Posts Tagged ‘game’
Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)
It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.
The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too
Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.
That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!
Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too)
Era of Errors (webcomic)
First Page of the webcomic
If you don’t play the game yet, please, play it before read this post-mortem. It only takes 2 minutes.
Brainstorming (Saturday 8:00 - 11:00 GMT +1)
We met at 8:00 and started to generate ideas. We rejected some of those ideas because they were unviable, boring, or absurd.
We decided to use the point’n’click game mechanic. The main character awakes bewildered and locked in a room. He only gets one object at a time and he can interact with the scenery objects to escape from there.
Finally, we decided that the main character will never survive and his life will always end by a shoot. Nevertheless, in the end we gave more variety to the game and we decided to add different deaths. With this, the user gets addicted to the game, trying to save Wilhelm from his fatal destiny, making a 2 minute game so much longer.
Pre-production (Saturday 11:00 – 15:00 GMT +1)
Once we chose the mechanic and the details of the gameplay we started to develop the idea and we planed it in different tasks.
- Marina & Juanlu (designers) split their work in stage and main character. They used Spine (Esoteric Software) to make all the animations.
- Chema & Carlos (programmers) worked with LibGDX (Java/LWJGL). Chema worked in front-end (graphics and cool things) and Carlos worked in back-end (state machine and controllers)
- Ricardo started to work in music and sfx.
Production & Testing (Saturday 15:00 – Tuesday 3:00 GMT +1)
At this stage we developed all the stuff that we decided before. But we had to make some changes due to the short time.
In the beginning all the deaths had its own animation, but this was unviable, because of that we decided that only the original death (The shoot one) would have animation. The final solution was that the light turned off, the character died and then the light turned on again; showing to the player the corpse of Wilhelm. This is why we decided that the main character use the Wilhelm scream, and gave that name to the main character.
We decided that all the action and reaction would have their sound effect to represent the unseen deaths. The ambient sound was wind, rain, thunders and our lovely neighbour dog. In addition we recorded some nonsense speaking lines.
During the develop of Wilhelm’s Escape:
- A Spanish Omelette died.
- A few campero sandwiches were devoured (an spanish sandwich)
- Poor quality chinese food.
- 5 litres of coffee
- 1.6 litres of energy drink
- 2 litres of beer
- 1 kg of pasta
- A couple of pizzas
- A lot of hours of music
- No dog was harmed.
In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.
But you can play the game here first
WHAT WENT WRONG?
Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.
After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.
The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.
My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.
My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.
And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.
WHAT WENT RIGHT?
The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.
This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.
With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.
But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.
The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.
Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.
Our experience in previous jams has taught us that with the short time frame you need to streamline workflows and divide up tasks. During the planning phase of Luminess we made it a goal of ours to create a way to make levels so that Evan did not have to hardcode them all. This would allow him to focus on coding the game and allow Jason and me to design the levels.
So, how do you get sweet visuals like this and be able to make a bunch of levels? Evan’s code loads an image that Jason or I create and checks every pixel for specific colors. Those colors correspond to specific types of walls. Generic walls that do no damage are in RGB Grey=100,100,100. The red kill walls seen here at the right are RGB Red=100,0,0.
Besides walls, the code also scans for certain pixels and places, PlayerSpawn, FinishSpawn, ColorOrbs, and Enemies. Enemies are drawn into the current levels, their spawns will turn on in an upcoming version. To the left is the drawn image of the level above. The little ‘P’ is where the player spawns and the ‘E’ is to spawn the end portal.
The workflow for level creation is this. We made a template in Pyxel Edit with the precise colors. Solid block tiles for various walls and icons for the spawns. The level is designed and output 8x the size. Evans code currently requires each pixel to be 8-bit, so we open the PNG in Gimp and Image>Mode>Indexed>Convert the image.
