Posts Tagged ‘adventure’
I’m trying to write a postmortem, but so far I’m not very good at it.
The first day I started the stream on Twitch. If you’re interested, you can watch the record. But it will be available some time (problems with uploading).
In the game was more important animation and sound. So I’m not worried at the expense of code. It there is very little and it is very simple. And anyway I am very bad programmer. So I decided to focus on the atmosphere of the game.
I had an idea in my head to make the main character of the game by myself. Just fun to see myself as the main character in the video game. The character really took over some of my habits from life. He pulls it out from his pocket like me. It’s fun. It’s like I went for a walk and fell into my dreams.
Only a little more than an hour before the end of LD. The game as a whole was ready, but there was a very important part – the music. This is the basis of my game. And if I had not had time to make music, then I would not have made the game. Just would not make sense to load the game on LD without music.
And luckily I was able to do everything! Yes, I wanted to make more sounds and music, but the time is not left.
All in the game musical compositions 8, 4 individual sounds, 11 phrases (when something cosmic talking with us.)
The game turned out not as what was supposed to be, but it was a great experience for me. And it was fun. I love LD.
I will try to write a few more facts about the development (of course if you are interested).
And yes, my English is very bad, sorry for that.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Oh, man, I’m a little disappointed that I’ve raised a whole $31. Skullgirls proved it takes sex to sell something, apparently. Very depressing… it’s so hard to start new IPs or launch any kind of original project! I wish publishers were more understanding!
The player controls Rain, who has come to HPE Lunar Facility #26 in search for answers to many questions. Surrounded by a great vacuum her only companion is an AI. It helps her get through the days under a black sky, and the nights under thousand silent eyes.
Two months into her endeavor a call from Earth…
I would appreciate if you took the time to play and comment on it, it’s really short. I would especially be interested in whether Rain and the setting are something you’d like to see more of. I’m excited for the character and the setting but since my time is limited I’d like to find out whether people would play it.
Be sure to check the game’s page in the next few days as I am trying to put together a timelapse as well as a gameplay video.
For a small bat like Ping, the world is a big, dangerous place. Will little Ping make it in her new home?
Move using joystick (arrow keys or mouse with Stella), ping using echolocation with joystick fire (spacebar or left mouse click in Stella).
Pinging costs 25 points. You gain points by making progress to the right and by eating bugs. Try to ping as few times as possible to maximize your score.
Avoid owls and walls, eat bugs, and get as far as you can!
Supports AtariVox high score saving. Requires an AtariVox/SaveKey module to be plugged in to controller port 2 (or emulated in Stella).
Clear your AtariVox high score for Ping with select + joystick fire while in game.
Mute the pinging sound by setting Color/BW to BW (F4 in Stella).
I’m in! First ludum dare and first attempt at completing a game ever! Wow, that sounds scary. Hopefully this will be a learning experience even if I miserably fail in delivering my game.
Since a lot of people have been listing their tools for the job, I guess I’ll do the same.
- Genre: Point and click adventure
I had been planning to make a free point and click adventure for a while now, so I thought that making a ludum dare entry may be some good training wheels before throwing myself into my “dream project”. The fun thing about this genre is that it can fit any theme pretty easily.
- Language: Python
- Engine: Ren’py
I’ve rarely seen Ren’py being used in ludum dares and never for anything other than visual novels, and that’s a serious pity. Yes, it is an engine for visual novels, something that actually made me ignore the engine for a long time (stupid, stupid!). But the reality is its scripting language is so fast to use and flexible you can do some rather complex stuff with it.
Okay, it’s pretty limited: for example, only 2D (no 3D models), and is not ideal for stuff that requires real time input, like a platformer (using plain pygame is better for that). But if you want to make something story driven that requires user input once in a while (a point and click game, for example), its scripting language is pretty powerful. It’s a pity everyone uses it mostly for visual novels and dating sims cause there is a lot of stuff that could be done with it. I’ve done a prototype of a first person point and click game in a matter of minutes, no joke.
Fast prototyping, fast debugging and on the fly script reloading means an immense amount of time saved that can be used to add more mechanics or make better art and music. Since I know that I will be using (wasting) most of my time to come up with an interesting idea, time efficiency is a critical factor. Plus, it’s multiplat AND free.
- Editor: Notepad++
- Graphics: Paint.NET, GIMP, probably some handdrawn or rotoscoped stuff.
- Audio: REAPER combined with the free and excellent sounding Synth1
Good luck to everyone and good work!
