Posts Tagged ‘timelapse’
This is for my game “Legend of Troll” http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13139
So! I saw the theme at 4 am in the morning. I thought “this is an awful theme” like pretty much everyone, and then I was struck with what seemed a brilliant idea: what if I made a vertical space shooter where you and your enemies are superpowered for 10 seconds and then useless for another 10.
I got some sleep and prototyped it in the morning. It was boring and uninteresting. Then, for some reason, I thought about characters that have 10 seconds to live. But they are meaningful seconds, because they can do stuff before they die. This got combined in my mind with norwegian trolls and sunlight (which would be the trigger of their death sentence) and of course a healthy dose of Lemmings.
I spent a little too much time refining the mechanic, and a huge amount of time on music and graphics, but it turned out to be one of my more fun games. Plus, a fantastic start for a complete puzzle game.
I designed 10 stages, and only built one in the end. I have no regrets, LD is the best, I want to participate for the rest of my life!!!!
Congrats to ALL who participated, and thank you for the all the games. Most of them were food for thought, and some of them were also very very fun. You should all be proud!
My plans for Legend of Troll is to finish 10 levels and hopefully a level editor, and do a kickstarter on it, to help me develop the rest of it.
Meanwhile, in my day job, I’m working on three games as an illustrator. So, wish me luck.
till next LD,
Reaction to the theme
When I woke up on day 1, the theme I most feared would win had won. “10 seconds”?! Too specific. .. Urgh. On the other hand, that’s how I always react, I remembered.
This post mortem was written a little late, and pretty hastily. I filled it with as many pictures as I could, so that you’ll have something to look at while enduring the ramblings.
Based on my previous entries, I was determined on a couple of things (do not regard this as general advice or anything):
- Keep the scope clean and simple, center around one core game mechanic.
I do not consider myself a good game designer. I’ve been programming for longer than I’ve been “properly” designing and evaluating gameplay. Thus, the lure of writing “cool code” is always there and gets in the way of making a fun game.
- Make it 2D.
All of my previous entries were in 3D. I love programming 3D game logic. But 3D does add complexity in every stage of development. And I always spend too much time in Blender, modeling, animating and UV-mapping(I also wasn’t really keen on pursuing the minimalism angle again).
- Make use of the freshest gamedev knowledge in your brain.
During the summer I’ve been working on a 3D platformer, so all the platformer specific stuff was right there in my brain, unboxed and ready to be picked. I only needed to remove one dimension(and a boatload of quaternion math). Simplify, simplify!
- Make the game longer than 10 seconds.
I regret waiting this long for writing a post mortem. I’ve forgotten a lot of my brainstormed ideas. There was something with duels and seconds, but I never could center a fun gameplay mechanic around it. Later on I’ve seen several games using this interpretation, which is awesome!
There were also some clock ideas, with collecting the second marks of a clock as well as some idea of just making some arbitrary collectibles and refer to them as seconds(ugh).
After some thinking I wondered if I could do something cool with a rewinding ability. There are of course a lot of games already with this kind of functionality(Blinx, Braid, Ratchet & Clank, Super Time Force, to mention a few). I also wanted to keep the scope simple and by adding time rewinding (and possibly splitting timelines and paradoxes and gigawatts and what have you) I could risk ending up with something very bloated,unpolished and confusing.
So I thought about the very first Mario Bros and its single screen layout, and decided to make something similar to that.
What I ended up with in the end is a game in which you have to defend a fragile artifact from invading monsters as well as guide said artifact to a vortex in the sky. To elevate the artifact you have to rewind time (let’s call it a time defying magical artifact, mmkay?). Rewinding time also let’s you try that rewinded section of time again while your “old self” replays itself. Easy peasy.
I later realized, to my horror, during a debug session, that this was very much like the – what I thought at the time – super confusing shadow levels in Braid. I think I should go back and replay them, maybe I’ve learnt something.
Oh, and also, you can rewind a maximum of 10 seconds into the past and you have to wait the rewinded amount of seconds for the rewind functionality to reload. Which is a little too similar to what ended up being the premise of the very last episode of Futurama. Cool. Creepy.
