Posts Tagged ‘html5’
It’s been a little over a year now since i’ve been making video games. Though, in one way or another, I’ve been makin em far back as I remember.(I can still remember some of the rule sets I had for my legos, and chess modifications. )
Last October, I read about the october challenge, and though not ready for it yet, I pored through all of the resources available to me sayin, one day, one day. that day came several months later, after I decided to work on a game for a month straight, and to put it
on a market shortly after. the result was a touch based android game where you kept your finger on the screen, dodging blades and collecting coins. I had a good 10 levels, and spent some time polishing it the best my beginner gimp skills allowed. I began by submitting it to the google play store, thinking i’d put it up for free, then if people liked it I could simply raise the price higher, I later learned that wasn’t the case, and learned a lesson there. “You cannot raise the price of a item on the google play store, only lower it.” But I didn’t stop there, I submitted to all the market places I could find, “amazon, opera,slide.me, and several others.” most of the markets, I learned, don’t give you the greatest exposure. It was then i read something about samsung’s 100% indie program and began the process of submitting with them.
I began my communication with 100% indie’s customer support, and they were very responsive and helpful with getting my game published. However, I was used to submitting my game and having it show up instantly in the market place, The submission process took a week,I got my app back rejected, with a report telling me that it wouldnt be supported by a list of tablets, I almost quit, but I didn’t. I loaded up the website to resubmit, and only submitted it for the devices it would support. I waited another week, I got my app back, rejected. this time the message was that the game was broken due to the fact that when a finger was removed from the screen the level quit. I almost quit, and shelved the game. But I didn’t. Due to this being a gameplay mechanic explained in the opening screen, I sent them an email explaining the confusion, and yanno what? A coupla days later, my app was approved, and copies were (by my standards) “Flying off the shelf.”
I felt a feeling of success nothing in life had made me feel, though I didn’t quit my job quite yet,(that would come later.)
I felt like this could be something I wanted to do full time, though over the course of several months, sales plummeted
leaving my grand total around $40 …$40!!! I had set out to make one dollar, and I smashed the goal. But all too quickly,
It wasn’t enough.
The months rolled on, and eventually tensions mounted at my employer, I found myself quickly unemployed. No problem I thought to myself I can fund my family making games, (Can I?). several little jam games later(1 took 3rd place and won me 25$!), october rolled around, and I thought to myself, ok. Time to do something serious and commercial. Working with a little prototype I developed, I started putting together “Super Pixel Ball” A cross between Marble Madness, and 2d platformers, with slippery marble controls, you make your way thru levels while avoiding obstacles. I’ve got ten levels done so far, and as with my previous release I’m releasing it free/pay as you want. the plan is to keep it that way thru development, then when it’s finished I suppose I’ll survey the players to get a good price point. The first day I announced it I got a couple preorders, So I can say my october challenge this year has been completed, but that would be lazy, So I made 40$ on my first october challenge, I hope 100$ isn’t too high
of a bar to set, only time will tell!
I’m amazed how much I’ve learned in such a short time, and will continue to keep pressing on with my delusions of grandeur of being a full time self sufficient independent games developer. I’d like to share with you just a couple of imb portant things I’ve learned in the last year on being profitable.
1: Don’t Give up! : No matter how many times i’ve felt like it in the last year this insatiable addiction to keep churning out games is unstoppable,It only stands to reason that if at any one of those times I had quit making games, then i would not be 70$ richer as I am today.
2:Ask for money. You will never make any money as a game developer if you don’t sell your games right? There are a great number of markets out there, go out there and submit!
3:Talk to people. There are SO many opportunities you can find by just gettin out of your head and talking to other like minded gamedev folks, also good friends are worth > $$!
I’ve been trying to make games commercially for goin on 5 months now, and more than anything in the world, I’d like a
paying job as a game developer, sometimes I ask myself, “Do I have a snowballs chance in hell?” . Well as most people tell me,
I probably don’t, but i’ll be damned if I ever stop tryin.
