Posts Tagged ‘unity3d’
Well, v0.1 is complete, anyway. Considering how much stuff I had in mind when I began this LD which didn’t come to fruition, I hesitate to call it a full-fledged 1.0, but it’s working, and (as far as I can tell) stable.
I’m pleased with the final result, overall. It could definitely use some polishing and expanding, but for two and a half days spent making what is essentially my first non-2600 game? It could certainly have been worse!
My only real disappointment is that I don’t know how to dynamically make the game fit across multiple mobile device screens. The linked version is sized for a Droid RAZR HD, since that’s the phone I’ve got. Once I figure out how to make a version that scales automatically for different phone resolutions, I’ll make sure to post it. Until then, give the Windows version a shot if you don’t have a RAZR. Controls are mouse clicks and drags, since it’s the same control scheme as the tapping/flicking gestures of the mobile version.
For those curious, you can play the original game, made for the 2013 Game Jam in Unity3D, here, and my remake for the Atari 2600 (included in a compilation ROM of other small games I made) here. The latter will need an emulator such as Stella.
This has been an excellent learning experience. I’m going to enjoy a little break, but then I hope to keep working on learning more to improve what I can do, whether with programming, art design, or sound design, since there is serious room for improvement in all of them.
I’m in the middle of moving and that totally destroys all possibilities of the up and coming Mini-Shark Dare. So to save myself from the frustration of having to wait all the way until December, I’ve been making this abstract psychedelic game where you are Cube!
Cube eats sphere. Sphere shuns murderous cube. And so on.
I’m not quite ready to show it off to the world.
Here’s and image of how the players look like:
I fail embedding, so here’s the link and could someone more WordPressy might come to the rescue and let me know how to embed a YouTube clip?
Hey guys, I just wanted to mention my game which I have been working on for the October Challenge 2013. Two weeks ago I was working on a puzzle combat game for android, Tank Tank: The Tankening. The project was going well but it was taking allot of time to develop the large number of levels I needed. So in order to get a product out for the holiday season I decided to switch my focus to a new, smaller game.
Emergency Landing Disaster is my take on mobile flight simulation. Allot of the current flight games on Google Play feature little to no flight realism, and instead use clumsy physics and movement systems. After coming across a new Unity plugin called UnityFS, I was shocked to realize how easily it would be to bring realistic flight to mobile, and how much fun I would have doing it.
My plan is to create 10 crash scenarios and develop a fun and intriguing game for flight enthusiasts and action 3D gamers. It will be a free title, so my monetization method is Admob smartbanner ads which I never show during game-play. I also hope to add Unity Cloud with interstitial ads for the load-screen; whenever the service matures from private beta.
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!
This is a slightly edited version of my post on our own blog!
Back in April, Ludum Dare 26 was not so great, as I couldn’t participate. It was right after the AMAZE IndieConnect, and this convention drowned my energy so much that I got sick. All I made was some visual experiment, which I couldn’t develop much further because the headaches got too strong – partly because of my chosen art style.
So, last week’s Ludum Dare 27 was much better in this regard! And after kernel exception, this is the second Ludum Dare we entered together (thus being a Jam entry, not a Compo entry). We had a lot of fun, but also some problems, of course.
Our entry is a first-person shooter, with a little twist: you have five weapons, and every 10 seconds your current weapon switches automatically to another one, randomly selected. And there are “floating devices” all over the world (= a medium-sized planet) which you have to stand near for 10 seconds, so a bunch of power-ups get spawned (ammo and health packs). Enemies spawn in waves every 10 seconds. And when you collect ammo, you basically get an additional 10 seconds of shooting time.
As you might know, this Ludum Dare’s theme was “10 Seconds“, and we called the game BLAM BLAM PLANET.
After some minutes of playing the game becomes quite intense, because more and more enemies spawn. If you just run and shoot around instead of waiting at a device now and then for a while, you will soon run out of power-ups, and thus health and ammunition. So it’s even a bit tactical, one might say.
The development of the game had its ups and downs, but it went well in most cases.
On Saturday, we thought of the game idea by talking about different possibilities and going for a walk. Ludum Dare starts 3 am here in Germany, and if I remember correctly, it already was afternoon when we agreed on making a first-person shooter, because we never did one really. To make it more interesting we decided that the setting should be on a round surface, which meant the game would need spherical gravity for all entities.