Oh, and lasers.
Step one, global timer + rewind
My choice of working environment was my classic Unity setup. So the very first thing I set out to do was to make a rewindable replacement for the Unity engine’s time stuff.
It was easy but fun, and I wasted a couple of minutes just watching the seconds ping-pong back and forth. The simple pleasures.
Step two, transform buffer
The second step was to make some kind of buffer system for Unity’s transform component. With a 10 second restriction I could skip a lot of general stuff and make it explicitly for only 10 seconds. This buffer is read from while rewinding and replaying, and written to while playing. It was pretty cool the first time I saw it in motion. Ping-pong, ping-pong! xD
Step three, thumbnailing of level
Another thing I didn’t want to do this time around was to shove all of the art creation onto the last day. I wanted some pretty stuff in the game asap! As I didn’t really know what I wanted, I began by sketching out some rough thumbnails.
My main source of inspiration for the art was the book cover of the awesome novel by Arthur C. Clarke: “The songs of distant earth”. Which is also the inspiration for the awesome album by Mike Oldfield going by the same name.
Another source of inspiration was the beautiful grass-, wood- and dirt art in Rayman Origins. Such a pretty game. Also, I wanted to add some red hues in all that green.
Rigidbody-based Player controller
After having drawn for a while I got the urge to program some more. I began implementing the player controller. The already existing rigidbody system in Unity is pretty neat, and you can get some really nice results when using it for player controllers instead of the built-in “character controller”-body. And you don’t have to worry about collision bugs and explicit collision events later on. The workings of this was also fresh in my memory from just having implemented similar stuff in 3D, so its implementation went pretty smooth.
After I had it working I hooked the player object up to the time buffer component from before and added some state handling to switch off input and so on during replay.
I then went back to working on the level. I began by blocking out all the platforms(based on the layout in the thumbnail), and then I began working on the final art for the platforms. I made several separate chunks with grass and rock formations which I could build up the level of.
Then I got determined on making a sprite shader with lightmaps and other stuff. Big mistake. I got completely stuck with some of Unity’s weird sorting behaviours and spent too much time reading confused forum entries and lackluster documentation. I abandoned the idea after a couple of hours, and went for a simpler and built-in shader. By then my mood was at rock-bottom, but luckily this was the only real bump in the road this time around.
More work on the player
I then shifted my focus back to the player character. Based on the time I had left and not really determined on the art direction I wanted for the characters, I decided to make the player low-res and in black and white.
I figured the most importart part was to have the silhouettes there and if I got time to spare I could colour the characters. As I never got that time however, I’ve gotten some critique of the kind of mish-mashed art style I ended up with. And I understand that critique. One could counter with that the mixture of monochrome characters and coloured landscapes are “cool”. However, as it wasn’t my intention to make it that way, the result does not feel intentional, uniform or polished.
Implemented duplication of player on rewind completion
Another fun challenge was implementing the “duplication” effect after the player has performed a rewind. In the first iterations I got some hilarious recursion bugs filling the screen with player objects and crashing the game in milliseconds.
When I had all that sorted out, the game looked like this:
After I felt that the player controller and rewind-stuff was solid enough and the roadmap of permuting objects and components into the remaining game elements felt clear enough, I began working on the music.
Prior to the compo I had discovered a pretty neat music app for iOS with simple controls(perfect for a tone deaf audio noob like myself) but with enough depth to make relatively unique samples.
It’s called “Figure” and I really recommend it if you want to make some simple loops or just play around. I used Bfxr to make sound effects, I had planned to record some as well, but by the time I got around to start making sound effects I didn’t feel like I had enough time to spend on recording and editing. Maybe next time I’ll do it as (based on the critique I’ve received on my entries so far) bleep-bloop effects aren’t too well received in non-pixely games. And I can see why they might feel a little out of place.
The last ten hours went by in a blur as usual and this time they involved GUI, particles, sprite animation, a rewindable animation system, enemies with their own animation, some super quick copypaste-magic for enemy AI as well as end-game conditions.
