Posts Tagged ‘LD #22’
Ludum Dare 22:
While Isolated Assault was huge success in my eyes considering it was my first Ludum Dare game, and by the scores it received, I’m struggling to come up with a Post-Compo version. You see, I’m just not feeling the motivation to work on it. Every time I sit down, I just feel, “Wow, this is old.” It’s like one of those projects I just gave up because I had no motivation for it.
That’s how it went with Dunnet (My most worked on game), and with my First Person Shooter (My first professional game), and with all those projects I started but never got around to.
Currently my Unity Project Folder looks like this:
Where “Abandoned” have been worked on for a while. I could always go back to the “Abandoned,” but I haven’t, and why should I?
I need a due date on projects.
Some people can never get work done knowing there’s time management involved. For me, it’s the other way. Knowing that there’s no time to procrastinate, and that there’s a reward for finished, I can get a lot of good things done.
I also have problems focusing on one idea and getting it implemented quickly. All of focused ideas I have are too complicated even for top-notch game companies.
Therefore, Ludum Dare was perfect for me–it gave a theme for the game and a deadline. I now know my best work will probably come from future LDs.
Will there ever be an Isolated Assault 2?
Not now. And probably not from me. Anyone familiar with Unity (That means you, reader!) can take my Isolated Assault Source files, and add some new levels, as long as I receive credit.
I have no motivation whatsoever to make an Isolated Assault 2. All my ideas were expressed in the first one. You are a guy. That fights cubes. That wears glasses. The only thing added to this game would be gloss.
Will you participate in LD 23?
Of course! Ludum Dare is the best way to manage time and get good games squeezed out!
Will you stop asking yourself random questions?
Now I ask you, do I stick with deadlines for making games, or do I learn to get around them?
Do I use Ludum Dare to create all my of my work?
For some reason, I need some sort of reward/time limit for everything I make, because that’s just how I work.
Either way, I’ll obviously still be doing LDs, and I can’t wait for LD23!
It’s been a while since the coding portion of the compo, but I think that this will give me a better perspective on the overall picture from the weekend, rather than focusing on the details of it.
My game is“Alone In Space”
Last time (LD21) I did an iOS game. In the process, I spent a lot of time on just the boilerplate to get it working, and then the final product was only playable by people who had the iOS SDK. or a week later by only people with iOS devices.
The timelapse for this one covers the overall flow of creation, as well as the order that I made things.
Alone In Space — Timelapse
What went right
This time around, I decided to focus on game physics/feel before entirely fleshing things out. I think this worked out well for me, because it meant that I would end up testing the physics every time I tried out a new feature I had added; giving me time to hone it a bit more, making it more fun and playable.
After doing a mini compo with some friends; creating a clone of “Asteroids”, I realized a few important things, which I believe I got right this time around. First of all, I got ship physics that “feel” good. The ship has a nice bounce and pep to it that makes it more fun to play. Secondly,
The design of the ship was originally going to be more like this: But due to limitations, it ended up the way you see it. It was only then that I realized that with a very little bit of tweaking, it would look like a kitty. So I went with that. Blue Cat Ship!
This was my first time using an image file as a “map”. Once I got the first one in, it was trivial (sort-of — see below) to add more levels, just by drawing them up in a paint program. It made it very easy to add location-based features to the levels. A+++ WILL DO AGAIN!
I originally wasn’t going to display the map on the board, but after having it up for debugging, and my wife mentioning that it would make it more fun, I left it on there, just tweaking the display a little, to be more “finished” and less “debuggy” ;
I really like the way my “lightning” effect looks. The quick solution on how to accomplish it was spot-on, but my effort was clumsy. (see below)
What went wrong
I wish I had more time for level creation, or at least didn’t have to futz with multiple paint tools to figure out one which would work. I just assumed that Pixelmator would work fine for me, but it was too cumbersome to use for this project. I fell back on Grafx2, which I’d never used before, after Deluxe Paint failed me. Now, i’ve set up Deluxe Paint 3 for MS-DOS in a Boxer/DOs Box, so that’s ready to go for next time.
3 levels i think gives you a good idea about how it works, but isn’t really a “complete” game… whatever that means
As always, I could have used more time for balance. I knew that I wanted to have 3 gauges; red, green, and blue… I’m sure I could have worked out some other concept other than “food” and the way it affects the other two is… weird. I admit, that wasn’t thought out very well.
The Processing IDE is good, but once you get a lot of tags, it gets in your way more than it helps. I think I should have put similar classes all in one .pde file each, rather than one .pde file per class. The software engineer in me wants to have them separate, but the HCI designer in me wants them joined. heh.
