Posts Tagged ‘final’
I did it! I finally did October Challenge!
Play Ping Pong live with your friends right on your phone with TapPong!
TapPong is a fun 2-player table tennis game in which each player can swing his paddle by tapping on the screen. Each player’s goal is not to miss the ball, if he did miss the ball the other player gets one point.
In order to start playing tap the screen once to serve the ball and tap again to swing the paddle.
*** Even more fun when playing on a tablet! ***
Exotic musics and sounds by Omri Lahav.
It was a really fun challenge and I finally I understand the whole process of making an applicatio\game from scratch and taking it to the market (more to come ). I made the game using HaXe and OpenFL which made my life really easy, and the graphics were made using Inkscape.
Only the last and important part of the challenge is remaining… making some $$$
Here we are! LD27 has ended. It was a great first-time event for me, so congratulations everyone, and thanks for rating, commenting either below my game of below my post – and of course, thanks for entertaining me on twitter while working!
However, I’m a bit disappointed with my final result. I know, I know, it’s fairly good for a first-timer, but I thought Hackfield was better.
#227 Mood – 3.23
Okay, well…I have to admit that this is a kinda great result! Even though I expected at least 3.5, this is nice! I was almost sure that I’m gonna be the best in this category. I did what I could to do it the possible best, so that’s why I expected at least 3.5.
#343 Innovation - 3.27
It’s easy to understand. I mean, Hackfield in gameplay aspects is not more than a simple 2D “find-the exit” game, with some extra features. All those extras come to Mood.
#459 Theme - 3.28
In fact, this is the highest point rating in the list. Obviously, since the theme was involved in the game – but nothing special. I mean, there might be quite a lot of games that changes only the playground after 10 secs.
#466 Humor - 2.40
For what?! Why don’t you select “N/A” in cases where you can’t rate an aspect of a game?! Move on.
#569 Overall - 3.04
Well THIS was almost shocking! Maybe the fact that Hackfield works only on fullscreen and 1280×1024 resolution made this score so low. It’s still kinda low, though. Being better than 1600 games overall is not that hard, as we are thinking about the amount of mediocre/low-quality entried. By this, I want to say that most of unique and well-made game have got a better rating than Hackfield, and it makes me similar to some not-as-well-made games. And it makes me a sad panda…
#626 Graphics - 2.77
Well, yeah. I didn’t work much on it. Also, tiles are confusing. So it’s kinda fair, even though graphics was literally downvoted.
#666 Audio - 2.33
Siniter placement! Also, lowest score. What would you give for five 8bit-esque sound effect that were added in the final 30 minutes?
#879 Fun - 2.52
Okay, and it was the actually heartbraking rate. Last placed aspect of Hackfield is fun?! Does it mean that for most people (out of 51 at least) found it boring, or at least not fun…the nightmare of the developer. But I deserved it partially, since some aspects of the game is truly hard. Especially security level 6 that even I couldn’t complete yet!
I’m a bit disappointed, but making Hackfield was definitely a great experience (even when I was close to heart attack beacuse of the combination of immortal bugs and stress) and I can see why I deserved such ratings. Can’t wait for December, to create another game for LD#28!
PS.: I think I should really start to work on Hackfield: The NetField Update…
When i went into this, my first LD, i wanted to learn some new tools (PIXI.js) and did not want to tie myself to a certain type of game, so i did not prepare myself at all, i just checked briefly what tools are out there, and that was it.
Even though i still think it is good to keep an open mind/options, boy was that a bad idea.
As i was starting from scratch, only with this one library which is more a canvas wrapper, i had to do everything myself during this 48h, the collision detection (hm, uh, how about using Box2d for js instead) the player movements in space (same there) game mechanics and logic (hm, why not using a Game Library or at least a Framework), sound, hm, yes, lets just reinvent a sound library too (didn’t happen, not enough time).
So when i tried to dig up my high-school geometry knowledge at 3 in the morning to calculate the movement of my objects and the rotation of the planet, i went crazy. Noooot a good idea to wing it at 3 in the morning after long hours of programming before.
So next time, i definately will use more tools and libraries, because, why reinvent the wheel when we are here to make games…
So if anybody reads this and thinks of participating for the first time in LD28, prepare yourselfs, it does not mean you don’t really make the game in 48h, it just means you know your tools.
