I'm: a graduate of the Savannah College of Art and Design - Atlanta with a BFA in Interactive Design and Game Development; an Associate Game Designer with Zynga working on mobile games; a former Indiecade finalist with, "Black Bottom Parade;" a recent Molyjam participant with, "Radioactive Multiplayer Baby Rocker Racing;" and a weekend experimental indie with [insert various bad experimental game projects here].
About RandomOutput (twitter: @RandomOutput)
Ludum Dare 23
Archive for the ‘LD #23’ Category
Wanted to post the timelapse I made of Maru coming together.
Huzzah, my first Ludum Dare competition entry complete! I’ve got a lot of post LD48 ideas for this game. Threw them in the backlog as P4s but I’m gonna call dev complete on Maru 1.0. Grab a friend, give it a play, and let me know what you think. Comments, critique, and bug reports are all greatly appreciated!
Been working on the Audio for Maru. Did some Foley work in my apartment and some field recordings out at the Marina Green in San Francisco to get the soundscape for the game. All with my Zoom H2 Field Recorder. When I learned how to do this sort of thing I had access to ProTools at school (just took the one audio class). No such luck here so making due with Audacity.
Here’s an example:
Maru: Background Track (soundcloud)
Things are going well. First pass of all the art is in except for start and end screens. Core gameplay is functional but needs tuning (when does it not ). I need to get sound in as well. Gonna go down to the marina tonight and record an ambient track. BFXR will probably be my goto for game sounds, though I might try and folly the sound of the sail opening (we’ll see, its been a while and I don’t have access to protools so I’m iffy on that). I think the rock at the center of the ocean needs work, but I’m not sure where I want to go with it. Doesn’t fit the overall style.
Need to find some playtesters tonight or early tomorrow. Hard to tune a 2 player competitive game when your the only one around.
Current Build Screencap:
design HUD art P1 In Progress
Tune ship movement design P1 Not Begun
implement ammo tech P1 Not Begun
implement ammo hud tech P1 Not Begun
implement health hud tech P1 Not Begun
implement health tech P1 Not Begun
ship should switch directions tech P1 Not Begun
Cloud art art P2 Not Begun
World art art P2 Not Begun
Ship art art P2 Not Begun
cannonball art art P2 Not Begun
Ship Raise Sail Anim art P2 Not Begun
Ship Lower Sail Anim art P2 Not Begun
open sail sound sound P2 Not Begun
shoot sound sound P2 Not Begun
Get the actual cannon shooting point working properly. tech P2 Not Begun
Wind buoy art art P3 Not Begun
ambient world track sound P3 Not Begun
Wind buoys tech P3 Not Begun
change direction sound sound P4 Not Begun
player has control over cannonball power tech P4 Not Begun
Ships move around world tech P1 complete
clouds produce wind tech P1 Complete
ships shoot tech P1 complete
cannonballs react to world gravity tech P1 complete
cannonballs collide with ships tech P1 complete
Create world tech P1 complete
Create ships tech P1 complete
Create clouds tech P1 complete
Clouds move around world tech P1 complete
Ships movement influenced by clouds – (open sail, close sail) tech P1 complete
Right, so a little more detail on the plan for this Ludem Dare.
I’m gonna be using AS3 and Flixel. Which is a platform I’ve had some limited experience in. I did AS3 work for about 3 years as a student at SCAD – Atlanta so I’ve got some chops there, but Flixel is newer for me. My dev lead on our Molyjam SF game last month, “Radioactive Multiplayer Baby Rocker Racing,” decided we should use it then as he had a lot of experience with it. Turns out I really enjoyed it. Did a solo practice run using it 2 weekends ago and was pretry happy with the result. Confidence is high on it not being a big issue from a time perspective.
Previous jams I’ve used flash, but usually in conjunction with wiiMotes or a Kinect to do more physical space focused games. I want to make something more accessible for this Ludem Dare, but if the theme gives me a cool way to bring the physical space into the game I am all there. Probably strange uses for mice and keyboards over more obscure tools though.
Planning on going for small scope with hopefully a higher level of polish than I usually pull off with jams. Art is going to be my major hang up as I am without my usual Wacom tablet. Might try and go for a cartoony vector style in illustrator or flash, or the more traditional pixel art route (though I’d like to break from the traditional lowfi aesthetic if I can.
Audio I plan on keeping things simple with bfxr and maybe some iPad apps. It’s not something I consider a strength so simplicity will rein surpreem.
I’m really hoping for the minimalism theme or perhaps, “you build it, then use it” as I’ve got some thoughts there. However the theme goes, looking forward to making sone crazy absurd fun this weekend. Can’t wait to see what comes out of this.
If anyone else is in San Francisco I’ll probably be working out of the Noisebridge hackerspace in the mission for at least some of the jam. Drop my a line on twitter, @randomoutput
So excited. Damn I love a good game jam.