Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
An update of what I’ve been doing since last Ludum Dare.
I moved to Victoria, B.C. and now am much closer to the ‘dev scene’, which is cool. This week I got my computer back and started poking around at HTML 5 Web API stuff.
My First HTML 5 Game
It uses the Web Socket interface for networking and Web GL via Three.js for graphics. For networking I made a very simple system that transmits JSON messages over the network; Just a quick, dirty solution that covers a lot of bases with little overhead. I can always optimize it later. For graphics I made a sort of height-map/voxel based geometry generator. It took a lot of tries to get rid of geometry and texture seaming problems, but once I did it really started to look quite beautiful.
Another perk is that levels are super easy to draw and import into the game.
I learned a lot of things from how to manipulate geometry, load meshes, preload textures, texture arrays, creating geometry, how shaders work, optimizing the GPU pipeline, and of coarse how to implement the Web Socket protocol.
What really blows my mind is how easy it is to put HTML over-top of GPU-rendered canvas. Good job web browsers. Good job. This HTML 5 Web Api thing is really coming along after all these years.
What is done so far.
- Preloader for models, textures, text files, json files, and sound files.
- Networking / communication
- Nice smooth collision detection
- Geometry from level data generator (voxel generator)
- Geometry art.
- Tank models
- Title screen and server/client flow.
What is left.
- Dead reckoning.
- Anti-cheat system.
- Chat & admin features.
- Shooting & exploding.
- Capture the flag
- Sign up
- Track stats
What inspired this?
I’ve been playing Tag-pro and it reminded me of fun e-sport experiences from days past such as BZFlag, ARC, Subspace, and Uniball to name a few. There’s a simplicity to these games that is zen-like. You don’t program the tactics, you program the basic mechanics and the tactics and team play that emerge are always quite brilliant and in-depth.
This game is a lot like BZ Flag with some elements from tag-pro and ARC in there.
Making a pro-gamer game.
I’ve never been into the pro-gaming scene, so I thought I’d try to meet the challenge of making a game that can really satisfy the needs of a pro action gamer.
Simplicity is key. There are so many demands beyond simple mechanics in pro games like stats and records; ranked tournaments; administration; forums; clans/guilds; and events.
How can I help
#1 Beta testing: If you would like to help me do some beta testing, find me on #LudumDare on Afternet.org
#2 If you have any other tips, hints, strategies or suggestion you think I might find useful, please reply to this post.
Non-game with unskippable dialog #27 over-all
My -game-, judged extremely harshly for unskippable dialog: #222 over-all
Does the rating system not seem completely flawed to everyone else yet?
Don’t give me that all-inclusive “everyone’s a winner if they try” rainbows and hippie crap. Inclusiveness is for the Jam, COMPETITION is for the COMPETITION. Am I right or am I right?
There’s a problem. Let’s get it fixed… seriously.
I got my 100th rating for my game “One Cigarette” today.
If you want to see what the stink is about check it out:
Ludum Dare, as always was fun.
I made this game by myself in 48 hours…
I get to add that to my list:
http://danmckinnon.net/games.html <– My portfolio
I’m surprised I got all of these onto on 800 x 600 image.
Click here for MP3s (4 x MP3s)
You are a patriotic communist Russian waiting in line for cigarettes. You get to the front of the line to find they will only give you ONE cigarette.
The mission from there is obvious to any Smoker.. get more cigarettes at ANY cost. beg plead, or even take down the whole damn iron curtain if you have to!
It’s quite playable and quite fun, though there are a few bugs that really grind my gears and I didn’t get to implement all the features I wanted to. Oh well, better luck next time
Cognitive brick wall!!
My sleep cycles have been only 3.5 hours the last two days with white noise in my room. My cog can’t get -any- worse than it is right now, so might as well bite bullet and hope I get 6.5 glorious hours when I wake up.
I can relate to Comrad Player some days…
17 hours remain and I’m starting to hit the cognitive brick wall.
I’ll work past it but I think a nice shower is in order.
Wish I had some electric lettuce…
The 24 hour home stretch is coming up.
I just woke up, sounds like time for some Stone Temple Pilots!
I’m really enjoying everything about this project so far. I’m satisfied with my idea, I’m actually quite satisfied with the animation, the feel of the character is intuitive as he lights up a smoke, puts it in his mouth, runs across the screen, pulls the smoke out, exhales, and then lights it back up.
Next thing I’m adding is speach bubbles, Comrad Ivan, and then it’s on to adding the tools: Cigarette, Hand-Gun, Hammer, and Machine gun. I already have the animations, just need to implement.
Just generates the first level and draws the tool-bar so far.
Next I add the main character and all his abilities to smoke, eat, pick up weapons, shoot weapons, run, etc.
Wish me luck!
And as always, let me know what you think so far.
I’m almost done with the first set of assets, then on to programming.
The game is about a communist Russian who waits patiently in the cigarette line to find he only gets ONE cigarette.
His mission is obvious to any smoker.. find more cigarettes at ANY cost, even if it means taking down the whole damn iron curtain!
If you nick-fit bar is low you will gain super-strength, but if it is depleted you will become sluggish.
I intend to add a lot more details when I’m done, but for now it’s time to make a game out of this…