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    Posts Tagged ‘post-jam’

    People Manipulation Sim: Post-Jam

    Posted by (twitter: @https://twitter.com/ampersandbear)
    Monday, September 8th, 2014 8:43 am

    People Manipulation Sim

    I made a game. Then (accidentally) I made a Post-Jam version …with:

    Tons of bugfixes

    Rockets can now reach moving targets, animations are smoother and the game is hopefully bugless.

    New levels

    I tried to base them on a unique (in some way) idea, so solving them’ll require different strategies! Cool?..

    Better tutorial

    Yes, I removed that wall of text. Tutorial is a way more interactive and friendly now.

    Sandbox achivements

    You now have something to do there.

    Saving

    Feel free to play some <your favorite AAA game>, or have a nap, or something. Your progress is saved!

    Play?

    Post Compo version 1.1

    Posted by
    Sunday, August 31st, 2014 9:26 am

    Since the Jam was over I’ve continued to work on my little game and I just posted the first post-jam version!

    You can now battle your friends in local VERSUS mode
    Destroy the other player before it destroys you!!! 

    VersusBig

    [Play it here]

     

    Post-Compo design iteration

    Posted by (twitter: @llnesisll)
    Wednesday, August 27th, 2014 7:51 pm

    This post is more about my plans for my game Matters of Perspective post-compo, and how I want to blow the player’s mind even more :)

    If you haven’t seen my game Matters of Perspective, a game about changing perspective from sidescroll to perspective to explore eerie rooms, please do check it out and let me know what you think!

    Even if you don’t rate it, any feedback in the comments is very valuable to me!

    Here’s a quick gif showing a change in perspective:

    There has been a lot of positive feedback about Matters of Perspective. Players seem to love the game mechanic of warping perspective from sidescroller to first person shooter, and where it can go for good puzzle-platforming. So I’ve decided to keep developing it post-compo! You can follow developments on my Twitter account, @llnesisll.

    For now, I’m working out a pipeline that’ll make level designs easier to model and iteratively improve. During Ludum Dare, I manually placed every individual block you can see, totalling perhaps 1500-2000 blocks (I didn’t keep count, and won’t bother to check the exact number :p). For more complex levels made with these blocks, making changes to geometry becomes very time-consuming and error-prone. I’m now using Google Sketchup 8 for modelling levels, and the PlayUp plugin for exporting them into Unity. Here’s a screenshot of the second level’s new design, which will hopefully fix two things: accidentally falling out of the world (yikes!), and giving better indication of when the level is in a solved state (in particular, accentuating the size of the path opened when both bridge and wall are moved out of the way), so the player knows when and how they can exit.


    This seems to be the way to go. I’ll need to be careful to manually place colliders as needed, though. I don’t really trust Unity’s mesh colliders for complex geometry.

    My todo list for further development is currently:

    – develop good pipeline for creating and modifying level designs (needs foolproof collision generation!).

    – rework sidescroller to use 2D physics (the current solution uses a 3D sphere in sidescroller mode, which can catch on geometry that you can’t see because it extends into the screen…!). This will also need a solution for adding corresponding 2D colliders for each 3D collider.

    – create a list of interesting components to put in puzzles – eg, conundrums like level 2, managing blocking off & unblocking the exit until you’re in the ideal position to get to it. In general, problems that benefit from the “working backwards” method to solve them. Mix these together in ascending difficulty to make complex + interesting levels, increasing in challenge.

    – add some kind of unlockable reward at the end of the game for collecting all the easter eggs, to serve as motivation to re-play. I planned to include this during the compo, but ran out of time to come up with something worthwhile, so I just left the easter eggs to be interesting to get on their own right.

    – add a “kill z” tracker, to handle cases where the player falls out of the level (I’ll do my best to make sure that can’t happen, but a failsafe is always good!)

    – add a menu option for adjusting mouse sensitivity (there’s such a wide variety of mouse sensitivities player use that it makes sense to offer this)

    – (maybe hire someone) develop aesthetic for tiles that gives one distinct look and feel from sidescroll perspective (eg, feels like you’re in a cave), and a different look and feel from first person shooter perspective (eg, now you can see the sides of blocks that are smooth and futuristic, the cave-like textures on top of them look more like bundled wires passing through… or something like that :) ). The purpose of this is to really blow the player’s mind when changing perspective from sidescroller to first person.