We will be making more levels, and adding enemies. I will make a guide on how you can make levels and maybe we will add them to the game! So check back often to play the newer version! Look forward to reading iiechapman’s post on the Pixel Scanning code with SDL_GetRGB(). Also, darfnagel’s posts on his experience with level design and music production.
Check out Luminess!
This jam entry was probably the most complete project we made so far. We had a lot of fun coding this short puzzler over the weekend. If anyone is having trouble solving the levels – we have uploaded a quick walkthrough above. Note that there are multiple solutions to some of the levels.
I didn’t have the energy to make a post about it. I finished, pretty happy with what I came up with. Feeling inspired. I think I might take this project to the next level. Anyway, let me know what you guys think. Where Should I take it? LD page!
Not you! However, you will step into the shoes of one. For this was a scumbag, right?
You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.
This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.
Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.
We are DONE!
This weekend was really awesome! We had a lot of fun making this game and we’d like to expand on this game in the future.
This game is a constant runner game. In this game you collect cookies in a candy filled world. But while you are collecting cookies, you don’t want to get stuck in these huge cakes and brownies. So, you jump over them! You only get one key to jump. But, whenever you pick up a keychanger, the jump key changes to a new random key.
Play & Rate our game: Candy Runner
Greetings from the Atomic Vikings!
I’m finally done with my entry for this Ludum Dare. The initial idea was completely different, but too ambitious for the short timespan I had. That’s why I made a BRDS (Bouncing Rubber Duck Simulator).
Please give it a try!
My entry for the 72-hour Jam is now complete and up!
Completely forgot to formally announce my Compo game, so here it is!
Dinosaur Ranger Interview: Burrito Challenge SUPREME (DRIBCS) is a quirky, fast typing game made in Unity3D.
It’s the job of your dreams: dinosaur ranger. You’re on step away from living your life to its fullest. You’ve trained for years for this moment and all you have to do is pass the interview.
In a fit of foolishness, you snarfed down a huge burrito for breakfast, and now it’s trying to make its way out! Quickly type your responses, avoiding mistakes and try not to soil yourself!
Greetings gamers, this is Andy Etter typing.
I’ve just submitted our entry for this month’s compo. Personally, this is my first game jam. I was roped into Ludum Dare by our programmer, Dan Hayes. We were counting on the theme being ‘Corruption’, as we had a few nifty ideas for such a game, but the will of the voters fancied something a bit more defined. We had some nice ideas for ‘You only get one’ as well, including a tower-defence sidescroller where you only have a single throwing javelin to defend yourself against monsters, but we were all in favor of an action puzzler, where several people had jumped out of a plane and only had one parachute between them.
After a bit of development, we eventually decided on more of a time-travel thriller, where one of the passengers onboard the plane is a time-assassin (of course!) and you have to give a duff parachute to the culprit. You were originally going to do this by cross-examining the passengers, looking at their passport details and trying to wade through their screams and cries for mercy as they plummet towards the unforgiving ground. This would create a sort of Papers Please style gameplay, where the only time limit is how long it takes for the passengers to fall to their deaths.
The victory conditions were to be that, if the player guessed the assassin correctly, they would be rewarded with a cutscene of the future killer being erased from time, and the plane sailing off into the Bermuda sunset, blissfully unaware that they would have had to plea for their lives in an alternate reality.
There’s a lot more we would have liked to add to this game, including some more animations to the characters, a more obvious ground-rush-up effect and more actual gameplay in terms of the cross-examinations and character development. But that’s the nature of Ludum Dare I guess!
All in all, I had a lot of fun doing the art for this game and I will definitely be entering the next compo. I learned a lot and I hope you enjoy our game!
Just finished my first-ever proper entry to a Ludum Dare compo – Seedscape! You have one seed to rebuild the world. Where will you plant it?
A few things fell on the cutting-room floor in the scramble to get her out the door (no editor mode… sigh.) But all in all, it’s remarkably complete. Many thanks to the LÖVE team for their awesome free 2D engine.
Give it a spin and let me know what you think.