At the beginning we named the game “GLITCHIG”, because we wanted a broken look and have destructible environment, so lots of triangles are flying around. RottenHedgehog started building a neat planet surface with some asteroids around it in 3dsmax, while I started to let my character controller be influenced by gravity pointing to the level origin. Shooting little spheroids was also a priority.
So both Saturday and Sunday were all about getting this right: a planet, a player, a weapon, some enemies walking around. Mostly I tried to get it all working smoothly, by getting the physics of the character and the weapon right. But the hardest part were the enemies and their AI on the round planet. For this, I searched for some code for creating the vertices of a geosphere, mapped this via raycasts on the planet geometry and connected the resulting points – those were then the nodes for the enemies’ path-finding. Just letting the enemies walk directly towards the player probably would have been much easier, but less fun to create.
Another nice part of development was inventing the different weapon effects – two weapons in the final game deform the geometry, so I can push the vertices of the planet around a bit when the bullets hit something. It looks quite ace. As “glitches” was our personal theme from the start we knew the geometry would look strange and broken the more you use this weapon and we embraced that. In fact, when I last played the game, I fell through the level and I could attack all the enemies from below while they couldn’t see me – but that also meant I didn’t get any new ammo, so it was okay.
RottenHedgehog was mostly busy with modeling the three types of enemies and animating them. They look kind of deformed, emphasizing their low-poly nature, and it really looked well. Especially when she added the walk/fly animations, which are really hilarious. When the enemies spawn in masses it becomes a really cool effect.
In order to tie the look together, she also created a color code in Photoshop. After that, the game looked “right”, as the colors of most assets didn’t need much tweaking afterwards. Having only very few placeholder art from early on really helped the motivation somehow.
Sunday evening RottenHedgehog also started to make some sounds for walking and shooting by using our laptop’s inbuilt microphone. High tech! All the sound effects you hear in the game are actually RottenHedgehog‘s voice. Adding sounds instantly made the game more alive; in the end, you can’t have enough of them – that’s why she made more on Monday, along with the art for the bullets and particle effects.
On the third day the theme of “10 Seconds” still wasn’t in the game, and I thought long and hard about how to implement it. I weighed the pros and cons inside my head of different game mechanics, like “every 10 seconds, you have to collect new ammo” or “activate 10 bases, 10 seconds each, and then you won (whatever that means)” – and only when I finally began to create the five different weapons and let the enemies spawn in waves, the probably best restrictions (automatic weapon switching, time-limited ammo, etc.) came naturally. So there’s that: sometimes tinkering too long can be bad, and you should just “do it”, I guess.
In the final hours I was able to quickly implement the main menu and a death screen, which always is satisfying as it ties the game together and makes it look complete. RottenHedgehog made the logo and the button graphics, and also captured a video of the game.
So, that’s how it went. Let’s take a look on some quick facts about …
… what went wrong!
- Finding the idea was hard for us, as we couldn’t agree on most things. In the end, the game we created isn’t as innovative as I would have liked, but at least it’s superfun to play this time!
- As we struggled with the idea, it’s clear the theme didn’t help much. Although “10 Seconds” is in the game more than once now, it feels a bit off.
- On Monday I nearly lost the will to finish the game, because of the lack of a clear direction regarding the gameplay, caused by the theme.
- RottenHedgehog had some severe problems with the CAT animation system in 3dsmax. It seems to be buggy as hell, and I heard her cursing a lot.
- There are no game-breaking bugs in the game, phew – only some small stuff, like resetting the option settings when you open the “Options” menu. The bigger problem might be that the game is “broken by design”, because of the Glitcher (the weapon that deforms the planet’s geometry) – we should have used this feature more often, so it doesn’t feel strange when you fall through the geometry.
- A lot of feedback is missing, like some kind of visual hint when you got hit, or a sound and animation when the ammo is depleted. Also, the “story” isn’t communicated in the game: you don’t know what you’re doing here, why your weapon system is defective, and why you have to stand near the floating devices. (Some people didn’t understand that the enemies only start to spawn when you do that for the first time.)
… what went right!
- It’s always great to work together with RottenHedgehog, because we know exactly what each of us can do, and how. While I do the scripting, she does the modeling, texturing and sounds. Perfect team work – all in the same room!