Thats bout all I got for now, please post any other tips for becoming a lucrative game developer in the comments
Dont get Cut! Free on Google Play:
Don’t Get Cut! 1$ on samsung app store:
Super Pixel Ball Free(web Version) on gamejolt.com:
Super Pixel Ball Pay as you want :
Sky Trader is my third game made for LD48 and my first game of arcade genre. I only made point-and-click games before so making such game was a truly new experience for me. In this article I’ll try to describe what I’ve learned while creating the game.
Almost everyone who rated my game mentioned it doesn’t match the theme. I definitely agree with this. The only thing that somehow matches the theme is fuel – each can lasts exactly 10 seconds. But it’s definitely not enough to say that the game matches the theme. However, it can be easily explained: I tried to create a fun and interesting game first and make it match the theme later. Obviously, I failed to make it 10-secondish enough
During previous competitions I always started development from empty folder. I created Rails application, added all required libs, configured deployment, etc. it usually took from hour to several hours, depending on the weather.
This time I decided to create a skeleton app which already included a set of libraries I was going to use, tested deployment scripts, and some boilerplate game code I use for my other games. It took several hours on Friday to make this app usable and it definitely saved me a lo
t of time and mental power to focus on the game itself. Instead of setting up the app I started coding the game itself from the first minute.
I began the development with some mockup arts and spent the whole first day implementing game logic – ship movement, clouds, pirates, fighting, viewport movement, trading with cities, etc. My coding skills are much better than my art talents, so I decided to make as detailed experience as possible and focus on the art later.
At the end of day one I had fully working version of the game deployed to Heroku. Being able to test the playable version earlier helped a lot – I was able to submit the game as soon as the submission form was open.
I was pretty much surprised that the art for this game got so many positive responses. I’m not an artist and I was extremely pleased to receive positive feedback. I’ll try to describe the art development process in details, probably it will help someone to succeed during the next competitions.
Initially, I was going to draw everything in pixel art, but after trying to draw just one sprite I understood that it will take a day to draw the ship alone, not to mention animations, pirates, cities, and so on. So I decided to try something else.
I started drawing simple sketches in Photoshop at 10x scale of the final image I would like to get in the game. Say, I want to have a city sprite 100×100 pixels. I started drawing it 1000×1000 pixels. Sketches were terrible, but they allowed me to draw images without focusing on precious details of every pixel. Here’s the sample sketch:
After drawing the sketch I started adding layers one by one, painting every surface of the object. I focused on colors, shadows, and texture, tried to use Photoshop effects where possible. Half-painted image looks like this:
The final image at 10x scale looks terribly, but when scaling it down to the designated size it looks OK (large vs. final size in the top right corner):
After making a static version of the image I created a frame-by-frame animation by copying layers in Photoshop and adding motion blur effects. I had about an hour for each sprite, including animation, so I decided to add just one animated element per sprite – rotors for ships and cities, flag for upgrade stations.
Even the simplest possible rotor animation for the main ship made the game much more live and visually appealing. I decided to add animated elements to every object in the game. But I had only few hours left before the compo submission is over, so I had to find another way to animate things rather than drawing everything in Photoshop.
Pixi.js provides simplest API for object rotation and transparency – I decided to use them. Instead of drawing two separate states for static ship and flying ship I decided to simply change inclanation of the ship depending on its speed. It game perfect results – the ship started to feel like real, it got some kind of visual inertia. I decided to use the same effect for pirates, added tilting for bonuses, made cities float up and down.
I didn’t have enough time to make any sound effects or music for the game, so I decided to just skip this part. My skills with audio software are poor and I don’t think I can produce something satisfying in less than a day or two of trying. I should practice it outside of the competitions to be able to properly use the skills in the limited time frame. I think that the game could be much better with proper sounds and many voters think the same.
