Ludum Dare 27
Ludum Dare 26
Ludum Dare 26 Warmup
Ludum Dare 25
Ludum Dare 25 Warmup
If the theme is something I can work with I’ll enter.
Art: Pinta, a lovely simple tool.
Sound: GarageBand for music, BFXR for sound effects and Audacity for any editing.
I knocked them together for my own use and figured other people might want to use them. Nothing special but you won’t have to do it yourself if you don’t want to. Here you go.
Last weekend, I made a game. This game was called 10 Parsecs. (Because a parsec is the parallax of one arcsecond).
This was my third time entering the compo. The first two times I did “kinda okay”. This time, I’ve decided, was a rousing success. At the time of writing, I’ve had three requests for a post-compo version and one piece of fanart from this guy (which would imply that I also have a fan). This is quite clearly awesome.
This was the first time using Unity for the Ludum Dare. I already knew it quite well thanks to a super secret ongoing project I’ve been working on, and because of Quill18′s tutorials. I didn’t write any of my scripts in Boo even though I’m one of like seven people who even know what that is. I would like to see Io added as a scripting language in Unity, just to see how it would work.
I used blended for what little 3D modelling I did. I’ve never been good at Blender. I don’t think I’ll ever be any good at blender. It just intimidates me so. Yet, I managed to produce a somewhat acceptable spaceship model.
I used paint.NET for my images, because photoshop is a rediculous price and I’m vemhently against piracy. I used a method I invented for creating cool looking images, in which I create some pixel art and then scale it up bicubically. This doesn’t work for many things, but it does make really cool looking fire.
Due to time constraints, there was no sound whatsoever in my game. Clearly, something to rectify in the Post-Compo release.
You start to lose control over your ship after going through a black hole or collecting an orb. This gets progressively worse as you continue. I know exactly what causes this and will fix it post-compo.
The code is full of hacks (Due to a problem with the rotation of my models after importing them from Blender, I had to use “transform.right * -1″ in place of “transform.forward”).
Even though this was my first “full” game with polygonal graphics, I did not manage to include the phrase “Strong Bad is on point”.
I started with a quirky take on the theme. 16 hours in I had a kinda cool star system procedural generator / simulator. By the end of day one I have a ship which could explore these systems. By 36 hours I had pirates which would swarm around you and gun you down. By the end, I’ve shoehorned in a boring win condition and left no time for testing and tweaking, and no music to liven up this dull experience. Go me.
Also, Unity crashed 30 minutes from the end (I didn’t think the whole thing would crash because of an infinite loop in a script). Thankfully, the nature of my game is such that I was able to restore it quickly, but God knows what monstrous bugs this quick-fix has added.
But the shader for the ships is kinda sexy, so there’s that.
Well, I have a build for day 1 here.
Also, look at the elegance:
Alright, I’m at a point where I can procedurally a star system in which gravitational interactions are calculated and carried out. I call it “10 Parsecs”.
What you may notice from this description is that it’s not a game yet, but a simulation. I need to fit a game in to this thing or I have nothing.
This is why I turn to you, comrades. I was thinking about something like “Elite” for the BBC Micro, but I’m lukewarm about this idea at best. Please share with me your ideas on where to go from here.
Here’s a picture:
Bitch, I might be.
If I end up using Python, I’ll probably use some of these libraries wot I wrote. They’re all open source so use them if you want, but I doubt anyone will given the fact that there’s no documentation or anything. I do urge anyone reading this to take a little look at what I have and see whether it’s alright, or I’m pushing it.
I have released my entry, which you can see here. I have been asked twice to implement click-and-hold shooting. Would it be alright if I were to add this now?
I just realised that I’ve written all my code thus far while confusing Φ and Σ.
I don’t know what to make. I spent some time trying the idea of a maze game, but that really isn’t going anywhere. Help me, people.
I made another warmup thing, so as to make sure that I’m adequately refreshed in the way of graphics programming as well as general Pythoneering. You can find it here.
Well, my stream is over. I did okay, managing to get a simple text-based game engine written in python, which you can see here. I’m going to put a simple story to this off-screen and call it a visual novel without the visuals.
The stream itself was a very low-key affair, with only two or three viewers at a time. If I try something like this again, have you any advice on how to get more viewership?