- I set up an SVN repository, which sped up the work flow incredibly, and also saved my ass at least once when I accidentally deleted some files in the Unity project folder.
- I prepared some basecode a day before Ludum Dare, by skimming through my former projects and picking useful helper code snippets. Having a basic character controller, path-finding, simplex noise and other functions ready before you even have to think about where to find them is wonderful!
- RottenHedgehog recorded the sounds with her own voice and distorted them in Audacity, which was much faster (and cooler) than trying to find sound effects on freesound.org with the right license.
- The abstract, low-poly, somewhat “broken” graphics style looks quite well and gets very positive feedback, even without textures – AND it also was done very quickly.
- The five weapons are fun and pretty diverse. This way, the whole game is fun enough for a few minutes, and that’s the most satisfying part of this Ludum Dare for me.
- Before we started I thought the spherical gravity might not work at all, neither as a gameplay mechanic nor as a visual style. I especially was concerned with this style the player would see too much sky and not enough ground surface. In the end, with the recoil of some weapons (so you fly away, looking down) and the high amount of flying enemies, this wasn’t any problem.
… what we learned!
- Due to the lack of time at the end, the balancing is kind of subpar. Good thing the game just is an endless shooter, and thus it is good enough. It’s also cool that you can “learn” the game, as using the floating power-ip devices is important, but not obvious. Always try to add stuff like that.
- “Crappy” graphics often look awesome when animated and with a nice shader. Coherence is very important though – that’s why creating a color code sheet early in the process is a must.
- Try to not make any placeholder art, because it either means you will have to make an asset twice – or it will be in the final game.
- Even if you lose motivation near the end, at least try to give the game an ending. Sometimes, it helps to finish the game nonetheless, because this, this and, oh, that too, has to be done before the game can have an ending and be called “done” …
- Three days are still too long for me, because it automatically makes the project too ambitious.
- Every time I see a Unity project with the standard Unity button graphics I get the urge to close it instantly. Really, it’s easier than most things in Unity to add some custom button graphics and a downloaded font to the GUI skin. Give your game some love!
As much as I’d want to extend the game a bit, like adding more levels, I don’t think it will get much bigger than now. The feedback of players and Ludum Dare ratings is really nice so far, but I don’t know if having more enemy types and whatnot would increase its popularity. An online highscore would be nice, though, so maybe I will add that.
Thanks for reading this post-mortem, and I hope you had as much fun with this Ludum Dare as we had. If you want you can play and rate BLAM BLAM PLANET here!
So I joined LD again this time around with probably my best LD game so far! But as every game it has it’s good and bad sides.
What worked well:
There is nothing quite like it: Soo.. seen any other game when you play as a candy vaccum cleaner where you clean dust on big spheres of lollipops in outer space in another dimension…. I thought so! Having a game stand out among over 2000 games is quite a good thing.
Unity3D gives a lot of advantages:My two last games was made with Game Maker 8.1/Studio but this time took the summer and learned quite a bit about it. So because of it I could easily export to the web and beef up the graphics in a way I couldn’t have done with Game Maker.
The aesthetics, both easy to make and enjoyable: Around like 6 hours in I got the base idea to what would become the end product after 2-3 other ideas but most of the graphics was easy to make. The textures was easy to make, adding space took me barely 10 minutes and I found a great font that worked well with the game . The only thing that took time to make was the vacuum cleaner as I changed around quite a bit until I got the final version.
Easy to learn what to do: When a level only takes 10s to play you need to learn what do to quick and I feel that I achieved that.
Voice acting, quick to do but adds a lot: One thing I had a blast to do was adding voice acting to the game. I added a small countdown with a silly cute voice and so far it seems like the thing that people liked the most of it.
I leaned a lot!: Even if this would have been the worst game ever it would have been worth it because I learned a lot about game design, 3D game design and Unity.
What didn’t work well:
Waaaaaayyyyy to many hours used on stuff not appearing in the final product: This is something I had problem with every LD I’ve joined so far but doesn’t make it less painful. I spend around 4 hours with stuff that didn’t had much to do with the final game and and around half of the rest of that time working with stuff that didn’t end up in the final product.