Lightning. I spent a stupid amount of time to get the lightning working. I think this was mostly stubbornness on my part. I knew a way to make it work, but I just kept on having misstep after misstep… and after a while, I had devoted so much time to it, I HAD TO finish something just so that the time wasn’t wasted. I ended up coming up with an implementation that I think looks pretty cool.
In all, I think I did pretty well this time, considering time restrictions (helping care for a 2 year old, other family stuff). I’m happy with the accomplishment, and happy with the game as it is.
I just updated my entry with a spoiler-free gameplay video, if you in a hurry you can still check it out
check the game page here: http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7981
Phil’s made a nice gameplay walkthrough video for our game Braille:
Here is our double timelapse for Braille:
Tools: Photoshop / Construct 2 / kuler.adobe.com / cfxr / GarageBand
Va Unan is a 3rd person from top view game, where you arrive to a strange place and must activate glyphs to open doors and escape from this place.
What went Right:
>> Timing. I never felt any lack of time and my progress was constant.
>> Workflow. I started with designs on paper (filling 4 categories: MECHANICS, AESTHETICS, TECHNOLOGY and STORY). Then I made some art and put it into Construct 2 to make the base mechanics and the gameplay. I went back to Photoshop and made all the artwork and sounds with cfxr. I made a playable version back to C2 and voila!
>> Early prototyping. Even if I was unsure of the final game idea I had main mechanics playable in a few hours.
>> Work on two computer. It was a comfort to be able to use Photoshop and other creation tools on my Mac and assemble/compile on my PC (laptop). The key is a Ethernet cable!
What went wrong:
>> My laptop broke. The 2nd day, my laptop did not turn on anymore. I decided to remove the hard drive and continue on my Windows partition on my mac, but one of the 4 screws holding my HD was broken so I drilled the broken screw and continued as projected, switching from windows to mac by restarting my computer. About 3h were spent in that.
>> Unknown tools. I learnt Construct 2 during the comp.
>> Unprepared. I decided to participate a few hours before the theme announcement, so I wasn’t prepared at all.
>> Strange theme. The theme was a bit too large. I would have preferred a theme that forces me to think about game mechanics more. “Alone” made me do an atmospheric game.
Youtube video: Video! (no sound and image compression errors, it’s just so see the gameplay)
Submitted yesterday my entry for the compo and you can find it HERE (and rate it, if you wish). It’s called Do NOT Hug Me! and it’s some kind of action/beat ‘em up. This is like the third game ever developed by me and I’m pretty satisfied with the result (and by the overall experience). Unfortunately I did not manage to make a timelapse video, but next time I’m sure I will.
SO.. moving on to analyze what went wrong and what went right.
What went wrong -
- I did not have a clear idea for the gameplay and the mechanics when I started, so I wasted a lot of time changing on the fly.
- The game is pretty short and a bit exploitable.
- The animations are bugged.
- Menu and interface are poor; also the game is not explained very well.
- Learning a tool you never used before during the 48 hours is not a good idea (although that wasn’t a problem).
- Bad time management. “Wasted” a lot of time testing.
- Couldn’t sleep for too much caffeine and excitement (on that I think the caffeine was guilty).
- I finished the game.
- The game is fun (IMHO) and quite original.
- It’s web based so potentially playable by everyone.
- I had a lot of fun.
- Graphics are not so bad.
- Learned a lot.
In the middle of the bad things I’ve been through the weekend. I decided to keep my game simple and tought that I could make a game out of my work. I’m alone at the night every thay and keep telling Windows that he should work becouse he used to. But I have leaved out the programming and stuff like that and added the fun parts and some problems to solve and watch out for.
Basically you sit in front of the monitor and try to find a way out of randomly generated 2D mazes to get score. But you have 4 stats – awakeness, stress, hydatation and bladder – as well to watch out for. If they reach their limit than you loose – fall a sleep, going mad, get dehydratated or be in shame at work place. These stats can be easily controlled with a mouse click. You can make coffee to drink to stay awake or water to get hydrated and you can go to the toilet.
The problem is their effect on eachother. Becouse if stress go high, then you are getting tired quicker and start to see hallucinations that couse more stress. Bladder goes up from water and coffee too, but you need to drink to reduce stress and to avoid dehydratation. And while you can make more coffe, you can’t replenish the water resource.
Hallucinations are coming when you are doing your job, but gets more intensive when you go alone to the toilet or the make coffee. So watch out. The ghosts are building up your stress…
The game made entirely in Processing becouse I needed to learn it. So This was my first time I’ve wrote a line of code in it. Sadly other things have gotten in my way, so the game is about half finished. It need some features and some graphics. There isn’t even support in the code for sound – I’ll add it tough. But the main engine is working pretty well.
