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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Posts Tagged ‘RTS’

    IceBreaker mini pre-sleep post-mortem

    Posted by (twitter: @pentaphobe)
    Sunday, April 28th, 2013 10:29 pm
    when I was a kid this sort of image was like crack.  it's so laughable now.  stupid kid.

    when I was a kid this sort of image was like crack. it’s so laughable now. stupid kid.

    ------------------------------------------ 
    --- I - C - E ---- B - R - E - A - K - E - R --- 
    ------------------------------------------------

    (When I get up I’ll do a post-sleep post-pre-mortem-post-mortem, some of this will just be taking some of the prolix and manic text out of my submission page – yay sleep dep!)

    That was a lot of fun! (but it’s not over yet..)  I somehow wrote just shy of 3,000 lines of code in 48hrs.  It’s almost certainly 90% ugly horribleness, and I’m not a fan of LOC as a metric of productivity – but it still feels pretty cool.  (If I printed it all out it would take about 46 A4 pages).

    Unfortunately, quantity of code does not equal a finished game.  About halfway in (after some sleep) I lost a lot of time to vascilating between confusion at the code I’d added before passing out (that guy was craaaazy) and feeling generally dumb.  But eventually I got it nailed down and was grateful to discover that, whilst I had lost track of what I was doing – the more responsibly-minded part of me had sent me down a tunnel with no wrong turns.  Not to say I didn’t bump my head a few times, slip over in miscellany or mistaken inanimate objects for long-lost lovers..

     What went wrong / right

    that one’s for the morrow I think, sorry – they’re my favourite part too.

     

    Tools Used

     

    It may not be much right now, but I think after I’ve checked the rules I may enter the Jam so I can see it closer to a working game.

    I’ll be uploading post-compo editions to the entry’s page as I go (in about 8 hours or so)

     

    NOTES

    (this is just copied over from the submission page to reduce clutter, tl;dr: rambling…)

    circa T+05 mins
    began writing submission
    circa T+20 mins
    I’m having a few unanticipated issues with publishing; the .swf
    seems to work fine in the standalone Flash player, but not
    even remotely in a browser.
    I’ve got 20 minutes or so of submission hour to work it out, but
    here’s the swf for the time being (same link under “Windows” unfortunately)
    circa T+56 mins
    Okay, got it to publish. Seems to have odd framerate issues.
    Will use my last 3 mins to see if I can suss it out.

    Game balancing

    Posted by
    Sunday, April 28th, 2013 10:19 am

     

    I’ve spent the last 2-3 hours balancing the game, which is actually a lot of fun. It’s actually an reward in itself to get to play and tweak your creation. And I invented a few new game mechanics too while I was at it. The game is more of less done, though I’m considering adding music maybe? We’ll see.

    Also, I managed to get both the Java Applet-version and the HTML5-version up and running, so that was nice. I never take for granted that GWT actually works and compiles my stuff into something useful. It’s still black box magic to me.

    ld26screen4

    I’m in, first time LDer

    Posted by
    Friday, December 14th, 2012 8:26 pm

    So, my idea is pretty cool so far, still have some stuff to flesh out. So, you know when you play any classic RPG, and you have to go around the world and eventually you find out the bad guy is the cause of all your frustrations and has been from the beginning? Well, I want to make an RTSque (is that a word??) game, where you build an evil base, recruit minions, have them help create your evil plot, then you figure out who the hero is and send minions to thwart the hero. More than likely the hero will survive your lackeys and eventually come to your evil base to beat you! Making it possible to win, but very difficult!

    Should be pretty simple to make (I believe, I’ve been wrong about project sizes before XDD) so I’ll get to making!

    Making it in Game Maker using Phoenix Lighting engine and some other tools (will be outlined in the contents). Ohh yea, this is for the longer Jam, not the compo.

    Post-Mortem work on Immune system game

    Posted by
    Tuesday, April 24th, 2012 6:39 am

    Well, yesterday I decided to do post-mortem work on my immune system game RTS game.