My entry for the CRAJam has been released. the entry page is http://www.ludumdare.com/compo/cra-jam/?action=preview&uid=15656 . The game has you playing an auditor who has to decide the fate of the people you audit. There are three different endings to the game based on your performance. I still have sound to add to the game so might slip in an update on monday or tuesday.
New monster and zone almost done!
Check out the video:
I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.
I made several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun
I’m making a summary of what I’ve done since the last update:
- Added a compass (triangle in front of the avatar) to know where to go next
- Creation of optimized materials compatible with light and shadow
- Creating a new enemy: mini skeleton, with its animations, etc..
- Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
- Including transients and environmental sound effects are played according to a given priority
- resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+
In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc
Here is the video from these days progress:
Now I could export the game to iOS 6.0. It works with iPad3 and iPhone5!
Bad news are that the game in iPod/iPhone 3G will not be available and in iPhone 3GS too slow…
I’m trying to make this better. Here is the discussion in our engine forum:
I have made this video:
to show the current progress of the game in about 2 weeks.
Player has animations, touch control pad,physics,low poly geometry, etc
The first level consists in 2 rooms and a mage tower, all the game is related to magic and mages!, i am a bit worried about fps, with 5-7k polys for each part of the full scene (rooms and tower), 4 particle systems of 16 elements each one, collisions, object occlussion, physics, AI, animations (no lights , no shadows), the game is running at 40-50fps…
I am wondering if I would need to reduce the meshes again! Or remove particles, occlussion ,etc, so I can add bloom fx, lights and more action to improve gameplay and game itself: graphics, sounds, music, attack,fx,etc
The eagle-eyed amongst you might have noticed that the Enhanced Edition of Plan M went up earlier today.
It adds a laundry-list of brilliant stuff, and you probably owe it to yourself to play it. Not that I’m biased or anything.
- A complete soundtrack, which will get stuck in your head for days.
- Sound FX for loads of important actions and events, and also for several completely useless ones.
- A menu (wow!) which allows you to load a previous save without having to watch the entire intro again.
- Two (count ‘em!) completely new scenes, which further develop the characters of Dr. M and Señor Banana (it makes sense if you’ve played it).
- Many new interactions and animations, to make the world seem more alive.
- A re-written ending, to properly end the story.
- Literally tens of bug fixes and tweaks to make the game more fun, based on your feedback.
There may even be more features which I have forgotten about. That’s right – I can’t even keep track of how awesome it is compared to the original release.
No voice pack as yet, I’m afraid. If the demand is there, I’m sure a few days can be set aside for the recording of one.
Oh guys ! I’m thrill with joy and excitement when I see all the comments on my game page.
As I said in previous posts, It’s my first game and I really appreciate all your review and suggestion. Know that I fell in love with Dusty in the past days while I was giving him life. So I’ve decided to put him on a longer journey.
For the LD version of the game, I use Multimedia Fusion 2. Even if I have little experiences with the software, it show some limits to do what I really wanted to do (like an online version, add particles effect and some tweeks on the gameplay). But figuring that out don’t make a programmer of me, so let’s try another Drag’n'drop gamemaker software. Two choices Game Maker or Construct 2… Construct 2 it is !
Simply because I want to, since the LD ends. And some of you seems to appreciate the game, enough to wish it was longer, and so do I. Let’s make it happen!
Know that it could take some times since I have no experiences with Construct 2. Plus, I only have the trial version (since I can’t afford the pro one yet, one day maybe, would be cool if I notice I like it a lot). I’ve began setting up the basics but there is still some “meh” point (but I’ll sort it out). Construct 2 seems to have strong bases and export to html5 (wich is great for online game, but not so on potecting my sprite… do I need to protect them ?).
First screenshot !
Thanks again for everything. Such a blast, I think it’s the first time I ever feel that way.
If you haven’t played the LD version, here it is : Dusty’s Adventure
Thanks !!! Ten thousand times ! Thank you !
EDIT : Bonus, the Timelapse of the past week end
EDIT 2 : POST MORTEM
Almost forgot that part. So…
Good part :
- Release somthing (it wasn’t so sure during the last 5 hours).
- Did some animation, and I’m really proud of the Spider.
- Did a character and a narrative line to go with it.
- Sounds and Music came out not so bad after all.
Bad part :
- Too much time pass on making the animations and arts, forgot to think about levels. My game is really short, it’s not even a game.