This is a video of the resulting gameplay:
And a timelapse video based on the stream data:
Feedback and post-compo
I was stunned by all the great feedback I received this time around! Thank you all once again!
I got a lot of response of the gameplay itself, which spurred me to add some more depth to it. And I found out that when you understood the core concept of the game, the powers of the player didn’t make much sense anymore and the game could be beaten with a one second hi-score without any effort.
So in the current post compo version I’ve changed some of the enemy spawning behaviour, added extra difficulty levels and added a rewind punishment when touching enemies(instead of being invulnerable). I’ve also made some changes to the weapon, making it less effective when rewinding far, and more effective the longer you do not rewind(adding some more depth and ways to strategize).
I’m still open for more feedback though, so you’re welcome to try the post compo version if you’ve rated the original!
I had bought all the food and snacks and made all the errands and downloaded all the tools beforehand. Development went smooth.
Went to a friend that was also participating and worked there. A lot more fun when you’re more than one. Also, it was a bigger apartment with more shade, haha.
Kept it simple. One core mechanic, and a pair of sub gameplay mechanics. Kept the code and art modular, but didn’t overdo it. Ugly code? Yes. Who cares.
Very few of them. One nasty shader ordeal, threw it away.
- Game logic depth.
Some of the gameplay aspects confused me, so I didn’t catch some pretty large flaws. Fixed some for post compo. I want to allocate more time for game testing next time around.
First time I streamed, I got some positive feedback on the music I played. But other than that I guess my showmanship is pretty lacking, as I had a maximum of five visitors at a time. Maybe I should post more links to the stream next time? I don’t really know.
I think almost everyone was confused by the control scheme and the aiming system. I’ve reworked it in the post compo version, but I’m pretty sure what many wanted was soldat-like aiming, which I’ll never add.
- Mixed art styles.
I would have liked to allocate more time for creating prettier character sprites more in tune with the environment.
All in all, I had a blast making this game and it has better gameplay than my previous entries in my opinion. However, the core gameplay turned out to be yet another cool-code trap sorta. I did not pour hours upon hours on getting it to work though. Making some neat art during day 1 instead of postponing created a great morale boost. Making a 2D game made it easier to create polished art in the style that I’m most fond of, and I got more content done in the 48 hour timeframe.
K.I.S.S. F.F.S. !
So we met on friday night for our first Ludum Dare, to wait the theme. Our team was compound for five members: Mauro Leandro Pasqual (owner of house) and Diego Cardoso (both coders), Victor Scaff Moura and Fernando Perazzoli (both artists), and I, Fernando Scaff Moura (Gamedesign).
Fernando Perazzoli live in Rondonia, and us in Paraná, 2000km far way (yeah, Brazil is huge!), to solve this problem, we use skype. Before the Ludum Dare start, we tested the connections and everything else.
So, the theme was showed and broked our minds. 10 seconds was a hard theme, we expected something more interesting. But, this is the charm of Jams, random themes.
The brainstorm didn’t reached any conclusion, we were remembering the game “Run Jesus Run“, and caught on this. How I was the gamedesign, I told to team to didn’t make two kinds of games, that I knew would be common games at the LudumDare: Games with missions to be solved in 10 seconds, or Games with lasted 10 seconds . Addition on, we started thinking about what kind of game we would like to make:
The protagonist was coming to the end of the mission? okay
Then Victor said, “A match that lasts 10 sec. Dark screen. Deep“.
With this we already think the name: Phosphorus. A Latin sound that Germans understand.
I commented that the protagonist would be a woman, something wouldn’t be common to. The team agreed. And we sat down to work .
I spent the night thinking about GameDesign Document , it is much easier to talk to a large group when we can point to the idea and say , “hey, we agree with that.” While in times of stress , the fact that something not be in the document made the team makes grunting .
The development was funny, with a huge pizza, and laught. We were thinking to finish that on sunday.
There is a moment in which a gamedesign who doesn’t know draw or program ends up doing nothing. Thus, I took the sounds of the game and our
marketing.We are working a lot. And the game was more and more fun.