    Currently, I have only one campaign level – but I did a lot of refactoring in the game logic code.
    Let me know what you think about it, any hints appreciated :)

    The first campaign level shows you how to use the immune team and the supporting leucocytes, so it’s more kind of a tutorial:

    http://martens.ms/ludum-dare/ld23-immune/

    The concept of the game:

    You can either play the virus team or the immune system team. You (currently) have two Computer players taking part in the game. One is neutral and controlled passively by the Immune System. This neutral Computer is the one that controls the leucocytes that are controlled by the interleucines (produced by the immune’s globulines) and will attack the cells that are under control by the virus team. The viruses team advantage is that their spawn rate is higher than the spawn rate of the immune system and that they are much stronger than globulines (but weaker than leucocytes).

    The immune system player is the one that is defensive, but he can also attack with “Blitzkrieg” strategy and making the virus team busy whilst using his leucocytes bonus.

    The virus player is the one that is aggressive, he is the one that has to infect as much cells as possible. The more time he has, the stronger he gets and the harder it is for the counterpart to eliminate the virus player.

    Taking further the concept:

    What I wanted to achieve is a more realistic RTS game that is balanced and has a tech tree with different units. So, for example, the cell will have different “buildings” inside:
    The nucleolus: This is the one that is producing the DNA, splitting and results in “more units” if upgraded
    The cytoplasma: This is the part that is the shield of the nucleolus, it will upgrade the health of the cell so that it can take more damage until being captured.
    The ribosomes: The research building. Use it to research DNA upgrades (mutations) for your team. For example, this is the place to equip leucocytes with better amino acids; the place to get T-killer or -helper cells as reinforcements. The counterpart (virus team) can research their own upgrades here. For example a by-strength upgrading until you reach Ebola.

    (Doomsday) Super weapons:
    The immune system team can have fever as a super weapon. It is limited by time (e.g. every 3 minutes) and has the capabilty of completely killing all cells at the game board (excluding the viruses that are currently produced inside the cells). It will also neutralize the immune’s captured cells and remove the leucocytes on the gameboard.

    The virus team has the super weapon of upgrading to the T-virus (haha, resident evil and zombies! :D ) which is therefore able to attack t-helper cells (like HIV) AND to attack t-killer cells, which are the ones that can completely destroy cells like a “bomber” in a classic RTS game.

    Let me know what you think about this concept… and if you have suggestions: They are very appreciated!

    A screenshot at last..

    Posted by
    Sunday, December 16th, 2007 2:08 am

    Ok, here is my first screenshot. I have been wrestling a lot with the underlying code, so things have been a bit slow. Plus I have to re-familiarize myself with a number of graphics tools.

    First screenshot
    The premise of this game is that you have a flying island high above a windswept planet. On your island you must gather the precious gas resource and defeat your rivals for control over it all. You have the choice of whether to build gas gathering buildings, defensive turrets (pictured), offensive missiles, or stability buildings.

    The chain reaction is that when your island is hit with missiles neighboring areas begin to weaken. If there is too much weight on a weakened area from your buildings, whole parts of your island may crumble.

    Ok, time for some shuteye and then the final push!

    A Perfect Swarm

    Posted by (twitter: @TenjouUtena)
    Wednesday, November 28th, 2007 5:04 pm

    Ludum Dare 8 was my second ‘short term’ game programming contest, and my first solo. The theme was ‘swarms.’ I was bound and determined to do an RTS game this time, since my partners in team compos always want to do something actiony. I think I actually wanted robots or magnets or something like that.

    I thought it would be nifty if instead of directly building units, you had to attract units with various buildings. So you start with a base and 1 swarm. There are resource buildings (Apple, Flower, and Metal) that you can hover over that will give you various resources. You also have a base. You can build either Apple or Nectar huts in your base. These increase your attraction rates for food or nectar. (It was originally going to be food and sex, if you read the code. I guess bees have sex with flowers or something.) Once bugs are attracted to your base, you can add them to existing swarms, or break them off into new swarms. You can also build Radar to increase your attraction range, or buildings to increase the power or speed of your bugs.

    Initially this was going to be swarm vs. swarm warfare, but I ran out of time pretty quickly. (I’ll go into my mistakes below.) So instead the computer just sent a specified number of waves with a specified strength at you at regular periods, and you needed to have swarms built up and ready to fight when they came.

    Obviously one of my largest problems was art. As you can tell from my screenshot, It’s ugly. Really really ugly. All the art in the game was ‘placeholder’ art that I was going to go back and fix. That never happened. Secondly, I panicked at about 30 hours. I barely had an engine, and the deadline was closing in. I actually ‘gave up.’ I came back to it, and finished up later. Thirdly I didn’t have a good plan. I know I wanted an RTS, but I didn’t have a good execution plan. I also bit off WAY more then I could chew back then.

