Posts Tagged ‘#1GAM’
Not sure if such a thing exists, a cooldown game. But after writing 11 games in two weekends, I somehow couldn’t stop making one more game. It’s also for Android, I’ll publish it to Google Play and also 1GAM after finishing up a few more things. Play it here:
How can a dragon move in space? Using his fire breath.
But how does a dragon kill enemies? Using his fire breath.
Ahem, right. Houston, we have a game!
Use mouse or cursors+Z to move/shoot.
I had originally planned on collaborating with a friend on the Ludum Dare 26 Jam, however, plans started to fall apart Friday morning when my sister went into labor. Long story short, the baby was born later that evening, and along with other family commitments, took up most of the weekend.
On Sunday I was finally able to sit down and start working on something. My mind kept going back to some sample code I had given a FlashPunk user in Afternet’s #flashpunkers earlier in the week. He was asking for pointers on a drag mechanic and I was able to offer a little help. This sample code was still sitting in my initial basecode project in FlashDevelop and I just started going with the seeds of a simple idea.
I wanted a game where the player had to think fast, but didn’t have multiple types of actions to perform. The Drag mechanic is simple, and everyone who uses computers should be familiar with it. I also didn’t want to have to explain the rules to the player. I wanted them to be able to discover the rules with visual and audible hints. I decided that simply moving objects into a target would be adequate to satisfy those two pieces.
So I worked on Sunday night and before long had the basic functionality down. There were some overlap issues that I had to figure out due to me forgetting that I was centering the origin, but that was probably the only thing that was a pain. After more work on Monday night, it was ready to turn in. I ended up with a progression of levels that started simple and ended up fairly frantic. I knew I was going to be dinged by some voters if I completely avoided instructions, so I put a little blurb on the webpage about discovering it as well as adding a hint to the end game screen if you didn’t make it past the first level or the first level with multiple colored targets. I hoped this would be enough to keep people from being frustrated or downvoting me because they couldn’t understand it.
(I have to say that with the Minimalism theme it is hard to balance the polish. I decided that not only is my gameplay going to stick with one basic action, but the graphics would be minimalism with simple shapes. However, I know someone is going to downgrade the graphics because there are so many more entries that are fantastic graphically. Should they be voted higher because it looks better? Or should the simple graphics games be voted higher because they are following the theme? I don’t know, there are many entries where I can’t for the life of me figure out what is being interpreted as minimal but will probably score high because they are good.)
Here is a video of myself playing the game. Reviewers have apparently done a good job scoring higher.
I think the fact I kept the gameplay simple but had something challenging and fun was great. I was focused on that without having to prepare and test other mechanics. The progression of difficulty was simple and changed things around while still keeping that simple dragging mechanic.
I would have liked a high-score option that reported to my webpage or Twitter, or at the very least kept your own personal high score offline. I didn’t get a chance to do that before the time limit. I also had to skip the sound/music toggle which would have been a nice polite addition.
I had the same thought that showed up in many LD comments: It would be fun on mobile. I would like to explore this. I think I’d have to change the underlying code for handling the dragging to support two at a time, because I know that would be intuitive on a device.
If you would like to give it a try, please go it’s LD page.
One Game A Month loves Ludum Dare. You see, #1GAM is not a game jam. It is the gamification of gamedev. You earn XP and achievements for doing what you love. We rely on game jams to motivate us. Like doing workouts, the goal is to become stronger, faster, better gamedevs by releasing many small games. We’d love to have you join us – 5000 strong and growing! Please SHARE YOUR LD48 GAME with us!
So this is my first time doing an entry for LD. Decided to do it on a whim since the game I was working on this month for 1GAM was kinda not panning out so well. Decided to make a minimalist Tower Defense game. I’ve only been working on it since today so I only have the basic enemy pathing and one turret in, but progress of any kind is good. Made in Game Maker Studio
One Game A Month Loves Ludum Dare.
