviously would just hinder me to actually develop anything. I never was good in the “Theme” category, and for that I’m sorry, but I don’t think it’s the category I want to shine, really.
I tried to create a Unity3D prototype out of that idea with the moon. Of course, prototypes become the real game eventually when doing a game jam, but first I wanted to see if I could actually create something like that. The main problem to begin with was the scale of the object currently grabbed, as it always has to be the same size for the player, no matter how far or near it would be away. I read something about the focal length of a camera before and I thought I had to factor this in in any case. I experimented (using some basecode I already announced in my “I’m in!” post) and searched on the internet, but it just wouldn’t work right. The object’s subjective size didn’t stay constant, and being very frustrated, I stopped after a while.
Thus, I re-evaluated the idea of the four bandits. This one would follow the theme and I’d really like being able to control a group of (evil) adventurers – in first person perspective! In order to make it easier for myself, I started programming the movement (again in Unity3D), which would be along the cardinal directions only and also on a grid. Just like those age old games you might know, “Dungeon Master”, “Eye of the Beholder” or “Legend of Grimrock”. In the end, the movement worked somehow, and you could add NPCs to your party, and press a button to see all four viewports at once. Probably I could have made a more or less full game out of it, but at this point I didn’t see how I could add “fun” easily and I stopped yet again.
second prototype, no fun
With the thought of fun being the most important part of it and without really expecting any results for this Ludum Dare anymore, I got back to the first prototype, and suddenly, the old problem was gone. Thinking about the focal length was a dead-end, and just getting rid of it was the way to get it work. The only problem now was the collision detection of an object that would get bigger the further it goes. Using Unity3D’s SphereCast() was the wrong direction, because the size of the collision sphere would be always the same. So now CheckSphere() gets called with a gradually increasing size of the radius parameter, and it does that a lot of times every frame – because of the simple nature of the rest of the game, this was possible without any noticable performance hits (at least on my computer). Of course, this means that every object basically has an additional bounding sphere, and that’s why most objects sometimes don’t behave as expected, especially those which don’t have uniform dimensions.
first prototype, working
I uploaded the first prototype of the game – just a simple demonstration of the gameplay – late in the night, and those who actually started it and “got it”, said it could be awesome. Yay, motivation! Also, I earned myself some sleep. The next day I “only” had to make levels and fix any occuring bug. Also, story. Also, sound. Also, …
I planned five levels at the beginning, and because of some very sad events before Ludum Dare, I didn’t think about it too long when I realized that I wouldn’t have time for all of them – as one of the levels would had have a kindergarten setting. So, three levels were made (in 3dsmax), and they describe how the protagonist is a kid with just an overly active imagination, and how this leads to an unfortunate outcome. I didn’t have time for more, and the ones I made aren’t really balanced/tested, so I am sorry for that. On the other side I am just relieved that the main gameplay works and can maybe be the foundation of a cool game; the Ludum Dare version of the finally named game “Tale of Scale” is mainly a sandbox game which happens to have a subtly communicated goal in each level.
the end result: Tale of Scale
A short summarization of What-Went-Bad:
- The start, or rather the theme. Either it is the start of a game for me, or it just stands in my way. Harumph. I squeezed the theme into the final game, but as most people won’t play it through, they probably will wonder where it actually is. I got a bit inspired by the movie “Looper”.
- I still can’t make music. I tried composing some once or twice before, but I’m always embarrassed by my own efforts, so I don’t ever get over a certain point.
- I don’t have a cool base code which actually would free me of the burden to do some stupid and boring stuff again and again. At least that’s a learning and can be helped … some day.
- The idea was cool enough to let people ignore the crude levels and graphics, hehe.
- I actually managed to make three levels, even in the timeframe I wanted to make them. Seems like I finally get the hang on estimating such things, and this is one of the things a game jam really can help with.
- I made most of the sounds myself with a microphone, and they sound okay enough. Nice.
I finished my entry even though there were times this weekend where I thought I would give up completely. The theme didn’t give me the right ideas, so I did something else and kind off added the theme (I think it still fits). Nonetheless, have fun playing Tale of Scale!
I will participate too. I will be excited. I will use a programming language, an IDE, perhaps an editor, some art tools, and maybe sound software. I will program. I will draw. I might make 3D stuff. I will sit on a chair, I will have a computer with monitors, keyboard, mouse. I will eat food and drink liquids. I will sleep some hours, and poop. I will have an idea and create a game. I will finish it, and upload it.
