Posts Tagged ‘blender’
IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).
I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.
So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)
You can’t quite tell, but it’s a stripped-down RTS:
- no resources or buildings (instead you have gestation periods for replication)
- since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
- there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
- it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.
- Four litres of coffee consumed
- A whole forest of tobacco
- 3,617 lines of code
- That’s 60 A4 pages if printed out
- According to Wolfram Alpha that’s:
- about 17.8 metres ( 58 ft ) tall
- 6.6 storeys high
- and about half the diameter of the Hindenberg
- Very sore wrists (hush, you!)
- somewhere between 3 and 6 hours of sleep
What went wrong
- strong underlying system
- unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on. This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
- unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
- not enough testing of environment
- I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
- setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing. But this should have “Just Worked”
- Final builds (I’ll get to that)
- I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
- using an unfamiliar framework and language (again)
- In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo. In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling. This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
- HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally. This stole quite a bit of time, but it was far too late in the project to change ships. I look forward to using it more though.
- refactoring at the halfway point
- despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
- sleep (braindead 6+6 hours)
- I should have done it sooner, and more. I’m quite good without sleep, but I ran rampant on the code-base when I started getting exhausted. Much time was spent rectifying this spaghetti. I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.
- didn’t demonstrate theme clearly enough (despite following it)
- I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
- I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
- submission process panic!
- I tested my environment this time to avoid this exact thing. However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser. It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
- no end-game detection or automatic level progression
- despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.
What went right
- strong underlying system
- Yes, it’s a dirty trick having this in both sections. But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
- I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
- using Haxe and SublimeText 2
- This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful). I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again. However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
- the game idea
- I think this concept is pretty sound, and I enjoyed playtesting it. Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
- music and art
- There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
- The music was made in about 5-15 minutes for each of the two tracks
- Art was quite quick too, despite a few false starts
- tutorial system
- I’m really happy with the tutorial system, which could also double as a mission introduction system. It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
Thanks to everyone for an awesome experience yet again!
I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve
------------------------------------------ --- I - C - E ---- B - R - E - A - K - E - R --- ------------------------------------------------
(When I get up I’ll do a post-sleep post-pre-mortem-post-mortem, some of this will just be taking some of the prolix and manic text out of my submission page – yay sleep dep!)
That was a lot of fun! (but it’s not over yet..) I somehow wrote just shy of 3,000 lines of code in 48hrs. It’s almost certainly 90% ugly horribleness, and I’m not a fan of LOC as a metric of productivity – but it still feels pretty cool. (If I printed it all out it would take about 46 A4 pages).
Unfortunately, quantity of code does not equal a finished game. About halfway in (after some sleep) I lost a lot of time to vascilating between confusion at the code I’d added before passing out (that guy was craaaazy) and feeling generally dumb. But eventually I got it nailed down and was grateful to discover that, whilst I had lost track of what I was doing – the more responsibly-minded part of me had sent me down a tunnel with no wrong turns. Not to say I didn’t bump my head a few times, slip over in miscellany or mistaken inanimate objects for long-lost lovers..
What went wrong / right
that one’s for the morrow I think, sorry – they’re my favourite part too.
- Music made in Renoise
- Sound effects in Renoise + Audacity (and Bfxr at the last minute)
- Graphics in ASEPrite, Blender and the system default editor
- IDE/Editor almost entirely SublimeText2 (unregistered)
- I feel terrible about that, as I finally see how cool it is
- Coded in Haxe with HaxePunk
- I also (eventually) streamed my progress at Twitch.tv
It may not be much right now, but I think after I’ve checked the rules I may enter the Jam so I can see it closer to a working game.
I’ll be uploading post-compo editions to the entry’s page as I go (in about 8 hours or so)
(this is just copied over from the submission page to reduce clutter, tl;dr: rambling…)
circa T+05 mins
began writing submission
circa T+20 mins
I’m having a few unanticipated issues with publishing; the .swf
seems to work fine in the standalone Flash player, but not
even remotely in a browser.
