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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘flash’

Night Walk – MiniLD 31 FINAL

Posted by (twitter: @jarnik)
Sunday, January 22nd, 2012 4:22 am

I have never participated in a Mini LD and wanted to give it a try, besides the theme seemed quite intriguing. Instead of the whole weekend, I have dedicated just around 6 hours to this Mini LD. I have completed all three of my personal goals: make a game in haXe, create sound effects from recordings and complete the prototype.

The game has 4 stages and is controlled just by the SPACEBAR.
I have thoroughly enjoyed making monster sounds :)

Looking forward for other entries!

I’m in for MiniLD 31

Posted by (twitter: @jarnik)
Saturday, January 21st, 2012 4:58 pm

A bit late announcement, but I am in. I am using Haxe, GIMP, Audacity and Flixel.

Here’s a simple one-button game I have got so far:

Two stages now, another two might come tomorrow.

The Knock – Port Mortem

Posted by
Wednesday, December 21st, 2011 11:55 am

The last man on Earth sat alone in a room. There was a knock on the door…

Play It | Rate It

Origin

When I heard Alone was chosen as the theme, a set of bizarre ideas immediately appeared in my mind. I really wanted to explore about the feeling of being alone, about the psychological effect of it. Also, I had read The Knock recently so I wanted to explore more about that subject.

 

Development

The tools I used included:

  • Adobe Photoshop
  • Adobe Lightroom
  • Adobe Flash
  • Flashdevelop / ActionScript 3
  • as3sfxr »
  • Aviary »
  • A standard Digital Camera
  • Some burned papers
  • A friend (lol)

The art is rather simple, I took some photos of my house and I asked a friend to model for me. We did some shots of him walking, but because I lack equipment (tripod, marks, etc) the result looks a little bad. I did my best to correct the photos in Photoshop. The room is a part of my house, that isn’t even a room, but I couldn’t take a picture of a real room because the camera angle was too short. I applied Exposure and Posterize to all the images.

The programming was done entirely in ActionScript 3, using some features of my own library, but the vast majority was to be made from scratch. I used Flashdevelop because I’m really fast with it… Just press Ctrl+Shift+1 and it’s like magic!

 

What now?

I think I’ll work more time on this game. I’ll add more puzzles, make an easy mode, add language support, and maybe more rooms to explore, or explore more about the story. For example, what happened upstairs?

This was my second time on Ludum Dare, and I think it was a really good experience. I don’t think there’s something that went wrong, maybe next time I’ll add more features to my framework, like effects, sound support and embedding support; but at the end I managed to do what I intended to do.

LeMur: Dev is a retard

Posted by (twitter: @brycepelletier)
Sunday, December 18th, 2011 4:07 pm

What are you serious???

For over 6 hours I have been fighting to figure out why I’m getting NOTHING displayed on my tiles. I mean the arrays are right on spot, so what gives. I am also being thrown off since I have never built a “game” before in flash and I have NEVER EVER USED CLASSES. Yeah you heard me. No classes. Ok so that was completely lame, but I found that I was setting the tile back one frame too many. There is no freakin 0 frame. What they hell, such a stupid noob mistake. The only reason I found it is because I decided to push past it and keep working blind as if I knew that it should actually work. Well it was working EXACTLY as I programmed it to work.

So I most likely wont meet the deadline, but I am obviously learning tons and tons that I wouldn’t have had I not participated. Which to me is efffing awesome. Having a blast with my primary level game and happy that I am getting somewhere with it.

Cheers

Super Animal Friendship Club FINAL

Posted by (twitter: @jarnik)
Sunday, December 18th, 2011 2:36 pm

I have completed and submitted Super Animal Friendship Club:

 

PLAY ONLINE

Total coding time: 5-6 hours

Enjoy!

Super Animal Friendship Club

Posted by (twitter: @jarnik)
Sunday, December 18th, 2011 11:07 am

I had other things to attend this weekend, therefore I have set aside a few hours for LD. Thinking vaguely about the theme yesterday and coding now for about 4 hours, it’s my pleasure to introduce you Super Animal Friendship Club:

 

PLAY ONLINE

TODO:

  • sounds and music
  • difficulty

Frustrated LeMur update

Posted by (twitter: @brycepelletier)
Saturday, December 17th, 2011 9:05 pm

Piss in my grits

Seriously!! WTF???

