Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 23
Ludum Dare 23 Warmup
Ludum Dare 22
I posted this for facebook friends. Thought I would extend the invitation to fellow jammers.
I’ll make YOUR game idea… sorta.
http://bit.ly/18K9048 <- Click here to submit a one or two word theme.
I initiated my brother-in-law to game jamming today with a 10 hour game jam.
He made graphics and sfx with bfxr while I programmed. I was surprised that he had the discipline and will to complete every task I asked for immediately.
This was our creation…
Sorry, it’s not politically correct..
I’ve seen and rated a lot of great games.
While rating I began to get curious.. how would I rate my own game?
So I did.
However, I am biased since I already understand the motive behind car-chase style physics vs asteroids-style physics. I am also fully aware of the infinite random nature of the game environment. I anticipate the subtle nature of these concepts might be less noticeable to the passive bystander. Guess that’s why we don’t self-rate!
The physics I used for my space-ship game is extremely contraversial, so let me explain why I chose Car-chase style physics over asteroids-style physics.
Asteroids style was slow and plodding
Asteroids is a great game and the controls are classic, don’t get me wrong. The game was originally asteroids style.
I even changed it to mouse aiming at one point. I didn’t like it, it didn’t suite my game.
You had to be really careful when exploring. It was too slow and plodding and besides, it’s been over-done.
Not enough action!
I chose car-chase style physics with an accelerating throttle instead of the basic thruster mechanics from asteroids because it represented the game better.
It wound up being faster, more exciting, more interesting to explore the world with.
It also makes the action remind me of one of my favorite games, GTA2.
So in conclusion, it’s not a bug… It’s a feature
I did something rather adventurous this Ludum Dare and made a random infinite world for my game.
I wanted to share some of the things I learned, so I made a handy info-graphic to show you how I managed to pull it off.
The key element is the 2D sparse array. Luckily AS3 already has built in 1 dimension sparse arrays, so I just had to quickly adapt the logic.
Click here to get the source code. Though it’s a bit messy being a 48 hour hack-job, you’ll be most interested in…
- endless_terrain_class.as – Infinite world.
- area_class.as – Each non-null grid-space depicted above.
- area_item_class.as – Area sprites.
- action_item_class.as – Action Sprites.
- main_scene_class.as - might also handle some of the logic. If it does it was Ludum-Dare-brained hackery.
And here’s the result…
The lesson of the day was cognitive resources.
Do everything that boosts cognitive resources. Set the stage properly for a smooth run.
I am narcoleptic with multiple sleeping problems. Day-to-day conversations are on my list of things that are too hard to keep track of. Cognitive resources are always at a premium for me. That is why I am a master at managing them, and when it comes to something like Ludum Dare, I know just how to harness their true potential.
Boosting cognitive resources involves cleaning the house, making sure affairs are in order, being confident with time and abilities, etc.
I burnt through so much “Cog” this weekend that my brain kinda feels dried out. However, I put those resources to good use by avoiding distractions, cleaning up my environment, and preparing for the storm.
Things I think I did wrong
- No Practice / Warmup – I thought I was doing something else this weekend. I hadn’t used my tools since last Ludum Dare.
- Dishes – I didn’t do dishes the day before, my kitchen was in disarray, and it was a cognitive inconvenience. Clutter creates mental barriers and I am a king of clutter.
- Pacing – I needed to have scheduled breaks. In the beginning I was too excited and getting up too often, toward the end I was grueling and not getting up enough.
- Didn’t prepare meals – I did remember to take some meat out of the freezer and go grocery shopping
- The 90′s were rad. – I forget that the culture has changed since 1995. I try to make games that would be sweet B-hits for the SNES, when I should be making simpler games with much more polish and elegance.
- Should be simpler – Warm-up games like Space Squid, and Bio-Contaminant would have been viable candidates for the competition even though they only took 10 hours a piece. I really aught to be less ambitious and put more time into polishing.
Things I think I did right
- Comfortable Environment – I chose to use the tool-kit I had prepared when warming up for Ludum Dare 26 in April while making Space Potato & Dice & Arrows.
- Clean the office – It sure ‘aint clean anymore, but when I started it was spotless. I took the time to set the stage and it payed off in morale, workspace convenience, and ultimately those cognitive resources I was valuing so much.
- Time commitment- I committed the entire weekend. I didn’t do -anything- else.
- Sleep – Properly planned sleep schedule, for maximum cognitive resources. I’m a bad-ass at this nowadays, by the way.