I’ve got 20 minutes or so of submission hour to work it out, but
here’s the swf for the time being (same link under “Windows” unfortunately)
circa T+56 mins
Okay, got it to publish. Seems to have odd framerate issues.
Will use my last 3 mins to see if I can suss it out.
Update on LD48 so far. The theme is Minimalism. I’ve given it the name SpotWalker. It was a random name and the only reason why I did this is because i created spots on textures. Anyway, so far I’ve done a page of notes with a quick sketch, created some minimal 3d assets in Blender (my 3d assets are usually minimal anyway), textured (again minimal), and exported these off as .obj. I now plan to import these into Unity and create a level. I think I’ll do something first person.
Check it out on GITHUB!
Here’s screenshots of process so far:
Because there are many doubts about BGE, Blender Game Engine, I decided to make a “review” about. Please understand that I just made one game with it, and made it without directly working with python, so it may be a lot better using it.
So, “Is it worth work with BGE?” to answer this question, first we have to understand how programming in Blender works. Blender has a system called Logic Bricks and their functionality is simple.
We have the sensors, that say what will trigger the action. The Controllers that are the condition that will say if the action will happen, and the Actuators that are the action itself. Beginning, middle and end, looks pretty straight forward doesn’t? And well, they are indeed very simple to understand, so I can say that anyone, knowing or not how program, can use Logic Bricks, being maybe, the simpler to “program” 3D engine currently available.
But this simplicity comes with a price. One of the biggest problems with Logic Bricks is that they are too simplistic. Because they are design with the logic “beginning, middle, end”, you can’t continue the logic after the end without make some tricks, making your logic much larger and complex.
Another problem is that you can’t use native variables, like object position, nor manipulate them directly, having to use python or tricks for that, making simple common tasks like make an property equal to another, overly complex.
One good thing that I have to mention is how smooth everything looks. The graphics are nice, the movements are fluid, everything looks and feels good. Because Blender is free, maybe be a cheaper option if you want project shadows in your game. Also, Blender have a truly awesome shader editor, enabling pure artists to make their own shaders.
A big issue when you finished your game is how you going to distribute, because, even with Blender Player,
the people who will play your game will still have to have Blender installed. * There are alternatives to this, even making a functional web-player, but they are still being develop.
So, the main question is, it is worth making a game with BGE? And my answer is: it depends. First, I must say that is very simple to represent what you thinking with it, making a great prototype tool, but going beyond and make something that is suppose to work in some way is hard. Therefore, what I recommend is, watch a tutorial, try it out, with some hours you will already get it how to make a game with it, and if you don’t liked it, just wait a little more, there are many developers working and improving it, it will be better someday.
*I have been informed of people who got Blender Games to work even without Blender installed, but also, I have been informed of people that couldn’t play the game until they installed the newest version of Blender. I had searched for an answer but nothing definitive. Maybe it work with just python installed, if I find something more about, I will update this.
2 days of hard work, a lot of fun, and a lot of time spent staring at a screen.
The game is called carnage and you play as a demon with a hatred for humanity.
The game is far from perfect, but I’m quite proud of myself for what I achieved in just 2 days. I didn’t know I had it in me.
In the end I decided give a try to the Blender Game Engine instead of Unity3D and sadly, I regret a little.
I’m learning a lot, but I miss a lot programing in unity than use blender logic bricks, they are usable, but still are very primitive.
But Blender have nice things, like, everything seens so smooth and make shaders with it is wonderful.
This will be my 4th LD (excluding miniLDs)
Hoping for a theme like ‘End of the world’ or ‘Outer space’, something which could be scifi.
But we will see! No point getting too attached to a particular theme, I’ve made that mistake before.
Game Engine: BGE
Also, big night. Hung over and on about 3 hours of restless sleep right now. Got just less than 4 hours for a powernap O_o
But close enough!
Certainly didnt get around to a few major features that Id really hoped for (like being able to steal a car – kinda important in a game that references Grand Theft Auto)
But I’m certainly happy with what I did get done over the weekend. ‘Super Theft Auto’ is a good start for an interesting little mini game.