Oh, and if you want to see what i ended up with, feel free to check my entry (barely) to LD27
This is my fourth Ludum Dare entry! The only way I can really describe how it went is SortaOKGoodNotBadTerribleFantasticNo.
It didn’t really come out as I had envisioned at the start, but then again it never does. Even though it came out as something totally different, I’m actually satisfied with it as it is!
Stuff that worked:
- The game! Even though it’s very tight on graphics assets and levels I think the outcome is fun to play and I enjoyed playtesting it 2 minutes before the deadline.
- Using pxtone again; I managed to make all the game music and melodic sounds within the last 30 minutes of the compo.
- Skeletons. Skeletons always work.
- The particle effects! The ones coming off of the player were originally me testing the particle engine, they stuck and I made them look a ton better. The skeletons exploding into a lot more bones than they actually have is hilarious and will probably never get old ever.
- Player physics, I did a lot of tweaking on the first day, liked it and stuck with it.
Stuff that Definitely Didn’t Work:
- OGMO EDITOR. God jesus I hate everything about it. It closes all your open levels every time you want to add a layer/tileset/entity and forces tiled placements of entities. Not to mention it had some interesting bugs such as throwing an exception as soon as anything has a space in its name and you try to save.
- Don’t code games while watching TV. I code like 3x slower.
- Leaving the levels till last minute. I only had level 3 (was originally only going to be the test level) done until 1 hour before compo end, where I had to make fun levels and test them as a batch process for 30 mins before music. Because of this the game only has 4 levels. :’(
- Wake up earlier during Ludum Dare. Those extra hours could have been more levels/an actual background tileset/more enemies!
Stuff I enjoyed doing:
- Designing levels with a tool like Ogmo Editor and writing the parser was actually really fun, despite the tool being not what I needed. I’d like to find and use a better level designer for my next ludum dare game, if it happens to be tile based.
- The particle system was really fun to set up and play around with, but maybe I shouldn’t go so overboard with particles next time.
Though despite all this, it has still been a blast, and I’d definitely do it again. Since I didn’t make it in last time, I’m extremely chuffed that I managed to create this game in the time I forced myself into, and from what I’ve played so far, you guys should be too!
javasctpript + htemml5 5 ever
That’s it! I consider it to be one of my best Ludum Dare games ever
As always, I managed to somehow wake up naturally at 3:58 AM (2 minutes before the theme announcement) , saw the theme and then returned to sleep. I streamed the whole gamedev process and it was actually really fun, almost always there was someone on the stream chat and it was nice talking with you guys, thanks! When I first woke up in the morning I started writing down ideas and later I decided to continue with the first (and quite simple) game idea, actually, it turned out to be a good decision!
My main goal was to make the game as polished as I can and I think that I accomplished that goal very well. All in all, I had a lot of fun making this game, I had a lot of encouragement from my friends (which really helped me ) and I even had time to take a few naps during the jam!
The Cave Of Light
Join our little friend on his journey into the depths of The Cave of Lights.
Wisely spend your 10 seconds of light each level to find your way through the cave…
What will you find at the end?
Play and rate “The Cave Of Lights” here:
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
I just finished my LD27 entry!!! It’s called Defense of the Zorion! You have to defend your ship from enemies by using first person shooting and strategic turret placement!! You have 10 seconds for each wave and between waves you have to run back and forth to unlock more turrets and weapons!!! I also included a ton of Easter Eggs and references to my previous LD’s
You can play the game HERE:
Happy gaming!!! I will write more later!!!
So, here we are. Actually I think my idea wasn’t really ground breaking, and the game is not that much fun. However it should be good enough for a few minutes
The magic apocalypse happened. A magic rift is tearing the world apart in ten seconds. The only way to avoid this
is to get to the magic source and repair it. But you’ve only got 10 seconds…
It’s a simple 3d “platformer”. You’ve got 10 to reach the goal (the rotating blue thingie). Picking up crystals
prolonges the time left by 5 seconds.
Control by cursor keys, Control to jump.
Anyhow, if you be able to test it, I’d be happy for feedback!
