Posts Tagged ‘update’
So its coming to the end of Sunday and I’ve “completed” my entry for mini #48 Fawkes Conspiracy.
Well, not sure how I feel. Coming in to this I knew I wouldn’t get much time, and I probably only got about 10 to 15 hours of total work when I started a little earlier on Friday afternoon. I feel like I’ve cobbled together something mildly fun for a minute or two, but felt like I could have done a lot better.
Anyway, we’ll see what people’s comments are over the next few hours and days!
Meddling Little Wizards – a game where you play a dark wizard lord trying to keep his conspiracies private from a school of little annoying wizard students – is coming along. Although not a quickly as I thought.
This is the first time I’m doing a timelapse video as well and the first benefit of that is I know exactly how much time I spent programming. I knew I wasn’t going to be able to program continuously so I started on Thursday (I hope this is OK even if I stretched the rules a bit there).
So far I’ve put in 12 hours, which is quite a lot more than I would have guessed. Time flies when you’re having fun
Also, I’m using GitHub this time: https://github.com/Udo/MiniLD48
I have no idea what I’m doing! But I’m still having a good time.
My minild 48 game so far:
Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.
More details at the link above.
retweet this: https://twitter.com/Sol_HSA/status/412824692672589825
EDIT: due to request..
So, I just realized that I can’t enter two entry (compo and jam) from one account. (My previous personal account is turnA)
We decided to create a new team account and upload our games here
By the way, this is our update. Will upload our Jam entry soon!
I just realized I haven’t posted an update on the site yet!
I’m making a 2-player co-op fire-fighting game. Fire monsters appear and set trees on fire, and you can spray foam on everything! What could be more fun?
Here’s the title screen:
Not all the art is in the game, and I also have to add sound effects, actually save highscores, and do more playtesting. I’m glad I’m doing the jam this time! It’s been a good experience.
There is power failure in your company and it’s completly dark.
You can’t see anything..
If only You had little light..
Oh yeah nice to be addicted to cigarets.. you got the lighter.
A good chance to kick some assholes from your job without being noticed..
Yeah.. let’s see what’s up in testers room..
I have used Unity before, but not for anything like what I’m trying to make for Ludum Dare this time.
At the end of day two, (2 am, guess I should sleep) I have a mostly working game. Scoring, a goal, enemies, etc. Most of tomorrow will be polishing, start screen, maybe additional levels.
All in all, like always, it’s been a blast so far. Look forward to seeing how much I can get done before 6 pm tomorrow.
And so I present the sample level from my game, “You only get one cookie”.
My game is the epic story of one child, parents who want him to go to bed and an endless pile of cookies. A No Kill stealth game of cookie thievery.
Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted
The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)
You can check them out here:
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?
Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).
I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).
Take a look at the boss graphics evolution:
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!
Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!
We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!
Ludum Dare 27 has been my first ever Ludum Dare competition.
I was not sure of what was going to happen, if I were capable of finishing a game in under 48 hours, if I would have felt stressed or relaxed, et cetera.
For the competition, I decided to use C++11, SFML, and my own framework, SSV, which is free, open-source, and always looking for contributions/critique.
My development environment was Arch Linux x64, using QTCreator as my IDE, and Sublime Text 3 as my text editor.
The development machine uses an Intel Core i7 processor, NVidia GTX275 and 10GB of DDR3 RAM.
My goal was producing a game that was worth playing in under 48 hours, with native Win32 and native GNU/Linux x86 binaries.
I’m very happy to have reached that goal, and I’d like to share my thoughts about the whole development process.
I worked on the game for about 30-32 hours. I slept, worked on a video for a friend’s birthday, and relaxed for 1-2 hours (played some Spelunky and browsed the internet).
The first thing that surprised me is that I felt constantly stressed. I do not know if everyone feels like this, but I couldn’t stop thinking about the deadline, about the end result.
I have to say that, as far as personal feelings go, I didn’t dislike the 48-hour deadline development process, but I didn’t find it fun either.