- Grocery Shopping – It was good to have some healthy food quickly available
- Timelapse – The timelapse really helped me to stay on task and distraction-free. No Facebook cat-photo adventures, people are watching!
- Post Mortem – Closure is bliss.
Programmed everything from the mock-up and a little more.
Random-generated terrain (Yes)
Cached rotated sprites (Yes)
With lightning striking all around me, I thought I’d post a screenshot of what I’ve done so far, 2.5 hours in, got some code, got a mock-up, got an idea…
I moved into a new place and got internet installed. It doesn’t work so well. The brand new router they installed over-heats and smells like burnt silicone. The upstream is extremely intermittent. Every hour or so I have to switch the cables if I want net access.
Same toolkit as last. Might have added a class or two. Click here to download it.
- #63 Humor 3.59
- #102 Audio 3.58
- #107 Graphics 3.90
- #260 Overall 3.48
- #274 Mood 3.23
- #332 Fun 3.23
- #855 Innovation 2.73
- #901 Theme 3.17
I think I was in the right ball-park. Top 2% for humor, Top 4% for Audio/Graphics, top 11% overall. Didn’t reach my goal of top 10% overall but oh well.
Really the Ludum results are all wonky. There are some “winners” that really shouldn’t be there and some “losers” that really aught to be up there. Many of the winners weren’t even games, which -to me- points to some deep flaws in the rating system. In a mixed-bag of blessings nobody cares and some random less-talented folks get a huge boost of self-esteem, so I guess it works itself out.
I personally wish it wasn’t taboo to take the competition portion of Ludum Dare 48 Hour Competition more seriously, but it evidently is. I’ll try to cope with the mediocrity of it all and be happy we all had fun at least.
If you found the screenshot provided was a little un-enticing, here’s a screen shot beyond the gag intro.
Cat’s out of the bag on the joke anyway. I hope everyone enjoyed it as much as it was a blast to make.
Thanks for all the encouraging comments so far.
With minimalism as the theme I figured lots of people would be making a game about a little red square this Ludum Dare.
I figured “why should I be any different”.
Here is my entry: The Square.
Add an extra mind-blowing level of difficulty to the already crazy Ludum Dare 48 feat and we’ll reward those who are brave enough to accept and complete the challenge.
Your mission, should you accept it, is to beef up your Ludum Dare 48 pandemonium by adding three extra requirement to your entry on top of the theme. The black box includes:
- A technical requirement
- A genre requirement
- A size requirement 4MB or less (source code + assets).
The black box will be announced at the same time as the official Ludum Dare theme on April 26th @ 7pm PST
- Your entry must qualify for all Ludum Dare 48 rules and guidelines.
- Solo entries only.
- Limit 4mb compressed or less (source + assets only).
- Source code, assets and compiling instructions must be submitted to OUR server before the extended deadline of 12pm April 29th (GMT).
- Entry must use the genre, technical and theme requirement components.
- Entries are scored by a small panel of 3 – 5 judges (to be determined).
- Each entry will be scored in 3 categories:
- up to 10 points for fun.
- up to 5 points for originality (in using theme and requirements).
- up to 5 points for presentation.
- The winner is the game with the most points.
- 1st Place
- 2nd Place
- 3rd Place
- Participation Ribbon
- More Glory
- Virtual Trophy
- Publicity – We’ll write some thoughtful articles reviewing entries, entrants, and winners.
Technical and Genre requirements will be revealed along with the Ludum Dare theme requirement.
Click here to join.
Declaring my base code and tool chain. AS3, FlashDevelop, GIMP, Flym, BFXR,Arkos Tracker.
Here is my template which includes some graphics drawing and collision code.
I’m the kind of person that doesn’t play video games, doesn’t listen to music, doesn’t watch movies, and doesn’t keep up with the mainstream at all even though I’m heavily into making all those things (except movies).
As a result, I don’t always understand the context of some Ludum Dare themes. An example was ‘Tiny World’, people seemed to understand this meant ‘tiny revolving world’, which is a genre of video games I had no idea existed. The first time I saw one I though it was innovative, then I realized there were over 200 similar tiny round world submissions.
Something tells me it was a ‘thing‘ that I just wasn’t on the hip-enough band-wagon to understand.
Since the themes with the most ‘meme context‘ tend to win, can someone please help me to understanding the “meme context” of a few of these suggested themes?
A link or just a quick explanation as to where/why they came to be would be greatly appreciated.