Archive for the ‘MiniLD’ Category
I’m in, looking forward to LD30 throughly kicking my butt. First LD, only second Compo. Did complete MiniLD 49, and have been looking forward to my first LD.
Editors: Notepad++, Brackets
Graphics: Probably SVG Edit (https://code.google.com/p/svg-edit/)
Music: Don’t know if I’ll get to it, possibly FL Studio
Misc Software: Ghost TimeLapse, for capturing a full TimeLapse of the development.
Misc: Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee Coffee
Just to let you know that the second annual #SpeccyJam is this month, and starts on 29th August 2014
Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)
Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!
You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).
For more details about rules and registration (by way of forum), check out http://www.speccyjam.com
Thanks for reading, and hope to see you there!
This ludum dare was our first attempt at making a game in Unity, and also we thought why not try making a timelapse with screen capture + a webcam, sometimes we enjoy watching those ourself.
So here it is:
You can play a game for your self from the miniLD page:
For some pic’s and updates on other games we develop you can follow
I made a game over the weekend for Mini Ludum Dare 53rd. The theme was – The Future Is Now.
The name of my game is ‘Future Summer’. It is a combo of first person platformer, 3rd person mouse click to move, and cinematic scenes of the camera moving.
The game was made with my usual process – digital painting, 3d modeling, texture painting, and finally game design with Unity3d.
Early morning last minute push FTW!
Yesterday the progress looked grim, I was the main bottleneck in the programming departments, Jod had his stuff done. Ah the problems of Team work.
This world has a doomed fate! Only you can save us, by manipulating the world through time travel on a grand stage in the struggle between Awakened and humans.
Play it & Judge it:
Hi folks. I am proud to present to you my first project available on Desura. It is a small-scale FPS based on the old-school pixelated style. To start this game I have used this crazy source, but I have changed many many many aspects – it’s totally different now. In random mazes the player must find his way to pass through 20 levels filled with aggressives creatures to reach the surface (LD29). In crates we find ammo, supplies and health – also some skulls which we can throw in the face of our enemies (find the golden skull)… I have some keys which I distribute for free. If you want try my game, send me a private message by Desura and I will give you a key. You will be friendly if you post a review on my page. Thank you for you support my friends ++
Well, I finished. That was… an experience. I set out to create a procedurally-generated timeline that follows the story of a lovably-dysfunctional country, and I think I achieved my original vision, sans one thing (but we’ll get to that later). For now, let’s do this post-mortem in order.
FIRST OF ALL:
WHAT WENT RIGHT:
Pretty much everything, up until the last day. I was relieved when I first found out that we could split up our 48 hours rather than enduring one stressful marathon session, and that made the experience very chill and enjoyable. I am a bit ashamed to admit that I fully embraced that legendary “feature-creep”, and while this greatly slowed progress, what I am left with is a virtually-innumerable number of possible events that can happen to your little country.
When an event is generated, it goes through a narrowing-down process. First, the overall category of the event is picked from the “event tree list”, as I have called it. The options are: (Political Affairs (20% Chance), Internal Affairs (25%), Pop Culture (50%), or Unique Occurrence (1%)) For this example, let’s say political affairs was picked. From there, an “event branch” is picked. This particular selection includes: (Change In Power (15%), Law Enacted (25%), Political Scandal (20%), and Diplomatic Relations (40%)) After that, each of these branches has many variables to make each event call unique.
This doesn’t even delve into name generation, where I basically sprinkled random.randints like salt on an extra-bland bowl of rice.
This brings me to my next “What Went Right”: Name Generation. I gathered up the top 100 baby names for both boys and girls, a list of over 2000 popular surnames in Europe (Even the rawest list I could find was still a beast to copy into a list in a way that Python could understand it.), and various spelling lists to add nouns, adjectives, and verbs. Although this probably was the most tedious step in my dev process, it was oh so worth it. Figure A:
My third of my triumphant triumphs was the way that events have a domino-like effect on the next ones. While much of what happens in a given event is throwaway fluff, Timeline (that’s my entry’s catchy abridged name) remembers quite a lot. This effect can be blatantly seen in examples like this:
(Sidenote: I guess I should probably mention the dates, which I think are really cool. Basically, you give Timeline a number of years to generate and it will evenly space (with some healthy standard deviation to mix things up) 50 events per year from today’s date on the calendar, including leap years and all that. Python’s calendar and datetime modules sure are nifty!)
