Posts Tagged ‘48 hours’
We have just joined another 48 hours game jam in China. And I would like to share our games to all of you guys here. The main idea came from the magnet. You can use magnetic to attract or push the things. I wish you would like it. Here is the game:
4P mode is still a button. We have thought about it but there were no time for us to complete it in 48 hours.
We are planning to continue the work to polish the game and make it more attractive. Anything you want to talk about this game, plz let me know
Thank you! And good luck with your Ludumdare 30th.
Game Designer: Rao Zijian (Me)
Esthetics: Chen Weichen
Programers: Lin Huabin, He Bin, Yang Jintang
In Ludum Dare #27 I manage to create a game called “10 Floors“. In this game, the player have to reach the goal in 10 sec by avoiding enemies on their way. Its a very simple and classic concept but this is not what I came up in the first place.
As soon as I learned about the theme, I also thought about building a game where you can finish every level within 10 seconds. Its funny that when I see the games, most games have the same approach but of course the execution is completely different. Some games have totally nailed the mechanic.
My first thoughts about the game was to build a game where the game world will change every 10 seconds. As a player you have to predict in advance what the state of the world will be in the next few seconds and based on that the player will make their moves. It was more of a puzzle game than just a runner. I had the world changing logic in but it didnt seemed that appealing from the gameplay point to view. I gave it some more thought but then I moved on as I couldn’t came up with anything that looked like it’ll be fun to play.
It was saturday afternoon and I had nothing. The chances of finishing the game were getting bleak so I went back to the drawing board without wasting any more time on my first idea. The clever decision to take at that time was to turn things around in a way that doesnt involve trashing all the work I have done so far. I reused my level assets, refactored a small section of code and quickly came up with this enemy avoidance idea. It looked fun and challenging at that time. I implement the first level within an hour and felt confident. After that its all non-stop work until I reached a point where the game is fully playable. I felt really relieved on sunday afternoon after seeing the “final” results. I then spent rest of the time polishing and fixing bugs. This is my LD #27 game making story.
What went right?
- No mysterious technical issues. Yayy!
- Able to change things at the last moment without breaking too much stuff.
What went wrong?
- Struggled while creating the puzzles, didnt quite like the implementation of what I had originally in my mind. Lost too much time on it.
- Didnt gave much thought to the mechanic itself. I felt like I was interpreting the theme (10 seconds) as a mechanic. But I guess those are two different things. This slowed me down a little in the beginning.
- Controls are not refined and smooth. I received some valid criticism on it. I wish I had spent more time on it.
Overall, I had a lot of fun making this game and learned couple of new things, especially about shaders and lighting. Shaders really changed the look and feel of anything whether its a 3D model or just a simple 2D line. Its magic.. lol.
Thanks Ludum Dare and I am definitely looking forward to the next Ludum Dare. In the meantime, I have other games to make :D. This shit never stops, eh.
Thanks everyone for playing the game. If you haven’t tried it yet, here “10 Floors“. After you beat the game, you can enter yourself to the online leaderboard. GET ON IT!!!
In this 48 hour competition, participants created video games from scratch based on the theme of “10 seconds.” I had a difficult time deciding on a solid idea for my entry, discarding ideas like:
- A timed destroy the targets test.
- 10 second dungeon crawler.
- Time traveling machine with a range of 10 seconds.
I finally settled on an idea based on Simon Says, a game which everyone already knows how to play. This is important because 10 seconds doesn’t allow you much time to teach new rules. The goal was to help players grasp the game’s rules quicker before they get frustrated by the time limit.
My idea combines 2D platforming and Simon Says, an idea inspired by Wario Land II and the Simon memory game that you unlock after beating the game. I also drew artistic inspiration from that game, adopting a retro Gameboy look.
What Went Wrong
I struggled a lot more with time this competition than with the last competition. I worked 5 hours Friday night and 9 hours Sunday morning for a total of 14 hours. There are several aesthetic bugs left in the final product due to not having time to work on the game on Saturday.
If I had another 5 hours to work on the game, I would have ironed out the visual appeal of the game by fixing bugs, adding particle effects, adding scan lines, and improving animations. Another aspect that suffered due to time is the unclear game directions. I planned to implement a graphical cue to let players know when a condition is met or failed, but that did not make it into the game.
Currently, the only thing that hints success or failure are sound clips which do not sufficiently get the point across. New players will be lost, not knowing if they are winning or loosing until the end. However, I could be wrong. It will be interesting to hear the feedback I get on this game.
What (I Think) Went Right
I was happy with the graphics for the most part. The character design was something I did in the tail end of development. The name of the game was coined somewhere along development as I scampered around the level in testing trying to accomplish rapidly appearing demands like a small bird with short attention span who flutters about with no obvious goal or purpose. I settled for implying a story with the title rather than spelling everything out for the player to maintain the simplicity needed for such short play sessions.
I was happy with the main character’s walking animation and sound effects. They’re kind of derpy, and it makes me happy. Although I’m not sure if I pulled my original vision for the game, I was proud of my concept, and it’s an idea I think I will return to some day when I have more time.
My tools of choice in making this game included Unity 3D, Graphics Gale, and Photoshop. I used the platforming framework I posted via Youtube for most of the player physics. I also constructed a horribly inefficient 2D sprite generator for this game using techniques I need to research more.
If you’re interested in playing the game, follow the link below.
Likewise, I’d love to hear your feedback. Comment can be posted here:
My Twitter: https://twitter.com/zanzindorf
My Tumblr: http://zanzindorf.tumblr.com/
Some people have been complaining that my entry was too hard. Perhaps it is,but I was playing on it tonight and I managed to get to wave 9 of 10, almost completed it!
The ranking system is definitely all over the place, I will need to take a look at it once the competition is over
Just made these two videos. One is the timelapse video I took to show my development process and the other is to show off the gameplay for those that cant run flash (Linux) or dont want to actually play the game, just want to see what the fuss is about
The timelapse was produced using 2300 ish screenshots, one taken every 60 seconds by Chronolapse.
You can play the game here: http://mikecann.co.uk/ludum-dare/ludum-dare-hour-40-complete/#thegame