Posts Tagged ‘journal’
I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.
I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.
I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.
Saturday morning , around 6:00 CEST ( Paris), I woke up and immediately turned on my computer. After some everlasting minutes, I saw the theme : [Minimalism]…ok: Challenge accepted!
[Brain)]: “so Minimalism…minimalism….hum…[open google]…ahh!…That’s great…yep there is something there…[See Mondrian stuff]Uh?…wait a minute…oh yeah!….YEAH! This is THE THING I WANT to do!”
>>|Saturday|6:40 am | CEST|: CONCEPT DONE <<
[[ Code, code, code...]]
>>|Saturday|3:40 pm | CEST|: AVATAR CODE DONE <<
[[ Code, code, code...]]
>>|Sunday|00:20 am | CEST|: CORE GAMEPLAY DONE <<
[[ Code, draw, code...]]
>>|Sunday|02:30 am | CEST|: SLEEP TIME! <<
[[ Brain's dream : code, code ,code...]]
>>|Sunday|07:00 am | CEST|: What year it is?What is that place?….Aah right: Ludum dare! <<
[[ Code, code, code...]]
>>|Sunday|1:40 pm | CEST|: GAME NAVIGATION (menu&stuff) DONE <<
[[ Code, rage, code...]]
>>|Monday|2:50 am | CEST| H-1h: LEVEL IMPLANTED <<
[[ Think, write...]]
>>|Monday|3:10 am | CEST| H-30m: PROJECT NAMED <<
>>|Monday|3:30 am | CEST| H-30m: PROJECT PUBLISHED <<
A thousand lines of code and a blurry vision later, I had a little “game” (without real tweaking ) that I threw in the arena and went to bed.
Today, I wrote a post-mortem about it…
What went right ?
- Using the tech: at least enough to be comfortable for coding the whole core concept without researching and being stressed about how to do every little things.
- Having fun : what a relief it is to just enjoy the challenge, the community and all the little things that community produced. As a result, I just enjoyed the whole LD and even more, touched from the tip of my finger this “territory”: where you built your game without be harassed by technical pitfalls or unknowns life crisis and having fun by doing it! Well it’s the key…
- Loving and quick idea/concept : or how to have a core concept about forty minutes after waking up ! Well, as a “beginner programmer”, to have a concept that you love,that you are capable of doing it and this the earliest possible is a rare delicacy: that allows you to be focused on the damn coding thing!But it has its hidden traps…see below!
- Mondrian : I know…It wasn’t the theme…But I do think it help me designing the concept and that concept is well adapted to the theme as a minimalist dungeon explorer!
What went wrong ?
- Too focused on the production aspect: At the point that I didn’t pass much time on the conception: questioning the theme, thinking about different ideas, deepening the core gameplay. I did have others ideas but I quickly chose to go with that’s one. It’s not entirely a negative thing to quickly choose but it became a major weakness if you didn’t clearly identify the core features of your gameplay, the ones which are literally the border between an experimental “thing” and a game(with defined rules, a goal…) .To be too much focused on the tech part ended like: – My brain : “Is it a scoring game?But you have too much to do. So…here, write a score formula in 10 seconds, it will do! Trust me…” Ahem…So this time, I did have flaws in my game design and I didn’t said :” Stop! Stop producing like a mad man and take a moment to think about your gameplay!”. Next time, I will…
- No level Editor: Raaaaahh! I can’t use a tiled editor and I don’t have time to create my own level editor. ‘have to place every little things the old way! (by the way: thanks Mondrian for the basic Level Design.) – My brain(again): ” So we said about 4 or 5 levels? How about one fake-tuto level and one basic level? Yeah…That’s it! Oh! And you have to forget the polish&sound time because this task will take you every minutes left…Have a good night!”
What I failed to do :
As expected for a 48H project, There is many defaults but I only have one little thing about which I’m a bit mad:
Why I treat you so badly, so unfairly? Because you’re not important? because I don’t have any time left to make you? It’s a mistake… Sounds = Universal Feedback, Music = Mood levels up like hell! In my case, the solo use of the sound should have greatly enlightened what happen to the avatar entering my little white rooms. So I failed that part…(this time at least!)
- For the project itself – (link)
I want to take time to polish that one. That means:
- Add sounds,musics…anything even noise!
- Change Avatar’s controls
- Add dynamics feedback.
- Insert a real Scoring formula…
- Maybe, potentially… create a level editor.
-For the next Ludum dare-
Be even more comfortable with the tech…
…for really focusing on the concept and theme!
Make and use sound, music and noise !