So… yeah… I know that my skills LAG far behind many of the guys and gals here, but gessh power supply and HD troubles on top of it all. Good nite this is ludacrsipy-cream-donut-loving-anarchy. I am frustrated and I am not going to quit, but I did want to vent a little if anyone cares. I am trying to keep a log of progress (which isn’t s#!+ at the moment) through camtasia. However everytime I load my game and it’s assets one of my HD’s fails. I think it’s been traced back to a power supply issue. Can’t get one big enough to fix the issue in time, but I’ll just keep trying to power through and see if I can make due on my due date. If not I will still try to finish the game.

The decision on the game is to make a tile game that has 49 pieces. The lone hero only need make it to the door on a “randomly generated” side. Up to 10 tiles will be randomly “decayed” at game start. The hero will then score by picking up artifacts (up to 5 per level) and getting to the door. A 15s timer will count down for each level. This timer will decay random tiles increasing with time until 15sec is up. If the player doesn’t make it to the door or the 15s timer runs out the player DIES! As in Rougelike. As in not to come back or start a new game type. No save game bs. Each level boosts the score by it’s level number times the type of artifact gathered during that level. So if you get a 700 point artifact on level 3 you score 2100 points for the level.

By the way I am still in basic build time due to the issues so far. So nothing is even working at this point (LAME) :P .

The time for laugher is upon us…

Posted by
Saturday, December 17th, 2011 7:48 pm

Yes thats right, I have submitted my entry for the Ludum Dare.

Now I’m going to hide under a rock… =P

You can check it out here

-KunoNoOni

Zolcan playable-ish

Posted by (twitter: @drZool)
Saturday, December 17th, 2011 2:36 pm

 

So I’ve spent the first day setting up Flixel, searching for map editors (found DAME), making the hero run animation (Export from flash to png with Zoë). Compile all this into something playable-ish:

http://dl.dropbox.com/u/848324/ld22/v01/index.html

First participation, first post, first game ?

Posted by (twitter: @Pitoum)
Saturday, December 17th, 2011 11:35 am

Hi everyone,

This is my first time here, and I haven’t write code since a long time (except some PHP/SQL for some clients… Awesome, I know).
Need an example of how old fashion (some like Gib would say retarded but whatever ^^) I am ?
Well I am doing this Ludum Dare in AS2.
Yeah !
So, to be quick, I’m currently trying to make a comic strips game. Each “level” is a strip in 3 cases. The two first cases are gameplay, the last one is the result of the “level”. If you win it, you can turn the page and do the next one, else the book will closed (if I have time to do it) and you have to start from the beginning again.
Actually the first page/level is ok, I’m working on the second.
I hope I could do 4 pages/levels for tomorrow.

The theme is “alone” of course, but I try to transmit or exprim a certain life’s vision :)

First screenshot here :

Zolcan Concept

Posted by (twitter: @drZool)
Saturday, December 17th, 2011 6:16 am
Concept

Concept

So I’ve begun my entry. It’s called Zolcan. You are an astronomer traveling to a distant planet. Your buddies disappears and you are stranded, alone, on this alien jungle planet. Classic shmup story and game play.

Titled: LeMur

Posted by (twitter: @brycepelletier)
Friday, December 16th, 2011 7:59 pm

results were

1. Alone+227
2. Randomly generated+206
3. Evolution+41
4. Parallel dimension+14
5. Forgotten places-29
6. Falling-77
7. Moon-105
8. Tunnels-108
9. Consequences-113
10. Decay-116
11. Dreams-118
12. Underground-125
13. Time-travel-133
14. Teleportation-148
15. Self-replication-170
16. Territory-284
17. Mechanisms-291
18. Antihero-325
19. Reflection-417
20. Shape-shifting-477
21. Kittens-481

Just a title for fun

I just set up my very basic flash file in flash cs5.5 and documented with camtasia, now it’s time plan the game. The theme was announced as “Alone”, thank God it wasn’t freakin kittens. Once I figure out how to Rougelike an alone game then tomorrow it’s off to start building some classes and coding in the basic game.