    – (maybe hire someone) get some good eerie ambient music to play in the background as you play. Ideally, it’d be great to have music that changes depending on being in sidescroll vs first person perspective. (eg, 8bit-sounding for sidescroll, then cross-fading to the same track but with more of an electro-synth vibe to it…? Iunno, music isn’t a forte of mine.)

    Must to be Invasion Post-Mortem LD30 (Jam) – Solo

    Posted by (twitter: @progex)
    Tuesday, August 26th, 2014 1:13 pm

    Hi guys, this is a post-mortem of : Must to be Invasion

    For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.

    What I used:
    – Unity 4.6 (2D project)
    – Photoshop
    – Audition
    – Google

     

    Time-Lapse
    Day 22/08 – Start: 23h – Total work: 5 hours
    – 3 hours of brainstorm
    – 1 hour enhancement concept
    – 1 hour prototype
    – Sleep (4am day 23)

    Day 23/08 – Start: 13h – Total labor: 16 hours
    – 2 hours drive to implement player
    – 3 hours collecting the web assets
    – 2 pm Lunch / Dinner / Rest / Play / Chat
    – Implement person 30 minutes
    – 1 hours Implementing player commands (shoot, abduct)
    – 30 minutes Implement cars
    – 1 hours Implementing fake-physics
    – 1 hours tidying bugs
    – 1 hours rewriting code to be more readable
    – 2 hours placing and arranging scenery animations, camera
    – 2 hours writing fake-AI for helicopters
    – 30 minutes implementing the helicopters
    – “Breakfast” 30 minutes
    – 1 hours testing and correcting bugs
    – Sleep (15h day 24)

    Day 24/08 – Start: 15h – Total labor: 7 hours
    – 4 hours Rest / Eat / Play
    – 1 hours tidying bugs
    – 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
    – 1 hours Fixing problems in resolving
    – 1 hours recreating scenario
    – 1 hours and adding difficulty leaving the way I think it has to be the level
    – 30 minutes implementing sound
    – 2 hours doing input screen and other screens
    – end

     

    This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
    – Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
    – Use an engine and language (programming) I understand and used before
    – The clear concept is the key
    – Eat well
    – Sleep well
    – Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
    – Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
    – Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth

    What I learned and / or should have done
    – I need to learn more about other areas (art, sound). Ex: Scenario
    – I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
    – Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
    – Having planned my time better. Ex: I overslept and spent time playing and doing other things

    What will never be satisfied and always will think that I have to improve (for game jams)
    – Learn more about the tool
    – Structure the game before you start
    – Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
    – Mechanics and Design Level

     

    Do not know if this will help someone, I found it necessary to share with you what I went through.
    There is a saying: what good is an education if you do not pass along?

    For the last, I encourage you to write and share your post-mortem, I would love to read.

    I hope I have been as thorough. I swear I blacked out many other details to spare you from them.

    Comments, criticisms are welcome.

    Thanks for reading this far.

     

    Images – More images here

    Infection – some quick impovements and plans for the future

    Posted by
    Saturday, May 10th, 2014 6:57 am

    Hey! Daniel here from Team Infection. Sebastian and I are both extremely excited about all the positive feedback we have been receiving on our jam entry Infection. We really feel that the game has a lot of potential and reading all that people have been writing about it (and saying while playing it on youtube and streams XD) has made us even more keen to develop it further.

    We also thought it would be great to share our progress since the jam release, as well as our ideas for the future with you guys.

    First though, we would like to thank everyone who has played Infection and left some feedback. We appreciate it immensely <3

    I’ve experimented with the main antibody character, tried a more humanoid version (that ended up looking like Machop from Pokemon)

    People didn’t respond so well to that version both on the blog and on twitter, and asked for me to bring old Fatty McFatterson back. So I ditched Machop and went to work on a new Fatty version. (Sketchfab version)

    Some people also suggested I bring back the smile, so I thought would be cool to have multiple textures to reflect his mood. (I might make a facial rig for him for marketing purposes, but would be kind of wasted in the game since you see him from a top-down angle.)

    We’ve been working on a “quick” PostLD version, to be released soon with several fixes. Sebastian worked a lot on optimizating the game and we’ve added various quality settings to try remedy the lag some of you guys were experiencing!

