Posts Tagged ‘screenshot’
Right, I should probably have written and posted this much earlier. But my life doesn’t always give me enough time for these things…
Regardless, prepare your eyes for the wonder that is;
Not Your Average Mining Emulator*
This would be my fifth finished game, but also the seventh Ludum Dare I’ve tried to join in on. And I’ve got to say that this was not one of the themes I was hoping for myself, but I still did what I usually do; Sit down for a few hours just after the theme’s released (3am here in Sweden) and sketch up a few game ideas. And then I can take those ideas and polish them after sleeping on it for a few hours.
The ideas I managed to sketch down for this LD were of a Diablo UI inspired rougelike, a submarine hunting game that also spun off as a wreck hunting game idea, an idea for a submarine shoot’em’up, and finally something of a clone of the old game Motherlode and Clonk. In the end I decided to go for the final idea, as that was the one I felt held the most promise with the lowest amount of graphical work (my weakest point).
So, with that in mind.
What went right?
- Had already prepared a simple framework that worked well for a 2D sidescrolling digging game, helped cut down some on the development time. Inputs and things prepared in advance is really nice, since otherwise such things would eat development time.
- Streamed everything, every second I was at the computer. This really helps with the focus, and I even managed to keep enough attention on the chat to be able to answer some questions that arose from viewers.
- My art ability seems to have improved slightly since I started Ludum Dare, so the first sprites I did for trees and ores came out looking really well.
- My thoughts on UI design turned out perfectly fine too, I’ve noticed that many people’ve commented on how nice and smooth the in-house UI looks.
- A crafting system turned out easier than expected, so I was able to throw it together and put in two recipes in only about one and a half hour.
What went less right?
- Didn’t think to grab an existing physics engine like Box2D, so lost a huge amount of time writing physics and debugging them. There’s actually a collision bug that slipped through when I was working on ladder support, since I moved some code about and accidentally removed the part of code preventing you from jumping when you have a wall above your head. I really need to cure my NIH syndrome I guess, but it’s just so much fun to recreate the wheel.
- Didn’t feel I had enough time to really work towards sound or music in the game, so it’s a very silent game. This is something I really suck at doing, so I guess I won’t be releasing any games that take in high scores on Audio any time soon.
- Still can’t draw a player character in any way, so the player stayed as a cube saying ‘IDLE’ until the last couple of hours. And even then I only really managed a simple stick man.
- I failed to put together an inventory system like what I originally thought of making, so lost several hours of development rewriting that. In the end I figured that only having a single object on the player was acceptable, and spent more time getting the house to be able to store things.
- Because the inventory system failed to be finished I had lots of code that was supposed to be used with in-game tools that you couldn’t craft or carry.
- Didn’t have ingredients for proper food laying about, so ended up with simpler food and that just doesn’t feel as good. No food photos from me this time.
- Another entry made from scratch in C++ using SFML, this is starting to look like a theme for my entries I think. Maybe I should sit down far in advance of the next one and create a larger base framework so I could use that instead, based on SDL maybe?
- This Ludum Dare I decided to try a simpler game without using my home-grown entity component system Kunlaboro, so this game is more of a statemachine based game. And while it feels really good to go back to my roots for a simple game, I can’t help but feel that I could’ve gotten so much more done if I’d used Kunlaboro for it…
- I should try to move game logic away from base C++ code and towards scripts, maybe using Lua or Angelscript. This needs for me to have more time before the start of the compo so I can properly prepare the framework though.
To finish, thank you to all the people watching me work. And those of you that commented on the entry, both during the stream and during judging, every bit of criticism helps.
I’ll be seeing about maybe cleaning this up later on and releasing a post-compo version, though I don’t know how much of the original code would be left afterwards. It started off so nice and neat, but now the codebase if just a horrible bunch of duct tape fixes.
Well, I’ve finally rated 100 games from this round of Ludum Dare. There have been some really great entries! I thought I’d make a short list of some gems that may still lay beneath the surface for a lot of people. Here they are in no particular order. All screenshots are from the respective game’s entry page.
One Cold Night
Play as a dog attempting to rescue survivors on a snowy mountain top.
Catch musical notes while you avoid being hit by the page turn.