I could use this little “framework”, which is based on the stuff I made for LD23. It’s mainly a simple character controller for Unity3D, which doesn’t work perfect, but well enough for simple needs.[/edit]
I recently made a (still very short) list of useful/interesting/neat online tools people recommended via Twitter, Facebook and – of course – Ludum Dare. The tools are suited for game designers, programmers and artists – and most of them can help in 48h game jams. They are all free.
The list is here. If you have any more/better recommendations, I’d be happy to add them.
Please have a look at this gallery from nearly all the entries for the Mini Ludum Dare 37.
Bigger versions of the screenshots and a short summary can be found on my blog:
I hope you all enjoyed the themes “not-games” and “real real-time” as much as I did. I wanted people to think about the rigid definitions of what games are and if those definitions even are necessary to create interesting and compelling experiences. And yes, most of the entrants succeeded in surprising and entertaining me – for that I want to thank you all, and also for forgiving the somewhat too long theme announcement.
I finally uploaded my entry for the Mini Ludum Dare #37 – it’s a 3D model viewer with a game-y museum atmosphere. I reused the music my brother made for “The Sun Is Deadly”, and the texture are all created with images from cgtextures.com.
The Modeleum is pretty empty right now, I only uploaded three characters I made some time ago. They are in the “Characters” section. You can submit your own 3D models (OBJ format, if there are textures they must be JPG or PNG ).
It’s 0:00 o’clock in Germany and the miniLD game jam therefore officially ends here for me. But in order to give more people the chance to create something and submit it, the submission form will be open until (at least) Friday, Sept 28th. Just be awesome and creative! Updating your submitted entry is also allowed until then.
So far, we have 30 entries! I am so proud of you all! I didn’t know what to expect regarding the amount of entries with such a complicated miniLD, but now I am relieved that some people really liked the themes and dedicated several hours to it. Thanks!
Awkwardly, I didn’t have energy this weekend to create an entry myself, but at least I got some interesting ideas that I will develop further some time.
Jana created a gameplay video of our entry “kernel exception“, for all you people who can’t or don’t want to play the game!
Ok, here it is!
Sorry for the very few words, but this Ludum Dare drained all my energy. Doing a game in 72h is obviously too much for me.
The idea of our game was “System Shock reversed” – you play a space station computer which gained self-awareness and now tries to get control of the whole station …
We’re in, too. We, that is Jana, Björn and me.
Jana and Björn will do the graphics and probably use 3dsmax and Photoshop. I’ll do the programming, within Unity.
This is the first time we participate as a team at Ludum Dare, and after my four times in the compo (LD20/21/22/23, with 20 being not a real compo entry) this might make it more interesting.
Some of you may remember “TRI“, the game I made for Ludum Dare #20 with Unity. The theme was “It’s dangerous to go alone, take this!”, which was good luck, as it fitted the idea I had the night before. It also was my first real Ludum Dare back then.
The original TRI
The game was about triangles; you created them by shooting three little spheres onto gray surfaces. These triangles could then be used as platforms and reflectors. That’s about it. TRI didn’t feature any story, but some texts on walls here and there, for hints and to somewhat simulate the voice from some god-like entity, like GlaDOS. Overall it worked pretty well and there were some people who liked the game although the controls were pretty flawed.
A year later, we (my partner and me) decided to make TRI into a full commercial game. Only the idea of the triangles was adopted, so the setting, the “tri gun”, the maincharacter, the story and the everything changed, or are due to change. (We still use Unity, though.) This basically means the new TRI isn’t a sequel to the LD game.
The new TRI – WIP
We added some gameplay elements, most prominently the wall walking. Yes, the triangles can now not only be used as platforms to walk on, they also temporarily change the personal gravity of the player. This way, she or he is even able to jump into a hole in the ceiling – this needs a little bit of exercise though.
Walking on walls
Also, instead of deadly lasers only there are also non-fatal light rays now, with which you activate crystals in order to open doors and do other things. And then there are those little flying ghosts (the Kami), which lead the way and later can be reflected, too. They will be more important later in the game.
Reflecting light rays
The new TRI is still named TRI, as most of the names we came up with were just too silly or too complicated (Some examples: “Trinsane”, “Trizarre” (thanks Cell), “Tri and Error”, “The Third Eye”, “Connect the dots”, “Konstrukt”, “Trigonomancer”, “Trimancy”, “Triception”, “Triplex”, “The Right Angle”, “180 degrees”, “From Point To Point”, “neuTrino”, …).