I think that I pretty much succeeded with the game – I made a game of a kind I never did before, its visually appealing, it feels good, and I’m even thinking about the post-compo version of the game.
Here’s the short instruction I would recommend myself to follow during the next compo:
- Make a skeleton app with as many features as possible, excluding features specific to a certain genre or setting
- Try to stick to the theme – it’s one of the most important things to get good rates
- Art and sounds are crucially important and require at least 50% of the time limit.
- Good animations can be done with rotations, scaling, and transparency – and they’re very easy to do.
- Early feedback is very important. Show your game to your friends and family as early as possible – it will give you new ideas.
I would be glad if you’d check my game and let me know your thoughts.
Chicken Snatch is my second LD entry. I made run run amoeba last year, skipped a couple LDs and now a year later my LD rash was itching!
What was different this year? I was ready! I knew to dream big and focus little. I knew to stock up on things like coffee, deodorant and granola bars. I knew that having no friction in a platform game kinda sucked.
What else was different? It seemed like the whole universe was trying to stop me or tell me to start a country music jam instead. My car’s engine blew immediately after 1300$ of repairs and my hardrive went on my main dev box!!
Lets get to the good stuff..
So I log into IRC and what happens as soon as I log in?
BAM theme in your face! 10 seconds?! why does space never win???
So I high tail it with my artist and Q.A. girlfriend to the coffee shop with the same notepad from last year.
We drink coffee/tea, we talk, we drink, we talk… it comes down to a traffic light administration simulator OR a fox and chicken platformer. hint: this post is not called traffic (game)jam – the inside coupe ~ I just made that up!
Our system is pretty good. I do all the sprite/tile/design/code and she does the fine art, concept art, story boards and QA testing as I update builds. We use trello https://trello.com/b/mLVA6FOS/chicken-snatch to keep organized slightly and she reports bugs and updates stuff on there.
We stay up until 4am and have a rough prototype we release to our friends online
Sunday I wake up super early, finish the tilesets and add a dog.
We break, run some errands that are totally FAIL (more on that later) and then come back and finish the game up. I crank music and design the level and she finishes the congratulation artwork.
So lets postmortem a little
What went well?
- I used a framework and code base I’m real experienced in so there were not many bugs
- The game controls felt good and the game play concept was really fun from the beginning
- The Art created for the title and end level screens was beautiful
- My friend in Florida hooked me up with music I requested on time
- The game actually worked in IE9+
- I was able to make the game freshly installing Linux mint wiping my entire system
- people helped me. On twitter, on steam on irc and everything in between. suggestions, code problems, you name it. Community is good, ludum dare community is amazing. seriously go buy some coffee and pretend I did it thanking you.
- using trello to work on things https://trello.com/b/mLVA6FOS/chicken-snatch
What did not go well..
- So remember I dropped windows? well I needed visual studio to change the mime support on my hosts web.config for ogg support for html5 audio… I ended up switching my host to Linux which left the public site down for a few hours and I had no public QA from the friends
- I didn’t implement the ending level screen until really late Sunday night and it introduced a bug… the player kept re-spawning and exploding AFTER you beat the game. BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox BOOM dead fox. I had to work in a few hours and here is this omgAWEFUL bug staring me in the face..
- I added some lighting effects as seen above in the dog image.. they just did not work. I wanted the game to have a night feel but the lighting just made it look weird and took away the retro coin-op feel I was going for.
- Sunday I left for 3 hours to go look at a truck I was going to buy at a dealership AND IT DIDN’T START… SERIOUSLY?!!? I called ahead and said I was coming a day in advance and the damn thing doesn’t start when I get there… WOW I could be working on my game instead of wasting my time in Chardon, OH with a truck I can’t even test drive… (I’m still mad about this).
- Firefox hates audio. I don’t know why but I just am done messing with Firefox and it’s problem with my .ogg sounds.