Having fun again and again and forever…
Below is a fairly accurate account of how my weekend went while making F*** This Job
0830 Got up, had porridge and a cuppa, got dressed
0900 “Minimalism? Bugger.”
0930 Lots of Googling, etc. “Minimalism…Do more with less”
1000 “I’ll make a one-button roguelike!”
1030 “Screw that.” Decided on a one-button platformer instead
1100 Drew complicated sketch of how the game will play
1130 Guy is now running and jumping back-and forth
1230 Basic level loading and tiling done
1300 Wife asks what happens if you hold down the jump key. Turns out the guy starts flying. I assure her it’s a feature…Not a bug
1400 Added spikes and player deaths
1500 Went to ‘Burger Off’ to refuel
1730 Back to work, added the stegosaurus thingy which would later become the mutant rat enemy
1830 Added exits – levels now have a start and an end!
1900 More enemies that look nothing like they’re supposed to (except the gun turret…That sort of looks like a gun turret)
2100 “It would be awesome if I could add Super Meat Boy-style replays…”
0000 Somehow added Super Meat Boy-style replays
0200 More enemies, tile types and general bug fixing. Added just about all the mechanics and elements so I can focus on polish and level design tomorrow
1030 “Oh **** it’s still Ludum Dare!”
1100 Fixing up the main menu and level select screen
1200 Found my dusty Wacom tablet…Time to make an intro
1400 Finished the intro and outro. His fingers look weird but whatever
1500 Designed a few tutorial levels
1530 Ran out of bacon, went to the shops
1630 More levels, bug fixing the replays
1930 Redid a lot of the art for the enemies, spent ages trying to make a decent run animation in 3×3 pixels (didn’t work – he looks like he’s moonwalking)
2200 Added sounds – thank you AS3FXR!
2230 Added a poster to the intro and main menu (bonus points if you recognise it)
2300 Home stretch! More levels
0100 So many ideas for levels but they take *ages* to tweak and get right! Oh well, 24 will do for now
0130 Compiled and submitted
0200 Final tweaks and fixes… Need to get up for work in 5.5 hours, better go to bed
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!
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.
There are a couple of command line switches you can use:
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
This is the first Ludum Dare that me and my team are participating, it’s been quite a ride, literally, we started the day traveling to another city in another state where we would be present at a games and anime event, so, obviously, we started thinking in the idea of the game in the middle of the road! YAY!
As we’ve made lots of platformers in the pasts GGJ, we were looking for to make some top-down-ish game, soooo…
Our game will be called RED, which stands for Red Eyes in the Dark! (and we thought about it right before lunch, minimalism in the title, way to go!)
It is a game about a kid who is in his house alone and there’s a power outage in it, leaving him in the dark and only with a flashlight to guide his way to the outdoor moonlight.
The thing is, when he is in the dark, he starts to see glowing red eyes coming at him! OH NO!
However, when he aims at them with his flashlight, he is able to slow them down, giving him time to avoid them and make it safe to the light.
As if there wasn’t trouble enough already, it turned out that his batteries are drying out and his has little time to reach the light before they run out.
I am doing the game design and programming, Joao is making the assets and Pablo is having its way with the level designs.
We have some prototypes that somewhat work already, here are some pics of them:
In this first screen we see the player moving and the red eye creature following him, the flashlight is not hitting the creature, so it is at full speed!
In this second one you can see that the creature is illuminated by the flashlight, so its eyes close and it gets slower.
This jam is being quite the ride so far, we plan to get more assets done and stuff before tomorrow, where we will be in the event again and things get a little bit noisy there (btw, oh yeah, we are making the game while in the event, live! No stream though, what a shame… but here is a pic of us there, with the Ben Powell keynote in the background, so people will know what the hell we are doing there).
Thanks for reading until here! More updates tomorrow! Have a good Ludum Dare!
Surprisingly enough I have something that approaches core gameplay when first day is done. I wasn’t so certain about it 6 hours ago.
Hey guys! I’m really digging this theme so I’m gonna jump into the fray.
I won’t have all the 48h to make the game but I will try and finish SOMETHING at least, I’ll be trying to do a super minimal first-person dungeon crawler in the vein of Dungeon Master/Early Might & Magic games!
Good luck to the rest of you jammers, let’s make some rad games!
Starting April 19, the 5th Hack-a-Jam Game Development Competition will begin!
This competition is held every 2-4 months, and this is the approximate 1-year birthday. Because of this, I am offering a prize to the winning entry. This prize is free advertising (one month), on both of my main websites, which have decent traffic.
What is the Hack-a-Jam?
