About spilth (twitter: @spilth)
I’m submitting now before it gets too late and I don’t end up submitting anything at all. I didn’t make a complete game but I learned some more bout libgdx and using Tiled, so that works for me. I really didn’t have very much time or energy to to put into this LD so I’m actually fairly happy with what I managed to get accomplished.
The gist of the game is to avoid picking up anything. You want to live a minimalistic lifestyle and avoid having “stuff”.
The goal of my game is to try and lead minimalistic lifestyle by avoiding picking anything up – you lose points when you pick things up (right now just yellow “M” coins). Thinking of calling it Super Minimal Istics.
I need to start sorting out how to package this up so people can actually play it. Then work on adding to the level some more, improving the graphics and making a minimalistic tune for it.
I’m on limited time this weekend but came up with a quick idea for the theme so I’m gonna see what I can see make happen!
Going to a concert on Friday night and the weather is supposed to be beautiful this weekend.
But if the weather gets bad or I find some time I will probably take a small stab at making something.
Tools: libgdx, Java, Eclipse, Ableton Live, Cfxr, Pixelmator
This was my first Ludum Dare and even though I didn’t finish my game I really enjoyed the experience. I intend to participate in future jams.
Here’s how things went for me….
What Went Right
Tools Were Ready
With the exception of one thing I’l discuss below, I had my Mac completely set up for the competition. All tools were installed/updated and ready to go so there was nothing to slow me down in that regard.
I had also discussed the event with my girlfriend in advance, so she made her own plans for the weekend as well.
I made a decent effort to get involved with the community: I was logged into IRC for a good portion of the weekend, I was tweeting on Twitter, I made a few posts on the LD site. I’m also currently running a survey for the tools people used during the competition and am sharing the results of that with the community.
I need to make a strong effort reviewing games but unfortunately real life has gotten in the way the last week or so.
Even though I didn’t have a finished game I forced myself to submit what I had done. I don’t know if that ends up being a waste of time for most people looking at my “game” but I did receive a number of encouraging comments from other LDers to finish up what I had done since it looked promising. That was certainly a nice thing to read and makes me want to participate again.
What Went Wrong
Collision Detection Woes
I decided to use Ruby for my game. This is because I’ve been doing a lot of Ruby at work and wanted to use the opportunity to expose myself to more. I used the Chingu gem, which I like a lot, but I hadn’t sufficiently practiced/learned enough of it before the competition. My main faltering point was with collision detection. Not knowing the correct/best way to check various kinds of collisions made behavior like falling, climbing and jumping buggy to implement.
The built-in editor that Chingu provides made it easy to put together a level and I definitely learned a lot about Chingu during the competition.
No Solid Idea
At the start of the competition I drew out a few vague ideas of what I wanted to do. Originally I was going to make a game using 8×8 sprites since that would make for a “tiny world”. I actually got frustrated with playing something that small and bumped it up to 16×16. I was going in the direction of some sort of Lode Runner type clone (but with Donuts!) but it never really came together.
Since I didn’t have a solid idea, I didn’t really have a finished game. There’s no score. No real goal. No death handling. There’s potential there and I should consider trying to finish it up, as people have suggested.
But nobody wants to play an unfinished game, so it limits my feedback for improvement.
No Windows Package
The one piece I didn’t get around to setting up before the weekend was packaging Ruby apps on Windows. I used the Releasy gem (which was quite easy to use), but due to dependency issues on Windows, I couldn’t get it to work there. You can see me struggling with it towards the end of my time lapse for a bit.
For Next Time
As much as I love Ruby, it’s probably not the best choice for creating a cross-platform game, especially if I want something people can play in a browser. I’ve played with Unity 3D before so I’m going to go back to and try to improve my skills there.
Practice, Practice, Practice
I need to spend more time practicing implementing various game mechanics, rules, features, etc. I’ve got a list of games to try cloning in an increasingly difficult order. Hopefully this practice will expand my game programming skills.
Hopefully the two above steps will put me in line to be able to come up with and implement a better game idea next time. A game jam is a bad time to try and figure out something completely new to you. I should probably be focusing on creating something with 80% of the functionality being something I’ve already done.
So far I’ve gotten 48 responses to my LD23 tools & tech survey. That means there’s only 1354 people left to fill it out. See it as a way to give props to the tools you love! Plus, data is cool!
Here’s the survey: http://tinyurl.com/ld23tools
Please tweet and post about it!
And here are the results so far.
I hope the LD admins don’t mind me collecting this information but it’s painful to go through individual “I’m in!” posts to collect it. I thought this might be an easier approach:
What tools did you use for LD23? (Google Forms)
I don’t have a solid idea down yet for gameplay but I’m going with the idea of a world made of tiny sprites – so the world is tiny from the perspective of the player.
Code is here: https://github.com/spilth/tinyworld
I’ve been doing a number of things to prepare for my first Ludum Dare.
First off, I set up a public Ludum Dare 23 Kanban Board on Trello to track my To Do items. Currently it includes a lot of preparation items (getting software installed/updated/familiarized, reading, etc.). During the competition I’ll be using it to organize ideas and development tasks. It’s also quite possible it might be overkill for the competition but it’s proving useful for preparation.
I bought The Game Jam Survival Guide which I’m guessing lots of Ludum Darers already know about. It was a good read and served as a good reality-check as to what to expect and what I should be shooting for.
In an effort to make sure I’m creating something releasable I added Spooner’s releasy gem to the in-progress Astrosmash clone I’ve been creating with Chingu called Astroblast. So far I have it successfully building and packaging on the Mac. Next up will be Windows. This project will likely serve as a template for my entry’s code layout and distribution. I’ve also been collecting helpful Ruby and Chingu links to use during the contest.
Here’s a screenshot of Astroblast, my first attempt at a game with Ruby.
I’m planning to take part in Ludum Dare 23. This will be my first ever Ludum Dare.
I’ve recently been doing a lot of Ruby at work (via a Ruby on Rails project) and have been looking for more opportunities to practice the language. This resulted in me starting to play with Gosu and Chingu. I’m currently learning them by trying to make an Astrosmash clone.
I worked on a couple of somewhat notable mod projects in the past:
- Marble Mania 2003 – a Marble Madness-inspired mod for the Unreal Tournament 2003 engine (textures, music, sound effects, level design, web site)
- Scavenger Hunt – a team-based game type for the original Unreal Tournament engine (everything, minus user contributed maps)
I’m waiting to hear the chosen theme before I decide what type of game I’ll be trying to make but I will likely be using Ruby with Gosu and Chingu. If I decide to do something 3D instead, it’ll be done with Unity (or even UDK…)
My tools of choice:
- Platform: OS X Lion on my iMac
- Language: Ruby with Gosu & Chingu
- Editor: vim (w/tmux)
- Version Control: Git
- Graphics: Photoshop & Illustrator
- Music: Ableton Live
- Sound Effects: Cfxr and Ableton Live
- Screen Capture: ScreenNinja
- Organizing: Trello
- Focusing: Pomodoro
- Notes: TextMate w/Markdown
- Books: Level Up! by Scott Rogers, The Art of Game Design & A Deck of Lenses by Jesse Schell