- Everyone is making awesome gifs on their blog posts and I can’t seem to find a way to do this without some dumb website stamp. (I don’t own photoshop CS)
- If you do beat the game then it will ask you to press space to replay. this actually reloads the page because I was having a major issue removing the existing entities from the game. the chicken counter would double (based on how many chicken entities are in existent). and the player wouldn’t reload properly.
- I ran out of time as usual so I didn’t……
- tweak the jumping from a press once to a press and hold. This prevents players from using skilled jumps and releasing to have more control.
- have time to make a fox cutout appear in when you enter the fox hole. This would have added more to the play and experience.
- fix a bug that if you die jumping, you will respawn with the same velocity you die with. It’s kinda fun but will piss you off in a speed run.
- get Firefox working.. but I didn’t have time to mess with the audio. stick with chrome or safari for optimal experience please.
- make the fox drop the chicken on death instead of respawning with it in it’s mouth.
- get the game on kongregate
- get the game on newgrounds
- get the game everywhere I could get the game
- Linux mint (dev OS) apache2, php http://cinnamon.linuxmint.com/ OS
- ImpactJS http://impactjs.com/ - game framework
- Impact++ http://collinhover.github.io/impactplusplus/ - extends game framework and removes a LOT of boilerplate writing
- Gimp http://www.gimp.org/ - this is what I paint tiles with
- Wine/Graphics Gale http://www.winehq.org/ | http://www.humanbalance.net/gale/us/ - Old habits die hard. I love gale for spriting.
- Sublime Text 2 http://www.sublimetext.com/2 the editor that will change your life
- SFXR http://www.drpetter.se/project_sfxr.html I love this thing
- Audacity http://audacity.sourceforge.net/ Because html5 is a standard… (joke ha ha)
- Mikey uses his own software for the awesome beats. you can contact him here: https://twitter.com/MikeyGTweeting
- Trillian uses her own art programs for the main screen it was gimp or CS4 probably. ask questions on the game page and I will get answers.
A Very Special Thanks to:
- My first fan Matt Tippens @matt_tippins
- @i8bugs one of my best friends far away
- @collinhover I can’t thank you enough for what you do for the impact community and my games
- @Orlai for never holding back
- 507th Aristoi aka mochnant Good ideas are hard to find
- @bryan_on_rails thanks for letting me spam you all weekend
- John Zeller, Sorry I blue screened you, switch to linux
So anyway this was a blast and I did like 10 times better than last year!
So, i finally finished my first LD… kinda…
After following LD for years, wanting to participate, but never finding the time, i finally made it. And loved it. It was not how i thought it would be, but i learned a lot.
Goals i had:
- Finding new tools and learning how to use them
- Creating a game from start to finish in a restricted timeframe
- Curiosity what i could come up with grafix and gameplay wise
- Wanting to start from scratch, going from 0 to 100 km/h, seeing where that would get me (0 to 62mph that is )
Inherent problems with my goals that i now see:
- Not knowing some tools i wated to use (PIXI.js) i didn’t realize how much additional work would be needed, this could have been avoided with some research and tests before the Compo started. This is how i wanted it, thats how i got it, lesson learned, i am now one experience richer.
- Starting from scratch means that even the basic and simple game mechanics like start screen and tutorial screen had to be created. This is nothnig fancy, basically just routine work, those things could have been avoided by using boilerplate code (which a lot of ppl do, i didn’t like the idea of this, but in the end, it effectively gives you time to sleep/work on other things that pertain to the actual game idea you have).
Thoughts about the theme:
It was not my first choice, to me it seemed very generic, sth. that you didn’t have to create a game for, just use any game idea you have, and you can adapt it a bit to match the theme, e.g. just apply a time limit. “10 seconds” is more a GAME MECHANIC than a THEME.