However, after finishing, I felt a great sense of satisfaction and reward, which kind of made up for the stressful coding hours.
The second thing that surprised me is that my framework, the SSV framework, was up for the task of creating a game from scratch.
It literally took less than an hour to get a prototype where I could walk around.
A big effort in SSV was put into development of SSVSCollision, a header-only pseudo-physics library intended for retro-style games.
It handles collisions very differently from all other engines out there, and, while not suitable for realistic physics simulations, it is great for retro-style games, where physical bodies do not interact much with each other, but have infinite stability and very precise collision resolution. Here’s a video of it’s performance.
It also lacks all sort of issues that would arise with a realistic physics engine, such as the common error where bodies get stuck between tiles in tile-based worlds.
Anyway, I also created a player sprite, which I had to divide in two parts (arms and body) to avoid repeating unnecessary frames. I used Pinta for the task, a Paint.NET clone for GNU/Linux.
I’m not an artist, and that is obvious by looking at the poor end result of the player sprite. I used the same tool to create all other graphics in-game.
I dealt with sounds by using sfxr, the free, open-source sound generator advertised on the LD website itself.
For music, I used LMMS, a GNU/Linux production software with an UI similar to Fruity Loops. I’m not a musician either, so the end result was poor here too.
The game concept was actually created after the prototype version. I had no idea what I was going to make. I just made stuff and tested stuff.
Then I had the idea of this cool throwing mechanic, where suddenly turning your character would increase the force of the throw.
This is where stuff started getting interesting. I had to deal with my peculiar physics engine in order to allow the player to grab/throw/release blocks.
It went pretty smoothly.
This is what the first grabbing prototype looked like. I also had added the number on the crates but had no idea how to use those yet.
I also had no idea how to use the crates yet.
Then I combined the throwing concept/mechanic with a time-based constraint (10 seconds theme), and had the idea to make the game into a reflex-based, time-based puzzle platformer.
I designed some game elements and threw some test levels together. But I didn’t have time to create a level editor, or to write a JSON level specification. So what did I do?
Tab based in-code level editing. Dear god.
Yep, I used tabs, newlines and spacing to re-create the structure of the level in the IDE itself, so that I could have a rough idea of where I was placing elements.
After making some levels, I created a menu screen, which was very easy thanks to the SSVMenuSystem module of the SSV framework. And that’s pretty much it.
There is a problem with level 5, which is almost impossible because I forgot a game element. But it is actually possible, even if insanely hard.
I’ll judge the game myself, now:
Innovation: I’d say the game is not unoriginal. The turn-based/jump-based throwing mechanic is pretty fun to use, and the game elements, while simple on their own, can be combined to create some interesting puzzles.
Fun: This is a very subjective point. The game is not easy, and can be very frustrating at times. Honestly, I find hardcore games pretty fun – I enjoyed playing my game, even if trying the fifth level for one-hundred times got frustrating quickly.
Theme: My interpretation of the theme is not very original, but I think the 10-seconds constraint that resets works well here.
Graphics: I’m not an artist, and it really shows. The sprites are of poor quality. I tried to redeem myself by creating variations of tiles that appear randomly and maintaining a simple flat look for the game.
Audio: Sfxr is a godsend. I love retro sound effects, and they work well here, I think. Music, on the other hand, is not catchy or memorable, and it’s just a simple loop. It was my first time ever producing music. Here I tried to redeem myself by adding a no-sound and a no-music option to the main menu.
Mood: I tried to create a simple story/world around the game. Basically, you’re working for this company, 10corp, in a futuristic (I guess) setting where getting a job is very hard. In order to survive, you have to work for this company, even if they terminate slow workers to maximize their profits. I used in-game messages (broadcasts from 10corp) to give the feeling of the player being observed and judged during its tasks.
Overall: Overall, I am satisfied with the end result. I’m still not sure if the game is worth improving, but as a less-than-48-hour product, I’m happy with how it came out.
I really hope you enjoyed my entry and this postmortem. Thanks for reading!