Posts Tagged ‘final’
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 !
miNOMalism is a minimalistic food chain ecosystem simulator, with you being its lowest part. However, thanks to pheromone distribution, you can control bigger creatures and keep the races from going extinct and thus the whole ecosystem in a balance.
You can play online or download a Windows version:
Only a few people (outside the LD community) has played so far, saying it was fun and “damn, HARD!”
I’m pretty satisfied that we’ve managed to balance the ecosystem to be manageably stable and still quirky. Planning all the rules before hand in a strict manner with no loose ends probably helped.
This was my 10th anniversary Ludum Dare and 3rd Jam, but it was fun and exhausting as always!
Thanks to my teammate Eatacay, we’ve got a great music and some minimalistic graphics :]
We are very tired, and our sanity was affected for the rest of our live because of Qt5 (Burn in hell Qt5!!). Anyway, the game is here :
Take the command of an awesome spaceship built by yourself, and convey through the infinite space some exotic space-pets to gain money!
But don’t forget : Minimalism! To progress faster in the game, to gain special power and a big score, you must build the minimal ship possible to win each level.
You can try the game here : http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20579
In the downloaded folder, start Spaceship.exe. Linux and mac version soon!
Hey! This is my first LD entry: Pete Hated Circles
As you can see, it was inspired by art of Piet Mondrian.
Made in 12 hours in ActionScript 3 (you’ll need Flash to play). Has some bugs, but hey..
And now a relevant picture for your pleasure:
8PM over here. Haven’t eaten anything since waking up, sheesh.
It’s great to be done. Yeah, would have been nice if I had the time to get one or two more features in…can think of a lot of things I would want to add, but it’s totally fine. Totally fine.
Anyways, here’s Minimalist MAYHEM:
Try it. It’s pretty awesome. And come on, how can you not try a game called Minimalist MAYHEM? Especially with a title screen like that???
Anyways, get some rest, everyone. We’ll wait until we recuperate (and until the LD servers recuperate) for now.
And of course, good luck to everyone who’s still toiling away in the jam. You can do it!
Frustration in my title? Why yes. I got my game done in less than 12 hours on Saturday and then proceeded to spend all day yesterday completely unable to get it to compile into .exe format.
This was my second Ludum Dare. I went into LD25 in December with no ability to do graphics or sound and came up with a text-interface simulation game with which I was very, very happy. I went into LD26 confident that I could succeed, as I had done so before with no clue what I was really getting into, and with the ability to make graphics a thing that would happen. I also went in feeling like having the ability to do graphics wasn’t necessarily a good thing — I’d come up with something so unique last time because I’d had few options. Could I pull that off twice, or would having graphics at my disposal result in an inferior game?
It didn’t seem like a bad theme… my objection to it and the reason I voted it down every time I saw it was because it was too close to a previous theme, Minimalist. I hadn’t at all thought about what I might do if this theme was chosen, and so I started out LD26 making my Twitch viewers watch me read up on Minimalism on Wikipedia. I came up with several ideas and discarded them all because they either weren’t unique enough or didn’t look like they’d be fun.
But the real issue I was having, the reason I had trouble with coming up with an idea, was that I know nothing of Minimalism. I didn’t have enough information floating around in my head to make it work. LD25′s theme, You are the Villain, jived with me quite well. I consider myself to be something of a connoisseur of fine villains; a good villain can make a story and a bad one can break it. Combined with my studies in Sociology and remembering a board game a friend of mine had told me about ages before, I quickly had an idea. This time, though, I struggled.
One idea that stuck in my head was that of a minimalist potato in the form of a simple brown oval with human eyes on it instead of a potato’s normal eyes (English-centric, I know; please forgive me, non-native speakers). Whatever game I did, that was something I wanted in it. Eventually I decided to make that potato the focal point of the game. I wanted the eyes to be interactive with the player somehow, and in the end I thought of, “Stick a needle in my eye,” from some children’s rhyme and this game was born.
It wrote itself for the most part, and with minimalism as the theme I didn’t have to spend too much time on art. I’d been all prepared to use my decent drawing skills that I only realized I had last weekend, but it wasn’t really necessary. The coding was fairly straightforward and went well. The game even told me how to make itself more fun… a bug turned out to make the game far more fun than I’d originally planned, so I went into the code and started shaping it around that idea on purpose.
In the end, I found myself with something playable and mildly amusing, but not spectacular. Indeed, I am happier with my game from LD25. I’m not unhappy with this game, though, and I’m pleased with the fact that making the game took me less than 12 hours, including spending two hours agonizing over what to make.