TRI can now be pre-ordered for $5, which guarantees access to the pre-alpha. The current build has one big level (with three sub-levels) which basically serves as a tutorial. There’s also a demo, showcasing the first sub-level. Oh, and here’s a trailer:
The final version hopefully will come out end of the year, and have a price tag of $10. There are far more informations on the official website, tri-game.com, so you might want to give it a look.
Thanks for reading!
Ludum Dare 23, wow! This time, it was super-awesome, even though I was a little reluctant to even participate. One weekend before, we had made another 48h game (“The Sun Is Deadly” for the IndieBuskers game jam), and I wasn’t sure if I would have some energy left to create something equally cool, or at least have fun making another game.
Thankfully, I did!
One of the primary reasons why I not only started cheerfully but also was in a pretty good mood throughout the whole jam was the fact that I made something I really wanted to create. I saw a video of “Delver” some time ago, and although – or because – I don’t like how the combat is far-range only, it made me wanting to develop my own Ultima-inspired game. I played “Ultima Underworld I – Stygian Abyss” pretty late, but I bought the second part, “Labyrinth of Worlds”, when it came out in Germany (with no understanding of English texts whatsoever), and it is still one of my favourite games.
As I didn’t want to just rip off the Delver guy, I mixed my Ludum Dare entry with another passion of mine: game development, what a surprise! I was thinking for some years now about creating an easy-to-use level design tool; it should be very restricted regarding the basic elements, but possible to design some story-heavy games. The idea really started when I searched for a subject for my university diploma project, and I was always fascinated by the thought of it. For Ludum Dare 23, I didn’t know if I could do something like this in just two days, but I knew that it could be very minimalistic this way and still cool. Another part of the reason was the theme, “Tiny World”, as it made restricted size and small scope a very helpful design target.
So it became “Wunderworld”, which is a mix of “Wunder” (“wonder” in German) and “Underworld”. I even wanted to name it “Wultima’s Wunderworld” at first, but I didn’t find a good enough way to implement a protagonist named Wultima.
Perhaps the question arises, is Wunderworld even a game? I don’t know! But I have to commemorate a quote from the book “Game Architecture and Design” by Rollings&Morris, which is:“Rule Number One isn’t ‘Make sure it’s a game.’ It’s ‘Make sure it’s fun!’” Thus I didn’t care much if my entry would fit perfectly into this (or any other) category. And really, Wunderworld is all about goals, and conflicts, and combat, and exploration – it’s just that the player has to define these elements him-/herself. In a sense, it’s more like a set of random Lego building blocks.
The fun part for me was the expandability of the concept. All it needs to function are only three things really: walls, fights, and a test mode. The walls were the easiest thing to do, although I had my own little problems with Unity’s MeshCombine script. The test mode (became the “Play Mode” later) with a fully functional player character controller did cost me some hours, but it was worth the time (especially because the game was playable then, and never stopped being playable and fun afterwards). Last but not least came the fighting – after modelling some enemies, which make use of nearly the same character controller, adding some really basic AI was a nice finger exercise.
When I was done implementing these three things, the game was basically finished and I could just refine and add stuff, like a goal, horizontal windows, health potions or gates which open after the death of all enemies. Right after the compo, I added stairs and lava, which was a matter of minutes, not hours.
Another reason why I was so relaxed during the compo was that I didn’t have to do levels. The levels were the cause of minor burnouts during my other Ludum Dare entries in 3D (“Tri” and “Soliloquy”), which were puzzle platformers and thus relied heavily on level design, which I had to do in a 3D modeling program. But this time the players would have to create the levels for themselves, and it would also be very easy and even fun to design them.
(By the way, if Wunderworld would have required me to make a level, I’d have done it right from the beginning this time around, instead of afterwards, hours before the deadline. This is a lesson I learned from the other Ludum Dares.)
The editor of Wunderworld is very basic. In order to keep me sane I resigned doing submenus and subscreens; instead, I’ve gone the KISS way. I initially planned to let the player adjust the enemies’ damage, the potions’ health values and so on, but it would be too much for the two days. And without too much options, everything fits nicely on one screen, too. All it consists now is a list of items the player can choose from, and a text area for the file name, and it’s still enough to create some nice levels. Of course, there always will be people who will miss several things regarding settings and comfort, but they will have to live with that or just download Unity/UDK/whatever, hehe.
