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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


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Dr. Autofober’s Post Mortem

Posted by (twitter: @RustyBotGames)
Tuesday, December 27th, 2011 6:53 am

What went right:

  • Finding an idea: I woke up early (LD started at 3 a.m. for me) and just looked at the final theme voting results. Then I pondered about possible games while staying in bed, which proved to work quite good.
  • Programming: Even with a bug that took me 1,5 hrs to solve I was quite happy with my programming.

What went wrong:

  • Time: With my wife and child being around and some not LD realated evening activities, time management became a problem. I had to cut almost all features I planned and keep very simple with the graphic and leave the music out.
  • Motivation: Due to the ideas I had at start and the time restrictions I got more and more frustrated running out of time and realising not to make the polished game I would have liked to. So I had some moments where I thought about quitting the compo but am quite glad afterwards I haven’t done so.

Related to the last point, here is a comparison between what came out and what I planned:

LD 22 entry

Mockup with planned features.

So what did I learn?

It’s worth continueing even when you want to give up.

Play and Rate!

Dr. Autofober’s Christmas Edition

Posted by (twitter: @RustyBotGames)
Sunday, December 25th, 2011 12:56 pm

Here you go:

Click image for download. After unzip: DrA.exe for win, DrA.py for Linux.

Click image for download. After unzip: DrA.exe for win, DrA.py for Linux.

To rate the game (based on LD version), click here.

Twitterers: #ldentry for links to your LD22 game

Posted by (twitter: @RustyBotGames)
Wednesday, December 21st, 2011 3:10 pm

After searching the #ld48 tag for actual links to LD22 games and reading a tweet about this problem I decided to suggest (courtesy @noragames):

#ldentry

Twitterers, be so kind to use this hashtag for posting your links to your LD entry. Additionally using #ld48 in the same tweet is a great idea! Both makes finding links to LD22 games (they’re 891, remember) much easier.

Workaround for the broken journal links

Posted by (twitter: @RustyBotGames)
Monday, December 19th, 2011 10:08 am

Just in case you haven’t figured this out already:

If you want to see the journal for a game’s author from the entry’s page, it isn’t working atm. A quick workaround (after clicking the link) is to copy or write the author’s name after a “=” just at the end of the adress bar of your browser. This would look like this:

Before:

http://www.ludumdare.com/compo/category/ld-22/?author_name

After:

http://www.ludumdare.com/compo/category/ld-22/?author_name=tcstyle

I’m doing this a lot actually to make my mind about the community rating for games I rate. So go rate many of all these wonderful games!

And done…

Posted by (twitter: @RustyBotGames)
Sunday, December 18th, 2011 3:24 pm

There isn’t everything in the game I initially wanted to. But it’s playable and works fine. So it can be considered finished.

Does anyone know how to sort out the error with pygame’s font and py2exe to make a windows executable?

Get game here

Progress Update – Dr. Autofober’s Experiment

Posted by (twitter: @RustyBotGames)
Sunday, December 18th, 2011 12:24 pm

Almost there. Definitely not as much polish as I initially intended, but it’s playable now.

What’s behind it?

You play Dr. Autofober making an experiment about test subjects’ loneliness. You have to prevent them from meeting by placing walls and kittens. Placing a wall close to a test subject will induce panic which should be avoided. Screenshot:

And also:

First progress

Posted by (twitter: @RustyBotGames)
Saturday, December 17th, 2011 6:52 am

Working title of my game: “Dr. Autofober’s experiment”. Here comes a first screenshot of six test subjects running around aimlessly. More about the game later.

I’m in!

Posted by (twitter: @RustyBotGames)
Friday, December 16th, 2011 10:31 am

I don’t know how much of the 48 hrs I can spend for LD but I’ll definitely give it a try. Hope the theme gives me some nice and fast to implement idea. If it’s kittens, then I have one idea less cause I just made a game with kittens for the warmup.

Tools:

  • Python
  • Pygame
  • Gimp
  • Musagi
  • Audacity
  • Bfxr

Good luck and have fun to every participant.

Warmup – Kittenswarm ready to play

Posted by (twitter: @RustyBotGames)
Sunday, December 11th, 2011 1:02 pm

Here it is:

Kittenswarm

It’s quite interesting how the swarm algorithm behaves. It’s totally deterministic about the kittens’ movement. But the starting positions and movement are random which gives fully unpredictable results for swarm behaviour.

This could probably become a full game with nicer graphics, sound and more levels. So far it was a great warmup for the next weekend.

Grab that fish!

