Archive for the ‘LD #06 – Light & Darkness – 2005’ Category
I started making my first 3D game in Unity about 3 months ago and it is now (partially) complete. I created the models in Maya, the textures in Photoshop, and I recorded the in-game music on my.It was fun to make. It’s called RedGreenBlue and it’s about shooting ghosts with the right coloured pills (not bullets; ghosts react badly towards pills).
I am 15 years old and I stared learning programming a few years ago (I really enjoy it). The game will be available soon as a free download.
Here is video of what it looks like: https://www.youtube.com/watch?v=ls2ySVIe6sI
On 8/8/8 @ 8pm Ludum Dare 12 began, and the world would never be the same. The theme was ‘The Tower’, once again the theme ‘evolution’ was downed through natural selection. I didn’t find the theme very inspiring, but I was also brain drained from taking two finals earlier this day. I aced the classes though, so I was feeling good. One class was calculus, which probably influenced my choice of game.
I wasn’t having any particularly awesome ideas friday night, I wrote the basic “Hello, Tower” code. By the way here’s what I used:
Slow old laptop, which I’ve done all my coding on for about the past year. I like to write comfy code on the couch. Windows XP.
My IDE is Microsoft Visual C++ Express 2008, library is Allegro, graphics in Gimp.
Anyway I went to sleep without a decision at my usual 11pm, too tired to think. The possibilities I had come up with at this point:
- Grow towering corn stalks by watering, but watering off center will cause corn to grow at an angle and eventually fall.
- DeSprawler, pluck people from suburban houses and drop them in big city apartment towers.
- A tetris game where you cleared equations instead of lines.
I woke up at my usual 8am, still not enthused about any idea. After lunch, about 1, I had decided on and started to code tetris. Now, I’m glad I finished it and I’m happy with it, but I could have come up with something more original, but so much time had already passed, I figured this would be simple to do in the time I had.
Also, funnily, I almost did a tetris clone for a previous LD. In LD6 (Light and Darkness) I started a game which involved working at a solar panel assembly plant. Solar panel parts would come on a conveyor belt, in tetris-like shapes (but I was going to have many more shapes) and you would pick them up with the mouse and drop them into a grid. The object was to fill as many grid cells as possible, but to make things trickier, the lights were slowly dimming, but completing a panel would raise the light level depending how much of the panel grid was filled. I didn’t finish that game in time, but now that I have a tetris engine, it would be pretty easy to finish it up to some extent. I put this into consideration when deciding on my LD12 game, which is actually not a good basis for the choice.
So, Saturday was making tetris for about 10 hours, rotation is the tricky part, I drew out all the pieces in all the positions on graph paper and typed in about 300 lines for this data. It’s all modularized so I could easily add more pieces and positions (I was thinking, tetris with 8 direction rotation, bricks on diagonal lines). I tested and got the numbers and symbols in the bricks and tried forming equations. They weren’t coming out too well, always the wrong symbols, I was thinking of giving up now because the game seemed overly frustrating. At this point there was not the tower of equations in the start. The game hardly had to do with the tower theme.
I played Notch’s entry: Breaking the Tower for at least an hour on Saturday night, too much fun, I had a few tabs of the game open and would leave them alone to just gather up resources while I coded. Note to self: there will be time to play other people’s games when they’re good and done after the compo ;] These web browser games are great, such easy distribution! This is exactly why I learned Java earlier this year, to distract people so I could win at LD ;]
Saturday night I went to sleep at about 1am, pretty much given up, woke up at 9am, lollygagged, at about 11am I decided I would go ahead and finish it. Sometime after this I came up with the tower idea, put that in, and now I was making equations! I got into it, making the equation checker, and I was doing pretty good on time. The game was a grid on a black screen with green text until about 4pm, 4 hours from the end, when I started making graphics. Making the background with help, code for level starting and sequencing, and tile graphics came pretty quick.