Time Zones and Twitch
I am in Japan. That means that LD26 started at 11:00 AM on Saturday for me. This has its advantages and disadvantages. The most notable disadvantage, I think, is that the competition carries on into Monday. This time, my work was not impacted as Monday is a federal holiday in Japan, but I learned in LD25 that I really should request LD Monday off. As advantages go, starting in the middle of the day means that I get two full sleep periods at normal times with a chance on that final morning to do any last minute stuff with a fresh mind. Even though that’s an advantage I haven’t needed for LD26, it’s still there and will continue to be as long as I have this job.
I streamed Saturday on Twitch, from right after I got dressed (people got to watch me make breakfast and stuff — testing the stream and getting pysched, wot wot) until I was done with programming for the day. This was fine, though when LD26 started, I found myself feeling pressured to make my whole thinking process available to the people watching my stream. I feel like that was stress I didn’t need with an unfamiliar topic as the theme and I am not sure if I will stream the start of LD again next time.
Building .EXE Files
I got Pyinstaller working for LD25. It will not work this time. I spent all day Sunday trying to get it to work, on Mac OSX and Windows 7, with no success. It will not import pyglet into the game no matter what I do on either OS. Py2app fared no better and didn’t tell me why it was having trouble, so I abandoned it pretty quickly.
This has been extremely frustrating, not the least because I know the game will be played less if it can only be played from source. At this point, however, it would be a waste of energy to keep caring.
- Expect the unexpected.
- Take your time figuring out the theme if you’re unfamiliar with it.
- Consider not thinking about the theme while livestreaming.
- Check your .exe builder programs with the libraries you intend to use during warmup weekend instead of assuming it will work smoothly.
sell it to the butcher at the store….
My LD26 Entry is called #. It is a game about shooting squares. Get it now while it’s still full of those tasty bugs I haven’t found yet…
Combining both the familiar appearance of the common potato with the radical contrast of sheer empty space my work explores the rift that exists in our post agrarian society.
The gestalt appearance of this tuberous crop, familiar to many as a common food can serve as a metaphor for the existential struggle of existing in a post industrial society.
The apparent contradiction of audio poetry references the numinous ‘eyes’ that cover the surface of the food, transposing eyes and ears to provoke introspection.
After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.
I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.
The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.
My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.
But well, let’s cut the talk. You can find the game here.
Thank for read and play!
Sorry for no add potatoes, serious, i’m very sorry
So today I posted my first entry into a Ludum Dare competition ever. How fun! The result is Euphoria. The first thing that jumped into my mind when I heard minimalism was visuals, clean and crisp. But that didn’t mean I wasn’t going to try make a good looking game.
So let me talk about the game before you get too bored by all this visuals talk. It is a short story about a child that gets hit be a car. While the child’s soul is trying to come to peace, you gain memories as to their final moments. Many memories of which have parallels with what the child is experiencing.
For any decent gamer who gets annoyed at the symbolism do not worry, there are puzzles. Once collected an orb, the player can “phase shift” switching between two realities in the spirit world making for a few interesting puzzles.
I couldn’t have been happier with the final product and hope to get some feed back from some of the best indie developers out there. Good luck to the rest of you!
What I’ll be eating while waiting for this LD to begin:
Pasta with a tomato sauce that contains bell peppers and mozarella cheese, topped with mozarella cheese and basil.
It is pretty depressing to work on your idea for a few hours on Friday night only to realize that at least one other person is doing the same thing as you. I had looked at a Google image search of “Atari 2600″ just to see some basic game implementations and ponder how to reverse them. When I saw the Pacman game, I realized that it was something simple enough to do in 48 hours, and complex enough to not be just a concept demo (I think I fell somewhere in between). A game where the ghosts are trying to trap the Pacman wouldn’t terribly difficult: minor AI, simple screen, few animations, basic controls. It seemed like a good idea, and it was, which is probably why someone else selected it, too. After Friday I refused to read the “other” journal for fear of 1) unconsciously directing my creativity choices and 2) to not get discouraged and quit early. I continued on.
On Friday night I decided I wanted to use a mouse select->command scheme for control. Ghosts randomly move around the map until you click the ghost and tell it where to go. It will follow the path to the destination, where it will return to roaming. I didn’t want them to just stop somewhere because then you’d be able to camp out and essentially block Pacman while you herded the ghosts at your own whim. Having them roam would make it more difficult to trap Pacman. Friday night, after I created the map and creature code, I implemented the pathfinding system.
Most of my wasted time on Saturday was spent implementing the pathdirecting and pathfollowing system. This drove me nuts and I nearly threw it at the wall. I don’t think I ended up using most of what I did because it got to complex. I was able to rewrite it so it made more sense and was easier to debug. Once this was done, the ghosts could be directed, but also wander. I added some sounds and replaced some of the placeholder rectangles with bitmap graphics. At this point I had the makings of a game, but not things to make it an actual game: game over condition, accomplishment measurement or general polish.