Crosspost your LD48 games on #1GAM to earn XP.
Whelp, that didn’t work.
I made an attempt to complete a 7-day roguelike challenge over at 7DRL. I didn’t expect to complete it in time, but I had hoped to get more done. The game is Dead Grinder.
Scavenge and travel during the day, barricade and fight undead during the night. Make your way to the heart of the city for some reason/maguffin/plot device to be determined at a later point. First time building a roguelike, and I’ll finish it, but maybe not by Sunday.
There were several reasons I didn’t get anywhere near done. Part of the process of trying to improve is to exposing myself to greater accountability. In other words, share with a load of strangers my ineptitude as an incentive to learn lessons.
- Late Start
- Did Not Leverage Work of Others
- Weak Design
- Weak Architecture
I started late. Partly that’s a failure to commit the time on my part, and partly it was real life interfering. I had some work, financial and medical issues to deal with, and I just didn’t cope with the extra stress that adds.
I found myself going back and forth re-architecting a roguelike engine around HaxePunk, so by the end of the week I had very little of a game in there. There are RL engines available, and I could have used them, which is definitely something you want to consider when you’re working under a severe time constraint like 7DRL. I chose not to. I’m okay with my reasons for this – mostly it was my desire to maintain a commitment to Haxe. It’s a good language, and I love like the rich variety of target platforms you get with NME (targeting mobile, desktop, or browser) using the (mostly) same codebase. I’m also trying to realize the benefits of maintaining a commitment to HaxePunk, built on top of Haxe/NME, but the implementation has been shifting so much lately that I consider the current build still broken. I wasted time trying to work in the latest 2.x build before rolling back to 1.72a which is the most stable build out there. I KNEW I shouldn’t have wasted time doing this under a time constraint, and I should have stuck with the older API; this is somewhat an element of self-sabotage, which I’ll cover in a bit.
I’ve been developing apps for other people for many years, and one of the problems I have writing apps for myself is failing to maintain a clear delineation between the hats I have to wear, namely the Designer Hat and the Developer Hat. Because of this, I was not only guilty of feature creep, which is bad, but “developing for maybes.” That’s when you skimp on the design because you want to get right to coding and hope that “if you have time” later you can fit in these broader, vague ideas. It’s akin to not designing at all, or coding by instinct. You’re not really sure what you need to implement, because you haven’t committed to it, so you wind up trying to add support for ideas that probably aren’t going to make it in and you haven’t thought through how it’s supposed to work. If a paying client tried to get me to start coding without a clear set of requirements I’d raise hell, that’s what they pay me for. Why would I not demand that of myself? Worse yet, I also skimped on wearing the Architect hat, pressuring myself to jump into coding and winding up making numerous knee-jerk architecture changes along the way. C’mon man, be professional.
Knowing it was not going well, that there was precious little time left and that I had made mistakes from the offset, I wasted more time on self-sabotage. That’s when I procrastinate. Sometimes it’s your explicit, run-of-the-mill procrastination; reading your social media, or taking another “coffee break” that winds up eating an hour. But more often it’s under an insidious disguise. Trying to get HaxePunk 2.1 to work, as I mentioned earlier for example, appears on the surface to be a useful endeavor, but it is a terrible time sink I’ve encountered before. Once I realized it wasn’t a slam dunk, I should have stopped, putting it off until a point where I’m not under a time crunch. Or even better not start subconscious-distractions-as-procrastination at all. I think time-boxing might be a helpful technique to raise my awareness of self-sabotage and the challenges I’m having/avoiding. It’s easy to let your frustration guide you, rather than your intellect.
I’m going to continue working on Dead Grinder until it’s playable, at least. I’d like to use it for my March 1GAM. To that end, I decided to finally READ my copy of Game Engine Architecture. At least the bits that are relevant to a non-AAA 2D game. I’m generally resistant to learning other people’s best practices, preferring to invent my own path, like an idiot. I’m clearly not an academic, teaching myself to code 30 years ago when I became a teen. That’s one of my personal issues I’m trying to address: leverage the work of others. Drop my arrogance and acknowledge that despite all my experience, my knowledge of practical, real-world game development is fairly limited, and it’s never too late to open your mind.