Some Thoughts:

  • The main character dies for good and we start over.
  • No ASCII characters in final game. Hopefully 2d graphics.
  • The theme is alone, but others were randomly generated, anti-hero, dream and decay. I hope to incorporate these as well in the concept
  • Plan game tonite Dec 16
  • Begin Coding tomorrow Dec 17 after Motorcycle ride.
  • Work out bugs Dec 18
  • I hope to random generate the worlds (last item).
  • Build any graphics and turn in Dec 19

I. Am. In.

Posted by (twitter: @arkeus)
Friday, December 9th, 2011 12:02 am

I’m in for my third Ludum Dare. The last two have been incredibly fun, so I don’t want to miss this one! For LD 20 my entry was Diamond Hollow and for LD21 I made Glissaria. Each time I’ve made sure to create a timelapse, and this one will be no different. However, I also plan to stream my progress live this time right over here. Also, I’ll keep updates on Twitter, so feel free to follow me if that’s your thing. And finally, I have a circle of LD people on g+, so add me there so I can stick you in my ever growing circle!

I’m going to stick to my strengths with pixel art and flash. Going to try to brush up on music this time, so I can at least have something listenable. I might try to find a music generation program simpler than Fruity Loops due to me being musically challenged. More formally, the tools I will be using are:

Programming: AS3 (Flash) via FlashBuilder (Eclipse)
Library: Modified Flixel (extra plugins such as a flixel bitmap font library, etc)
Graphics: Photoshop
Music: FruityLoops (unless I find something better)
Sounds: As3sfxr + Audacity
Other: Fast food, sleep, cats, alcohol

Last time I was overambitious, writing 3 games in 1, most of which I had no experience with. This time I’m going to play the safe route and make a platformer. It’s something I have experience with, is easier to make art for, and will hopefully mean I can create a full game in the alotted time. Let’s just hope the theme lends itself to a platformer. Also, if kittens wins I will cry because I can’t draw a cat to save my life.

One Of Two Partners In Crime

Good luck all. =]

Life is great.

Posted by (twitter: @McFunkypants)
Friday, November 25th, 2011 4:12 pm

Life is so great. My Stage3D Flash11 gamedev book was just published today!

Easy-to-remember links for sharing with people verbally:
http://mcfunkypants.com/amazon
http://mcfunkypants.com/book

Shortest possible links:
http://amzn.to/tYmiSf
http://bit.ly/ptMfmP

I’m listed on Amazon:
http://www.amazon.com/Adobe-Stage3D-Molehill-Programming-Beginners/dp/1849691681/

Here’s my page on the Adobe website:
http://www.adobe.com/devnet/author_bios/christer_kaitila.html

Here is the product page at the publisher with more information:
https://www.packtpub.com/adobe-flash11-stage3d-molehill-game-programming-beginners-guide/book

Full table of contents with all topics listed:
https://www.packtpub.com/toc/adobe-flash-11-stage3d-molehill-game-programming-beginner%E2%80%99s-guide-table-contents

The free sample chapter PDF, chapter 8:
http://packtlib.packtpub.com/sites/default/files/1680EXP-Chapter-08-Eye-Candy-Aplenty!.pdf

Demos of each chapter including the final game I teach readers to make:
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-1/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-2/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-3/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-4/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-5/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-6/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-7/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-8/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-9/
http://www.mcfunkypants.com/2011/flash11-stage3d-book-chapter-10/

Anyway, just thought I would share the happy news. I’m also 95% done my second book “Game Jam Survival Guide” which already has a contract and ISBN number, and a third is in negotiations!

I’m so grateful for all the good luck I have. I could not have done it without +David Barnes +Maitreya Bhakal +Terry Paton +Thibault Imbert +Ryan Speets +Alejandro Santander +Mikko Haapoja +Evan Miller and so many more of my gamedev colleagues here, on g+ and twitter. There’s a bit of each of you in the book.

I must have saved the universe in a previous life since so many good things simply fall into my lap. Okay, a little hard work doesn’t hurt… but overall I feel like the luckiest guy in the world on a daily basis. Perhaps just believing that you’re lucky makes it so.

Kind regards,

Christer Kaitila
aka McFunkypants

blog: http://www.mcfunkypants.com
twitter: http://twitter.com/McFunkypants
google+: http://gplus.to/gamedev

P.S. This is how I feel right now:

 

 

 

Clone Wolf: Protector is out!