The Hack-a-Jam is a game development event/competition where you must create a game within a set amount of time. The time given in each competition varies, as it could take two days, four days, or even just 30 minutes. Different from other game jam events, the Hack-a-Jam uses a multiple-award system, meaning there is no “Overall Best Game”. This allows for us to give awards to the best games, and not make a decision between two games which are equally amazing. The theme will be a suggestion voted on from the community through many different voting sessions. Another thing you could do to win certain categories is make things such as dev logs, timelapses, etc. You can them post them or links to them in the Posting section of the Forums.
What are some possible winning categories?
Most Psychedelic Visuals
Most Deaf People After Hearing The Game
Most extra items (dev logs, etc.)
Most Suggestive Content Without Crossing The Line
Most Things On Screen Without Lag or Crash
What are the rules?
Since we are a laid back community, you could probably get away with most of these rules (except major ones, like turning in your entry a whole 24 hours late…). Here are what I would like the community to follow, however:
1. All game content must be created within the set time. Note: You can use other music, placeholder graphics, etc. as long as you are allowed to!
2. Your game is not required to follow the theme, but would greatly improve your chances of winning. Unless almost every other game is not following the theme, it is almost guaranteed that your game won’t win anything.
3. You must work alone, and you must create everything included in the game.
4. All game creation tools are permitted, such as Unity, GameMaker, Photoshop, Flash, Paint, etc.
5. All external game extensions/DLLs are permitted. If you want to make it multiplayer (if you are using GameMaker), go ahead and use 39dll.
You can visit our website at http://www.hack-a-jam.com/. From there, you will want to head over to the Posting section, and sign up for an account (you can use Google, Facebook, etc.). Good luck to everyone!
Wow, it took me a week to rate 10% of the games submitted this time.
So, if I continue to at my current rate, I will only be able to play a third of them before judging ends.
Ludum Dare is huge.
It was my first compo but it wont be the last :p.
Ludum dare is amazing, wonder why I didn’t submit befor :p .
I figured out how to get Python scripts to compile in pyinstaller about 15 minutes before the submission deadline. I had already submitted my source code, so I was in anyway, but… :3 It still made me very, very happy to be able to submit exe files for both Windows and Mac OSX. As the title of this post suggests, I spent several minutes shrilly keening my delight before I was capable of uploading my files to the interwebs.
But they are uploaded. Which means I have Python source scripts, a Windows EXE, and a Mac EXE available for use. HOORAY!
As predicted, I am not finished in time for the compo, and doubt I can get there during the grace period either. Spent most of those last two hours figuring out how to properly animate sound trails for my hero.
Let’s hope I don’t run into any more technical issues and can get it all done in 24 hours!
I have real sprites now and a hero wandering around, but I doubt it’s going to be a game worth playing within two hours. I’ll probably submit it as a Jam entry if the extra day gives me time to finish it.
Kind of ironic- in LD #23 I have a lame, barely themely idea but finish it comfortably in time, and this LD it’s the opposite. Oh well.
Here I’m with another update. So far the essential stuff works. Essential that is all resource gathering and the death of the whole population if there is no food. However this brings me to a more fundamental issue regarding the core concept of the game, or what is the motivation for the player.
The initial design was that the player becomes the villain by his own actions in order to win the game. Now I’m having a hard time integrating this concept into the game in a meaningful way. The original win condition was to reach a certain population amount. But how do we turn the player into a villain by doing so? Simply forcing the workers to work all the time in order to provide enough food for the whole population seems too simply and boring. Hopefully I can come up with a good idea in the remaining hours.
Here are some new screenshots to keep you entertained
As always, watch me solve this game design mystery live on my stream: http://www.twitch.tv/naughtyloose
I have none of the technical skills that I see in spades in other people’s blog posts. I spent all afternoon yesterday setting up object classes that could do what I needed for my simulation. But by Grabthar’s hammer, the simulation portion got done. The calculations do what they need to do.
And although the simulation bits are not obviously connected to the theme, I believe that the gameplay is as essential as the story in connecting this game to the theme.
I really just hope people play it all the way through. I’m afraid I’ll be the victim of TL:DP (too long; didn’t play).
Regardless, this has been a great experience.
Viva la goats!
After banging my head on the wall for a while, I started trying things at random and fixed the showstopping bug via the sophisticated method of renaming some loop iterators from ‘x’ and ‘y’ to ‘j’ and ‘k’. I guess it was some kind of scope/previously initialized variable issue. Due to the aforementioned lack of layer blending, I doubt I can get the lighting to look any nicer than this, but I’m content with it.
Unfortunately, my game still suffers from two major shortcomings; it has really sluggish controls and it’s not a game. I’m not sure if I have time to fix both, so I’ll focus on the former.