An interesting part of development was when we realized that the character, who had black hair and black boots, had just fading into the light, confusing the boot and head with shadows. We asked to her is redhead with red boots. The right choise. Statistics prove that nerds love redheads, and one of our first comments about the game on the website of ludumdare was in favor of she being a redhead. This encouraged us.
At the end of the Saturday come and hunted bugs was finishing, we were sure that we would end the game on Sunday night.
It was the morning on Sunday, so I remember what happened the dialogue that makes the life making games the most coolest:
Perazzoli: Guys, just UP this game , I want to test the animation
Me: Calm Dude, we have a problem with the landslip in the 6 stage.
Where else in world we would have a dialogue like this?
But, on sunday night the game was incomplet. We were wanted to put the devil into details, so, we decided return to our homes, to sleep and eat something warm, to return to the game on monday afternoon.
We published the game after the closing of the event, during the extended deadline of Monday.
We didn’t expect to feel the happines like we felt. We started to laugh when we put the game in the site, and we hug each other and say how we was incredibly and amazing.
Now, a week after, seeing some criticisms made about the game , we saw that the gameplay could have been improved , we should have explained better by holding SHIFT, you can run and jump farther . We could have made a simple stage with this, just to make the player learn that. It would not take much time to do this .
I felt that the story of a futuristic warrior who is returning from a mission over being left out to finish the game, make the game has loose some of its magic . Thus, the high difficulty of the game plus a gameplay poorly explained , probably made people stop playing, or in the landslip stage, or in stage after that , with the pistons in the ceiling. Near final game, leaving the beautiful end that we made without being found by players.
But if you think that the discouragesd us, think the opposite. We will fix these problems and put the game in other ways to be appreciated. We love this game and it is worth spending a little more time on it .
If you’ve read this far, thank you! And try to reach the end of Phosphorus, there is a very cute music.
So, try finished our game, http://www.diegocardoso.net/ld27/phosphorus/
A vote will sound good: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27144 ^^
Here you can read a depoiment of Fernando Perazzoli about Ludum Dare: http://lowcade.tumblr.com/
Our Facebookpage: https://www.facebook.com/hoythoycorp
And our Tumblr: http://hoythoy.tumblr.com/
thanks for the fishes
I finally put together the timelapse of creating The Ones You Love. I hope you enjoy it:
Also, here’s the post mortem video I made about my LD27 experience:
I normally put the game’s soundtrack on my timelapses, but for this game I wrote 3 10 second pieces and that wouldn’t loop well. So I spent way too much time making all the music into a 5 minute piece, you can listen to it either on the video or here: https://soundcloud.com/leafo/feed-my-boyfriend
Play and rate here:
A Culmination of Learning Experiences
This is my second time participating in the official Ludum Dare competition. Overall, I feel like my skills with Unity have significantly increased since the last competition, when I submitted Amish Brothers. Since the last competition, I have submitted a game to each mini-LD, and each game developed taught me something new about Unity.
Bomb Squad Timelapse video
This time around, the theme was “10 seconds”. My idea was a game where you play as a bomb squad technician, where you have 10 seconds to disable each bomb. If the bomb explodes, the objects around it will be propelled away and add to the property damage value. The objective is to keep the property damage as low as possible, while avoiding bomb blasts which damage your suit. If your suit reaches zero percent, then the game is over. Additionally, you must “cut the wire” that matches the color of the bomb, otherwise the bomb will explode and you will take damage. For more details on my design decisions, see my Bomb Squad Day One entry.
For this game, I knew I wanted to use Unity’s physics engine for handling the explosions. I first started learning about Unity’s physics engine when I developed Earthball for the mini-LD42. When the bomb explodes, it applies an explosive force to all of the objects in the game, including the player. I found that this starting causing problems when there were over about 600 objects in the scene. When the objects were exploded and scattered everywhere, the slowdown didn’t occur. It was only when the objects were stacked, which I believe is because when the objects are stacked, they are continually colliding with each other, which requires a significant amount of processing power. The player is also affected by bomb blasts, but I feel that if I learned how to use the “ragdoll” physics in Unity, the effect would have been much more impressive. Currently, the player just has a cube bounding box, so the player looks very stiff when thrown by an explosion.
