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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Archive for the ‘LD #19 – Discovery – 2010’ Category

    HOMMage Post-Mortem and Post-Competition Build!

    Posted by
    Thursday, December 30th, 2010 2:38 am

    A week late, but after a break here it is, a post-mortem and a more coherent version of my game.

    Click here for the new and moderately improved version of HOMMage

    My main goal for this competition was to develop social game within the 48 hours, or at least something that had the hooks for a social game.

    When discovery came up as the theme I figured I’d rip off Heroes of Might and Magic, that way I wouldn’t have to focus too much time over the weekend on design, and could make this game, mostly a technological challenge…. Should be easy enough to get all these features done then eh?

    Woohoo, all the design is done for me! Cake walk, right?

    What I ended up with at the end of the competition was a nice start of stitched-together half-finished features. If you squint really hard, you can see the start of a HOMM style game, and I couldn’t been happier with the result. I wanted a nice little tech/scope challenge and to develop something that could transition into being a social game, this LD scratched both of those itches.

    Hey, I still think it's pretty.

    Positives

    Goals, Planning And Scope

    I had a clear vision of what I wanted for this LD, a HOMM style social game (ugh).

    So I may have overshot a bit in my scope, but it broke down into simple milestones. Be able to navigate a hero around a hex map, unit management, combat other heroes, end condition for the game.

    Having the design already done made the informal milestones a lot easier to place over the 48 hours. The last few game jams I’ve participated in I’ve tried to play around with exploratory gameplay and found it was even harder to wrap the jams up in time. In a lot of timelapses, and post-mortems I’m seeing a lot of the great games generally end up being the developer’s second attempt that weekend (It’s a Fricking Cave, Quarters). How do you know when to cut and run, when the funs not there, and wont be?

    Timelapse

    First time I’ve done a timelapse, and man was it fun. Nothing more motivating to actually get something finished for the competition then investing in recording the whole thing. Awesome fun to watch it and show it off to friends afterwards. It also goes a long way to keep you honest, you end up spending a lot less time slacking when you’ve got a camera focused on you.

    The catlapse really tied it all together

    Regardless of how useful or entertaining it was for anyone else, I loved it!

    Choice in Tools

    This is the first jam I’ve done that I’ve had experience with all of the libraries and tools I’d be using going into it. I find it so hard to apply Box2D, Flynt, or any of those fun libraries in my day to day that I figured a game jam is a great time to give this stuff a test run. And I mean it usually works okay for evaluating an engine.

    On paper 48 hours is a lot of time, Ill get up to speed on whatever lib in 3 hours and It’ll be smooth sailing, this has never been my experience.

    Tweenmax was a god send, simple tweens really easily took the place of more time consuming little effects (combat screen).

    Community

    Oddly enough I was pretty excited about my food photos, even if they were pretty mundane.

    Loved reading LD posts during a competition, so many new types of technology to try out. It’s a Frickin Cave(totally have a crush on this game) makes me really want to take a look at MMF.

    In previous LD’s I’ve picked up and used Musagi and SFXR, so I’m pumped to see what technologies I end up taking away from this LD :P

    The only downside to the whole community bit was that I was so swamped with my scope that I didn’t have a chance to take a look at the IRC channel or to jump onto Mumble, hoping to do that next time around.

    Negatives

    Unintuitive Gameplay / Ease of Play

    Biggest problem with HOMMage. If you haven’t played Heroes of Might and Magic, you’re completely lost. If you have played HOMM you’re only mostly lost :P

    This really stuck out like a sore thumb, a lot of the comments I’ve gotten on the game have done a lot to echo it.  I wasn’t unaware, I realized how rough around the edges the game was, and provided a narrated play through. Ick.

    Reflecting, I’m not sure if there was much I could do within the 48 hours to really lead the player along any easier, other than a detailed tutorial… I feel like this genre of game is so focused on user interface interactions that the amount of consideration it’d take to make this a pick up and play game for a casual user could not be accomplished in 48 hours.

    At the very least I get to come away from this thinking a lot harder at the concept stage about how the user will interact with my systems.

    Planning and Scope

    I don’t know how I held any illusions that I would get this done:

    This game will be built with AS3 using PHP to make database calls.

    • Finding the time to design and develop the DB structure and getting it working properly with AS3.
    • Is my little tower enough of a web server to handle multiple games?
    • Working with hexes and simple pathfinding.
    • Simple AI in place of human players.

    Initially the whole game will be single player with AI, I’m hoping thats not as far as it gets but well see how I can manage my time.

    !!!

    Honestly? Anyway, even paring this down to the smallest scope that constituted as a game, it still would have been painful to polish it, let alone find time to put sound into it. Huge flop here in terms of making a game for the competition,  the sting is mildly dulled since I at least met most of my initial goals and motivations.