Themes like Evil vs. Evil are really a THEME, because it influences the GAMEPLAY and great ideas will emerge. Maybe
My Theme interpretation:
As i didn’t want to go the obvious way: “AAAAwesome, we can make a game that, waaaait for iiiiiit, …. lasts 10 seconds and you have to play reeeeeeeal fast, wooooow, duuuuuuude, EXCELLENT!…” i wanted to move in the oposite direction, make it reaaaaally slow. Nothing came to mind, but then i thought about the fact that they always tell us “time is relative”!? So i came up with the idea of calculating the time relative to an external beholder, while the players time goes faster or slower depending on the gravity field the ship is currently in.
The science of this is aaaabsolutely and a huuuundred percent … something… dunno, ask someone else about that .
The simple principle i used is: the more gravity, the slower time passes, relative to an external beholder. Exagerate this by several orders of magnitude, threw in some wormholes for good measure to make up lost time, et voilà, you have “10 seconds are an eternity” (please comment btw ).
It was a very interesting experience, i learned a lot and i am very content with the idea i came finally up with (took me 4h).
I am amazed by the beautiful games and designs ppl came up with, i can’t wait for the final scoreboard to see the best of the best. So, lets keep on voting and congratulating each other It is a bit sad that i couldn’t finish it 100% in the given time, but i think you will see what i was getting at, and i definately plan to make a post-LD version of it.
p.s.: please comment on my game too 10 seconds are an eternity
I’ve been itching to participate in the Ludum Dare for a while now, so I’m very excited to submit my first game – ESCAPE BASE 10. This definitely reminded me that graphics and SFX/Music aren’t my strong points, but it was fun to make a complete game in less than 20 hours.
To play the game, visit http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5475
Created in Construct 2, music recorded in Audacity, SFX generated in SFXR, and graphics drawn in MSPaint/Paint.Net combo =]
(HTML5 version currently uploading, source and Win32 binary available now)
Slow progress yesterday, but the basic gameplay is done You are a zombie and you must get to the huge brain. You die if you don’t eat someone every 10 seconds or the guard catches you. Eating a zombie friend gives less time back. If you die you can continue playing as one of the remaining zombies.
Doing sound and music now…
I’d never even opened Construct 2. before the start of this Ludum Dare, but it’s helped me make some really good progress, and I even had a normal night of sleep!
Next up, I want to make the dragons come out of a portal (instead of just a rectangle that moves around) and I’m going to turn the end-goal into a legitimate tesseract instead of a 2D square.
The game is a standard tower-defense w/a mostly-fantasy theme… but 10 seconds come into play a lot. There is a progress bar under the Tesseract (the point you defend) and every 10 seconds it fills up and grants you more crystals (you’re seeing a fading popup notification of the crystals in this shot). At the same time, there is a yellow progress-bar under the “10″ which fills up at the same speed. It isn’t in the screenshot since I took the screenshot right at the end of the interval – so that you could see the crystals!
If you have jQuery included in your project, here’s an easy way to automatically pause your game if the user changes tabs or the web browser window loses focus:
//pausing code here
Hi, this is PhilZ.
Unfortunate for me, I lost my other account’s password and could not get a new one, mostly of because I forgot the email (whops), So made a new one. This will be my second time on Ludum dare (If I participate in the competition and I am looking forward to it).
Hi gamedevs! My name is Manuel a.k.a. Gikdew and I’m from Spain.
LudumDare is so close, and I’m so excited, this is my first LD, I’ve tried to participate in the last 2 LD but I always had problems with software, or I don’t know how to program this or that. But now I’m prepared, I’ve been learning programing for a long time now and I think I will be able to finish my first game, including music and art.
I’m using Html5 because after reading a lot, I think is the future of the web and even of mobiles, it has a small learning curve and lots of doccumentation. I will be using ImpactJs, because is fast to develope with, has a Level Editor called weltmeister which is awesome and its community is so helpful.
I’m always willing to talk about GameDevelopment and that stuff so feel free to contact me…
Hmmm – Google Search ‘Robotater’ . I guess this is appreciation of sorts, though it would be better if the people yanking the source and plugging it on their websites for ad revenue would at least buy the full version of the game creator so the ad didn’t show.