    Sebastian also created a new (and temporary) UI, so you can see more relevant information like how many enemies are left and how many infections you have let slip past you.

    In response to lots of feedback about the tower placement, we’re experimenting with having Slow Motion while placing towers, so it doesn’t pause completely, but you’ll have some more time to position your tower before enemies creep in on you. Another tower related problem is that no one from the videos we saw of people playing the game figured out how to properly place towers (Click and Drag towards the direction you want the tower to shoot). So we’re changing it to “Click once to place tower, click second time to set rotation towards the place you clicked”.

    A couple of quick fixes based off the excellent feedback we’ve received from you guys: Enemy death animations are now faster and the enemy turns another colour the instant he dies, so the player receives “immediate feedback” and stops shooting at dead monsters. Cells (Currency) now float up and down to be more obvious pickups and not confused with level decoration. They also now have a larger radius of attraction so it’ll be easier to pick them up without having to run too much through the level. We’re also adding some camera animation and Effects to make more obvious that the enemies are trying to get to the door that leads to the next body section.

    Aaaaand, for this quick-soon-enough post LD version we’ll be adding… ENDLESS MODE! :D

    Lots of people in the comments mentioned they wish they had more time to upgrade everything, but the game finished too fast, we’re fixing that by adding an alternative mode of play in which the waves get harder and harder until you eventually can’t handle anymore (or can you?). See how far you can go and share your highscore in Endless mode! :D (Of course the main mode will be expanded on substantially in the future).

    I’m also working on a new level with a different objetive. It’ll be even bigger, it’ll have 3 enemy doors, and this time you won’t be protecting a door, but an actual part of the body. It’s still an early wip but this is the layout we’re thinking of going with: (Red in the middle would be the object, the Purple balls would be enemy spawn doors)

    Alright, so these are all the plans for our next version… There isn’t much new there… But what is NEXT?!

     

    The Future:

    Ok, so the following things are some of the ideas we have for the future. As such they’re all very liable to change and much in need of YOUR feedback ;)

    ( /\ This was made in a collaborative drawing board as we brainstormed ideas for the game on Skype)
     

    PERMADEATH

    First things first, we enjoy the idea of Permadeath. You go in, you get cells you upgrade your character, you die, you rinse and repeat. And we would like to bring that to the Full game as well. But in a full game with lots of different levels, that can be annoying, Character Progression would be a nice thing to have.

    SETS OF MISSIONS

    So, we figured we could have Missions to different parts of the body. Each of these sets would could contain 4 levels, climaxing in an epic boss battle. The missions would take you to different areas like the Heart, Colon (Diarrhea Boss!) and the last mission would take you to the Brain. These missions would be played through as a story, and you’d get feedback about how your host is faring based on your play.

    DNA

    On the missions you would earn DNA (You’d still get cells for upgrades in-game that will be lost with death, but you’d get this secondary DNA currency) DNA would be used to unlock new GENETIC MUTATIONS for your Antibody in the Character Creation Screen.

    GENETIC MUTATION

    Genetic Mutations would be things like “+X Attack Rate”, “+ Defense”, “+ X Attack Damage”, “% of Chance of receiving part of your damage as health”, “% of chance of igniting enemies on fire on damage”. So you would be able to have character progression, despite Permadeath. And you’d also be able to pick the Genetic Mutations that better suit your playstyle. Do you like to Run and Gun and rarely get hit? Invest in some more Attack Rate and Damage! Do you like to be more tanky and jump in the middle of enemies and melee them to hell? (Yeah we want to add melee!) Invest in some Damage Mitigation/Health!

    Alright, so Genetic Mutations are cool,  but what about more towers? And what were you saying about melee? Well, we also want to give players another choice, and that choice is ISOTYPES.

    ISOTYPES

    Antibodies can come in different varieties known as isotypes or classes.” From Wikipedia

    You start the game with one Isotype unlocked, and after you defeat a boss you’ll unlock a new Isotype (One for each boss). Your choice of Isotype on the character creation screen will define what kind of towers you’ll have available in game (And maybe playstyle, not so sure about that. Melee will either enter as an Isotype or as specific weapons you can pickup during the gameplay).