Get it from here
Here it is, the one I’ve been working on ages: ISSOS! All the trailers, screenshots, and info is there \/
Now I haven’t got much positive feedback so far, and the votes for Greenlight are way in the negative, but I’d ask you to consider voting yes because this was made by one person (me) in my free time. If it continues to do poorly then I’ll consider either doing an aesthetic overhaul or scrapping the project. If the game can’t be played by anyone then there’s not much point in developing it. :/
Anyways please consider voting and I’ll write more about this once more results come in!
Hey guys, just wanted to take the opportunity to write a bit more about World’s Aftermath, and the process behind it.
One thing we strived for when we were planning this project was that we really didn’t want to use any content that wasn’t our own. So, from day one, Nicolas set out drawing pixel art, laying down guitar tracks, and doing voice overs for the character deaths. He kept a steady stream of content coming in, and I plugged away endlessly programming it all together. Every day when I returned home from work Nick told me he’d been up till 6am drawing dozens of animations. One night he stayed up all night animating 30 strips of animations and laying down the entire soundtrack. By the end of it all, we had 300+ frames of graphics, 6 original songs, 50+ original sounds, and half a dozen levels.
All of the source code is original too. I’ve been working on a 2D game engine since 2007 that I’ve been using for all my other projects. The night before the competition I gutted out one of my projects of all it’s content so I could start with a blank canvas. I used my custom World Builder (level editor) to design the levels. The engine is written in Java, and uses the Java2D graphics library for rendering (which I’ve optimized immensely). The most important thing, I realized, was that I would need to be able to create units for the game as quickly as possible, and that I wanted hundreds of units and hundreds of bullets on the screen at once. The game was going to be visceral and gratuitous and I think we hit the mark.
Every single variable, animation, sound, and unit/bullet type is defined in the INI files in the /gamedat/ folder (which leaves rooms for mods). By the time we were finished, units, bullets, sounds, levels, etc. could all be added without a single line of programming. To make sure the units could pile up without slowdown I wrote a spatial partitioning algorithm that sweeps over all the units at the beginning of every frame. Each unit is put in a different “bin” for every 100 pixels. This way, unit vs unit or bullet vs unit comparisons are made only on those units in the surrounding area by getting only those “bins” in range.
We really looked to Command and Conquer as a source of inspiration for this bad-boy. We wanted to capture the vibe of the original Command and Conquer, but we also wanted to make a game that could be played by anyone, without ever having played an RTS. So, we simplified the control scheme and mechanics quite a bit from a traditional RTS. This is where we feel we’ve innovated. Without direct control of unit placement, we were able to reduce the gameplay down to three actions (purchase, attack, defend), but made sure we left room for emergent gameplay and strategy. This created a very casual gameplay experience but also leaves room for a great amount of depth.
From the start, we realized the importance of making sure it was completely clear how to play without any sort of tutorial. So, we designed an intuitive and simplified control scheme that is ultimately compatible with touch screens. In this fashion, the entire game is playable with only a mouse, only a keyboard, or only a touch screen. Unfortunately, we had to ditch the tower defense and defend actions for this version, but adding them in our final release will give that additional layer of control that will really bring the gameplay together as a complete package. Forcing the player to commit to an attack makes each decision of what units to send, how many, and how often, that much more important; and the immediate urgency to capture towers right from the start sets the pace from the start of a match. Finally, the need to unlock tiers of units, as well as the importance of purchasing and defending your harvesters ends up making each purchase critical.
Finally, I’d like to mention that a design decision was made very early on to use object oriented code design to cleanly separate each aspect of the game. In this fashion units are separated from teams, and teams from players. We will be able to add in network support fairly easily for the full release, as the code is designed in a way to make networked control of a player trivial. Something we wanted to do from the very beginning was to play versus each other, so the full release will certainly have online multiplayer.
We’ve both always been huge fans of the earlier games in the Command and Conquer franchise. And even though Nick won’t play me anymore because I dominate him every time, we wanted to draw from these games for inspiration. We intentionally left out a unit cap, and made sure the game could facilitate as many units as a player could afford. The music and sound design were crucial, also, in creating an homage to these games. We laid down some guitar tracks ala Frank Klepacki (see below), and did our best imitations of the Wilhelm scream that Command and Conquer used so charmingly for it’s infantry death sounds. Getting the artistic direction of the two factions and the mood of the game just right was critical–since graphic design makes or breaks a first impression–so we worked hard to capture a dystopian “Red Alert Vs Tiberian Sun” feel. We decided the more conventional “Rebel Scum” vs the domineering and futuristic “Allied Collective” would be a good representation of this. There isn’t a story explicitly stated in-game, but we feel we hit the mark with our “show don’t tell” approach that we meticulously crafted through the subtle use of our art direction and the limited wording/naming we sprinkled throughout the game.