Another benefit of the “Tiny World” theme was my lack of urge to optimize the code. Sure, with a standard level of the size 10x10x10, you have 1000 blocks. But thanks to the MeshCombine script from Unity – I use it on every slice of blocks – the amount of draw calls is pretty low. Altogether the “think small” direction of the theme helped me to be content with a small, working base game, and diversify it from there – instead of trying to make a rich, broad game which would have needed much more work. So, remember to extend and refine certain gameplay elements, and not the whole gameplay in itself – it would be a bottomless pit.
On the other hand, Wunderworld is predestined to offer a very wide range of gameplay elements. It could be expanded in 1000 ways! Without much effort, one could make an FPS, an RPG, an Adventure or even a puzzle with it (or even a combination of those), if I would have the time/motivation to add the right block types. Of course, this would need more work overall, as for example an RPG isn’t much without the ability to add NPCs with texts, or stats. But the general foundation is given for something like this, and I think that’s exciting.
So, what went wrong, what did I really learn?
I already mentioned the character controller, which I created very quickly at the beginning and was working somehow; yet I was deeply dissatisfied with the way the jumping behaved. It then needed some hours of redoing the whole thing, but in the end it worked more than okay and now I’m comparatively sure how to do nice and predictable character movement for 48h game.
There was also a certain lack of time before the deadline, when I had more than enough stuff on my “would be nice to have” list, and preset levels was one of them. It should have been much higher on this list, because even though I really had a test level, I lost it in the process of deploying. And even if it would have survived, I had no way to fit it into the webplayer version, so it would have been for the standalone only (which only few Ludum Darers download nowadays, according to my experience).
My biggest weak point regarding the compo is music. I managed to make some decent sounds via bfxr, but I still don’t know how to create non-generic music via a sophisticated tool. And although I used inudge.net for my older Ludum Dare entries, I want a more fulfillling experience in this regard nowadays. Thus I got FL Studio now and look forward to learn a bit about it, but I don’t know when I will have the time. Meh.
There were several other problems, which are more technical tidbits but nonetheless interesting details. For example, while the navigating through the level slices via Q and E is pretty straightforward, people complained about the lack of overview – they have to remember how the slice above the current slice looks, which isn’t very userfriendly. I still don’t know how to circumvent this problem in an elegant way. Also, the possibility to resize the level would be nice, or the support for an improved AI with far-range combat.
Until recently I also had no idea how to allow sharing levels via the webplayer version, thanks to the security problems. The standalone has a separate folder with simple text files which contain the level data, so you can trade them with others. But the webplayer saves its data in the PlayerPrefs (being the registry under Windows), which means that sharing levels is much more work there. Thanks to the idea of a friend I added level sharing by copy&paste in the post compo version – just press “Export”, get a string and post it. Or press “Import” and paste the string from someone else.
On the art side one could argue that 8×8 pixel textures aren’t really perfect for a block of 2×2 meters, but somehow it emphasized the “Tiny World” theme once again, I think. What I really would want here is the support for custom textures, which needs some thinking about the internal workings of Wunderworld. Another friend (Björn Grunewald) already tried to create 16×16 versions of some of the textures.
And what’s the conclusion?
Until now, this was the most satisfying and fun Ludum Dare for me. I wasn’t overly stressed, and never had the feeling of not doing enough or doing too much. Even shortly after the IndieBuskers jam my motivation was really high, and that means that there can’t be too much game jams in general!
Also, there were no really negative reactions so far, with the complaint of lacking preset levels here and there. Of course, there was the uninformed Kongregate commenter who wrote “guys forget this play minecraft this is a copy of minecraft so play minecraft its way better” (actual hilarious quote), but he apologized later, so it doesn’t count anymore, hehe. And, yeah, my game isn’t anything like Minecraft, you can’t mine and you can’t craft – instead, you can build and play, so perhaps should I call it Buildplay. The main difference probably is the possibility to be not only a level designer, but also a game designer in Wunderworld.
As mentioned before, in the new post-compo version you can now import and export levels easily – so it would be awesome if you, dear reader, would make a level and post it in the comments! Lockstep80 and nyvrem on Kongregate already made some really great levels, and the creativity in them honestly surprised me.
It must be just a tiny fraction of what Notch feels when he sees all those videos of people showing what they build inside Minecraft, and even this tiny little fraction is so awesome, and exactly the reason why creating Wunderworld was totally worth it.