And finally, Erase walkthrough : the second part.
Well, some of you may have noticed (but probably didn’t) that in the last days I disappeared.
That’s because I failed at LD 26 and I was ashamed of coming back here after failing.
Why I failed at LD 26? Well:
- I got sick. Nothing serious but I was definetely not in the mood to make games.
- Motivation. I started to make my game. Then I saw what other people were making. Then I saw how my game was a crap and lost my motivation.
- Theme. No, I will not complain about the theme itself, but I was prepared for other kind of theme. My tools were way overkill and non apropriated for the kind of game I was aiming to make. For example: I was using Box2d in a game were nothing moves!
I think 1 was the main reason.
Well, I learned a lot actually. After 5 hours of work (that was hour 12 of LD) I thought I was done. I couldn’t think in nothing I could add or polish. And I think that’s bad, because the game wasn’t “fun”. Well, after 5 hours of work I was already burning in fever too.
Well, wish me better luck next LD.
This. Is. Amazing.
We didn’t expect this. Gods Will Be Watching was our little minimalistic puzzle game for Ludum Dare 26, and we were happy with it, but, seeing it appearing it all over the internet, and receiving more than 10.000 plays per day was totally unexpected.
We are overwhelmed. Took us several days to recover from the 72 hours effort and being able to face all of the blog posts, tweets, mails, gameplays at youtube… we need to thank so many people!!!!
Here’s a selection of GWBW‘s unbelievable (at least for us) journey on the press:
Gods Will Be Watching Is The Saddest Survival Sim (Rock Paper Shotgun)
Gods Will Be Watching is a bleak, beautiful free survival sim (Eurogamer.net)
Gods Will Be Watching causa sensación (Hobby Consolas)
La supervivencia minimalista de Gods Will Be Watching (El Píxel Ilustre)
Seeing people playing the game on youtube was something magical:
This mashup video with John Carpenter’s The Thing really moved us :’)
Also the game got featured on Game Jolt!!
Will Gods Be Watching?
We hope so! Since the game got a great acceptance both by press and public, and a lot of people told us they want more, we’d love to expand Sgt Burden’s and his crew universe. A lot of ideas came to us during this week on how to develop the game concept further without losing his essence, and we are thrilled with what we have to offer in the future, so stay tunned!
Twitter: @Deconstructeam !
I wanted to wait some time before making this post. Mostly to get some feedback from players and also to take more time to look back at that week-end.
What I prepared
First, this wasn’t my first game jam but it was my first Ludum Dare et my first solo jam. I’m a programmer and I suck at pretty much everything else (including level design). I mostly make HTML5 games and I’m used to build my games from nothing. So I don’t use mapping tools nor I use canvas libraries.
So before the weekend, I wanted to make my own warmup and check out some tools. I took a look at Construct 2 following the two first tutorials. I found it nice and quite useful for prototyping. One reason I tried it was Rytlock’s Critter Rampage made by ArenaNet as a side retro game to one of their in game event in Guild Wars 2. It’s made with Construct 2 so I saw what could be made with it. Though, the free version seems to be way too much limited to make a complex game.
I also took a look at Tiled. I’ve tried this tool before but never used it for games I’ve made because i didn’t like working with XML. This time I asked myself if there was a way to make a JSON exporter until I found out that this feature was there out of the box. That was a good point.
Finally, I brainstormed a bit on what game to do. I wanted to make a stickman fight game, so either a beat’em all, a platformer or a vs fighting game. The main problem was I wanted a stickman engine to render it in real time and not use sprites. A bit too big for a 48h game with my experience. So i thought about a platformer with stickman sprites.
