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About RobProductions (twitter: @RobProductions)
My name's not Rob!
Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
The Give Yourself A Trophy Award
Awarded by RobProductions
on December 27, 2011
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
I just finished my LD27 entry!!! It’s called Defense of the Zorion! You have to defend your ship from enemies by using first person shooting and strategic turret placement!! You have 10 seconds for each wave and between waves you have to run back and forth to unlock more turrets and weapons!!! I also included a ton of Easter Eggs and references to my previous LD’s
You can play the game HERE:
Happy gaming!!! I will write more later!!!
So once again this game will be first person, however now I’ll be stressing upgrades and secrets and things to do within the game. You have 10 seconds for each wave, and each one gets progressively harder. You have to combine your own shooting with strategic turret placement in order to stop the waves of enemies!
I also was able to throw in a good amount of easter eggs and references that you will get if you have played any of my previous ludum dare games So far this game is coming along on schedule and it should be complete by tomorrow!!!!!
Hey RobProductions here, I’ll be joining LD again for Ludum Dare 27!
I will be using the usual stuff:
This game will probably be first person (like usual). However, this time around I want to do something different… something that makes it more playable/replayable. Not just a simple puzzle game / platformer… I want to be able to play multiple systems against each other… if that makes sense… anyways expect me to be TRYING (may not succeed) at making a unique game.
Logging in to Steam Greenlight today I found this…
The comments said the problem was with the visuals. I agree. But visuals aren’t everything. I mean my game had more animation and gameplay options then Receiver (by Wolfire games) and that was one of the very first games to be Greenlit. The problem is people just look at the graphics. They just look at the “original” parts of a game, and even though I spent 300+ hours on complicated animation matrices, coding, and AI development, the visuals weren’t enough for people to take interest.
You know it bothers me when games with screenshots like this:
Get more votes then games with screenshots like this:
I picked a random game to compare with mine. While the random game had somewhat impressive backgrounds and an interesting character design, they showed 30 seconds of repetitive walking gameplay. Looked like they had about 3 animations. And then they showed off some of their models and called it a game. And yet people are 300x more excited for it because their design is similar to that of popular mmos. Their game probably won’t have complicated animation matrices, AI systems with multiple states, and stealth scenarios that put you crawling inches from enemies. Their game probably doesn’t even have any complete levels. Now which game sounds more promising to you?
A lot of comments said “You shouldn’t have put this game out in Alpha. You should’ve waited until Beta.” Well take a look at the game above. 30 seconds of walking gameplay, remember? Yet people weren’t even bothered by the fact that their systems weren’t developed at all and all they could show off was a walk-through demo. This has started to make me think… Do people base development progress on visuals? Because it doesn’t make any sense for people to just skim over mine because the graphics didn’t look so good. Did people even see what my game was about?
Now call me a baby for complaining like this, but Greenlight is a flawed system. Personally I’d like to see how much work was actually put in to some of these entries. And by how much work I mean how many hours did they spend working on art and how many hours did they spend on actual gameplay. Sure the two go hand in hand, but people only look at the art, so what’s the point in working hard on the other part?
I took the game down from Greenlight. Sorry, but the results have just proven too horrible for now. I don’t want to just trash 300+ hours of work, yet I see no other option. Sure, I could increase the visuals of the game. But that’s something I’ve always been bad at and it’ll probably take another 100 hours or something to properly do. By that point who knows what people will think. They probably still won’t like the graphics, and by then they’ll start worrying about the gameplay or something. Overall it’s just too risky for me to put any more time into this game. There’s a chance it could be accepted after an aesthetics overhaul, but that’s a chance I don’t know if I want to take. Now that I know what people are looking for, it shouldn’t be hard to develop a new game, it’ll just take a really long time…
What do you think I should do?
Here it is, the one I’ve been working on ages: ISSOS! All the trailers, screenshots, and info is there \/
Now I haven’t got much positive feedback so far, and the votes for Greenlight are way in the negative, but I’d ask you to consider voting yes because this was made by one person (me) in my free time. If it continues to do poorly then I’ll consider either doing an aesthetic overhaul or scrapping the project. If the game can’t be played by anyone then there’s not much point in developing it. :/
Anyways please consider voting and I’ll write more about this once more results come in!