Warmup – Kittenswarm

Posted by (twitter: @RustyBotGames)
Sunday, December 11th, 2011 5:39 am

Here comes a first screenshot:

The kittens are able to follow the mouse while maintaining to keep the swarm and stop at the screen border. Probably I’ll implement a test level with some deadly areas and a goal to reach.

Warmup … tempting

Posted by (twitter: @RustyBotGames)
Saturday, December 10th, 2011 2:30 am

O Ludum Dare, how dare you?

Initially I wanted to make some progress on my TIGSource compo game for December. But this warmup seems like a great idea as I have some swarm-algorithm code ready for some weeks now I wanted to put in a game. And guess what the generator for theme picked for me:

Kittens!

So I’ll try to make a game with a kitten swarm for warmup this weekend.

Final Day Games

Posted by (twitter: @RustyBotGames)
Sunday, September 11th, 2011 4:53 am

So for everyone who wants to rate some interesting games with not that much votes on the final day of voting, I would like to give you some recommendations:

Cosmic Heist – Kevin Wells

Surprisingly precise controls, fast gameplay and an interesting twist (no shooting). I had a lot of fun playing this. You should try it, too. (18 votes)

Escausage – jplur

Great physics game were you control both ends of one or more a sausages (this!). I really had to laugh out loud playing this. (26 votes)

Abandoodle – OddOneOut

Classic jump and run with smooth controls and a very authentic hand-drawn look. Feels like playing a lunch-break scribble. (14 votes)

Meta Abstract Room Escape – foobaz

This one has a great twist. If you are somewhat preserved against this click-around-to-escape-the-room games, like me, try this out. It breaks these kind of game down to basic flowcharts which is quite a funny approach spiced with humour. (22 votes)

Go try them out and give them a vote if you also feel that these games are about average quality and deserve many more votes.

Jailed by the Ministry of Project Management – Post Mortem

Posted by (twitter: @RustyBotGames)
Tuesday, August 30th, 2011 12:24 pm

After having improved the level generator a lot, I think it’s the right time to write a post mortem of my game.

What went right:

  • Game idea: At first I was disappointed with the theme, because I had some nice ideas for self-replication and genetics. But with the morning shower there came several interesting ideas. First idea was some sort of swarm attracting rescue game (still self-replication minded), second was a rpg in which you try to escape your chosen role (e.g. only get xp for things you are bad at) and the third idea was the actual one. I chose the later because it was the easiest to implement.
  • Tools: After warming up with python and pygame in the Mini-LD shortly before LD21 I felt very secure with the programming. Gimp, bfxr and Musagi also worked great.
  • Time management: Almost all the time I felt just a little bit ahead of my schedule which really is a great feeling (should once happen in my everyday job)

What went wrong:

  • Final improvements: I head some plans to further improve the game: better soundtrack, improved graphics, more player control over level generation. I even had the time, but as my wife and child came back home on Sunday my time for game development suddenly vanished (that’s not as bad as it sounds ;) )
  • Windows executable: Meh, stupid py2exe. Just didn’t want to automtically bind the sound libraries. Actually that’s just a small issue, cause it wasn’t necessary to have this executable at Sunday night, but I was so eager to release it in time.
  • Randomized levels: I made a rather late decision to do randomized levels instead of pre-designed with raising difficulty. I am quite happy that I chose the randomized approach but my algorithm was to stupid to have real control over the difficulty (explanation here). I fixed it for now, which I want to illustrate with two screenshots.

Developer's "see all" mode: On the left the old generator on insane. Number of cages and cacti walls are quite random. On the right the improved version. Fixed number of cages and walls with random distribution.

Will there be a post-compo version? Definitely, there already is (not yet online) and I am planning to do further improvements based on the feedback so far. Ideas include:

  • Different play modes (e.g. visible cages with other constraints than now)
  • Kind of  dungeon crawler with inventory and classes
  • Integrate the dungeon crawler to a bigger scale exploration game (to prevent stupid descend dungeon levels)

Final words: If you haven’t already:

Go Play

Theory: Did the theme bait many of the (new) participants?

Posted by (twitter: @RustyBotGames)
Friday, August 26th, 2011 4:07 am

The ongoing discussion on irc/twitter/this blog about how the theme ‘escape’ enabled almost every game idea to fit somehow made me pondering, if there is some link to this big amount of new participants in LD21. So my theory goes like that:

  • the theme was very open, so newcomers could submit almost every kind of game
  • this encouraged a lot more people to try and made something very simple and stuck some sort of escape to it
  • would the elected topic have been something like self-replication or recursion, the amount of submitted games would have been less

Especially the themes stated above probably would have needed a deeper insight to programming techniques and game design principles which could have put a lot of people off. Any opinion to this theory?

To fire the discussion, I can even give a counter-argument:

  • There were so many new people attracted before the final voting ended (by notch, etc), that they had a significant influence on theme voting.