The ground is just a terrain object (like I used in the test Giga Guy game that I developed), but I always have issues with my models falling over when going up the terrain, therefore I just left the game area flat. However, I was able to use the blended terrain textures to make the ground look much more pleasing.
I used Blender again for rendering my models. There were really only two models that are in this game, which are the player and the bombs. From my LD27-warmup game North Avenue Adventure, I learned how to properly project my mesh to a 2D layout, and how to modify the unwrapped vertex “islands” properly to generate an image layout to be textured in Gimp. I am happy with the model that I created, but I would like to go back and add more details later. However, I found that it can be difficult to modify a model in Blender once all the modifiers (mirror, subdivision surface) have been applied and the armature added. I also think I could have done a much better job on the bomb model, since it is just a stack of cylinders. A spark particle system on the bomb would also be a nice touch.
My mini-LD43 game, Marching Band Simulator 2013 taught me more about composing music in games. However, for Bomb Squad I decided to go with Garage Band on my Mac laptop for composing the music. In my previous entries, I have used PxTone Collage which is a great tool, but the blips and bloops it uses cannot compare to the music that can be created with Garage Band. For the complete soundtrack, please visit my Sound Cloud page. The only problem with Garage Band is that I had to export my songs to iTunes to get the audio file, and then copy it over to my development system. It is a bit of a hassle, but I think it is worth the extra effort.
Another game I created in Unity for #1GAM was called Genetic Disorder, which is where I learned how to make the text meshes for the title screen using Blender. It’s a fairly simplistic process, but the number of vertices must be reduced otherwise the model file size will end up being huge.
For the 7dRTS challenge, I created a game called Ninja Squad Commander, where I learned many more Unity tricks. First of all, it taught me how to center a text object over a model, and how to make the 3D text sharp (by default the 3D text will be blurry). This was used in Bomb Squad to display the number of seconds until explosion over each bomb. In that game, I also learned how to make detailed particle systems, like the fire effects, using Gimp to create the fire texture using a gradient and IWarp filters. The game also taught me how to attach lights to particle systems at runtime, to give the fire a glowing effect which can be seen on objects around it. Both of these effects were used in Bomb Squad at the location of an exploded bomb. When I was developing the RTS, I also learned how to determine the distance between two objects in 3D space, since using multiple physics colliders for different events can cause problems. The 3D distance calculation was essential to determine how much damage the player would take from a blast, and how much property damage is received by an object. The distance calculation is also used to determine if a bomb is selected to be disabled. My 7dRTS game also taught me how to make a shadowed font from a text object, which made the static text in the game look much better.
The one new feature that I added that I hadn’t implemented in a previous game is the mini-map. I felt that it was needed, since the player can’t always see the entire game area, so there would be bombs hidden to the player. That problem could be helped by adding code to fix the camera behind the player, so that is something I will look into for a future release. I think the mini-map would still be beneficial, but some players noted that it makes the game a little too easy, so I may eventually take away the bomb color on the mini-map.
Honestly, I can say Bomb Squad wouldn’t have turned out as good as it did if I hadn’t created all of those other smaller games after LD26. One important factor in being successful in Ludum Dare is knowing your tools and all the tricks before the competition starts. Trying to learn new technologies during the competition is a recipe for failure.
Hello! I just uploaded the timelapse for my entry “Defense of the Zorion!” Check it out!
If you haven’t already, play the game here!
Well our first LD is over, we’ve made our first ever game together as a team, and we’ve got the obligatory platformer out of our systems
Technical stuff: Made with Haxe 3.0, Flixel, Flashdevelop, GraphicsGale, sfxr, Autotracker, Excel.
What Went Right
- We finished a game in 72 hours without killing each other!
- The toolchain worked really well, Haxe, Flixel & FlashDevelop felt very familiar despite not using any of them before the warmup.
- Use of Microsoft Excel (hardcore mode!) as a level editor. There are obviously some very good tile map editors out there, but learning them would have taken way more time than setting up a spreadsheet with some conditional cell colouring.
