About whizzter (twitter: @perjonaslund)
Ludum Dare 20
Well i think i found a game idea i can suffer with so i’m putting up my basecode before i start.
Gonna kind of remake an old game with some own ideas:
Photoshop for textures, modo and/or gmax, and buzztracker/audacity/whatever for audio (maybe i need a mic!)
Gonna re-use my webGL code done earlier the sources are available if you peek on the html
Office party yesterday so i spent half the day with hangover, cleaning up there and then going to a annual meeting for a nonprofit. Planning on learning Flash during this compo so let’s see where we end up. ASEprite seems to be updated again and i’m gonna try using it for my graphics. Going to try to make some kind of isometric pixel city style, let’s see where we are by the end of the compo!
As mentioned before i started doing webGL from scratch (been wanting to learn it)… after much much fighting with some small stupid bugs i caused and the modo exporter bugs (not my fault for once :P) i’m finally kind of on-track to getting something done… at the pace i’m holding however i suspect i’ll get a tech demo done for the 48h mark… so the question is how much content i can get in.. strongly looking at making a coop with a musician friend for the jam instead of just making some stupid soundless techdemo
The screenshot is a model from modo (3 different materials on ceiling, wall and floor) and some markers rendered on the path extracted from the scene. Next up is path-picking, traversal and collisions checking and i should be able to actually do some gameplay.
Got some basecode (js/webGL) that i started on before the theme was announced so i’m putting it up at http://www.jlim.se/ld48/ld22base.zip and i’ll probably also adapt the collision and integration code from my previous compo entries at http://www.jlim.se/ld48/
Now i just need to figure out a game idea
Edit: an basecode addition, the animation system from http://whizzter.woorlic.org/mld29
October challange is great since it encourages those of us that don’t always get ourselves focused to work in far more focused fashion. Now some of us didn’t finish oct challange for various reasons, others just couldn’t participate at all.
So we’re putting together the xmas club with a similiar goal, the plan is to work from the 16th of nov to the 15th of december (the day before the LD starts) and have something out making money by then. While similar in goals we’re hoping to be a bit more “tight” by having those who are trying to do something working together and pushing each other to acheive smaller goals on our way to the final goal.
Right now we’re a couple who sit on #xmasclub on irc.afternet.org so join up there . If you’re irc averse for some reason reply with your g+,twitter or similar profile here and hopefully we can get in touch.
I started out with an good idea that became a great idea as i progressed, then discovered that the great idea was already an old idea and decided to put down that project. The feeling after that was that sure i can come up with great ideas but doing this idea right now felt more or less pointless. So for the past 5 days now i’ve been half-motivated and a tad annoyed at not having any of the other ideas go “yeah” in my head (Sorry everyone on IRC). I have been working on my LD21 game idea but it was a far bigger project that i didn’t feel like i could do justice in this short time so it was kinda half-hearted.
Anyhow a friend started brainstorming with me and something just clicked, got a really great idea and i’ll let you people know more as i make progress (Got about one week on my own schedule to finish now).
My previous post was about starting and choosing between finishing my LD20 entry (link) or possibly my failed LD21 experiment for the October challange. Based on that i originally thought that my LD21 idea deserved more work, that the LD20 game would have “half” the work done by just porting and that i needed “app store experience” i went with planning to make the LD20 game for October challange.
Work went fairly well and as of today i was a few days behind but i had put a lot of time to spare at the end of my schedule, i also figured out a great idea for updated iOS controls and a bit of a difference in the gameplay to make it more accessible. Great so i go out on app store to what the price point of similiar games is… and what do i find at the top of the paid charts but this game that was released on the 6th of october!
Now this isn’t exactly the same game i was going to make but the similarities are close enough that i suspect that my game would have been dismissed as yet-another-clone. (My game would have been more towards a classic RTS with controls more reminicent of flight control and a bit more “realistic” gameplay)
So where does that leave me? Well i could try finishing the game for Android instead, betting that they don’t have an Android port hitting soon and doing something on Android for the very first time. Or i’ll cut it and go for making the LD 21 game or some other idea. I’m still open to input and am heading to bed now to sleep on this, but right now i’m heavily leaning on dropping the current game and plan, but do i really have anything better to do? Got some conceptual ideas around the LD21 experiments and old mini-LD ideas but not concrete enough and nothing that immideately says “great game”.
