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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo Begins: in 9 days, 0 hours, 9 minutes, 36 seconds
  • Ludum Dare 29 Jam Begins: in 9 days, 0 hours, 9 minutes, 37 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    About matthias_zarzecki (twitter: @IcarusTyler)

    Hi, I'm Matthew, game-design-student/indie-dev extraordinaire. Here's my site, and here is the other awesome LD-stuff I made. Enjoy :P

    LD25 Warmup - Boxy the Boxcat Steals the World
    October Challenge 2012 - Vertical Void DX
    LD24 - Boxy the Boxcat in Evolution Escapades
    LD24 Warmup - Pandas! Pandas! Pandas!
    LD23 - My Little Planetoid
    October Challenge 2011 - Unstoppaball DX
    G.A.M.E. Jam
    Mini31 - Vertical Void
    Mini26 - Dirt Driller
    LD22 - 5 DAYS
    LD21 - Metal Sphere Solid
    LD21 Warmup - Kill All Hitlers
    LD20 - A Steampunk Axebot Supply Run

    Entries

     
    MiniLD 46
     
    Ludum Dare 27
     
    Ludum Dare 26
     
    Ludum Dare 25
     
    Ludum Dare 25 Warmup
     
    October Challenge 2012
     
    Ludum Dare 24
     
    Ludum Dare 23
     
    MiniLD 32
     
    Ludum Dare 22
     
    Ludum Dare 21
     
    MiniLD #26
     
    Ludum Dare 20

    matthias_zarzecki's Trophies

    Archive for the ‘LD #21’ Category

    Thoughts on Metal Sphere Solid (a post-mortem, if you will)

    Posted by (twitter: @IcarusTyler)
    Sunday, August 28th, 2011 1:53 am

    Now that the euphoria of not sleeping and game-developing has settled down, let’s take a look at what went right and what went wrong during the development of Metal Sphere Solid.

    Well actually, everything went pretty alright. There isn’t much that went “completely wrong”. Ah well, I’ll talk about it anyway.

     

    What went (somewhat) wrong

    The theme – Because “escape” is such a non-theme. You can put virtually everything in it. In that regard it is even worse than “it’s dangerous to go alone.”

    The color-scheme – The main charater needs to contrast with the environment he’s in too create tension. If the main character just blends in, he’s not in jeopardy, he’s at home. So I was a little miffed when I figured out with 12 hours to go that the environment was mostly blue, and I didn’t want to create a red ball again.

    I went for a glowy green (which I nailed this time), which nicely contrast with the level. The color-combination is still a bit weird.

     

    What went right

    Tile-based level – Having everything in clean tiles made putting this together much easier. This further creates a nice little gag when you leave the tile-set at the end.

    Timelapse – I love timelapses. Everything seems ultra-efficient.

    The Story – This is the largest amount of story I ever put in a game. Until now I’ve worked under the premise that good games-design has to be the basis, while story is optional. That still holds true, but now I see how an engaging story can pull you into the game.

    The end – I love it. Too bad I couldn’t extend it a bit. First you see your friends, an assortment of balls similar to you, but with different colors, core-structures and sizes. You free them, they say a random, possibly funny line, and roll to freedom. You join them, and while joining them leave the rigid, tile-based confines of the main level and enter a free terrain.

    I need to expand upon the “friendly ball”-theme more. It’s fun.

    The ball-design – Compared to one of my previous games, Unstoppaball, the ball-design is much better. The glowing core is warmer, the outging light shows the strength of the character, and the brightness contrasts nicely witht he relatively dark surrounding.

    The Soundtrack – I experimented with my guitar until I found something that was both interesting and fitting to the gameplay. So far it is only good, but nothing special. Also, the loop is off by half-a-second. Need to remember that next time.


    What I would have liked to add/improve

    Better character-fragments – So far the “remains” of the hero or the enemies are just four to five relatively uniform fragments. With more time I could have created something more complex and organic.

    Better score – The score that is now measured is the time you spend being seen. The highscore-list is reversed, which means that people with the least amounts go on top places. This is far from optimal, as there is a “finite” highscore, and after attaining it doesn’t create an incentive to keep playing.

    More complex enemies – The original plan of having patrolling enemies fell through due to time-contraints, but I still managed to make something interesting with only stationary guards.

     

    Conclusion

    Well, pretty much every aspect came out positive – The game is emotionally engaging, throwing enemies in spikes is fun, the sneaking mechanic is relatively rare, so far I’ve gotten a pretty good amount of votes, critiques are positive, and a good number of people have played it.

    Also, I got a review. Which is always nice.

    I call this a success. Now let’s see how you will judge this :-).

    Play here | Entry-page

     

    -Matthew

    On the voting process

    Posted by (twitter: @IcarusTyler)
    Monday, August 22nd, 2011 8:31 am

    When I started with my first LD, I was at first confused by the somewhat complex voting-system. So I thought I could explain it for anybody who’s interested.

    This is what the voting-screen looks like. Here are the details:

    1. The list of Developers. The entire list is randomized, to ensure equal visibility. At the beginning only 20 names are visible, but once a certain number of those has been voted on, the list extends, showing the next random batch.

    2. Pressing this button will load the entire list. It will still be randomized, though.

    3. The amount of votes this developer has gotten.

    4. Coolness-rating. Hovering over this spot reveals the coolness-rating of this developer. Coolness is awarded for the percentage of rated games. Should this person rate ALL games, she would get a coolness-rating of 100%. The developer will get a medal displayed on the left, next to the name. Bronze at 25%, Silver at 50%, and gold at 75%.

    5. Competition-rating. Games can be rated in the categories Overall, Innovation, Fun, Adherence to Theme, Graphics, Audio, Humor and Community. The Community-rating describes the actions of the developer towards the community, for example by providing blog-posts, timelapse-videos, and other additional pieces of information. Ratings can be 1 to 5 stars, or “n/a”, should you feel you cannot give a proper rating in a certain category.

    6. Jam-Rating. The same system as in the competition, only with games that have been entered in the Jam.

    7. Text-Comment. An X appears should you have given a comment

     

    I hope this helps :-)

    -Matthew

    Timelapse indeed

    Posted by (twitter: @IcarusTyler)
    Monday, August 22nd, 2011 4:19 am

    So this is me sitting in front of my PC, working (mostly).

    I love it. In Timelapse everything seems ultra-efficient.

    Go Play | LD Entry

     

    -Matthew

     

    Aaaannnnd done

    Posted by (twitter: @IcarusTyler)
    Sunday, August 21st, 2011 7:46 pm

    Well, this was once again fun.

    Agenda right now: SLEEP

    Agenda later: A timelapse-video, I’ll upload the soundtrack, and see wheter that source-upload crashed again.

    In the meantime, why don’t play a bit of Metal Sphere Solid? (it’s fun, I tell you :-) )

    LD-Entry

    Web-Playable

     

    -Matthew

    Declaration of Stuff

    Posted by (twitter: @IcarusTyler)
    Sunday, August 14th, 2011 10:23 am

    So as I have been saying for the last 4 months, I’m in :-)

    I’ll be using

    • Unity3D to put the thing together, written in Javascript (also iTween I guess)
    • 3DS Max for modelling
    • Photoshop for everything graphical
    • My trusty guitar and Guitar Pro for music
    • Coffee. This time I’ll make sure I have enough of a stockpile.

    This will be fun. I already heard from some interesting people to join, and I hope we will get a theme worthy of interesting designs (go Nihilism!)

    -Matthew


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