Looking back, we feel very satisfied by what we’ve accomplished here. In 7 days we’ve completed a game from start to finish with all the technical aspects of game development accounted for (sound, music, graphics, level design, victory conditions, menus, AI), and a strong core set of game mechanics. We’re geared up to now create a proper release of the game, having proven our prototype, and in the coming weeks we’ll polish the game with all the love in the world and release a free version of the game with all the bells and whistles.
Download/view our entry here:
Back in December, I made “Cruel Cruel Dastard” for Ludum Dare 25. Folks seemed to respond positively to the mechanic, so I’ve spent the past few months making an updated version. The new game, now called “Ragtime Ruffian” was just released today and is available for iPad/PC/Mac/Linux.
The new version includes completely re-done art, new mechanics, 50 designed levels, and the procedurally generated endless mode I originally wanted to implement during the compo. You can get it here if you’re interested.
Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.
I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.
You can check it out here. It was my first time playing around with screen capture software too, I’ll be uploading a video later. Though it’s 80% me typing and 20% me being away from the computer. All in all this was a good experience and looking over the other game I’m excited to see what other people make. While the game is “finished” I had planed more, but lost my motivation and decided to finish it a bit short, hopefully it’s still an okay game.
After 3 weeks of judging here are the results!
This was my first Ludum Dare ever and i couldn’t be more astonished, i can totally say i had a BLAST ^.^! I think i did pretty well with Earth Defender, i’m so happy my game has got these results. Now i’m ready to do better in the next LD… YEAH!
Congratulations to all the participants, and thanks to everyone who rated my game!
See you in another LD!
This was my 4th Ludum Dare, and for it I made a game called Complexity, a first person shooter/platformer in Unity3d! Timelapse:
From the start I knew it would be some sort of first person game. In LD24 I had made a puzzle game, which surprised me. After LD24 I tried working on some more action-based mechanics: I had begun work on a 3rd person shooter adventure game and spaceship simulation game.
So with my newfound curiosity of the action genre I wanted to make a game that would prove my profound knowledge of fun mechanics. Like most of my games, it started looking like this:
After the basic movement was achieved I started thinking of a plot. From the beginning I knew there had to be a bad guy, because without a bad guy there would be no purpose to shooting things up! And with the theme Minimalism, I decided early on that you were trying to stop some sort of bad guy from making things too simple. From there I came up with a weapon to counter his efforts — the complexity gun.
Alright, so now I had a weapon. After working on putting some basic shapes together I started a simple AI script. From this I had my enemy. If there was one thing I learned from LD23 it was that the more the character interacts with the level the better — basically keeping the immersion. So I came up with a second purpose for the complexity gun – what if it could shoot objects and make them more complex too? Then I tied this into a gameplay perspective — doors that could only be opened by making them more complex. With these new mechanics I pieced together a level.
Audio and music are pretty self-explanatory, if you want to see exactly how I spent my time on them check the timelapse above!
After working on more important game mechanics such as health and enemy lasers, it was time to work on the final boss! Obviously you all know what it had to be:
Sorry to whoever worked long and hard on that animation
Anyways to add story to the game I quickly came up with a splash screen and tutorial section and after that it was done!
What went right:
- Boss Battle
What went wrong:
- User Interface
- Incomplete side-objectives
- Goal of game
Why don’t you PLAY THE GAME?
Happy Gaming, Ludum Dare! <3
My game is a minimalistic puzzle game where we tell a history of a little boy called Ted, trying to make a better world around him with the imagination.
We receive in our page great reviews, and the most good thing is the surprise of the game be so polished. It’s because we fix in the idea that the game have to be something minimalistic at all, not only in the graphics, but also in the gameplay, and even in the story.
PLAY :: RATE :: TIMELAPSE :: WALKTHROUGH
Minimalism exposes the essence of a subject, through eliminating all non-essential forms…
Essense is an atmospheric serene first person “puzzle”. Really cool for a relaxing moment before going to bed.
In this post-mortem, I’ll try to explain what things of the development process made me mad, what made me sad, and what made me glad.