This concludes to myself that I’m f***ing awesome and have to work hard on things like game making. Instead of the DAQ programs for foundries and the likes…
Anyway have fun with it. The source is up with the release. Feel free to use it. To play the game, click on the first screen, use wasd to move in the mazes and try to go out at the bottom as many of then as you can. Click on the coffee or the water to drink. If you run out of coffee, then click on it once more to get another one. (This minigame isn’t working yet!) To go to the toilet, click on the Bladder stat. (This is a similar minigame and it’s in the state like the other with the coffee…) There are no scores, but I wanted to do it like “how many mazes in wath amount of time, but maybe there are more possibilities than this. I’ll consider them too.
Here is the entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5167 Try it out!
“alone I art“ is a game about spending valuable time alone with art.
You’re a shady character in a museum. You love art. You love it so much that you need to steal it. But to steal the art, you need to be alone. You can’t have anyone spot you stealing or carrying the art in your trench coat, or you’ll never be allowed be alone with art ever again.
Here you can see how some of our gameplay mechanics work. The AI and pathfinding are on their way.
We’re confident this game is going to be at least as fun as the process of making it.
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.
…so I guess the art is done!
Leave me alone!
But the game is still a day from finish. Gameplay, level design and sound are shaping up pretty well.
We still need to fix some problems between collision detection and 22×22 tiles, but everything’s going much better than last Ludum Dare.
We even had time to pixelate the whole team for the game.
To the detail of our clothes during
development, pajamas and all
And while we still have time to finish our Jam entry, we wish the best luck to the ones who are reaching the final stretch of the 48h Compo submission. You can do it!
Day #2 of Jamming this thing! As we’re going for the 72h, this is about 2/3 of the way. It’s going a little slower than before, mostly due to mental tiredness. We also decided on a temporary name (pretty sure it will stay):
Phil is also working towards some detail and foreground/background layers:
It’s really hard to show the (non-almost-black screen) feel of the game, as it relies heavily on interacting with environment to momentarily explore it. Here’s the above layer on it’s own:
Unfortunately Phil couldn’t be reached for comments presumably due to falling asleep while having blinked for a little too long.
Piss in my grits
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.
While the programmers are writing away the game, art is nearly finished and we already have our mockup for the main menu.
Also, the game is called “alone I art”!
Day #1 is coming to an end in our 72h Jam schedule and we’ve progressed nicely. I honestly was expecting “randomly generated” to win. Then kittens to score second, because — you know — this is the Internet. But irony is a fickle mistress and now we’re working in a team on an “alone” theme.
First off, we made a simple platformer engine with some atmospheric art job:
And here’s the last iteration with some radial lighting:
Yes, we all know what this is reminiscent of But we have a more-or-less unique mechanic in place that will remain a mystery for now. In reality, we want to see how obvious it will be to figure it out in later iterations, as we need the player to figure it out themselves — show, don’t tell.
Phil says “im having a great time” as quoted out of context. Here’s the girl’s run-skip animation he did:
Like the title says, we now have a falling cupcake! Our main character is a cupcake, and I have been working on the “code” for his behavior this morning. While testing his walking and falling in Stencyl, I found this happening (Click the picture!):
As hilarious as this is, I’m fixing it now. So far I have the basic code set up for the main character to allow for walking and jumping, and the camera is set to follow him. Now I’m going through and testing everything, and will be fixing anything that doesn’t work right. In the meantime, Alissa has been on an art roll! She’s finished all of the art for the main character, who has a different look for each level. Next, we’re going to be talking about the level design for our first level, and knock that out of the way. We’ve also got a pretty nifty little design doc, so we’re feeling pretty good about what we’ve got thus far. Still, it’s only day two and there’s so much more to do!
Well, back to fixing that falling bug!
- Pralie (@kaocleyra) & Alissa (@EtherealFox)
Nearly one day after, this theme turned out to be very fun to develop. Can’t wait to reveal more of it, like the really clever name we came up for it!
I don’t remember the translation to english, so for now you’ll just know it as “Robinson crusoe game” or “Lost in blue a la Lundum Dare”.
Settet up LWJGL to do my input and now i’m going to copy old render code to have the background ready in a moment.
11 a.m. here in catalona.
Basic hero dude with walk animation done, along with concepts for antagonists and npc’s and most of my level design and game mechanics white-boarded. Taking a little break and then on to coding! Haven’t come up with a title yet, but the idea is the more you’re alone in your thoughts the closer you become to going insane (kinda like doing an LD).