    WEAPONS

    Wait, did I just say picking up weapons during gameplay? Hell yeah! Another cool feedback we got was that people didn’t like some of the evolutions of the weapon (Mainly evolution number 4). So for the Full Version we want to have many different weapons each with it’s own evolutions. So evolutions 1, 2 and 3 from LD version could be it’s own weapon, but you could find what was Evolution 4 or 5 of LD version as it’s own weapon in the game, pick it up and upgrade it into a better version of it. We want to have many different weapon types for different play-styles :) Find your favorite weapon and try to keep it loaded!

    POWERUPS & ONE-TIME ITEMS

    Another cool things we want to have are Power-ups.  Some enemies would drop buffs that would give you temporary advantage. (Temporary + Attack Rage, Temporary + Damage, Temporary + Explosions, Temporary + Speed.)

    As another enemy drop we want to add One-time items, that wouldn’t be instantly in effect like powerups, but you would be able to use it whenever you want. (Landmines; Vortex that sucks enemies in for a little time; Decoy that makes enemies go to attack it for a little time; Confusion DNA Grenade or some name like that, that makes enemies get confused and attack each other; White Blood Cell Army, where you can summon a few White Blood Cells to fight enemies for you)

    ENEMIES, MINIBOSSES AND BOSSES

    We didn’t have much time to do variation on the behavior of the enemies for the LD version. But for the full release we want to have lots of different types of enemies! Explosive enemies, Tower-destroying enemies, Door-obsessed enemies, Parasite enemies that latch into your towers and turn them against you… So many possibilities! :D We also want to have At least one miniboss on each level which would have increased health and would be more of a pain in the ass, requiring extra attention (He would do massive Infection, being able to push you  over the limit to a Game Over by himself if you’re not doing too well).

    And lastly Bosses! We want to finish each mission with a different kind of level, less tower defense and more action game. So the last level of each mission you’ll only have to defeat the Boss of that specific disease you’re fighting, nothing to protect but yourself. (I want to do Diarrhea boss SOOOOO BADLY XD that would be an awesome gross/funny boss fight)

    LOCAL CO-OP

    We got lots of feedback asking for Local Coop and HELL YEAH we want to have it :D Up to 4 players, we’re already thinking about new UI solutions to have them all on the screen at once.

    NEW STORE MENUS

    With Local Co-op we think it would be really impractical to have players pausing the game to buy stuff all the time. So we figured we could use that kind of menus that expand from your character and you can pick the desired icon using your directional buttons, without disrupting gameplay much. We would only need Health, Bullets, Upgrade Weapons or Upgrade Towers, since we could have Towers mapped to specific buttons on the gamepad instead of requiring to open the store.

    ACHIEVEMENTS AND COSTUMES

    Because Achievements are fun! And Costumes are even funnier! We want to have several achievements in the game. (Can you pass the levels without placing any towers? How about without shooting? Can you pass the levels without getting ANY INFECTION? Without getting hit?) And we also wanted to have silly costumes to customize your character, so we figured we could mash both of those together and have Achievements unlocking cool costumes :)

    Thanks for reading, and we’d love to hear your thoughts! Cheers

     

    Going OVERBOARD with post-jam version of My Champion

    Posted by (twitter: @jacklehamster)
    Tuesday, December 31st, 2013 12:24 am

    After getting some positive feedback on My Champion, I decided to make a post-jam version. My first thought when doing the post-jam was that I shouldn’t go overboard. It’s just a  jam game after all… My next thought was: Screw it, let’s just go overboard!

    So here are the additions to the post-jam of My Champion, and this time, I really went OVERBOARD!