Survive multiple dungeon floors while leveling up and gaining upgraded spells.
Explore a “dig site” while uncovering lost artifacts from the world above.
Jelly Hugs (Android)
Help the jellyfish hug the exact number of friends they want.
Well there you have it. You can of course play my own entry Tiny Haunt here as well, if you so choose. It would be greatly appreciated. I’m still planning on rating more games, so if you have one that you want me to play, feel free to tweet it to me (@rojomojogogo), or leave the link to your game in the comments.
With the weather being so nice outside last weekend, it was really hard to get psyched about sitting in front of the computer all weekend to make a game. However, I’ve participated in every Ludum Dare and mini-Ludum Dare since #26, so I felt compelled to make something even if it was really simple. I really didn’t have any good ideas for “Beneath the Surface”, so I decided to create a treasure hunting game. For my LD29 warmup, I made a simple MineSweeper game, so I thought it would be neat to expand on the basic concepts of that game. Instead of avoiding mines, you are trying to find buried treasure in a three dimensional world.
At first I just got the hidden treasure pieces to randomly populate on the game world, which are the items you must find. The digging unit was the first that I created, which I renamed “excavator” since it sounds fancier. He just uncovers whatever is hidden at his location. However, randomly adding excavators to the map really didn’t seem challenging.
Then I got the idea to allow the player to “ping” the map to get a general idea of the treasure location. This reminded me of the news stories about crews using scanning devices to find the missing Malaysian airplane off the coast of Australia. I originally wanted to have a heat map showing the pinged locations and the amount of treasure in the area. However, I had to settle for just colored circle areas on the ground representing the amount of treasure in the area. It was fitting that this is very similar to the job that an archaeological surveyor does, so I created a “surveyor” unit specifically for this job.
Finally, an excavator only knows about digging, and only a true expert would know the value of a lost treasure. Therefore, I created the “appraiser” unit to determine the value of each discovered treasure. The inspiration of this unit came from shows like Pawn Stars and American Pickers, where they will call in an expert to determine the value of a given “piece”.
I had plenty of more ideas which had to be cut. There was going to be rocks on the game world and an explosives expert unit which would destroy the rocks so that the excavator could dig. I also did a little research on some of the most famous lost archaeological artifacts from around the world, which I wanted to include in my game. However, I just had enough time to include one treasure piece which looks like a golden chalice. I also got suggestions to add adversaries like spiders, floods, and diseases which could eliminate units, but I didn’t have time to include any of those.
For this game, I wasn’t too worried about creating the best looking game ever. In my previous Ludum Dare entries, I spent much more time polishing, but it never seemed to have much of an impact on my ratings. I’m much less concerned about ratings this time, and more focused on learning new things. For example, this time I got fully functional map controls working with the mouse, including zoom in/out with the mouse wheel. I figured out how to create a unit on the game world at the position where the player clicks. When implementing that feature, I got stuck when trying to cast a ray from the camera to the plane on the ground. For some reason, none of the camera API calls were working. I thought my Unity libraries may have gotten hosed or there was some issue with the compiler. After taking a break and coming back to it, I realized that on the title screen I had created a script called “Camera” for moving the title camera. All calls to camera were referring to that script, which explained why I could not access any of the Camera API methods. Changing the name of my title camera script resolved that problem.
Another issue was with the appraisers. Since the player could add an appraiser at any location in the world, the appraiser would need to walk to the nearest treasure. I did learn that I can access all of the Treasure objects by tagging them with “treasure” and then calling the GameObject.GetObjectsWithTag method. This also resolves a Unity problem that I was never able to figure out, which is referencing game world objects (in the Hierarchy) from a Prefab.
I will admit that there are some things that I’ve done so many times when creating a Unity game, that it just isn’t fun anymore. One of those things is creating human models. Unfortunately, in the 48 hour compo pre-existing assets are not allowed, so I had to create a human model from scratch again. I guess it’s good for the Blender practice. I used one model for the three different units, but used a different texture and animation for each unit. I originally started by creating the excavator with a shovel, but I found that it was going to be way too difficult to animate the character with the object, so the shovel was removed.