Posted by (twitter: @jarnik)
Wednesday, October 26th, 2011 1:51 pm

It’s not been easy, but the CW:P is out :)

Check out the game site for more info, try the game at Kongregate. It is made in Flash, so I’ve been able (after a bit of struggling) to roll out desktop installers for Windows, Linux and MacOS.

No sales so far, but it’s my first finished and commercially released game – a little personal dream becoming reality. Many thanks to my sweetheart for support and all the inspirative folks here, at TIGS forums and Flixel forums.

Good luck to all other fellow October Challengers!

A few notes on Adobe AIR
It has been my first desktop app made in Flash, a lot of new things for me:
1) Flash does not allow key controls in fullscreen mode, only AIR in desktop mode does
2) to create a native desktop installer, you have to build it using an AIR SDK on a target platform (luckily I have access to all three major platform systems) – to make a Win installer, you need to build it using a Windows SDK on Windows, etc.

It was a funny thing, this…

Posted by (twitter: @davidsgallant)
Tuesday, September 13th, 2011 6:41 am

In the interest of full disclosure, I’ll state up front that the main reason for this post is because someone told me I couldn’t get trophies if I hadn’t written a blog post. I have no idea if we’re too late for any awarding, but what the hell.

I haven’t really felt the need to talk about my game, EscapeOut, because it wasn’t a particularly interesting process. Relying on a 20-min show-off video by Photon Storm about how to make a brick breaker in 20mins, I stumbled my way through Flixel and came up with something that put a little spin on the core concept. The theme of LD21 was Escape, so how else does one apply that to a brick breaker? Easy: something on the screen has got to try to get the hell out of dodge. From there it was a simple leap in logic to the eventual core mechanic. I won’t say what that is because I don’t like to spoil the game. In fact, I really liked setting friends down in front of EscapeOut with no instructions to see if they can figure it out. The game has no instructions for a very intentional reason.

Judging by the comments on EscapeOut, forcing players to discover the game’s mechanic paid off. I’ve been a very bad LD participant: haven’t blogged, haven’t played many of the entries, haven’t used the IRC channel except for a couple technical questions. Mostly this has been due to time; I only managed to spend half of the 48 hour timeframe coding, due to oversleeping and family obligations. So, I was quite surprised to log on today and see the comments and ratings left for EscapeOut. A few people really seemed to like it, more than I ever could have imagined. Even more shocking, the game was rated #54 in humour. Seriously, a game with no instructions, no words other than “YOU HAVE DIED” and “YOU ESCAPED”, no characters, no narrative, and even no sound effects or music, ranked within the top 10% of humourous games in the entire Ludum Dare 21!

I guess this really goes to show that an intriguing mechanic can turn a relatively bland experience into an interesting one, even if only for a few minutes.

Postmortem… I’m in!!

Posted by
Saturday, September 10th, 2011 1:40 am

I guess it’s time for me to do a postmortem of sorts (Tho I’m still working on the game at this point, but I should be able to wrap it up this weekend, you can check the compo and WIP post compo version at my entry page)

First of all, I would like to say that this has been a great experience, and I want to thank everyone for making it possible. So thanks everyone that participated, to the organizers that somehow managed to keep this afloat during the server situation, Adam Atomic for his awesome awesome Flixel Framework, and special thanks to Dogbomb for his terrific “65 Indie Games in 10(ish) Minutes” review, and to Oujevipo for his series of Ludum Dare game reviews.

So without further delays, a screenshot and then The Bad, The Good and a Desition:

Click to go to the ratings page ;-D

Intro Screen

 The Bad:

Actually nothing went bad at all, I wish I had more time during the compo, but I had to attend a meeting on saturday that ate half of the day (I coded through half of it anyway, while nodding hehe), and the compo theme is announced right around the time I’m falling asleep (I’ve learnt that it’s better if I read it, then scribble down some notes and go to bed, instead of working through the night like I attempted last time).

The Good:

There’s just too many good stuff so i’ll break it up.

The theme:
I loved the theme the moment I read it. I had been thinking about non-combat, non-pewpewpew games for a couple of weeks before the compo, and what better theme than Escape to approach indirect conflict? I felt it was perfect.