About an hour from the end, I remembered that in LD10.5, the game I submitted didn’t run for some people because I didn’t include any runtime libraries. So I researched that, found some libraries I hoped would work, but I didn’t actually get to test them on a virgin computer until after the end. This was because when I built the game in release mode, I got a screen full of tiles! One hour from finish and here’s the showstopper. Only happens in release, so I couldn’t debug easily, I was stumped. I narrowed it to some problem accessing the grid data, and switched _setstr to strcpy, and it was fixed! Whew, 15 minutes from the end and I almost didn’t have a game. Built my zip, wrote my post, uploaded and that’s a wrap. gg.
I’ve posted pictures of some of my meals, workspaces, kitties, and screenshots as the game was being made at a picasa album here: http://picasaweb.google.com/greencow/LudumDare12
Your name is not of importance. Your mission is simple:
Top secret data has been separated and hidden in several countries. Break into the buildings and retrieve the secret data. The data is usually kept in a green cabinet. You must not be detected. Go inside unseen and find the cabinet. Once a guard sees something suspicious like a light which doesn’t belong or hears a sound he will start the alarm. Once the alarm is on you cannot escape. We will have to deny any knowledge.
As usual for those competitions the complete source code comes with the game.
This was my second LD48 hour entry (the first having been lost to the eather) and is pretty much the opposite of my first entry. The first had shiny 3d graphics but poor controls and gameplay. This attempts to focus purely on game play and avoids doing any graphics.
Unfortunately I didn’t have much time to balence the difficulty, so it’s very, very hard. Still worth a play if you’ve got a few minutes though, if only for the mental swirly plasma flux which may or may not have been proven to give people seizures.
For once I legitimately follow the theme! In this game drunk people fall in the water and you must boat around to save them.
The catch? It’s dark and only with the help of the lighthouse beam can you see where the rocks are!
This entry is probably my best, because it’s well rounded. Smooth low-tide/day/night cycle, power-up system, sfx that fit the action (it’s was a lot of fun to voice drowning people) and I even had extra time to work in audio references to Space Taxi and Hamumu’s “koolkat bad”.
This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.
Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).
Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.
It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.
Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.
You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.
Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.
Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry – and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach – with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect
I still managed to do quite well. Here’s some screenshots from back then:
The title screen.
The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.
To control the photons, you can place mirrors – to light up more areas of a level, and once you have found the prism, send them all to it.
Seems the original submission is still up: original zip at original site
This was my first attempt at a Ludum Dare, and in some ways my best entry. I still think I aimed too low for the game, I think this may be why I havn’t done so well in others, I’ve aimed too high overcompensating for this one.
The competition version of the game required two players on the one keyboard to play, limiting the number of people who could use it. It turned out that, after the compo, it only took an hour or two to make a workable AI player. I should have pushed for it in the 48 hours. Instead I had a go at network play, I did get a sort of game running networked but it ran like crap. I played a game against a friend in australia during the compo 48 hours but I was still on dial-up so it was never going to be a good look. I ended up stripping it all out again.
The game itself was quite simple. There is a dark player in a light universe and a light player in a dark universe. You can shoot at the walls of your univers to make it larger (while reducing the enemy universe). The object of the game is to get your ‘gribblies’ home. The gribblies have an incredibly basic movement behaviour that everone complimented as being far more clever than they actually were. You help the gribblies home by cutting paths for them to travel.
A post compo version of the game with AI and a few more features is available here
All up this game was qute fun to play, I still play it from time to time. My daughter, fiance, and nephew all like it so I’m happy.
LD48 #6 theme was “Light and Darkness”. Another theme that came close to winning was Remote Control, which I also included in my entry. So I made Habitat For Horror. This game is quite flawed – it’s a somewhat interesting and worthwhile puzzle/arcade game where you have a limited supply of fuses with which to keep rooms lit in an apartment building. Evil CHUDs crawl up from the sewers, but can only travel in the dark, so you must keep your tenants safe from them. The flaw is that in order to have remote control, I have you working only on a fusebox rather than clicking directly on the rooms you want to lighten or darken. It’s just kinda weird. Would be much more playable if played directly.
Escape from Anathema Mines was my second LD entry. I was pretty pleased with how it came out – pretty challenging and fun visually. I stretched the limits of pygame quite a bit in this entry, doing things which look impossible