I Suck At Making Levels
Yeah, now I know. Usually I don’t play puzzles, so it was a real challenge making one. I was trying to figure out good puzzles to include in the game, levels that would be fun to play. I guess I didn’t chose well, because…
Levels Are Really Hard
I think it’s a problem of communication. I wasn’t able to find an effective way to communicate what the puzzle was about. Sure, you have to grab the red cube, but what’s the mechanic of the level? That and some difficult controls (which I modified now), has led my game to be almost unbeatable.
Power Outages And Plain Bad Luck
I guess the world didn’t want me to participate in Ludum Dare. I have gathered a list of things that happened to me this weekend:
- 3 power outages of about 2/3 hours each.
- Computer broke the first 3 hours. I had to waste 2 hours fixing it.
- Laptop has temperature issues and I couldn’t use it to develop at all.
- Internet went down for about 3 hours.
- One of the outages corrupted my Unity project so I had to start again.
Lot Of Time Testing
If you watch my timelapse, you will find that I was spending lot of time testing my game. That surely was one of the reasons why my game is difficult: the more I tested my game, the easier it was for me, so the more I increased the difficulty.
But why I tested it so much? Well because the atmosphere was really cool so I played lot of time to hear the music, read the messages, etc. That’s because I was…
Not Organized At All
So I had to make lots of things, but I couldn’t make a list like my previous Ludum Dare. I don’t know why, I just didn’t think it was necessary. So I wasted a lot of time working on the atmosphere first (I had the music very early on), and not much time in the mechanics.
So one of the wonderful things about Unity3D is that you can extend your editor to make custom tools. I created tools for the logic puzzle and the jumping puzzle, which allowed me to modify them quickly.
For creating the blocks in the dodge level, I made a parser that reads a simple script, describing how the level should be created. Then Generate creates all the blocks in the corresponding positions.
The first letter correspond of where the block will be coming from, North, East or West. The second letter correspond of what position the block will have, Left, Center or Right. If there’s an X at the end, then a Checkpoint is created instead. The special letter S is speed, and O is offset, both followed by a number.
For the logic puzzle, I needed something to tell me how was the level being connected. I figured I could do it using the Handles class, using a white arrow indicating a floor that turns on another, and a black arrow indicating a floor that turns off another.
Unity3D Pro Effects
So with Unity Pro it is really simple to add fancy post-process effects. I added vignetting and reflection, which lot of people told me it was really cool looking. I was about to add more effects, but that wouldn’t be minimal.
Easy Way To Make Music
I used Paul Stretch along with Audacity to remix a version of Four Seasons of Vivaldi. It was an easy and hacky way to have a beautiful dreamy music. I also was worried that it would be against the rules to remix a song, but I asked in #ludumdare and it was ok.
When the theme was announced I was actually expecting something like ‘Dreams’ or ‘Ancient Ruins’ to the the winner, but I was susprised by the majority, as usual.. Altrough it took me by surprise (I had Minimalism voted as neutral, havent even considered it), it wasnt a bad theme, unlike past LD’s.. It gave a more broad range of stuff I could do.
Basically, in my head, any game can be minimalistic’d, with the proper approach. Minimalism isnt a restrictive theme at all, au contraire; Its so broad that you can make practically anything, and had it fit the theme somehow.
So, after that my idea was to make an isometric game or a shoot em’ up. I went with the Isometric idea first, and having made only one little isometric game in my whole life, I found it exhausting. Too much little stuff that just dint worked the way I expected, too much code for simple tasks like having to recognize in wich tile im on, etcetera. I ditched iso right away with the promise of coming back to it later on the future, but never again on a LD.
Started with, what I thought it was a shmup, while watching some retro/vintage science fiction posters around the web, and fell in love with some of the styles I found there. I was always a big fan of retro-like stuff, and vintage posters are simply beautiful (when properly done), not to mention most of them are drawn very minimalistically. so the game was started and intended to look like one of those right away. Having the style defined allowed me to start pushing other aspects of the game quickly, like asteroids and props, also creating the gameplay super quickly
While developing the initial aspects of hte game, wich was supossed to be a vertical shmup, I kinda thought of the story behing this little ship I drew.. It looked like a rescue or transport ship more than a fighter/warship.. So maybe we just have to go somewhere or escape from somewhere instead of shooting random hordes of aliens..? And so it happened that I ditched the shmup idea to make a vertical dodge-and-survive kind of game. It lacked most of the elements I would have liked for it to have, but overall, I really liked it, not to mention that the visual outcome was, besides minimalist, very beautiful, even to my likes!