The tools:
Flash Develop and Flixel are rock solid, I can’t explain how comfortable I feel with this combination.

GXSCC, usually frowned upon by the chiptune community, allowed me to achieve the sound I wanted without needing to learn the many layers of complexity found in a Mod tracker, so I only needed to borrow a friend’s Oxygen midi keyboard and I was set for music.

SFXR and Audacity for sound effects did the trick (plus some coding that make my game sound like it had lots of different samples, yet it only has 5 samples per kind of sound, that are layered and played at different intervals when triggered).

ASESPRITE, for graphics. While not great, it certainly delivered (except the newspaper cover that got made in GIMP because I had no time to dither the gradient by hand).

Pixel Bender Toolkit, my only gamble as I had never used it before, was really simple to develop and implement, really happy with it, gonna look into number crunching with it for my next game.

The planning:
1- Brainstorm, watch references.
2- Write down the concept.
3- Scope.
4- Write a Schedule.
5- Map input.
6- Create a Screenflow Chart.

This took about 4 hours. Screw Excel, Project, Qubity, Wikis, etc… Notebooks, Post Its, napkins and my cellphone alarm clock work just as good, or way better. For this part I took the keynote as some sort of divine commandment and followed the pro style advice to the letter.

After that, I jumped into developing the screen flow, slide presentation style, then jumped into the game logic, and the rest is history.

A Desition:

I really love making games, I really do. Ludum Dare helped me confirm my gut feeling. I love every aspect of it: The designing, the planning, the coding, the art and sound creation, the polishing, EVERYTHING.

I’m already on the path to make this my livelihood, I’m on the process of getting a game design diploma since earlier this year, and because of that I was thinking about throwing my CV around different companies once I got my portfolio finished (I’m a pretty competent 3d modeler). But the thing is that I don’t want to be another over specialized cog in the machine, pushing vertices or voxels around from 9 to 7, realizing other people’s vision.

I’ve attempted to collaborate with other people on game projects, and I’ve failed every single time, vision and consensus do not mix. I got tired of people telling me “no we can’t do that because it’s too hard”, I got tired of people telling me “that’s not the current market trend”, I got tired of ideas dilluting into homeopathic levels to please everyone, and maybe the problem IS ME, but who cares, if I can’t work in groups, what’s wrong with that?

 
I just got to try and do it on my own. So starting tomorrow I’m gonna go fulltime Indie, and I’m flying Solo!

Updates for “Bunnies, Back Into Your Cage!”

Posted by (twitter: @RatKingsLair)
Friday, September 2nd, 2011 8:38 am

Just wanted to tell that I did some minor updates to my LD21 game, “Bunnies, Back Into Your Cage!”. This is something I don’t do often (working on a post-compo version always was a timewaster to me) but this time it felt like it was worth it. Even though some people really HATE the controls.

Well, at least I had some fun with it.

Updates include bug fixing (no invisible blocks anymore, also no double level loading), rebalancing (especially the last level) and a new control scheme (picking/dropping blocks only with shift key now, WASD added). The latest enhancement is the addition of text which serves the purpose of a tutorial and a “story” alike. Also, someone didn’t like that falling out of the level resetted it, so this was removed too.

The updates are for the Kongregate version only, so play it there.

The Ludum Dare entry page is here – please rate it (the unaltered LD version, of course), if you haven’t already! :-) Thanks!

The Great Unescape – Post Mortem

Posted by (twitter: @geckojsc)
Saturday, August 27th, 2011 7:40 am

Looks like people are still writing post-mortems a week later, so here’s mine!

Development:

I woke up last Saturday and checked the theme on twitter. I didn’t really expect the theme to be ‘escape’, but I had a think over breakfast and got a cool story idea, sort of inspired by an episode of an old TV show called Porridge. I started off with a dull blue wall tileset and made a prison cell in DAME.

Drawing tilesets in Graphics Gale.

Once the character graphics were done, I threw together a system which scans the DAME project file for game entities then places them on the map, since I didn’t have time to get to grips with the complex export system in DAME. Eventually I had little Rick running and jumping around in his cell, and I spent the rest of the day composing in SunVox and using Tweener to arrange the introduction text and events.