Strategy Guide and Tech Talk

Posted by (twitter: @RustyBotGames)
Monday, August 22nd, 2011 12:55 pm

The compo is over, my game is finished and the rating starts. For anyone trying out my game (if you haven’t yet: HERE), I will explain some strategies to survive, just in case you have trouble with it. Additionally, as I tried to get some advice from my wife for setting up the level generator yesterday evening she wasn’t really enthusiastic, to say the least. So for anyone more interested in the tech behind I will explain, why the level generator currently doesn’t work that good for providing difficulty.

The game mechanic basically works with to values that decrease as long as you are digging tunnels (and even when passing existing ones). The first value is food/hunger. You can find three different kind of food which will give you 5 to 15 points back. Food, if there is any, is only revealed if you enter a cage. By that, it is often necessary to leave the direct path and search adjacent rooms if you are low on food. This strategy also has a second benefit related to the second value, hope.

Hope is generated by spotting new cages around you. So progressing the level is the key to prevent death by starvation.  The hope mechanics leads to another point. Often it is better to move to the center of the level because chances for revealing cages is better in free field than at the level borders. This seems contradictory to the aim of getting to the upmost row or the rightmost column which are the only places to escape the level later on. Remeber that you can see 2 spaces horizontally and vertically and one space diagonally (not if you are digging). So if you already are two rows below the top border and there is no cage above, you won’t find any if you dig that direction.

The cacti walls are revealed by digging, so sometimes a tunnel can give further information for planning your path. This only applies if you have enough food/hope left.

To summarize the strategies:

  • try to reach upmost row or rightmost column of the cages but pass the center of the level
  • don’t dig to places where there can be no cage (2 spaces between player and border)
  • don’t hesitate to search rooms for food
  • progress to keep your hope filled

Headed to the center and didn't took the direct path to replenish food and hope. Else I would have died short before exit (Difficulty: Hard).

With that you should be able to beat all difficulties after some tryouts. At this point the random generator sets in. The design I used is rather insecure in providing the difficulty level. Instead of spreading a fixed amount of cages for each difficulty, I implemented to check a percentage to set a cage for every field of the grid (e.g. 33:67 that there is a cage on a field in normal mode). Instead of filling one third of the level with cages, this leads to very unsteady number of cages. By that, an “insane” level could have more cages than an “easy” one. Same applies to walls. By that the difficulty selector is a rather vague adjuster. But nevertheless you will notice the difference if you give it some tries (one playthrough is quick; around 15 seconds). So go and play. Good luck.

TL;DR:

Just a game design related teaser for the post mortem coming soon.

Jailed by the Ministry of Project Management

Posted by (twitter: @RustyBotGames)
Sunday, August 21st, 2011 1:58 pm

Here comes a teaser for the background story of my game:

Ultra delicious

Posted by (twitter: @RustyBotGames)
Sunday, August 21st, 2011 12:31 pm

My wife and child came back today which cut off a lot of my programming time. Also it made me cook a very delicious dinner of which I made a picture.

sliced turkey with cream and chanterelles, green beans and potatoes - everything fresh from the marketplace

Now back to my LD game.

Beaten by my game

Posted by (twitter: @RustyBotGames)
Sunday, August 21st, 2011 5:08 am

Almost won this level after quite a journey. I was running low on food and hope for some time and couldn’t find a way out. Finally I came to a cage which could lead me to my escape. Then I dug into cacti just before the exit right from the green arrow in the screenshot. With hope and food almost at zero there was no chance to get out via another path.

Improved Graphics; Feature Complete

Posted by (twitter: @RustyBotGames)
Sunday, August 21st, 2011 2:21 am

Already finetuning the game’s apearance. On my must-have tasklist are only screentexts, improved music and a death jingle left. If there is some time left in the end, I will try to include the possibility to choose dificulty by changing the level generation parameters.

It is a game.

Posted by (twitter: @RustyBotGames)
Saturday, August 20th, 2011 12:30 pm

Yeah! I am so happy. Just implemented the overall loop with reseting all instances to replay without quitting the game and it worked on first try without any bugs so far. This part had me quite daunted beforehand. Let’s check the current state of progress:

  • Player can win
  • Player can lose
  • Player can quit anytime he likes
  • Game has intro, win and death screen
  • Game can be repeated

So theoretically I have a finished game. But nevertheless there are some important parts missing:

  • Different levels (probably randomized)
  • Sound effects
  • Music
  • Text for the static screens
  • At least one additional feature to make it more interesting to play

Enough left for tomorrow but still quite far. I don’t have a bad conscience about getting to bed soon.


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