You can play the current version of the game at the following link after installing the plugin (links/instructions are on the page- the only major OS not supported is OSX):
[LINK] (youll also find it on the CharityGameJam games submission screen of course)
Theres also a link on the page to a .blend download of the setup for the computer VideoTexture scene, youll need Blender 2.64a if you want to mess around with it.
- A game within a game – You start in a 3D world with a 3D computer, the (kinda) NES style game plays on the screen of the Funkytron computer (press space to zoom in and focus on the screen to actually see what youre doing)
- Large city area to explore (sadly only on foot at this stage)
- Pedestrians wander around the city (they make good target practice)
- Cars driving around (rare and very basic implementation)
- Gun ammunition to pick up
- Basic scoring system (you can score points for killing people)
I have version 0.5c of ‘Super Theft Auto’ now available for public testing/playing/things.
The game is my take on having a game like GTA2 on the NES (or at least a 3D Funkytron console) I havent really kept as close to the NES specs as I would have liked, but I think its turning out ok so far, its been a lot of fun to work on if anything.
Theres not much to the gameplay. I still need to add some major features in. But theres some initial pedestrians now, a title screen, various other much needed improvements – I can see this actually being a game sometime in the near future. I really need to add the car system in though, the map is quite large (spent too much time working on that tonight). Its too much to explore fully on foot.
You can find the game embedded in this page – [LINK]
Youll need to install the ‘Burster’ web plugin to use it (unfortunately Mac is not supported), but Linix and Windows (64&32bit) will both run it fine. The plugin is a ~26mb download, and is easy to install. Theres instructions & links to download it on the page I made for the game.
Feedback would be great, I know theres not much of a game, but Ill take any crits or suggestions. Also knowing if the Burster plugin install is a smooth process for you would be great as well. I hate having to install a plugin to play a game as much as the next person, but Ive tried to make the page as helpful as possible.
Anyway, its past 2am where I live, and Ive been running on 2-3 hours sleep all day (was a bit night saturday night). Im starting to see random flickers/objects in my vision, so a good indicator to get sleep I believe! Plus programming in this state is so slow and frustrating Id be better off sleeping.
Im not sure how much Ill be able to get done in the final hours tomorrow, but I hope to at least implement a few more crucial features (like death and a points systems) – We will see!
Missed posting at the 24 hour mark! ~19 hours to go, close enough.
Making some more progress, but the past few hours have been slow and problematic. I ran into one large problem, which was a kind of ‘grey’ area cause by modules/functions Ive never used in combination before (not sure if anyone has tbh). The main problem came down to the default use of ‘mipmaps’ in the BGE and Blender itself. Basically, mipmapping doesnt work well with sprites. It ‘blends’ the pixels of textures and the results are blurry, ugly sprites for super low-resolution stuff, ie the image below shows the effect:
This is fine in Blender itself, you can simply globally disable mipmapping, problem solved. But the issue existed when I then tried to run the game in the Burster plugin (for web-browser play), mipmapping was on by default – and theres NO way to turn it off. So the all-important browser version of the game was completely fuzzy.
My initial idea was to completely redesign the ‘architecture’ of the game. Splitting the Scene into two independent scenes, one for the 3D computer area, one for the mini-game area being projected onto the screen. I wasnt even sure if the VideoTexture module would work between scenes (which is the only reason why I didnt setup the game like this initially), but after a bit of hair-pulling coding I managed to get it sorted. I then applied a pixelated shader, which was applied to the mini-game scene so it would be pixelated, even though mipmapping was permanently enabled.
The new problem: The shader was applied to the scene, but the VideoTexture plugin wasnt ‘seeing’ the now pixelated version of the level, so the screen was still blurry even though almost everything was running exactly as Id planned.
After some more hair-pulling moments, another much simpler solution came to mind, all I had to do was increase the texture size to sharpen the pixel edges (compromising with slightly larger file-sizes). Major derp moment. This solution took 5 minutes to implement (thankful this is still early on and I dont have hundreds of textures to edit) whereas the previous failed method took almost 2 hours. Gah! At least the scenes are better organised now, the ‘architecture’ of the game is much more solid so its not a complete loss…
Either way, I just need to sort out a sprite animation issue and I’ll have a playable demo up and running for people to try out.