In the end, I got most of the basics working but it really didn’t look like a completed game. There was a bug which sometimes prevented the appraisers from collecting treasures. After looking into it some more, I found that this was because I thought that code execution stopped when Destroy was called on a gameObject. Actually, the script attached to a gameObject will continue until the Update method finishes. In my code, the appraiser was targeting the next treasure after Destroy was called, so that no other appraisers could target the treasure and appraise it. That was a simple one line fix to solve.
The biggest mistake that I think I made in this Ludum Dare was spending to much time basically re-inventing the wheel. I really don’t like the default Unity GUI buttons, so I decided to make my own. However, the process of making custom buttons is not a trivial one and is time consuming. Before the next Ludum Dare, I would like to have my own personal Unity library for things like graphical toggle buttons, menus, camera controls, font outlines, and dialog boxes. That way I could spend more time making the game, rather than trying to get a button to illuminate.
I liked the concept of this game, because I haven’t seen it done before. Therefore, I spent a little time this weekend making some changes for the Post-Compo version. I looked into how to modify the Unity terrain at run-time, so now when the excavators dig, it actually makes a dip in the terrain which is what I had originally envisioned. The biggest problem I ran into is that the terrain map starts at 0 height, so there was no way to make the terrain go any lower. Setting the base terrain level to 300 fixed this problem, and I just subtract 0.005 from the terrain height where the excavator digs. It took me a little while to figure out that the height array is from 0 to 1, not actual world units.
Overall, I’m happy with the results of this game. It definitely isn’t as visually impressive as my previous Ludum Dare entries, but I think the gameplay is much deeper. Adding adversaries to the game would probably make it much more exciting. If there is enough interest, I would be willing to port it to other platforms, since I think it would make a great mobile game. Online features such as leaderboards would also be nice to have. If I ever felt really ambitious, I could have an online server containing treasure data for everyone playing the game, so everyone is excavating from the same online world.
I made some .gif screenshots of gnome fortress. MoviePy is a fantastic library for making animated gifs in python. The post-compo version of gnome fortress will create gifs if you have MoviePy installed.
Now I can show you the garden gnomes in action:
Building / Teamwork
Post Mortem of “Louis and the Louse”
My first step in the gamedev field was last december. As I was learning how to use SFML I wasn’t experienced enough to join ld28. But then I also learned Unity and I was able to make it in miniLD50. One month later I was participating in LD29 and this is my post mortem.
First of all I would like to say that I managed to finish a game before the 48h deadline and that made me proud =D.
I dedicated the entire Saturday morning to game design. Beneath the surface was one of my favorite theme and I already had an idea but I didn’t want to rush things out.
At 2pm the game design was done and I had a basic menu and a first level working.
I knew graphics would take me a lot of time and wouldn’t serve any purpose if the game was broken.
This is why I dedicated the Saturday to coding the game mechanics. Hopefully I knew my way around unity and was able to realise that 48h would not be enough to implement all the things I wanted. Sacrificing the less important features I managed to finish the mechanics and add some little content before going out. Because yes, when it’s your friends birthday you can hardly decline the invitation and spend the evening coding.
Most of the Sunday was spent drawing and doing the end of the game. And 30min before the deadline mark “Louis and the Louse” was on-line, my game was ready to live its own life.
You can see down there the evolution of the graphics between Saturday and Sunday.
What I would change if I could
- Managing my time better : even if I could finish my game I think focusing more on LD would have allowed me to make a longer game.
- Music : A few days before LD I learned how to use a tracking software. Unfortunately I did not had the time to use it. A voice in my head keeps telling it’s for the best because I’m not such a talented music maker. Anyway, some sounds would have been great.
- User friendliness : I did not had time to make a really user friendly game and people were confused when they first played the game. Even though I made a “tutorial”. So that’s definitely something I’ll try to improve next time.
My last word
Finishing some thing that’s yours and getting good feed-back about it is the best feeling ! Thank you ludum dare for making this possible !
Any criticism is welcome !
Well this was unexpected
This is my first completed Ludum Dare jam and this time I did the incredible choice of teaming up with some friends.