I finished the game within the initial 30 hours of the competition, being the quickest LD for me until now, for wich I am very satisfied, but I lacked the imagination to use the rest of my spare time.. I would have liked to add more stuff to dodge and maybe even stuff like powerups, but I just couldnt think of anything that suits both the theme and the game idea. even until now I found that to be hard work.
Overall, most important things went just fine:
- I finished the vast majority of the game within 24 hours and all of it within 30hs.
- I defined a style right into the beggining of the compo, that allowed me to focus on more important things quickly.
- Having made everything so quickly also left me with plenty of time to develop and poolish different platform ports, especially HTML5 wich is usually a pain to fix, works just as fine as the desktop version with a couple minimal graphical discrepances.
- Slept more than enough
- Timelapse didnt failed (phew!)
What went wrong:
- The game is not as extense as I would like, solely because of my lack of imagination for it, since I had plenty of time to add new stuff.
- Besides the art style, the game doesnt fit the theme much more.. its a 50/50 thing.
- No music/sounds.. completely forgot until the last day, and I was like, ‘oh well, who needs that stuff’
- havent really gone out home in the entire weekend, and I just focused on the game the whole time, in the end I got really stressed. I just wanted to go out and run ~100 miles.
- havent drew anything on paper before starting, in the end it didnt affected me because I developed the idea right away, but it is the second time in a row I do this, and im scared I wont be so lucky next time.
- Didnt had a reliable internet connection during the entire compo, that kinda slowed me down a couple times, especially when looking for inspiration or particular images. Not to mention IRC kept on closing unexpectedly and twitter didnt even loaded
(the game works on Windows, HTML5 and Android)
As usual this was a super-awesome experience, I havent really worked on any game since last month, and the ammount of inspiration this competition pumps on me is priceless, you are all awesome, and I am looking forward to play ALL of your games asap!!
Thanks Ludum Dare people!! =D
It’s been two days since I posted the game, so I thought it might be time to write a post-mortem about it.
You can find the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15476
And here is the timelapse:
This was my second Ludum Dare , and my first compo entry (I participated to the 24th, but posted for the Jam).
I was expecting this LD to be awesome, and I was not disappointed. Making a game in 48 hours is definitely awesome.
So, here’s What went right:
- The graphics: I’m usually more of a programmer than an artist, but this time, it’s like the opposite happened: while I was having a lot of programming issues, I managed to finish all the sprites I was planning to do, animate the 3 versions of the player, even make a little introduction, and all of this in -relatively- no time (1 hour for the player, 2 hours for the whole tileset, 1 hour for the intro).
- The level design: In my last LD, I ran out of time and could only make four levels for my game. This time I made 9, which was what was planned. I also wrote a pretty useful level management system which allowed me to directly import Tiled level files (.tmx format). This saved me a lot of time, because Tiled is very efficient and fast, comparated to manually entering CSV values in a file…
- The early programming: I am starting to get pretty familiar with the tools I used for the development (C++ with Allegro 5). Indeed, I wrote the level management system, the basic gameplay mechanics and the renderer by midday.
And here’s What went wrong:
- The time management: I posted my game 5 minutes before the deadline (which was 4 a.m for me @_@). While things were right on the saturday, sunday was a totall mess.
- The music: I’m terribly bad when it comes to music composing, and this time there was no exceptions: I did not even manage to create a correct music for the game (But I did not have a lot of time for this, also).
- The late programming: My code on sunday was the most buggy and unstable thing I had ever made in my entire life. I wasted at least 2 hours trying to fix Segmentation Faults, Level loading problems, collisions problems, etc…
- Dealing with the theme: Minimalism did not really inspire me as a theme. I was tempted to make a game with minimalist graphics, and minimalist sounds, and say “Hey, look ! This game is all about minimalism!”, but after a LOT of brainstorming, I finally came out with this Reducing player’s capabilities every 5 levels thing, and this background story.
Once again, I really enjoyed making this game, and I’m looking forward to participate to the next edition !