Heres a look at the shader too, it worked pretty well and I’ll probably use it in future projects. You can see it in the background scene, a kind of ‘distant city’ view which is the current WIP city for the game. I wont be using anything like this in final game now (happened completely by accident) but I thought it looked a bit interesting.
Was into the idea of this Charity Jam right from the moment I first heard of it. Maybe its the awesome theme, maybe its the fact that its for charity (which already doubled the initial funding goal) – Just noticed McFunkypants has increased the funding goal because of this, good move
Either way, I’ve gone ahead and started my day by donating, every bit helps, so I suggest anyone who is able to donate.. To donate!
Now for the game jam side of things. I like the idea of the template, but wanted to use the BGE (Blenders Game Engine) for this LD (as I do for most Ludum Dares), so yesterday I thought Id come up with my own 3D template, you can see the end result below.
*Edit* Removed gif, was unoptimized and bugging out my browser, click the pic above to see it^
This version was more of a ‘proof of concept’ for myself, as I wasnt sure how well the screen projection would work (if at all). So yes, that game you see on the screen you *can play*. Its effectively a 3D game, looking like a 2D game, projected onto the flat 2D screen of a 3D Funkytron in a 3D game world <- this is the kind of thing I think up when I say to myself “lets keep this miniLD nice and simple!” -_-’
Everything worked as I wanted though, VideoTexture (the BGE module responsible for projecting that realtime display onto the Funkytron screen) works wonders. Then, to further complicate everything, I decided it would be a good idea to use the Burster plugin with this game. For those who dont know BGE too well, or havent heard of Burster, its effectively a web plugin which lets you use run your BGE games in-browser. It complicates things because Burster has a bunch of restrictions, mainly on what python functions/modules you can use. A bunch of them are blocked for security reasons.
Thankfully, it works, so you can play this template version right now! Controls for the game, along with instructions and links to download burster are all on this page - http://www.delta-edge.com.au/GameTest/game_test.html
Feedback on if this works for you would be great! Also just basic feedback on how annoying/easy it is to download/install Burster and get the plugin running would also be handy. Thinking of using this plugin for future Ludum Dares depending on how it goes for this one.
The only downside to Burster is no Mac support, but 32/64bit Linux & Windows are both supported.
Also, as with any Ludum Dare, I’ll be providing the source code/files for the project, starting with the template (would be great to see others using this!)
Template download: http://www.mediafire.com/?qkfr3ijlfoqwkqz (Youll need Blender 2.64a to open the .blend file and edit the game) – This game is using the Blender Game Engine (BGE)
So thats all for now. The LD starts in <1min, so I have a game to make! I’ve got a friends going-away party happening tonight, so Ill really only have the next few hours and the final 24 hours to work on a game, most of today Ill be afk. And Ill post about what type of game Im planning later as well!
I’m spending a little too much time making graphics. Haven’t done any programming yet.
Here we go !!
this time with Unity/C#, and for the first time with a artist as a teammate !! for audio we are planning to record using voices, and for 3D stuff blender will be the weapon of destruction !!
for the portuguese speakers we will be online @ http://www.hipchat.com/gWuXOM0PR
[pt] para quem fala portugues vamos estar online em http://www.hipchat.com/gWuXOM0PR, nos vemos por lah !![/pt]
I didn’t do as much work as I hoped I would do. I struggled with Unity’s annoying physics for a few hours, then a few hours more.
I also didn’t know how to do things in Blender (the way I usually do them in 3DSMax), but I was not tempted to go to the dark side (they have cookies, you know). So I guess that’s a good thing.
On the bright side, modifying a shader wasn’t as hard as I expected, even though I have never really done that before.
Then I did some more struggling with Unity’s physics.
But that’s probably the price for making a 2D game in a 3D engine, without any real support for upside down physics.