In my new action adventure game, one of the biggest goals I want to accomplish is to tell a compelling story. At first, this seemed like a difficult thing to accomplish… being that I didn’t have time to render and model a lot of cutscenes while perfectly lip syncing dialogue… In the end, I came to the conclusion of having little cutscenes and instead telling story through mechanics and visuals. How do you do that? Seems impossible, right? actually, if you go the basics, it’s quite simple.
Mechanics. Text can tell stories. Audio can tell stories as well. Together these become vital aspects in presenting an easy-to-make story mechanic. Character biographies, journals, radio messages, all of these can easily show story without complicated cutscenes or even modeling other characters. However, this can get repetitive… The trick is telling the right story in the most interesting way.
Word Choice. My original idea for the story of this game was a unique, slow paced action adventure that had the main character going through mostly the same locations over and over again, just in different scenarios. I quickly realized this was a mistake. You don’t need a ton of side characters… you need a few main ones that can do different things to help advance the story. It’s important to make sure all dialogue somehow progresses the story, and that the dialogue is from main characters. I want this game to be dramatic. I want to create scenarios that are unique as well as intriguing, and I want them to all affect the main character in some way.
Making it Interesting. Start off with a story. Then think “How can I change this in the most dramatic way possible while still making it believable and understandable?” It’s hard to put what I’m trying to say into words… but basically you need to create dramatic suspense. Characters need to be at an even match, they all need to have something to hide, they all need to have weaknesses and strengths.
Sorry that jumbled mess haha, here’s the LAST hint before the official announcement of my new game:
Note: That is NOT the main character or is it????
Let’s see if you can guess the title! Hopefully next time I’ll have the official announcement ready
For my new action adventure game I began to work with crowds and realistic human characters to serve as main characters. At first, I thought detailing and animating all these would be difficult… and it was. In fact, I’ve really only made a few models so far, and the “crowd” I had originally planned looks like it’s just going to take too much work to be a big part of the gameplay I had intended. Live and learn, I guess. This, however, didn’t stop me from modeling main characters for the game’s story. I found out that even a few simple face bones can convey a large amount of emotions. This model only uses 5 face bones – two for brows, two for mouth corners, and one jaw bone:
The eyes aren’t textured in this image. Lip syncing for my game is actually proving quite easy — because the individual sound sources play independently, using code I can detect the volume of just one character’s voice file and then smoothly move the jaw bone to represent the audio data. Sure, it doesn’t look the best, but with a little more tweaking it will be at the quality I want for the finished version of the game. (At the very least his mouth will move in sync with the words)
The game is coming along very well, and I’ve been working on making some interesting levels and gameplay. Lastly here’s another hint on the theme and title:
Only one more after this before the big announcement! (Hopefully )
Happy Gaming, Ludum Dare! (Sorry for writing this in the middle of a Mini-LD haha)
So this game is turning out pretty well, I’m happy with how it controls and plays. I’m just about to start the heavy duty work on the combat system, so be prepared for a more action-oriented experience. Furthermore, I finished the cinematic trailer for the game. However I’m worried (seeing the other stuff on Steam Greenlight) that my game is not up to par yet. I know it probably has something to do with the art assets, but I’m no good at making super detail environments.
As a question for you peeps out there, what’s a good way to show off a game that doesn’t have impressive art assets yet? So far I’m drawing a blank. Thanks if you can answer, and here’s another hint on the theme and title of the game
Happy gaming, Ludum Dare!
This game, as always, started with the typical “fly up a wall” climbing system. This worked fine, but I knew I wanted to allow the player to reach higher places. I started doing some research and it turned out the best method for a climbing system was triggers — invisible “hot spots” that detect when the player is inside them. From that I was able to detect when a player was near a climbable object, and then disable the entire movement controller and hand over movement to special custom-made climbing controller. The details from there get a bit complicated, but so far this character is the most complex I’ve ever done in a game, with (right now) 5 layers of collision boxes, 3 state controllers, over 20 animation matrices, and more than 60 basic animations. I’ll do a more detailed write up (and maybe a video) about development once the game is announced.