How went the weekend
For the weekend, I wanted to be up for most time. I know sleep is important so I planed good nights of sleep and even cleaned my appartement and prepared better food/drinks than usual. Being in CEST timezone, LD started at 4:00 am. I woke up at 4:30 after a good 9 hours sleep. At first I wasn’t inspired by the theme. But then I remembered my platformer idea and went for a simpler form : take a square. How to move it ? Make it roll. Not quite efficient, circles are better at that. Oh, why the square wouldn’t be jealous of the circles and make it beat them all ? That’s how went my brainstorming phase.
With that idea, I first wanted to see how it would look and if it was any good so I went for a prototype with Construct 2. I made the sprites with GraphicsGale (first time with it) and then imported them. The prototype was ready in 30 minutes and it was looking good. Great occasion to post it already as my entry. As there was a low number of entries, it had a guaranted visibility. Thanks to it I had some early feedback so I knew the idea was good enough.
Then went some long hours on reaching the prototype status with everything coded by myself. Took me most of saturday. I used Tiled to make a test level and see how i could use all the parameters present in the JSON object. That was quick and it took me no time to get the level displayed.
After a not so long night of sleep, sunday brought all the game mechanics implementations, some bug fixing (not much done finally) and all the polishing. The final version was uploaded nearly 30 minutes before the end of the 48 hours. By the way, I didn’t know about the 1 extra hour for submission so I really thought i had to be all set at the end of the 48 hours. Now I know for next Ludum Dare.
And there it is, ^2 is published, with it’s bunch of bugs but I quite enjoy what I’ve made.
The good points
Now, the good parts of the week-end.
First I learned well about tools. It made me want to use more Construct 2 or any other game building tool to prototype games. It’s really efficient with only basic knowledge of the tool. And now i think I’ll mostly use Tiled for mapping when the map type allows it. I might check out other mapping tools but I quite like this one. Also I made my first decent sprites and animations (though it was only b&w and basic shapes) and made me discover the tools to make then.
I had the healthiest weekend for a long time. I’ve been doing much more for me than I usually do so I didn’t have to think about it during the jam. It has also been a great time. I didn’t paticipate over IRC but it was nice to read the discusions there and how everyone was progressing.
As for code learning, I’ve found new ways to implement efficiently animations and game state management. Something profitable for my next games.
Finally, as for the game itself, I want to really finish it by fixing the collision bugs, add sfx and music and add some levels. After that, I even have ideas for at least two sequels. I think I’ll try to allocate myself some time to make them. It might even make me start learning about 3D.
The bad points
But not everything was perfect. Some things I could improve.
First, I should have taken more active pauses. I think I spent something like 35 hours in front of my computer during the LD. I’d say at least for 10 to 15 hour I wasn’t focused on making the game. In these 15 hours, some were dedicated to playing games, reading IRC or else. And I’d say at least 5 hours were dedicated to nothing. Really. Just not knowing what to do. I think in these times I should have just left for a walk or a nap or anything else not taking place in front of the computer.
The second bad point was bug fixing. I postponed it too much. In fact, I made a first rough version which was designed for a specific type of tiles (I didn’t have any roof at first for exemple, so I didn’t bother to make collisions for them). I kept telling myself to fix those bugs but I ended up doing this between midnight and 4:00 am in the night between sunday and monday. I finished by having something but not any better than what I already had so I chose to keep what I had. But now from user feedback, I see a lot of people are facing those bugs and end up in impossible scenarios as then don’t know what to do to get out of the bug. So from now on I’ll add “fix it early” as high priority on my todo-lists.
Last, I’m a bad level designer. One recurrent comment in player feedback is how the level is difficult (starting with the first jump and the first ennemy). I know I tend to be nasty with players when it comes to level design so I’ll try to make it smoother for next games.
And I think that’s all.
Overall, it was a great week-end and I’m very happy with what I ended up doing. That’s one more game developped . I’ve been wanting to participate in LD for some editions now, maybe 2 years. But every time I had something else scheduled on the LD week-ends. I’ll try to keep free spots for the next ones.
I’ve also made a walkthrough video of ^2. As many player can’t go through first ennemy or get stuck in the first trap, I thought it could help to see how the level can be achieved or at least how the game looks like.