Oh, wait, somewhere in between I watched the news, apparently our government officially failed today, well who didn’t see that coming, from the start. Bad thing is, it will (continue to) cost the Dutch society a few million euro per day. But this is not the place to discuss political matters, is it? My apologies.
Tomorrow I will have to do all the art: graphics, music and sound effects. Design some additional levels, including some storytelling and finish the game. I should also add a nice license, probably a GPL for the code an some Creative Commons lisence for the art.
If there is some time left I will also do a post about the design choices I made.
Sorry, no teasing screenshot for you. There is not really anything to see yet.
Well, I’ll go to bed now, probably for 6 hours, and then do the more relaxed part of making a game tomorrow.
Good Luck in finishing your entries, dear opponents!
This will be my first game jam, and hopefully also my first non-mod, non-prototype game.
- Warming up, which will essentially be testing out tools and techniques I don’t have enough experience with.
- Speeding up my laptop
- Some university related stuff
- Cooking (healthy) food for 48 hours
- Explaining my girlfriend why I’m doing this (and not going out with her)
- Building: Unity
I’ve been using Unity for 2 years now, and I still like it. Luckily I have a Pro version that I can use, which has some nice new features like pathfinding, an awesome particle system tool and of course dynamic lightning. Not sure if I will use any of those, but it’s good to have.
- Coding: MonoDevelop
Unity comes with MonoDevelop, Unity is partly integrated with it, the auto-complete is nice and I’m used to it, so I will be using it to code my C# scripts.
- Music: LMMS
Sound, and therefore music, is the only thing I have no experience with, so I will have to practice it a lot before I start. I also have to find some nice VSTs which I can use. I do know something about music so I hope I can produce something worthy.
- Sound: Audacity
When I have to do something with sound, which rarely happens, I use Audacity. I will probably be recording sounds with my smartphone and/or laptop microphones, and I know how to remove things like noise with this tool. Also editing and looping sound works pretty nice with this free tool.
I love Photoshop, I have been using it from time to time in the past 10 years, I’m far from a pro but I know my way around in it. And, most importantly, it works really awesome with my Wacom.
- Modelling: Blender
I usually use 3ds Max for 3D modelling, but I only have a student license for this, so I use Blender as substitute. Since the new interface I no longer really hate it, but I do not have a numpad on my laptop… Anyway, I want to try to make a 2D game, so I won’t use it extensively. Otherwise I will have to fall back to good ol’ 3ds Max.
- Motivation: Spotify
I always work with music on. (Unless I’m doing hard mathematics) I usually listen to a few styles, sorted by requirement: For creativity: death metal, progressive metal and prog. rock. For speed: drum ‘n bass, deadmau5 (yes, that’s a genre) and industrial. For inspiration: minimal classical music. And for relaxation: Eddie Vedder, Foo Fighters, Muse, or any of my other favourite bands, that no longer need attention (because I know every single tone).
- Communication: Twitter - This Blog
I never tweet, but I would love to give updates and give answers to questions. (Not that I would know why you would do that.) Follow: “@Siewart_”. I will be posting some blog posts as well, because the process of creating a game is awesome, inspirational and informative. (It’s also nice to look back when you are done)
- Timelapse: Chronolapse
Everyone seems to do it, so I will do it as well. Also: I love timelapses .
- My old HP Elitebook 8530w (Dual-Core 2.8Ghz, 4GB, Quadro FX770M);
- Samsung Galaxy S2 (Ice Cream Sandvich);
- Wacom Intuos 3;
- A random mouse;
- Hopefully a keyboard
For my warm-up a theme generator gave me a (cliché-ish) theme: Post-Apocalyptic Steam Punk. But I vowed to use it so I will.
Basic idea: A 2D sidescroller where you have to use nuclear waste to mutate plants, animals and NPCs in order to solve puzzles involving steam engines. Don’t know if I have enough time for something like this, but I want to go through the whole process once so I might make one short level, without tutorial. I will post it when it’s done, if it’s done.
One last thing
One last thing: Good luck and above all, have fun, my dear opponents!