    * Tweaks to the gameplay: I tweaked the gameplay to make it more playable. Notably, you no longer go faster when running diagonally. The hit box against the gorillas are a bit smaller.
    * Half-time: To respect the rules of soccer (or at least some of them), you get a half time at 45 min and get to switch sides.
    * Translation to French and Korean: Yep, the game is entirely localized in French and Korean. I translated every words to French, and a friend help me translate to Korea. You can change the language dynamically during the game by pressing ‘L’. This took a lot of work!
    * Extra options: You can mute the game. You also have the option to toggle auto-kick. I just added auto-kick to be able to play the game with one hand while holding a beer, but you do play much better by using the space bar.
    * Dobuki Logo: The game now looks more professional with my logo ;-D
    * Animations: I added the Kick animation for the cat. I also added the gorilla’s walk and kick animation.
    * Head-turning: Oliver now sometimes turns his head slightly towards the ball. It’s a bit useful when you need to find the ball offscreen.
    * Sound effects: You can hear the ball getting kicked!
    * Illustrations: The text is now paired with a nice illustration that describes the story. You can now see how I originally designed coach Tapo (he’s a rabbit!). Also the cat has a name: Oliver!
    * Practice mode: You can practice at controlling the ball on an empty field before the real match.
    * Referee: Yes! There is now an in-game referee. Though it might just look like a smaller cat, it’s actually a hamster. He doesn’t affect the gameplay, but you can push him around to calm your nerves.
    * Goal-keeper: I love this addition, because it’s a big reference to an anime I used to watch in France. I hope those of you who also watched it will recognize who I’m referring to. Note that in theory, this makes the game much harder, but hopefully the adjustment to gameplay compensated for that.
    * Multi-player coop mode: That’s right! Multiplayer! I implemented a mode that lets you play with a friend on the same screen. Ok, it’s no longer “You only get one”, but it’s ok. We’re in post-jam ;-P. The second player use the keys ASDW or QSDZ for AZERTY keyboard ;-) and SHIFT. Both players have to remain on screen, so if one player falls behind, he’ll get dragged on by the stage’s boundaries. Note that the 2 player mode is unlocked only once you win a match, so I hope you guys can actually beat the game.
    * Vicky: Not only you get a second player, but it’s a feline chick! Here name’s Vicky. She’s pink, she’s faster than Oliver, she can push him around, but she’s weaker at kicking the ball.
    * 2 additional endings: Since there’s a new coop mode, I had to add two more endings. One for team victory, and one for draw/defeat. There’s also a nice little storyline to explain the inclusion of Vicky.
    * Medals and score table: There are now 8 medals and a highscore table. Some medals are a bit tricky (can you find Waldhino?)

    What I didn’t add:
    * Crowd: I was going to add the crowd, but to get to it you would have to go pretty far past the game’s boundaries. Meh… I think I’ll go without it.
    * Music for title screen: That’s actually the last thing I want to add before releasing the game on Newgrounds. I’m contacting some composer to help me come up with a nice theme song.

    Meanwhile, enjoy the post-jam version, and if you haven’t yet, feel free to try and rate the Jam entry. Have a happy new year!

    thomas prince

    Thomas Prince

     

    Screenshot 2013-12-30 20.22.44

    Screenshot 2013-12-30 22.26.25Screenshot 2013-12-30 22.27.06

    Only One Shot Turbo Edition (post-LD26 Jam version for Charity Game Jam)

    Posted by (twitter: @xanjos)
    Sunday, December 1st, 2013 8:30 am

    Hey everyone,

    So this past week I’ve been taking part in The Charity Game Jam and since I had no time to make something new (because of work and other stuff), I decided to do a slightly tweaked “Turbo” (read: Post-Jam) version of my old Ludum Dare 26 Game Only One Shot with some changes based on the feedback I got back in April such as slightly faster player movement as well as four additional levels.

    onyoneshotturboss

    “Turbo” version of my game

    ld26ss4

    Original version of my game

    Download Turbo Version (Standalone EXE for Windows)

    Play Turbo Version Online (HTML5)

    Entry Page for Original Version

    Post-Mortem for Original Version

    how do i devlogged?

    Posted by (twitter: @louroboros)
    Friday, April 27th, 2012 7:39 pm

    (This is a cross-post from my devlog on tumblr.)

    Ludum Dare 23 is over and my game has been submitted. It was a crazy 3 days of … crazy, and the most fun I’ve ever had making a game.

    However, I wasn’t really done with my game. I had something playable, but I felt like I could actually make a feature-complete space-exploration game out of it.

    So I decided to continue working on it.

    Thus begins the devlog of the “final” version of μniverse.


    If you’re here, I’ll assume you have already played the pre-alpha or Game-Jam version of the game and are familiar with what it is. If not, or if you want a refresher, check out the About the Game page to get a run-down of what μniverse is and will hopefully become.


    Unfortunately, right now I’m in the process of cleaning up and organizing the codebase (one giant CoffeeScript file), so I won’t have much exciting stuff to report until I’m happy with that, but in the meantime, if you think this might be a game that catches your fancy, you should +follow me here on tumblr, or twitter, or github.


    All posts, images, and comments are owned by their creators.

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