I didn’t actually start on the gameplay or levels until Sunday, when I decided to construct a small jungle full of spiders and spikes. It took most of the daytime to create the enemies, tiles, and music which left me with the evening to work out how to bring everything to a close. I stayed up right until the deadline designing the last area and finishing the game off, but I managed to squeeze in another tune, bringing me to a total of four songs!

Making the soundtrack in SunVox.

What Went Right:

  • Considering this was my first time using DAME, creating the levels and making them work in Flixel was surprisingly painless.
  • I’ve practised a lot with SunVox, so I can churn out decent music fast!
  • I had a nice storyline idea and managed to keep it short without ruining it.
  • I’ve been practising with Flixel and FlashDevelop for quite a long time. Even though I hadn’t released any Flixel games before this one, I was very comfortable with my choice of language and library.
What Could Have Gone Better:
  • I missed a few details, for example there is no wall on the left side of the jungle, so you can fall off the screen and be stuck forever.
  • Quite a lot of people heard strange hiccups in the music playback. I have no idea what’s causing this and I can’t hear them myself, but I added a standalone download which should hopefully fix any audio problems.
  • I made a couple of bad design decisions, there are quite a lot of blind drops into enemies. I thought the levels were short enough not to need checkpoints, but it looks like I was wrong.

I’m really pleased with the amount I managed to get done in two days! If you’re interested, check out the entry itself here.

 

Oh, and if, like me, you don’t want to hand pick entries to vote on, I made a small bookmarklet for you:

javascript:var a=jQuery('table tbody tr td a');window.location=a[Math.round(Math.random()*a.length)].href;

Add this link to your bookmarks bar, then go to the view all entries page and run it, you will be taken to a random entry page. :] Happy rating!

Aphelion Incident Postmortem

Posted by (twitter: @Cirrial)
Saturday, August 27th, 2011 6:02 am

Aphelion Incident

 

alien protagonist

So, unfortunately, due to the numerous issues with the site over the weekend I fell out of the habit of posting anything to my log over the course of Sunday. Given that this was certainly not the case for last LD, I am going to try and make up with a huge post instead, with sprinklings of hastily drawn drawings of things.

[ Play Aphelion Incident Here! ]

What Went Well

Planning

Oh boy did I ever improve on planning from last time. In LD20 I planned basically nothing and made it up all as I went along, reasoning that I’d find better use for the time actually making things. This was a mistake.

The time I spent on planning was 2 hours total (not a solid block), and for every minute I spent planning I saved two having to come up with things later on. I can’t emphasise enough the advantages of planning, but it’s one of those things where it’s obvious if you already do it and seems a waste of time if you don’t.

I did spend a lot more time on planning things I eventually had to cut, but without those plans in place I would have never known what I could have cut. I had to excise things like multiple species of guards and individual chatter lines simply because I didn’t have the time, but as stated, if I had never planned to add them in the first place, I could have never decided to omit them knowing I had more important things to work on first.

As my scanned-in plans are far too big to post here, you can find them here if you’re interested.

Prioritising

Code first. Code first is the most important rule you can adhere to for a competition this intense. It felt disheartening seeing a bunch of other entries being so much further along in terms of graphics when I was stuck with boxes with arrows on them, but with perseverance I ended up with a game that was more complex below the surface than Throwbots was. However, Throwbots had a few easier gimmicky things, which spiced it up a little. This game was a little lacking in gimmicky things, but it ended up spiced a little by something else.

Making the Guards Relatable

a guardThis I managed to hit spot on. I went into this with the idea of making the guards you’d otherwise treat as faceless enemies in a video game less faceless. I added a profile of stuff for each of the 20 guards in the game (which ate more time than I could ever have predicted) but knew there was one thing more I could do.

Give them friends.

In retrospect, “is fond of” was a bad phrase to use when the friend of a guard was meant to be any sort of positive camaraderie with another guard, and it made it look like the entire station was filled with courting couples or something similar. What was more interesting was I added individual messages to each guard if they saw their friend possessed or killed, but due to the frequency of random chatter it almost never showed up. It all helped to make people a little more hesitant to start gunning the guards down.