Thanks all who voted and competed along with me! It was fun and exciting to finally join Ludum Dare, and I can’t wait to join again for the 10 year anniversary!
Once again, I’m going to honest (and critical) and try to make this mega-post interesting!
My goals for Ludum Dare 22
- Before the competition started, I had some goals in mind that I wanted to make.
- I wanted to make sure “Fun” was the best category, so that people could replay the game, and have a good time playing.
- I wanted the gameplay to be smooth and the animations smoother.
- I wanted to beat Notch in at least one category (knowing how hard that would be).
What software I used
- Unity 3d Game Engine
- Blender 3D Modeling Software
- Pixlr Photo Editor
- Cfxr Sound Generator
- Unitron Script Editor
- Garageband Music Creator
- Text Edit Text Editor
How I made the game
- I quickly had come up with an idea for each of the most likely themes before LD22 started. My theme for “Alone” was a game where you would be sometimes alone, and then all of a sudden, you would be crowded with people.
- After the theme was announced, I decided that the game would be first person (the easiest of all the persons) and that you would have to fight your way through endless hordes of cubes (the easiest of default shapes). You could only see the cubes when your glasses were on, but if you weren’t in a shaded zone when your glasses were on, you’d start burning. This was a way to keep the player moving, and a way to make them constantly nervous.
- I worked on the player controls and LockCursor, etc. But the gameplay does not complete a game. I needed an enemy. One that would appear only if your glasses were on.
- I whipped up a cube model and texture and soon came up with this:
- Whoo Hoo! Now I have a cube!
- Next I worked on making the cube look at the player, and then having it disappear when the players “glasses” (A semi-transparent plane) were off.
- By now my Unity Scene looked like this:
- Soon I got Health implemented, and then it started to look like a Test level.
- I kept at it, knowing it would soon look like a game.
- The cube could soon move towards the player, and deal damage at close range.
- The first “Shaded Zone” was created, (using a Trigger) and the player would not take damage while inside it.
- I worked on making the zone a little prettier, and expanding the floor plane. I added a skybox, and changed the ambient light to near black.
- The level was extended, the cube had a spawn code and could replicate itself, and the textures for walls and the floor was created in Pixlr.
- I created a variety of sound effects in CFXR like jumping and enemy death noises (my favorite).
- I worked on making an in-game tutorial, by timing when the music starts with the same time that it tells you that there is no one there.
- The menu was easy, all I had to do was come up with a name and choose the font, and soon my game looked legit. (Sorry for the lack of photos here)
- I asked my friend if he could play a test version on his computer (a windows) and I’m glad he did. The font I chose was bugging out on his computer, so I changed it to something else, and it worked fine.
- Now I knew my game was compatible on Windows AND Mac
- I created another music track for the menu, a helicopter to go to as the goal, and a stats screen so you could try to beat your own score.
Rating Other People’s Work
- I specifically rated the games that had the fewest ratings and tried to give most of them a fair, solid score.
- Mostly I gave 3.0s when I thought something was average.
- For a few people that put little effort into it, I had to give some 1.0s.
- I was sad that Notch had not really implemented the theme and pretty much made a different version of Minecraft. (Most likely this was just because he wanted to, or he felt like it.)
How people rated my game
- I can thank my friends, family, and Ludum Dare community for playing the game and enjoying it, especially DontBeNoobish‘s Gameplay Footage:
- I was proud with how my game turned out compared to most of the other entries.
- People mostly liked the audio and innovation of the game, but there were a few things I could’ve made better (More enemies, options, etc)
- Coolness – 52% Bronze medal | At first I thought that the bronze medal meant third place, but then I realized Coolness didn’t have the same rating system. Oh well, it was still good to see that my playing of all those low effort games went to good use!
- # 40 Community – 3.55 | Wow! Community? I didn’t realize I was that popular! I guess this rating makes sense because of all the excited posts I made with links to this game. I did a LOT outside of the game (Time-lapse, post mortem, gameplay video, tips)
- # 108 Innovation – 3.20 | Good, people liked my idea of the sunglasses and whatnot!