My final and most right of the things that went right is just the sheer unpredictable nature of the game. Not a single timeline that anyone generates will ever by the same as anyone else’s. This makes each generation feel exciting and unique. (To me, at least.) This also made me feel the need to take screenshots of some of my favorite events, as I knew that no one else would likely see exactly the same ones. Here are some of my favorites:
(Not suspicious at all, right?)
WHAT WENT WRONG:
I am pleased to say that overall, on the front of what went wrong, I can honestly give an answer of “Not much.” Like I said earlier, I was pleased to be able to break up my 48 hours over the past week, but that led to one big P-word: Procrastination. As I blissfully coded away, I focused too much on my time limit (which I kept track of with a nifty little desktop timer), and not enough on the actual deadline of Sunday at midnight. I still had a comfortable 20 hours of time remaining on Sunday afternoon, but since 00:00 GMT is a significant amount of hours earlier for me, that meant that I had to quickly cut corners to put out a game on time. This led to a stressful couple hours, during which my laptop crashed, my internet decided not to work, and Py2exe, a program that I have relied on many times before for turning my Python files into executables, decided to flat-out break. I was luckily able to get Timeline submitted on time (heh), but I had to compromise on one significant feature: graphics. My original plan for Timeline was to be a navigable timeline (makes sense, right?) where the user could display and skip over color-coded events as they pleased. Instead, I finished with this:
Don’t let the gnarly-looking command window discourage you from playing, though! It’s still plenty easy to generate and skim through whichever events your little heart may desire. I just had something different in mind. (Hey, perhaps that will be the sequel!)
The second thing that I wanted to implement but didn’t have time for were starting and end-game events. I wanted to provide the reader with some sort of closure for their beloved country, but at the moment he or she is just slapped with a blunt “The End.” Maybe I can say that I wanted the reader to be creative and come up with their own ending! Yeah, let’s go with that.
Finally, I wanted to expand name generation just a smidge more to have slight differences between art, song, and video game names. Right now, all three media types use the same function to get their titles. There’s no noticeable side-effects for the most part, but every so often you’ll get something like this:
I think it’s fun to imagine how this game would be played.
Mini LD 53 was an almost-completely positive experience for me, and although I would have liked to have known about the 12-hour submission grace period before I almost threw my computer into the sun trying to finish in time, it has taught me some valuable lessons about efficiency and increased my ability to visualize what the code I type will do, without running it. I encourage all of you to download Dysfunctional Country Timeline Simulator 2014, and post what you discover! Finally, I’ll end this mammoth of a post with one of my favorite screenshots that I took while testing my game.
I created a very small game for this Mini LD 53. It is called Inmortals.
I also wrote a small article about the development here:
The game can be played here:
There were some people who downloaded and used Yamanu 1.0, and so I thought, if the documentation wasn’t thorough enough, then a video would be okay to show! Here it is:
(Sorry, couldn’t embed it the way I wanted)
So in the process of preventing the enemy from tripping backwards and suffering a gran maul seizure, we’ve apparently given him the ability to glitch through walls. Like I said, I suck at A.I.
In other news, the base construction and terrain are coming along nicely. The basics of building is done, and what’s left is to allow for multiple block types and defenses. On the front of enemies, we’ve got to create spawning, give them health and actually make them dangerous.
In short, we’ve got a long way to go and a lot to do. Even so the knowledge gleamed learning to not suck at Unity will really help in the long run, and will prove valuable come August’s Ludum Dare. Besides that, watching the A.I. I wrote fail miserably was incredibly funny. Hopefully we’ll pull this off, but even if we don’t, fun was had.
Oh, and I am so including an option to ‘un-fix’ all the glitches on the A.I. – there’s no way I’m restricting that fun!
I had a lot less time this weekend than I hoped I would, so it looks like I won’t make the deadline. I learnt a lot about some of Game Maker’s more advanced features and I’ll continue to work on the game until its finished. Looking forward to seeing what everyone else can do!