- Bringing in a third person for brainstorming and powerup graphics on the first day. Thanks Graham!
- We anticipated that the main source of bugs would be unexpected interactions between multiple powerups, and set time aside to get this working properly.
- Almost all of the powerups we came up with initially made it into the final game.
- Staging the powerups and level progression to ease the player into mechanics without explicitly telling them. Combining different powerups gave us a clear sight of what obstacles a level needed to have, and a convenient “to-do” list for the 20 levels we built.
- Targeting web – easier for people to play off the bat, rather than having to install or download or compile, it just works on most platforms. Having never built a Flash game before, this was surprisingly painless.
- The platformer controls and the level design we thought went well, it felt polished and enjoyable to play, even when getting squished every 5 seconds
What Went Wrong
- Difficulty with scaling the character & collisions, as well as the timestep changes interacting poorly with the collision logic in Flixel. Getting it running at 60 resolved most of this, but there are still spots where a random bit of wall will just make you explode.
- Lack of experience with the IDE & HaxeFlixel meant the initial setup wasted about an hour.
- Music was a bit of an afterthought, we tried a few different packages to create the music eventually settling with Autotracker.py.
- Collisions. The collision logic wasn’t quite doing what we expected it to, and we wasted time re-implementing certain collision features that were already present in Flixel.
- We had smooth interpolation for the scaling of the character, but had to take it out as the player kept getting stuck in walls during the scale change. In the end we had to bodge in level-specific fixes.
- Not understanding transparency in GraphicsGale – a lot of time was spent sucking the backgrounds out of sprites using Photoshop.
- While we’re pleased with making a platformer that feels nice to play, the genre is obviously well-worn as a Ludum Dare standard. We defaulted to this because we knew we could get the game finished in the 72 hours, but it’s kind of old hat to people who’ve been doing LD for a while.
What We’ll Do Better Next Time
- Familiarise ourselves more with the tools, as well as deciding in advance what software packages we are going to use rather than flailing around!
- Artwork – practice creating artwork for next time, it had been a while since Bob had done any serious artwork and the simple 5 minute sprites that we knocked out were OK, but could have been better. Paul plans to learn some pixel art techniques too!
- We need to have alternatives for different game types, HaxeFlixel was good for rapidly building a 2D game, but it would have been nice to have the option of 3D.
- Work out how to use Flixel properly, rather than having to hack bits of code together to bend it to our will.
- Get together some flexible game ideas that we can adapt to the theme, instead of just defaulting to a platformer.
Please play our game, and let us know what you think!
Watch our timelapse video!
Play these awesome games that we’ve tried over the last few days!
A little late to post it, but here’s the timelapse for Triad. 35 hours of work compressed into 3.5 minutes.
Just finished rendering and uploading the timelapse video of Apotheosis.
One important thing I’ve learned: It is really cumbersome to use twitch livestream data for a timelapse video. It is not a replacement for chronolapse.
Well, here it is, in all its unreadable glory:
For some context, the gameplay video:
And the entry page, of course
our teams wrap up video.
hopefully i embedded the youtube video right this time
I was finally able to make the timelapse. It was kind of a slow process, as there are 22862 frames. At least, that resulted in a nice video with pretty much my desired speed (if I could, I’d probably like to take one screenshot each second… but that would way over the top xD).
Thanks to all who played my game. A special thanks to all who commented, I really value each comment.
Haven’t played it yet? Why not give it a try? It takes just a few minutes (less than five, really).
So, Another game done. Sort of.
Was uninspired by the theme again and ended up only starting the game about 13 hours before the deadline. Not really enough time.
Happy with the what I did manage to get done though.
I didn’t get round to drawing the enemy graphics or a nice shiny title screen, or making the music. but that’s all its missing from the original plan.
I didn’t completely figure out what I was going to do for the enemies which didn’t help as I ended up starting that bit way too late. An idea was to make them crawling bombs that exploded ten seconds after they go into attack mode, so you have to shoot them before they explode. Anyway we have nice cubes instead.