Hard to control: As the creator I was used to the controls so I didn’t think of it that much. Even when I showed it to my family and they had problem with it I simply brushed it off…. Big mistake as that’s the most common complaint
Making a game based of a sphere gives a button of problem: I had the idea to have a game on a sphere for a while because it seemed easy and seemed really cool. I got right on the cool part but easy…. nah. Placing down everything takes so much more time because you have to rotate everything around the sphere and that made the level design take so much longer time than would otherwise. The visibility was limited so the levels became quite limited and I wanted to add walls but I.. just couldn’t….
Too level based… Yet again: For the last LDs I have made games that relied a lot on having a lot of content instead having clever design that didn’t as much content building… I felt that it was a mistake and didn’t want to do that again…But yet again I did it. At least I felt that was that would work the best with the 10 seconds theme.
Makes some people dizzy/nauseous: Not exactly something that I intended but some have reported that and that’s just…
Anyways. For people that haven’t checked it out yet I’d love to see you check down the game. (Link below)
Well, my 2nd Ludum Dare has come and gone. I almost thought I wasn’t going to be able to do this one, but it worked out in the end. I ended up with a strange experiment of a game called “The Vengeful Baby-Men“. I guess if you had to categorize or label it, it would be an “audio puzzler”.
First, here’s a list of everything I used to make the game:
- Game Engine/Language: Unity 4.2, MonoDevelop, C# (~350 lines of code written)
- Version Control: Mercurial (TortoiseHg) and Bitbucket.org
- Unity Packages: Orthello Free, iTween
- Music Production: Reaper, Fender Strat guitar, a cheap Casio keyboard, Addictive Drums, and several free VST instruments and effects
- Graphics Production: GraphicsGale
- Web Hosting: Dreamhost
Now, here are my thoughts on the whole development process:
What Went Right
- Unity - Unity is just the best thing to happen to indie game development ever… and I don’t make that statement flippantly. I am an unabashed Unity fanboy because Unity has empowered me to do things by myself, for free, that I couldn’t have dreamed of not too long ago.
- Theme – I knew up front that my participation time was going to be limited, so I decided that if I didn’t like the theme then I would pass this time around. Going through the theme voting, “10 Seconds” quickly became my favorite. I loved the possibilities that the theme presented. I loved how it seemed to push devs toward a style of gameplay that you might call “bite-sized”. I had ideas running rampant. When “10 Seconds” won, I had to participate. I had too many cool ideas and this was going to be my excuse to actually make one of them. That motivation helped me push through and submit something.
- Orthello – While the free version of this 2D package for Unity isn’t quite as good as some others, it’s becoming my go-to package for 2D Compo work since it is free. There’s really quite a bit of functionality in the free version including sprite animations, 3×3 sprite scaling, font rendering, etc.
- GraphicsGale – It took me a little time to get used to some of the quirks (especially related to alpha channels and transparency) of this lightweight little program but now I really like using it for making 2D sprites. It’s got Photoshop-like functionality without the massive footprint of Photoshop. I also like this GraphicsGale/Orthello combination a lot better than my RagePixel solution from LD26. RagePixel was cool, but, feature-wise, it just doesn’t compare to this pair of tools.
- Audio – My LD26 game, Tiny Runner, got quite a few complaints in the reviews because I didn’t get around to making any audio at all for it. I was determined not to let that happen this time, so I ended up swinging to the other extreme and making a music game. This allowed me to draw on my experience in amateur music production and get the music done quickly. I only took about 2 hours to go from concept to 3 finished songs sliced up into a bunch of separate audio clips.
What Went Wrong
- Time – This will probably always be a “What Went Wrong” for me. The theme was announced at 9pm my time. I brainstormed for the rest of the night and set up an empty Unity project, but didn’t actually build anything. Saturday I had to practice for and play at a wedding reception with the Top 40 cover band that I’m in. That pretty much shot that whole day. Then, Sunday came and I had to do some shopping, go to a birthday party, and help with other things around the house. I was finally able to work on LD by Sunday evening, but there was no way I’d get it done in time for the Compo deadline. I worked on it a good 10-12 hours before finally submitting Monday night. So, even though I worked almost entirely under Compo restrictions, I had to submit my game as a Jam entry. For the next LD, I may just need to blackout that weekend and make sure nothing else is going on.