I don’t actually remember much of what happened on Sunday. I worked on some of the same things, but by the time there were only a handful of hours to go, I knew I wasn’t going to be able to make it. The deadline came and went, and I was onto the Jam. Monday I had to work, but I was able to spare a couple hours afterwards to add the game conditions and finish the UI to give the illusion of a finished product before submitting.
What Went Right
placeholder graphics – Usually I sketch things out while I flush out design and end up using them as the graphics. I like the resulting style. It give it that cheap cartoon animation feel. For this entry, however, I didn’t sketch a thing and used placeholder squares and lines. It let me implement features earlier instead of spending time trying to animate or adjust images. I don’t think sketching things is ever bad; it can help you bring your game idea to life even if you never use the image in it. Placeholders force you to work on what is more important and spend less time on things that would get removed or reduced near the deadline.
pathfinding – I used a couple AS3 classes from Untold Entertainment (which only needed a couple tweaks, see their comments) and it worked out really well. There are a few things that I could do to make it more efficient, but it was good for this task. I will definitely use it again.
codebase experience – I’ve been using Flashpunk for a couple years now, so I am getting much more familiar with it. I have built up solutions using it and have been able to leverage those solutions in future projects, reducing some wasted time trying to ‘reinvent the wheel.’
I submitted it! – At the end, I managed to get something that could actually be considered a game, even if it’s not up to the finished idea in my head. I really didn’t want to submit a demo or sandbox because that doesn’t really count as a game.
What Went Wrong
endgame came late – I didn’t actually get the endgame stuff in there until the last hour before I submitted. I should have worked on this earlier. I think next time I will be sure to add the endgame circumstances, even if the rest of the gameplay isn’t there. I still have to write gameplay before the end, but this would allow me to push the more dropable stuff to the end in case time got tight.
reconnaissance – I probably should have investigated my partner-in-idea’s logs at some point to see if there was something I was indeed missing. Based on the review comments so far, I really should have added a better method to select the ghosts, perhaps buttons on the screen and/or keys on the keyboard.
AI – I initially thought the AI was not going to be hard, but I ran out of time and never really had a chance to implement it. The Pacman and undirected ghosts are essentially random. I wanted to have them show a little personality, perhaps chasing or trapping the Pacman, but not so much that you don’t have a job when you play.
random change of position – I don’t believe the real Pacman game allows the ghosts to change direction except at an intersection (or when a power pellet is used). It’s been awhile since I played, so I might be wrong. Anyhow, a lot of my wasted time was trying to get them to not return to the just-traversed hallway without going around. I eventually gave up. Looking back now, it doesn’t seem like it was that big of a deal to warrant that much time spent on it.
node/tile types – I designed the game to keep pathfinding nodes separate from map tile data. The pathfinding system uses nodes with only three options: edge, wall and hall. At some point, however, I realized I needed more than just those three tile types or would have to hack in other properties. I would have to go back throughout the entire pathing code to implement new types. This introduced a few problems and I even had to back out a couple hours of changes. I think next time I am going to go with a standard tile that doubles as a node and contains properties that can be used instead of checking specifically for certain tile types.
I have to rate this as a successful competition because I was able to submit something that I can consider a game and not just a pile of crap that lets me vote on entries. I’m not completely content with the end-of-compo result, but I don’t know that it is possible to ever be fully happy. I’m probably sitting somewhere about half satisfaction. It was a great experience, however, and I can really tell that I have made progress over the years. Can’t wait for the next LD competition in April.
Dungeon Leaper was renamed Stealth Slime (because I ended up having some issues with the ‘leap’ code, and who heard of a leaping slime anyway) and has now been submitted. I suppose I should write something in the way of a postmortem, though I don’t know if anyone reads these blog entries.
This LD really hammered in the importance of knowing your tools before the theme is announced. I had the same issue last time to a lesser extent, so I should have been prepared, but deciding to enter again was a bit of a last-minute decision and I didn’t have time to learn the ins and outs of Canvas beforehand. To keep up the trend I’ll probably switch to Unity next time.
Also, I should probably plan on entering the jam rather than the combo straight away unless my idea goes well with an abstract art style, because my programmer art isn’t going to impress anyone. I think my music is decent, though!
It was pretty fun and I’m a little more pleased with my entry this time, so I’m glad I decided to participate again. See you next LD!
I submitted my game as Compo yesterday and many of the features I originally planned were missing due to bad time management (my first time doing something like this).
So today I managed to spend some time to update the game here and there and decided to just update my submission to a Jam Entry.
There is still a major feature missing: the end of the game.
But here is my game.. Hope you enjoy it somehow/anyhow..