    My tips for beginners are:

    1. Make a plan – Seriously, take that first hour, and may out some code to get rid of the urge. THen take the next hour or two, and make a task list. What code does your idea need? Divide it up into tasks. As you go along, check things off that you’ve put in.
    2. Take breaks – This is always a newbie mistake too, but, make sure you take regular breaks. 48 hours, even with a couple of sleep periods, is plenty of time to get something done.
    3. Start Small – It’s much easier to add to a simple game then it is to try and cram in everything a more complex game needs.

    A Perfect Swarm

    Battery

    Posted by
    Monday, November 26th, 2007 12:08 pm

    Battery was my entry to LD9. The theme was “Build the level you play”. Initially, the open voting hinted at a clear winner of the theme “battery”, for which Hamumu found the best explanation: Battery is a place where bats are hatched. Now, when I woke up the morning of the LD, first thing was I checked the theme, and it mysteriously had shifted. So, I decided to make an RTS where you start with nothing, then have to build up the battery you play.Battery

    The title screen.

    Battery

    An in-game shot. Basically, you can order bats to dig (build the level you play), and in the new cave room build different structures for hatching worker and soldier bats and providing food to them. At fixed intervals, a wave of most horrific enemies will attack the battery – so you better have enough soldiers by then.

    Gnome Guard

    Posted by
    Monday, November 26th, 2007 11:22 am

    Gnome Guard was my entry to LD1 – theme guardian. In the game, you are confronted with a horde of small gnome children, and have to safely guard them home after school.

    Gnome Guard

    The title screen

    Gnome Guard

    The gnomes will run towards the green pillar, and avoid the red pillar.

    Gnome Guard

    But only if they feel like it.

    The original download is mirrored here – no idea if the game itself still works: download link

    Save The Hut

    Posted by
    Monday, November 26th, 2007 11:16 am

    Save The Hut was my very first entry into the world of ‘make a game in a low amount of hours’ compos. It was all about The Hut, and how to Save it from the hut-hungry alien invaders. The player had to make sure The Hut survived for a certain amount of time. To achieve this, stuff could be built, but there was a limit set by the amount of credits available. It played as a mix of RTS and puzzle.

    sthshot.gif

    Featuring 10 levels, 8 bit palette graphics awesomeness, developed for DOS using Allegro and DJGPP, it placed about 14th. Its shortcomings seemed to be that people had trouble figuring it out, had real trouble passing level 3 (The Holy Cactuses, which was pretty hard), had trouble running DOS games, and also found ‘hold out for X seconds’ extremely annoying (because it sucks to fail at ’2 seconds left’ and have to replay the level).

    You can download a newer, slightly improved version (for Windows) of Save The Hut as a .zip archive, or as an installer. Or, you could get the old compo version (for DOS).

    Castle Smash

    Posted by
    Monday, November 26th, 2007 10:47 am

    LD48 #0 was a 24-hour competition with the theme “Indirect Interaction”. To celebrate that, I created Castle Smash, an RTS game where you have no control over your units. You just make buildings to create them, and decide where to build bridges. Their “AI” tells them what to do. Yes, it’s a lot like Majesty, which I had not even heard of at the time. This is a 2-player (at the same computer) game, with no single player option at all.

    Castle Smash

    Galcon

    Posted by (twitter: @philhassey)
    Monday, November 26th, 2007 9:16 am

    Galcon cleaned up pretty well in the compo. Here are links to my post-mortem and history. Truth be told, I’ve been making versions of this game for about 15 years now. But this version almost didn’t happen – during the theme voting for this contest I was leading a large group of people to back a different theme from swarms – I had in mind to make an Adventure Game. But since swarms won, I figured I’d try re-making Galcon again for lack of a better thing to do.

    On the tech side I realized I needed to up my production going beyond what can be done with pygame. I used pyplus and swig to build C extensions for my game so that I could do some cool graphic and swarming techniques not possible within python. However this caused some trouble, I was able to submit my linux source of the game for the deadline, but due to the craziness of python extensions for windows it took me another full day of work to get it ported to windows.

    2006.png

    After the compo I made a shareware version of the game:

    1011.png

    102.png

    201.png

    Check it out.


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