- Little Kids In The House – Don’t misunderstand… I LOVE my kids! But it is next to impossible to focus on anything for an extended period of time while kids (especially very young ones like mine) are in the house. I have a 4-year old and a 6-month old. I had toyed with the idea of just letting my wife deal with them by herself on Sunday, but my conscience wouldn’t let me do it after she had already had them all day Saturday while she was trying to do work herself. That meant trying to code with an infant in my lap… trying to compose music while also making sure the infant on the floor beside me doesn’t eat pennies… and trying to draw pixel art while your 4-year old wants you to read him a story. Ideally, I think I need to be away from the kids next time.
- No Testing – Related to the time problems, I wasn’t able to get anyone else to try the game before submitting. With my game, especially, I was worried about this. Being that I wrote the music, I know exactly how the music is supposed to sound. So, I’m not really a fair judge of how hard it is to put the slices back together. Luckily it seems to have gotten a fairly good response so far, but I still worry that it’s too difficult especially for non-musicians.
- “Level” Design – Designing “levels” for this kind of game is difficult. I knew up front that I need to make sure that I did not slice the songs on the beat. I had to ensure that there was only one way to put the slices back together. If I sliced the songs on the beat, the slices could arguably be interchangeable. I also needed every slice to be the same length so they could be rearranged easily. This meant carefully selecting the tempo of each song before ever recording anything. I also realized that certain styles of music would be easier to rearrange than others. The drums are particularly difficult to rearrange because they are so repetitive compared to other instruments. I would’ve liked to have polished the songs a lot more if I had more time.
- Audio “smoothness” – The end result wasn’t quite as smooth as I wanted. As some reviewers have noted, even when the slices are in the proper order, you can sometimes still hear a little hiccup or stutter between slices. I had always envisioned those stutters as being the indicator that your slices are in the wrong order. Apparently, playing a new clip as soon as the previous one ends doesn’t quite work like I’d hoped. Although the first song sounds much smoother than the others IMHO. Maybe they just needed to be cleaned up somehow? Regardless, I didn’t have the time to mess with it.
Overall, this Ludum Dare was a fun little experiement and I’m looking forward to the next one and playing everybody’s games from this one.
As we gather information for our post mortem, we are going to leave this here so all of you can have a taste of our game!
For the full experience, go and play it here!
For the people who are too lazy to actually play our game, ratqueen made a video of it:
Around 3 months ago I visited ludumdare.com for the first time, I was immediately hooked and decided that I must enter in LD27. In July I entered in my first game making competition, 7dRTS. Somehow I managed to write a game in PHP (a language that I barely knew) which placed 4th in Humor, even though it wasn’t even that funny!
My 7dRTS game, which is called SyncMind was a great learning experience for me and also a lot of fun for me to code.
Anyway a few weeks later I discovered 7dFPS which I proceded to enter in a game called Challenger 34502 which was a puzzle FPS with platformer elements in it. I made the game in Unity, wrote it in UnityScript, made the art in Paint.Net and models in Blender.
Wrath Of The Decem:
After the theme (10 seconds) was announced I went to bed and slept for 8 hours, then in the morning when I got up I took the dog for a hour long walk. For the rest of the day I worked on my game for the rest of the day, finishing levels 1 through 4. I slept for about 9 hours, then realized LD27 was still on and jumped out of bed and finished the game.
What Went Well:
Windows 7: My computer held up fine, no crashes or lost data.
Kitten: My kitten model actually looks like a kitten
Almost Everything Else: Everything was fine, no bugs that took more than 15 minutes to fix or (severe) file loss.
What Didn’t go Well:
Timer: The giant timer in the corner of the screen had a Unity crashing bug that took 15 minutes to fix.
Windows 7: WHY U USE SO MUCH RAM!
Time Lapse: The order of images got messed up so the timelapse is rather weird.
Gameplay Video: Camstudio Recorder lagged like heck during the recording of my gameplay video.
The gameplay video can be found at this URL because WordPress doesn’t let me embed videos: https://docs.google.com/file/d/0B6XSI0zltIQUNUJ0R1diWGlzQ1E/preview
The gameplay video can be found at this URL because WordPress doesn’t let me embed videos: https://docs.google.com/file/d/0B6XSI0zltIQUWTg3ODB5NGNUTlE/preview
Anyway, if you haven’t played Wrath Of The Decem yet you can at: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24589
I’ve committed the game…
Hell yeah =)
Name is RE:(M/W)IND. You are digging through memories of the guy, who had suddenly only last 10 seconds to remember.