In initial playtests before submission, people were asking if I could make it so that guards could move into other rooms so they could unite the pairs of guards. I figured I’d won at making the guards relatable at that point.

two guards interacting

What Could Have Gone Better

Guard AI & Controls

The guards don’t really HAVE an AI. Considering the initials of the game are “AI”, this feels a little more of a lacking feature than it should be.

Having never tried any sort of decent AI implementation in a game before, I had no idea what I was getting myself into. The state machine was simple enough, as was setting up an array of reactions based on certain stimuli.

poorly drawn state machine diagram

But the main problem was a lack of good platforming AI. Having detection of pits and walls to turn away from was pretty simple – just check the tilemap to see if there’s a pit or a wall the guard is about to step into, and if that’s the case make them turn around. But then came a problem of the guards climbing jumpable parts of the map. I limited the jump height to such an extent that they couldn’t overshoot the block they were jumping to. For some reason, I decided to make that the jump height for the player too.

guard falling off ledgeThe kicker is that I later added code for the case where a guard falls too far away from their patrol point and made them pick a new patrol point based on where they were, so there was no reason to be so defensive about keeping them near where they started. That was an honest mistake on my behalf.

The transitions don’t always make sense either, and guards have no persistence of memory. If they see the player and the player ducks behind a corner, that’s it. The player has ceased to exist for them. If I had pathfinding code in there, I’d probably have made them chase the player while they were within a sensible range, but I sure as hell was not writing my first platform pathfinding AI during a Ludum Dare.

All in all, a host of niggling issues that I would definitely like to resolve.

Guard Interactions

alien mind controlling guardI’ve heard people coming back to me saying they memorised all the guard details in case they had to use them. With more time, there would have been social interaction puzzles, because while it’s fun to take over people’s actions why not also meddle in their affairs while you’re at it? Unfortunately, I couldn’t think of a streamlined way to do this, nor a way to get the relevant reactions and such done within 48 hours. A future version, perhaps!

The UI and Tutorials

Quite simply, there was no tutorial. I ran out of time to add one, and so tried to make up for it by sticking the controls in my entry text. Not only that, but I ran out of time for custom keybinding. For everyone not using a US/UK English keyboard, I am so, so sorry to force Z/X/C on you guys like so many other inconsiderate devs, but when it came to getting the game finished or implementing custom keybinding, I knew I had to focus on the former.

confused alien

As for the UI, well, I didn’t get any of the graphical elements done so most of them ended up hidden. It’s a confusing mess at the moment, but believe me when I say it’d be more of a confusing mess with a bunch of squares that don’t do anything on it. Once I get the first post-compo release finished, you’ll hopefully see what it should have been.

Critical Bugs At Release

frozen protagonist in midairThe first version of the compo release had a critical game-freezing bug if you managed to get shot while controlling a guard (a case I never encountered during my own all too brief testing), as well as a duplicated terminal and a missing terminal. The first was due to another instance of a variable being null when I didn’t expect it to be (easy to fix).

The second, though, was the worst damaging typo of the compo. Each terminal had a numerical ID. Terminal #16 ended up getting 10, so there were two terminal #10s and one terminal #16. Now, this might sound meaningless, except the doors are locked according to terminal IDs and whether they’ve been used or not. Terminal #10? That’s the terminal that unlocks the door to the teleporter room. If you were confused by the earlier comments on my entry about finishing far earlier than they expected, that’s why. Whoops. My bad. It’s fixed now, though.

What To Focus On Next Time

Sounds and Music

I managed to miss this out this time as well, much to my disappointment. I had such neat ideas, too. Oh well. Best to have an okay working game that looks passable instead of a broken game that looks terrible with annoying screechy sound effects, right?

Core Mechanics

Although the extraneous bits this time around may have elevated my entry from mediocre platformer to something with a bit more depth, I still think the control mechanics could have benefitted from a little more love.

Timelapse

I skipped it this time around due to lack of preparation. In future I am going to do my research to find out what programs to use and more importantly how to make my reams of coding look a little more interesting.

In Conclusion

I had an amazing though hectic weekend working on this thing and there is no doubt in my mind that I’ll be entering LD22. This time, I intend to work on a post-compo version of my game and perhaps even carry it into the October Challenge if it’s on this year. Regardless, I’ll see you guys at LD22. Keep being amazing.

the alien

(Let’s see if we can break 1k entries next time!)


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