First LD but not first game jam. I’ve been enjoying this week-end and I’m happy with what I did. I learned to use new tools (Construct 2, Tiled, GraphicsGale) and I now know the benefits of prototyping with a tool making it simple (Construct 2). I was organized enough but should have made more real pauses (not being in front of my computer while take them). I should fix bugs way earlier, postponing it ended up in a buggy game. And don’t be too nasty when level designing.
Game link (web) : http://maxgun.fr/ld26/
Source on github : https://github.com/MaxguN/ld26-square
We finished on time!! UNBELIEVABLE!! For the first time on our ludum dare history, here we are, publishing a game 1 hours before the deadline. Also, we are very satisfied with the results, the “Minimalism” condition really helped us to get the project on time. Gods Will Be Watching is a minimalistic survival/adventure game with multiple ways of completing it and failing. We hope you enjoy playing
What do “Reich 18″ means? Well, it’s from a minimalist music masterpiece: “Music for 18 musicians” (1974) by Steve Reich cf. http://youtu.be/zLckHHc25ww There are only 4 musicians on the game screen because the screen is small; … I’m wondering if controlling 18 buttons/musicians could be possible! So you have to press the right key (X,C,V or B) when the range of notes is full; 5 bonus points if the maestro is vertically above.
It’s not the greatest gameplay (it’s pretty boring after 1minute…) but I think the feeling is similar to the old 1980s game & watch.
Hi there again!
Today we finished the assets and the most important parts of gameplay implementation, there’s one little thing that I liked to make, but ah well, things weren’t working out very nice, and since I managed to do the main thing that I wanted to implement, I think that’s ok for now…
So, first things first!
We have a logo! YEAH!
I really liked this logo, I think we managed to get something quite stylish, game related and minimalist, this one was made by me with the help of Hexels! An awesome software for drawing stuff with hexels, many thanks to @saint11 from miniboss for showing me this jewel!
Btw, for those who didn’t read the past WIP, RED stands for Red Eyes in the Dark!
About that thing that I managed to implement, here’s a look at it
Already know what it was?
Yup, I implemented a little system to make the AI predict the players movement before it called up the pathfinding algorithm, because it wasn’t very useful before, it was almost impossible for it to catch the player when it was just following its current position, so, to make the experience meaningful this was a must do!
In the case above, I just moved the player to the left and the AI aimed correctly according to the player’s linear velocity, but it also takes angular velocity into account when needed!
Next up are more aesthetic than functional things we made today, the first one we did was actually having the idea to take inspiration in minimalism quotes to inspire the level design of the stages, which we plan to make ten at most, maybe 9 and a final boss, maybe…
We really liked this font, for some reason it creates a dark atmosphere around it, we liked the idea of it being kind of typewritten, it’s like the kid (read the past WIP for story stuff) was making annotations of its experiences, really awesome!
We also finished the final UI of the gameplay scenarios, here it is
It will be possible to have more than one enemy at the same time, and they may have different sizes and speeds, it will be a really fun game to play and the challenge level is quite awesome!
The three blue bars up top are the battery level of you flashlight, they will go down fast, so you have to make it past the creatures fast, or else the lights go up and then the red eyes creatures will be unstoppable.
The little beam of light on the top right corner is the exit, the player’s objective is to get to it! I think we will have to make it more viewable, I think it is quite dark as it is now, more stuff for the last day!
For the last day we will be finally getting the sound stuff and effectively design the levels and stuff, I wish we had done a bit more today, but the event slowed us down a bit, as our workplace was used for the speedpaint session of our artist, Joao, that made this quite impressive piece there
Still unfinished as he told me to say here!
And here are we again, at our little booth, this time the whole crew getting in the frame!
From right to left: Joao, Pablo, Tiago (me =D)
Thanks a lot for your attention! Final updates and game ready tomorrow! Have a good Ludum Dare!