Cheers to all who made it through LD27 =)
This was a really fun Ludum Dare! I wasn’t so fond of the
theme but I managed create a pretty enjoyable game I think.
The development process was pretty stress free and rewarding as well,
for which I’m glad.
I’ve published builds for Windows, Linux and OSX, and there’s a web version as well.
The game can be played with keyboard or an XBox360 gamepad.
The controls are a little different and I can understand if they’re not
to everyone’s liking(they’re sorta like Cave Story).
All feedback is greatly appreciated!
I’ll probably write a post mortem in a couple of days.
But first there are games to play! \(◔‿◔)/
“Apotheosis” – entry page (write a comment and I’ll try your game out):
Warning Spoilers Ahead, please play the game first http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=680
Well once I had the idea of a lifeform that only lives for 10 seconds the concept was good, to go.
But I was less sure of the world this Decimoid would live in, on ideally it would be a set of worlds with interconnected branches like neurons in the brain.
Thankfully this massive multi-planet world collapsed to a single planetoid, maybe not quite as adventurous but a lot easier to work with in the time available.
The Good – Things went well I had the basics in my head so set of to make a simple but cute critter. Inspired by the work of Pixar the Decimoid is a cross between Eve and well a heart shape.
So I’m doing all the modelling up front, none of the prototype the gameplay and then add in the models later, which is wrong but it kind of worked.
The bits fell together quite will the requirement for an egg just popped up as a way to prevent the Decimoid’s from dying in a single generation.
They needed a way to show their age so, went for a colour cycle and with Unity’s gradient component it was a breeze to add a nice colour cycle, green – yellow – orange – red – blue – white.
Threw together a skeleton, and skull for the RIP Decimoids, an egg that hatched and then started working on the full life cycle in game.
Got some trees in there, one dropping heart fruit and the other spikey fruit. Giving your decimoid the options for love or war.
Added a predator, modelled and scripted to hopefully surprise the player.
That ended day one, still lots of interaction bits, sound effects and tweaking to work on.
Day 2 had me throwing together a main menu, then off to do the sound effects and sort out the egg laying next generation cycle needed for the games core mechanic.
Things appeared to be going really well and falling together as I pushed past the complexity curve due to the sheer simplicity of the game.
Even had a go making some music but that is an area I really need to work on.
Spent some more time getting the main menu to show you the decimoid’s life cycle and re-jigging the design to look nice.
The game was working so put it up early well with about 3-4 hours to go.
The Bad - Not a lot really, thankfully hit a road block on the interconnected planetoids as the game world, as this could have caused issues with pathfinding and navigation issues.
Should have really worked on the NPC AI code more so they would forage/fight and
f mate with each other in a more intelligent matter.
Given the game more QA time, as a couple of things needed tweaking and fixing but made it into the release. The Camera does not correctly orientate on the next players egg and it is way to easy for the player to shoot off into outer space and waste precious time.
Not really a bad thing but the emergence of the self-mating feature, where you can shoot a heart and then jump in front of it to lay an egg.
This can cascade into egg powered interstella flight, which is another
bug feature, albeit a fun one.
The Ugly - Not a lot went bad with this. I kept things simple, maybe too simple but the released game is a silly bit of manic fun. I had fun making it and hope you enjoy giving it a spin.
Thanks again Ludum Dare!
I just finished my LD27 entry!!! It’s called Defense of the Zorion! You have to defend your ship from enemies by using first person shooting and strategic turret placement!! You have 10 seconds for each wave and between waves you have to run back and forth to unlock more turrets and weapons!!! I also included a ton of Easter Eggs and references to my previous LD’s
You can play the game HERE:
Happy gaming!!! I will write more later!!!
So day 2 starts and I’ve got a little bod character that hatches from an egg and a countdown timer as he only lives for 10 seconds.
Got basic movement and some basic environmental bits working but need to add mating, sfx, music, menu, scoreboard and will need some gameplay balancing.
The aim of the game is to see how many generations you can survive and maybe even thrive.
Well best get back to it!
What would be a better name for a lifeform that only lives for ten seconds?