    Art

    I wanted to use my tablet for everything. Wasting time on the HUD by sketching it out on the tablet was a huge time suck. I figured even if the result was so-so, it’d give the game a little character. But no, no I was way off.

    Even though the rest of the art wasn’t terribly gorgeous, I had a blast doing it, huge time suck though.

    Castle Greyskull was totally worth it.

    Interface Design

    All things interface really kicked my butt here. “How should clicks act if the currently selected hex is ____ and the user clicks ____” trying to figure out a lot of the interactions and then implementing them consumed a ton of time that could have been spent polishing gameplay, or spent trying to make the game more intuitive.

    Fun

    After reflecting a bit, this stab at a HOMM style game just isn’t fun. Even the post competition version, is still just a neat tech piece and not really something people would want to play.

    This really got me thinking about “fun”, and where it comes from in the HOMM series, and even in other strategy games.

    Thinking about HOMM and other strategy games, you could say fun comes from the progression, building up a units, becoming a force within the system of game mechanics. Theres a lot of minutia there in making that an enjoyable experience, carefully balanced units, carefully balanced progression of AI opponents, and a lot of pretty window dressing.

    Any fun strategy games I’ve seen as a result of game jams do well to avoid the majority of the genres trappings. Something simple like, setting up a simple top down map, and simple units with flocking behavior. Only allowing the user to point to where the flock should go. Or letting a user choose his units before the game starts, and once engaged the units will automatically interact with their environment.

    With some time to reflect on it, I feel if you really take a hard look at the strategy genre, you can boil the core “fun” of a strategy game down to “conflict between units”. With the focus I spent in pretty much every other aspect, it seems like I may have totally missed the mark on this one.

    Bottom Line

    Even ripping a game off HOMM’s design, there are so many bits of interface minutia to consider that there was no way to deliver an intuitive quick to play game within the 48 hours, but the trip getting there was a blast.

    Post Competition Build

    Loved the comments I was getting, gave me enough motivation to bring the concept a little further along. Pretty strapped for time over the holidays but I came up with this build.

    Added features:

    • Fog of war.
    • Working combat, more information.
    • Working unit purchasing.
    • Tons of small bug fixes.

    I figured this would be about where I should have ended up for the competition. It does well enough to showcase most of the main elements of HOMMage.

    Time consuming things I wish I could have added:

    • Racial abilities.
    • Abilities for the special characters of each race.
    • Hero abilities.
    • Enemy AI.
    • Castle garrison combat.
    • Title screen + tutorial.
    • Items on the world map.
    • Multiple heroes and castles.

    You guys can play it here.

    And just tacking this on here since it’ll be my last LD19 post. Big thanks to the organizers, you guys do an awesome job every LD of putting this together, the rating system for games is just awesome now. And a big shout out to the community, I’ve learned tons and garnered tons of neat things from posts here and there :P

    HOMMage Time/Catlapse

    Posted by
    Tuesday, December 21st, 2010 2:24 pm

    Figured I’d toss my rocking little time lapse up.

    Click here for the youtube vid http://www.youtube.com/watch?v=kY55gj7rGhQ (can we embed here)?

    http://www.youtube.com/watch?v=kY55gj7rGhQ

    If I didn’t play around so much with the editing I might have had more time for a jam entry, oh well had a blast with it.

    Post-Compo build and Post-mortem to follow!

    Ahhhh…. *Turn off Chronolapse* … *Scratch-self*

    Posted by
    Sunday, December 19th, 2010 8:16 pm

    Done finally done!

    In hindsight, I guess my feature list was pretty ridiculous. Seriously… a social game?… bah…

    On the bright side in the last hour before submissions I was able to pare things down a bit, and get all of the semi-working features tied together.

    Learned tons this LD, the timelapse was a great motivator / distraction.

    Post-mortem and timelapse with some sweet cat-stop motion going on in the background, coming soon!

    Oh and one last food photo

    Took a quick break to knead the dough for this Monkeybread

    Crunch Morning Photo

    Posted by
    Sunday, December 19th, 2010 9:43 am

    Passion fruit and shredded wheat. Trying to bounce back from last night’s junk food.

    This probably looks like exotic baby vomit if you've never had a passion fruit before.

    HOMMage Progress and Belated Food Photos

    Posted by
    Sunday, December 19th, 2010 1:06 am

    Almost crashed without tossing a progress report up. Just came back to the PC to turn Chronolapse off, but the shame of getting a good night’s rest was too much to bear. Here’s the result of my guilt.

    So we’ve got some basic movement in,  item collection, and interacting with your town (sorta). The social aspect is offically canned for now.The  AI, Combat and polish tomorrow should keep me busy enough.

    I would have felt ashamed to toss up either of these as solo food photo posts, so here they are tacked on together, in all of their glory.