Thanks Ludum Dare and 1GAM, for encouraging me to put out more games … even if they are shamefully dull and unplayable. I had been working on a game about operating an underwater base but it was taking me too long to figure out what the game is actually about. I mean, okay, yes, it’s about an underwater base, but the game I want to make which is part economic sim and part micromanaging the staff was again reaching beyond my February grasp. Instead I cranked out a quick idea I had about manipulating Conway’s Game of Life. The game, Death to Conway, is a turn-based simulation of the Game of Life, and you’re given an opportunity to kill an extra cell in between generations. Excitement? Thrills? Who needs em! We’ve got cells, lots of terrible cells, and they must all be killed!
Play Now (in browser)
This was another HaxePunk joint. HaxePunk is sort of in flux now as the developer is making some additional changes to better support hardware acceleration on native targets, so I rolled back to HaxePunk 1.72a to build this one.
I don’t know why I have to code everything twice. I think it’s a failure to personally commit to my own requirements. I knew I wanted to have the ability to run the simulation separate from the display, but since I didn’t commit to it at the start, I tightly coupled the simulation with the rendering system. Then of course I get the game working and realize no one is going to have an idea if they did well or not. The game showed you how many turns you took, but this doesn’t factor in how hard the level is. So then I decoupled the simulation from the rendering. Now I can quietly put it through 50 generations or so to determine how long it runs before it becomes stable, and then use this number of steps and number of remaining live cells to come up with some estimated “par” value for the player to play against. If I had simply committed to adding this feature in at the start, I could have saved myself some rework.
my 2nd game this year! Super Hero Time finished today!!…
saving the world from catasthrope, beating baddies is everyday life of heroes, enjoy it in this short six stages minigame with absurd art and catchy music by Matt McFarland
this time, I create about six different minigame and turn it into one game. I said minigame, because the simple mechanic it have for every stages. and I’m trying different art now, compared to my last game this has so much color. and for music, I’m using music from http://www.mattmcfarland.com/ titled Strangled, you can hear it here
I hope this game will be better recieved by audience than my previous game, because I too learn much from this game
hope you enjoy!
The title pretty much says it all. I’m very excited about this, more so than I can convey in a post like this!
I finished up Mr Wizard for my January #1GAM game, releasing with 3 difficulty levels and an endless mode. Please, check it out here: http://www.indievania.com/games/mr-wizard-vs-world
It’s pay-what-you-want ($1 minimum). If you can’t afford it, or just aren’t interested in that type of game, please just spread the word! I’d really appreciate anything: tweets, reviews, complaints, anything.
Thank you for taking time to read this. Long live the Ludum Dare community!
I’m joining up in this thing. I’m not much of a coder, so my games are all collaborations or very simple, but I get 1GAM xp for having a Ludum Dare profile – AND I really want to do CRAjam and support my friend David S Gallant, so I guess I’m on board. Hey everyone. I’m Robby.
It’s here! After a lot of hard work, I’ve turned my Ludum Dare 25 entry into January’s One Game A Month, and released it for sale!
Check out the page on my blog here for more information, as well as a link to purchase it. Among other new features is an endless mode in which, quite fittingly, you must defeat heroes endlessly until you are defeated. Go for a new record!
I have two codes, each for 33% off!
I’d like to welcome you all to join ONE GAME A MONTH – over 2500 gamedevs have already signed up for this ad-free, noncommercial, “gamedev gamification” site where making games earns you XP, levelups and achievement awards. Bring your career to the next level. This isn’t a game jam: we NEED game jams like Ludum Dare to pull it off. We’d love to have you post any games you make for LD48 compos in 2013. Good luck and have fun!
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