Me and Samuel (Blixt Gordon here on Ludum Dare)worked tirelessly on the game for the first two days on the game Surf Ace. I have heard that finishing a Ludum Dare
game was something really hard and that we should keep the ideas streamlined and simple. F**k that we thought lets to a game where
you can not only surf and flip (which to be honest, would have been awesome!) but also catch fish on a spear and then ride it.
“Oh brains you are fantastic creatures” – Me
I had my hesitations about the completion of this game up until the last day when one of our friends came to record the hilarious sound effects and another friend
helped out on the fiddle to create the track for the game. This all took place in the last 5 hours so you can understand my concern.
The last hours was by far the best part of the development when we had the game ready and just played around with the details.
That is, right until we figured out there is no tutorial to our game and the controls are unique to our game so it was a must.
As you probably have figured out by now it went splendid, we got a good game out of it and most important. We had an awesome time making it!
If you have read until now, here is a potato for the long post (had a lot to say I guess).
Finally, after getting some sleep, we can say that our game was successfully submitted. It was the first time when we made a horror game with self-made sound effects. Although “Whistle” has some ugly bugs the experience was really interesting, and we are almost happy with the result. Not everything went as we wanted, that’s why we are going to fix that in Post Compo version. It would be great to get some feedback, so please check our game here
In our turn, we want to congratulate all of you who reached the finish line! It’s time to play and rate all these great games now
Whew! My entry for LD29 is up as of a couple hours ago. It’s a sandboxy physics game where you play as a poltergeist defending your castle from invading knights.
If you leave a comment of any kind it’s very likely that I’ll end up playing your game sometime in the next week, so keep that in mind! I’m sure that goes for a lot of the other developers as well.
I may do a postmortem later in the week. For now it’s time to chill out with some whiskey and play some games!
It’s time to wake up, Skolgbor.
Skolgbor is my entry to the Ludum Dare. Originally intended for the 48 hour competition, but submitted to the jam due to time constraints. Take control of an individual by the name of Skolgbor and guide it out of it’s hidey hole.
Skolgbor doesn’t have fantastic gameplay or mechanics. I made it to immerse you into the world that I have planned. It is merely a paragraph in a sprawling world. The tale of Skolgbor is a interesting one, yet you know hardly anything about him.
The game isn’t very long, but then again, you aren’t expecting a long game. It’s the first of my games to be in this graphical style, as well as one of few with a ‘serious’ tone to it.
Give it a play over here. It’s only available as a Windows download.
I’ve also uploaded the soundtrack to SoundCloud if you’d like a listen. It’s a experimental ambient track with guitars and synth sounds. It’s quite ironic that it’s called Awaken because it makes me sleepy.
Hey dev community!
Submitted my first Ludum Dare game today after churning it out wildly for the past 48 hours. Fans of minimalistic rogue-ikes will find this game amusing.
You’re a God Hunter doing what he does best, going into the darkest depths of a legendary mountain to hunt down Gods and other foul (or funny) creatures. Twerk Lords and Floating Shoes are all fair game. You have one life to get as deep as possible into the mountain.
It has hundreds of randomly generated events, monsters, and jokes, made for the casual gamer in mind.
Check it out, you can play it in your browser right now!
Thanks and hope you guys enjoy!
This is my game for Ludum Dare 29! I decided to use the theme, “Beneath the Surface”, in two different ways. Everything in the game was made by me, except for the fancy font. I was gonna be entering in the compo, but I ran out of time. Anyway, I hope you enjoy!
It’s exactly what it sounds like. A simulation of what it’s like to be an ant.
I’m really happy with how it turned out. Usually I focus more on programming with my games, but I ended up spending most of my time on the artwork for this one. I didn’t really have any time to implement real gameplay. Right now the only thing you can really do is explore and climb on stuff. Also, you can go down into a pretty awesome anthill (hence “Beneath the Surface”)!
Made with Unity free, Blender, and Photoshop elements. I also used my DSLR camera to take pictures for all the textures.
The whole development was streamed and recorded on twitch.tv/eteeski. All 25 hours of it (I had to sleep, couldn’t work during the full 48 hours haha). I’ll be uploading the recordings to Youtube.com/ETeeskiTutorials
Here is our progress so far. We came up with the idea of a small horror adventure. We’ve never done something like this before, but we love the genre itself. So wish us good luck and check out our creepy soundtrack:)