    The greasiest of onion ringsThe greasiest of onion rings kept me going through the afternoon.

    My wonderful galpal tossed together some stew, seen here with spoils we nabbed at the Bulk Barn.

    So, still no “fun” in the game yet but I’m pretty happy with what I’ve got so far. What do you guys think?

    HOMMage Progress

    Posted by
    Saturday, December 18th, 2010 4:35 pm

    Alright, starting to feel like im dipping into crunch time.

    Ended up spending a little too much time playing around with the art, was having a lot of fun doodling the characters.

    You can check the current version out here!

    Current Features

    • Randomly generated hex terrain.
    • Three teams, each with three heroes.
    • HUD controls to navigate the hex grid (zoom in, zoom out, scroll around, jump to things you own).

    Critical Features Left To Work On

    • Pathfinding through the hexgrid.
    • Troop management/city management.
    • Combat : /
    • Turn refresh (give the player more action points, and cash for whatever castles and resources they own).
    • Win Condition.

    As a single player game I think I can nail this before LD is over. As a social game… ehhhh….

    We’ll see how im doing in seven hours. As long as I don’t get side tracked doing more programmer art…..

    The Leftover Breakfast of Champions

    Posted by
    Saturday, December 18th, 2010 11:11 am

    Nuking what was left of last night’s grub.

    Hoping for a “Most Mundane Food” award. Nice slop of tofu sausage, corn and mash potatoes. I don’t know where you guys find the energy to make fancy foods right now.

    I’m thinking if I can nail all of the mechanics between midnight and 3 AM tonight I’ll probably be able to start integrating DB stuff into the game, otherwise I’ll be polishing a single player game : /

    HOMMage Progress (swf build) + Tools

    Posted by
    Saturday, December 18th, 2010 1:06 am

    Alright got the hexes working, and a simple interface. Have my hexes all set up (thank you Emanuele Feronato) . Simple hex picking, and a rough hierarchy for my game objects. Check it out here!.

    I think I’m progressing at a decent clip… But well see how I feel tomorrow night at this time. For those of you using tasklists, or milestones, or any extensive time management during these competitions, hows that work out for you? I’m always scrambling from Saturday night onward during LDs… ugh hoping to avoid that this time around.

    Slipped my mind to thoroughly detail my tools earlier.

    Tools

    Flash CS4

    Flash Builder

    Notepad++

    Paint.net

    Chronolapse(Totally psyched for how the timelapse will turn out!)

    SVN

    PHP

    mySQL

    audiotool.com

    and of course sfxr

    I’m wondering how the 8-bit effects will sound with whatever I can bang out for music from audiotool. Oh well, worse comes to worse I’ll hum a track or two.

    First Bit ‘o Grub and a Title

    Posted by
    Friday, December 17th, 2010 9:00 pm

    Tossing up my delicious weekend companions

    Also my not so delicious companion:

    Measly first meal:

    Thats a sad looking sausage. I believe George Foreman will be serving me well throughout the duration of this LD.

    Perfect title for the game HOMMage.

    Rough Draft – HOMMish Social Game

    Posted by
    Friday, December 17th, 2010 8:31 pm

    Alright, bit of a lofty concept for this LD.

    Concept

    Going with the theme of discovery, I figured I’d base the majority of my mechanics off of the Heroes of Might and Magic series. Players will explore a map covered in fog of war.

    I’m sure I can get the hex movement down, troop management and combat. So once those are all ticked off it’s pretty much a “game”.  The twist for this Ludum Dare so it’s not completely derivative is that it will be a browser based game.

    Four players will be placed into each game, games will run for a maximum of three hours.  Every five minutes a player will be able to perform actions with their towns (build new buildings) or heroes (explore the map).  Players will be able to collect resources, allies(extra troops) and treasures(items that boost the troops) as they encounter them in the map.

    Each player will issue their moves during the five minute turns, their actions will resolve at the end of each turn. Combat will be automatic once heroes encounter each other on a hex.

    The goal of each game will be to overcome the NPC troops at the center of the map, and obtain its horde of treasure.

    Challenges

    This game will be built with AS3 using PHP to make database calls.

    • Finding the time to design and develop the DB structure and getting it working properly with AS3.
    • Is my little tower enough of a web server to handle multiple games?
    • Working with hexes and simple pathfinding.
    • Simple AI in place of human players.

    Initially the whole game will be single player with AI, I’m hoping thats not as far as it gets but well see how I can manage my time.

    Conclusion

    Probably not the most original spin on this theme, or for games like this in general. I’m not a big Evony fan, but I imagine there’s already a game out there that’s pretty similar to what I’m describing.

    Regardless, I’m pumped. This is going to be a fun little design and tech challenge for the weekend!


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