- Almost eat and drink nothing during this time.
- MMF2 is really frustrating in his conception.
Bottom line, I draw, animate, make stuff since… well… forever. But this Ludum Dare was not just a competition but a real challenge. Just because even if Ido a lot, I never show anything. With the LD, I had to release it and it was a first. Most of all, it’s one of the first time that I’m proud of something. Maybe that gives a bad image of me, but, I’m just proud of it even with the bugs and shortness of it.
Here is my game page.
I’m a little bit proud of it. Because it’s my first Ludum Dare, but also my first release “game”. Of course it’s short, and not really a “game” but I’m really proud of some of the work I made to get this.
Thanks everyone, Ludum Dare team, the ones who support me these past 48h or so.
Thanks again !
Like a few other here, this’ll be my first LD. I’ll be using Construct for the creation of the binary if my concept ends up being 2D. For 3D, I have a variety of technologies I’d like to explore.
The first is Dage. I’ve been playing around with it for a few days now, and even though the odds of me getting to make a 3D adventure game are hard, I’d certainly embrace the chance to use my recent experience.
I’m also not above Unity, if the trial is viable.
No matter what I use to assemble the game, though, I’ll be using Blender, Photoshop, and Notepad++ for the majority of modeling, texturing/art, and writing, respectively. I know that I’m a bad egg and should use GIMP–but, hey, I like Photoshop’s interface better. If I wind up with Dage, I’ll also have to use Max in my pipeline, another evil, commercial program.
As far as my experience in other areas, I’ve tried a few compos, followed more than a few, but never made a real entry. I’m determined to sneak one into this LD. I’m pretty experienced with Construct, Blender, and Photoshop, and I’m just learning other techs like Unity and Dage. I grasp programming concepts pretty well (Event Sheets in Construct come almost naturally to me), but I fail pretty hard at actual programming (even XNA is beyond me). I like it that way. I like that in this modern day and age, there’s a bunch of technologies (Construct, MMF, AGS, Wintermute) that allow you to script an entire game without programming it. I like that many things are set up for you, and I like WYSIWYG. There’s nothing wrong with WYSIWYG in my book–if you can create something totally awesome, it doesn’t matter by what means.
Anyway, that’s me. Sorry for being wordy. I can’t wait to participate, honestly. I’m sure I’ll be dreading my decision in about 144 hours.
I made an adventure game! It’s called CZQ because I couldn’t think of a name for it. I followed the usual rules (all assets made during the 48h) which means it doesn’t have any sound, feel free to sing while you play.
It’s quite short. The graphics suck. The menu and victory screen suck a little less because I made them just now at home with my Gimp computer.
Use the arrow keys to move around; bump into stuff to interact with it; press the space bar to dismiss a dialog.
Python + pyGame: download. No binaries, if somebody wants to make some I’d be grateful.
Comments are very welcome.
Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.
POST COMPO UPDATE! This is not cheating! You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead! It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color. The only code change was to change “wav” to “ogg” in the sound loading code.
Win32 download: http://hamumu.com/goods/ludum/tworoads.zip (17mb! It must be good!)
Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.
Started at local midnight, two hours ago. I had grand plans of making a generic scriptable text adventure engine when the compo started, but couldn’t find the inspiration and energy needed to get on with it. Instead I stalled and waited for the very last moment to get something half-assed out the door. It ended up completely hard-coded and very simple, but at least I got to write a text adventure. Last one I did was probably in AmigaBASIC twelve years ago.
Download and poke around a bit. You might have a minute or two of frustration fun: drpetter_ld12.zip
I would have posted this version earlier but I just took a week off to tour a college and didn’t bring my laptop.(which was a stupid mistake on my part considering all the free wifi.)
There Is No Screwdriver
Fixed an error of being able to leave the first room without actually opening the door.
Cleaned up the code slightly.
If there are any other bugs or if anyone has comments feel free to leave a comment for me.
So here it is. I began writing the story for this game at 11:30PM on 04-19 and started writing the code at 4:00AM 04-20. I have never coded before in my life. I have no previous knowledge of coding but I have spent time around people who do code. I came into this contest with 22.5 hours left and wanted to have a text adventure completed before the deadline. I came close. I did not have time to finish writing the story but I did implement quite a bit and learned alot. So, as far as I am concerned Mission Accomplished.
There Is No Screwdriver.
Text Based Adventure written in Python.
1.19MB contains source .py file.
I had some hosting issues, hopefully I am not too late.