The spawn every ten seconds thing was my last minute attempt to connect the game to the theme as I failed to implement the planned link.
Here is my timelapse video, with some gameplay at the end.
This was my entry for Ludum Dare 27. It was made in around 15 hours with most of the work done on Saturday. It is a simple arcade style game inspired by Pac-Man, but it automatically moves onto the next random “maze” every 10 seconds with more enemies added in over time.
My primary goal was to simply finish something, even if it’s not too original or amazing of a game. I’ve been participating with Ludum Dares off and on for five years, but I kept biting off more than I could chew and running out of time before nearing a completion. This time I tried to keep everything as simple as possible — a character that lacks complex geometry, has only two bones, simple animation, and minimal texture mapping. Even though I did not have the full 48 hours available to work on it, I succeeded in creating something and I consider that is a pretty big accomplishment considering how little time there was.
What Went Wrong
Because most of Saturday was spent with family before I head off to college, I was pretty much short a day. This extra time certainly could have been used to add more to the game and polish things up a bit.
I Jumped straight into development without spending much time brainstorming game ideas. Halfway through making this I came up with a few game concepts that I think could have been more fun, unique, and funny, but I didn’t have the time to scrap what I had and start over.
I kept having a weird problem on Kongregate where my game gets moved down a little and cuts off the bottom of it. No matter how I tried to change the size settings nothing seemed to fix it completely, so I just tried to have it cut off as little as I could.
Near the end, the project started to get a little hacky and messy. I was experimenting with using a heavily component based style of game design, but I wasn’t entirely certain how to handle some special case problems, since I was trying to keep everything generic with pretty much no specialized gameobject code. I think I now have an idea of how to better handle entity state switching.
What Went Right
I with into it with the plan to keep things as simple as possible. There were very few assets and what it had were extremely simple. Probably the number one reason I failed to complete any of my previous Ludum Dare projects had been because of spending too much time making too detailed of graphics, so I managed to avoid making this mistake again.
Although though there were times when I had to really push myself to keep going, development went pretty smoothly without any major problems.
I finally completed something! I first discovered Ludum Dare five years ago, and this is the first official competition game I actually finished! I also finally have something put up onto a web game site, which is kind of neat even though I don’t expect too much from it.
All-in-all it went pretty well and has left me wanting to make more games!
The Ludum Dare entry page can be found here:
10 Second Mazes Entry Page
The game is available through Kongregate:
Play 10 Second Mazes On Kongregate
That’s it! I consider it to be one of my best Ludum Dare games ever
As always, I managed to somehow wake up naturally at 3:58 AM (2 minutes before the theme announcement) , saw the theme and then returned to sleep. I streamed the whole gamedev process and it was actually really fun, almost always there was someone on the stream chat and it was nice talking with you guys, thanks! When I first woke up in the morning I started writing down ideas and later I decided to continue with the first (and quite simple) game idea, actually, it turned out to be a good decision!
My main goal was to make the game as polished as I can and I think that I accomplished that goal very well. All in all, I had a lot of fun making this game, I had a lot of encouragement from my friends (which really helped me ) and I even had time to take a few naps during the jam!
The Cave Of Light
Join our little friend on his journey into the depths of The Cave of Lights.
Wisely spend your 10 seconds of light each level to find your way through the cave…
What will you find at the end?
Play and rate “The Cave Of Lights” here:
Unfortunately I didn’t sucess with my entry but sincerly I liked the idea and game mechanic to explore in futur.
So I like timelapses =D I’d like to share my short timelapse with everybody
Total time: 22 hours, 19 hours, 35 seconds.
Frame taken every 5 seconds (16075 frames).
So YouTube removed the music immediately after I uploaded the video (nice algorithm -_-) … then allowed me to remove just the track infringing copyrights … So I did that, then the resultant video was processing for an hour or two … And, in the end, the other video was just as silent as the first one!
Yeah. So there, that’s why there’s no Pink Floyd playing in the background. I liked the music
Edit: oh goodie, now the music is back up, again. At least some of it? Edit 2: All of it. Make up your mind, YouTube! :I
Here’s the YouTube link.