Got a whiteboard this week for my home office so i could put some planning on there for the October challange!
Not 100% yet on my focus (i will spend a day or 2 to look at my current projects and see what’ll be feasible to finish with 90%+90% until the 24th to have a few days to actually make money and be possibly approval time for some App Store), got my LD20 entry that i’ve pondered on porting and some other projects that i feel have gotten somewhat on their way. My failed LD21 entry is also high on the list since it had great potential, shouldn’t be too work demanding and should work great on iOS.
Let’s see where we end up!
I was unsure if i would have time and a good idea to enter, but i have something brewing in the back of my head and an idea about a look so i’m taking a stab at making it happen!
To make sure i don’t waste too much time if i’m going to fail i’m starting out with the hardest code now and if i finish that today i’ll be able to focus on game features tomorrow. (Yeah the wrong order but i don’t wanna spend too much time on art so i’m gonna try automating it)
/ Jonas Lund signing in
I noticed that NMS 2011 is held in my town the weekend after the mini-LD and having a family being away 2 weekends in a row wouldn’t fly at all. So i’ll start now instead.
Funnily enough my idea that i had a few miniLD’s ago (that i knew i wouldn’t have time to complete) fits perfectly with this theme so i’m gonna do it this time around instead(albeit with a different focus perhaps :)).
A: Name of the game
The Unglamorious Halfdozen
B: Description (140 chars)
A group ragged fighters from the Frenglerican nation are sent behind enemy lines with an ample supply of ammunition and dynamite to demolish Germaneese installations during Vanilla Wars 2.0
C: One mockup image
D: Definition of Done:
1 working level with plenty of explosions. I am very uncertain of my chances of succeeding at finishing anything playable this time due to other commitments so i’ll be more than happy to get anything running!
Hups, i planned on uploading the timelapse of making the game the day after the compo but forgot to since i intended to add some gameplay video into a dead period of the timelapse. Never got around to it and instead of just letting it rot on my drive i decided to upload it now as is instead. Better late than never eh?
Well that concluded my first LD48 competition with the game Ant General.
So how did it go?
- I picked a good scope on the project, i got pulled away to real life a few times and still managed to finish a playable game. I guess i can thank my years in the demoscene for this
- The game looks pretty good and plays pretty well
- Game mechanics based on the theme
- Learned how to use HTML5/Canvas
- Figured out how to make InkScape work as my level editor
- Had a little inspiration lapse and didn’t figure out more game mechanics on time, once i figured out some fun stuff i didn’t have time to implement it or make levels for most of the ideas.
- Only 2 levels.. it’s mostly a tutorial game right now. Could’ve been really great with a few levels.
- No sound (But for webgames it can be a good thing)
Gonna write a bigger post-mortem later and upload a timelapse video tomorrow after sleeping and catching up on real-life.
Well, progress has definetly been made. From yesterdays halfway-point list i got collisions done (sadly i had to spend over an hour on a bunch of stupid bugs in the collision detection). Also got some people to test it to ensure it works in all browsers and also got some hints (i had locked the framerate low for some unknown reason.. increasing it made everything much more smooth).
Also got the beginnings of the AI working and i kinda feel like i’m on the right track to get this thing finished in time! Right now i think that levels, attacks and war-AI is the only things really left now!).
The best desicion i made so far was to spend a little time on writing a SVG to JS level converter so i could use inkscape as a level editor, right now adding stuff for testing is so easy!
Hello there, my first ludum dare and halfway into the compo i’ve gotten some bugs walking around (tons of real-life stuff been happening today.. hopefully more progress tomorrow).
My take on the theme is bugs cooperating, you will control one bug who will control the other ones with items to keep everyone out of danger.
The graphics, animations and some simulation code is in there. So what’s missing? Well collisions, some simple AI, enemies and fun.