And finally, here’s another hint on the title and theme of the game, to keep you on your toes:
Remember you can follow me on twitter @RobProductions : https://twitter.com/RobProductions
You’ll be sure to here more development news soon!
Happy Gaming, Ludum Dare <3
Hey, Ludum Community, Rob Productions here. For a while I’ve been working on a third person action game, just to test out if I could do anything different then my usual first person stuff, and I started to see potential in this. The “test game” was actually coming along very well, introducing many new challenges and concepts that really pushed my programming skills to advance. I started looking at my previous works and at my current project, and at other games around the web, and I realized… this project is professional enough to be released! Like, for actual money!
I’ve been doing a lot of research and planning on getting this game released, and I think I know how to start. Details on the release and the game itself are still super-secret, but here’s a hint on the name and concept of the game:
Let’s see if you can figure this one out!
Also, if there’s anyone out there with any experience releasing a game, I’d really appreciate some tips on getting my game publicity and hype during the preorder and pre-release stages! What’s the best way to promote a game and make people want to buy it?
Thanks and Happy Gaming, Ludum Dare! P.S. I’ll be sure to release some free stuff for those of you low on funds
This Ludum Dare was a great one, and I have to thank everyone who participated and rated my entry!
This time around I made a First Person Shooter called Complexity.
Here’s the post-mortem for a summary of how I spent my time!
Alright, so apparently my game was… funny. Well the end boss was pretty funny… and it has…
I mean seriously… I didn’t even bother to draw a parachute on the character… so you kinda just… land.
Anyways next best was audio. I did work hard on the music and sound effects, but I don’t really think they were as unique as some of my other sounds. Now “fun” was the thing I was trying to achieve most on this one, just like most of my LD’s. I really tried to make movement and animations as smooth as possible and rewards for hitting the enemies. I realize the game is a little difficult at points… mainly because of spawning issues… but the quick respawns and the fact that advancing in the level is pretty easy make the game easy to enjoy. Skipping overall and going straight to graphics, I think this was another problem I had in my other games. I always use basic shapes for my enemies and levels (which probably won’t change due to the amount of time given) but this time I wanted the enemies to look a little more… animated… than previously. I really tried, but failed to make the game look as good my LD23 entry, Invasion Of The Trivials. I know why I failed to accomplish this: I didn’t have enough time due to places I had to be during the weekend. Regrets aside, I can safely say the results are pretty accurate, except for maybe humor…
Thanks again for everything, you guys rock!
Happy gaming, Ludum Dare! <3
This was my 4th Ludum Dare, and for it I made a game called Complexity, a first person shooter/platformer in Unity3d! Timelapse:
From the start I knew it would be some sort of first person game. In LD24 I had made a puzzle game, which surprised me. After LD24 I tried working on some more action-based mechanics: I had begun work on a 3rd person shooter adventure game and spaceship simulation game.
So with my newfound curiosity of the action genre I wanted to make a game that would prove my profound knowledge of fun mechanics. Like most of my games, it started looking like this:
After the basic movement was achieved I started thinking of a plot. From the beginning I knew there had to be a bad guy, because without a bad guy there would be no purpose to shooting things up! And with the theme Minimalism, I decided early on that you were trying to stop some sort of bad guy from making things too simple. From there I came up with a weapon to counter his efforts — the complexity gun.
Alright, so now I had a weapon. After working on putting some basic shapes together I started a simple AI script. From this I had my enemy. If there was one thing I learned from LD23 it was that the more the character interacts with the level the better — basically keeping the immersion. So I came up with a second purpose for the complexity gun – what if it could shoot objects and make them more complex too? Then I tied this into a gameplay perspective — doors that could only be opened by making them more complex. With these new mechanics I pieced together a level.
Audio and music are pretty self-explanatory, if you want to see exactly how I spent my time on them check the timelapse above!
After working on more important game mechanics such as health and enemy lasers, it was time to work on the final boss! Obviously you all know what it had to be:
Sorry to whoever worked long and hard on that animation
Anyways to add story to the game I quickly came up with a splash screen and tutorial section and after that it was done!
What went right:
- Boss Battle
What went wrong:
- User Interface
- Incomplete side-objectives
- Goal of game
Why don’t you PLAY THE GAME?
Happy Gaming, Ludum Dare! <3