- # 113 Mood – 3.20 | I think the music accomplished the overall feel of the game.
- # 118 Audio – 3.00 | Once again, the music, but also the enemy death noises made this count.
- # 113 Theme – 3.33 | Well, you are sometimes alone…
- # 202 Humor – 2.29 | I wasn’t even going for this (other than the ReadMe) so I have no clue how it ended up higher than overall.
- # 323 Graphics – 2.67 | Although mine was one of the few 3D first person games, I guess people didn’t really like the low effort GUI and enemy textures.
- # 435 Overall – 2.50 | Oh no! Overall score seemed like an important one…
- # 487 Fun – 2.06 | Really? This was the category I was focusing on, but yet it got a 2.06! Yes, I guess I did better than almost half of everyone else, and I’m not complaining, but this ended up at the bottom of the list, when I had worked for it to be the top.
Comparison To Notch
- My goal was to beat Notch in at least one category, and it turns out that was too easy:
- I ended up beating Notch in 7 different categories!
- A comment on the community rating: Last LD, Notch won third place (if I recall correctly) in the community category, but now he received a #49! And I received a #40! So after all the years Notch has spent on Ludum Dare and Minecraft, and the entire fan-base he collected from the Top Computer Game Of 2011, I was able to receive a better score than him from 3 weeks of posting on Ludum Dare!
I send out a huge thank you to all who rated my game (yes, even those of you that got me that horrible “Fun” score) and hope to join again for LD 23! Please remember Rob Productions again for next Ludum Dare, and you can expect a post-compo version coming in time!
My entry for LD22 (ISOLATED ASSAULT) was somewhat of a wave survival game, getting harder with each death, until you reach the goal, the escape chopper.
I had a lot of fun, and, after being my first time, I will most definitely do this again.
Here’s the “Proper” Post-Mortem:
How I Spent My Time
Timelapse here if you want to take a look.
Basically I came up with an idea while I was making the game. I had already pretty decided it would be first person. And also I had pretty much decided the enemies would be cubes. (Just to make it easier on myself)
I didn’t particularly like the theme, alone, but it was better than kittens.
Mainly I worked on getting the character movement to be as smooth as possible, that’s where most people messed up, to make the game fun and re-playable. I tried to make the sword animations as hectic as possible, just to make it look a little more stylish. I made the wall and floor textures 8 bit and repeatable. I made the music overdone, with a lot of instruments (using garageband) and very complicated. I did this because I remembered all those 2d games with catchy music but terrible graphics.
I implemented the theme by having enemies appear if you put on sunglasses, but disappear if you take them off. The catch was that in the sunlight, without sunglasses, you burned. So you had to find shaded “safe” areas to take off your sunglasses and regenerate health, while the enemies disappeared.
I chose these programs because, well, they were free, and also because they’re proper towards making an indie game.
What I Learned
- The smoother the gameplay and character movement, the better
- Sound is a very important part of game development
- Don’t over-complicate things, keep your main code in as few scripts as possible
- Particle effects make the game seem more complete
What Went Right
- The music was mostly catchy and was repeatable
- The gameplay was smooth and the sword attacks blended together well
- The implementation to the theme (being alone, only when your glasses are on)
- The sound design was okay, especially with the enemy deaths
What Went Wrong
- There should have been more enemies
- The enemies should have been easier to fight
- There should have been more things blocking your path
- There should have been better GUI controls and being able to change the mouse sensitivity
- The level design should have been worked on better
- The game should have been longer
All in all, I think I did an okay job, maybe not the best, but it was fun enough to please my friends, and good considering the amount of time I had. (Less then 48 hours, more like 30, I had to go to some places)
Try it out here.
Quick update…I’m succumbing to the temptation to spend the weekend tarting up a non-game. Need gameplay, stat!
That said, I have prepared a handful of tools to help me get gameplay content in faster tomorrow, and I’m WAY ahead compared to my LD21 effort, “Fireflies”.
You may notice the character looks a bit like the one in Fireflies. That’s because blobby cartoon figures are really quick to model. He’s a bit more egg-shaped than the last one though.