EDIT: I’ve just realised that, after about 4 minutes, the stream went entirely black. At least, that’s what appears to happen in the record on twitch. Has anyone any idea what could have caused that?
I am streaming my warmup game creation here: http://www.twitch.tv/xgeovanni
I won’t talk much, but it might be interesting.
This is my “I’m in” post for the Compo.
I will either use Unity or Pygame for this, depending on whether I decide to make a 2D or 3D game. Bear this in mind when reading my tool list.
Language: Python / C#
Art: Paint.NET, possibly Blender.
Audio: Garageband, BFXR.
It’s a lot later than most, and nobody requested it, but here it is anyway. I already wrote some stuff about it so just read it over here: http://www.lethalware.co.uk/2013/02/invasion-revamp-released.html
Hello people of the blagosphere, I have this website on to which I shall probably put my games what I make, and probably some thoughts on game design and coding should I have any of note. I started it about a year ago but it quickly failed as my co-conspirator walked away. But yet, here I am, back to put some more games up there.
As for the quality of these games: Expect very little. I’m not really putting myself under any obligation to make games here, so it will just be whatever ideas capture my fancy. Also the art will be forever bad unless I can find someone to do it for me, which is unlikely since pretty much everything I post on there will be free and open source. No cash incentive, you see.
With that said, thanks for listening to my nigh-incoherent rambling.
A short while ago, I created a game in 48 hours. You probably already knew that if you are reading this. It can be found here. You don’t have to play it before reading this as there is no story to spoil. It’s more of an arcade-y thing. Though it will help you understand what I’m talking about.
If you instead hate me enough to make me explain the game to you, read this paragraph. It is a game in which you play as the alien mothership invading earth while lasering the crap out of whatever stands in your path. Including soldiers, helicopters, tanks, stealth planes and some defenceless people just for fun.
- It’s pretty fun to play, not an amazing experience but definitely enjoyable, being that it, like many of this compo’s entries, appeals to the human desire to kill stuff. And fun is the only thing you can really judge a game by.
- The music is thematic and I rather like it. There are two songs in the game, both created in “Garage band”, a menu song and a song for the actual game part. I tried to make the former sound sort of otherworldly and alienesque , which I feel I succeeded in. The latter I had felt should sound like a song reminiscent of those played while knights rode in to battle, something like this. Though, in the end, mine was simpler and more of a reverie of a more brutish brawl. Still combat-like though.
- I survived my first time. Well, not strictly speaking my first time, I had a go in LD 23 but gave up rather early, and I had an “I’m in” in LD 24 but didn’t even really try that time. So I”m counting this as my first time.
- I had my idea early and stuck with it. I just heard the words “The theme is “you are the villain”" and instantly went to an alien invasion. I didn’t have all the stuff worked out by any stretch of the imagination, but the feature creep worked in my favour and I ended up with enough stuff for a full game.
- There are bugs, the first was on relating to my use of a non-ascii character (♫) in the game, which seemed to disagree with some people’s versions of python. I fixed that but others have reported different bugs in which the game crashes, which I can not seem to explain. (As of 16/04/13 this has been fixed for a while)
- Worst aesthetic in the compo. No question. I’m working on my pixel artistry skills and have gotten better. I knew before I started that visuals would be a problem as I have never been good at anything artistic, so I tried to minimise time spent on graphics. If I tried to make them decent I would’ve spent far too much time on it.
- Some common complaints in comments are that the ship is too large to dodge bullets, that the enemies move too fast and that the upgrade buttons are too far from the main controls, all of which I agree are mistakes on my part that I will try to learn from in future.
- The game’s name, “Invasion!”, had no real thought put in to it. It’s not clever or anthing, but it works.
- The game doesn’t do anything special with the theme. I would’ve loved to do something like in the book of “I am Legend” where you are only revealed to be the bad guy at the very end.
- My original inspiration for the game, as you will have probably figured out, was “Space Invaders”, but as the competition went on I tried to move away from that and more towards the stereotypical alien invasion scene.
Well, people. I have finished my entry.
It has a hidden goat.
Read more about it here.
My entry is officially with goat, but you’ll be hard pressed to find it.