Posts Tagged ‘web’
So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.
My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!
I am so glad the theme was one which supported a heavily constrained timeline.
Use the left and right arrow keys to avoid the blocks!
You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.
Just finished my web game, Centroid! It’s sort of a puzzle game; the objective is to find the center of mass of objects on the screen. I am not sure if it’s too easy or not. ;P
You can try it out here: http://gdriv.es/centroid
This was my second time participating in LD48. The minimalist theme was helpful since I didn’t have too much time to work over the weekend.
I look forward to playing all the great games I keep seeing posted!
Update on the game.
I’ve imported the assets that I created in Blender into Unity and created a basic, minimal scene. Added a first person camera. Some 3d assets rotate on mouse movement. Sound was added. I created this sound by tapped on my computer, then another layer of clapped, and another of slapping my face. I’m not a music person, but at least I’ve created some sound for the game.
Here’s some screenshots:
You can play this build in web browser here.
Windows users are also able to download the zipped version of the exe here.
This is early stages and I plan on working on it further tomorrow. At least its something.
This is… LD #7 for me, I think. I’ll likely be doing it with Jonnopon and a co-worker whom I managed to convert to the cause, but we’ll see.
Syntactic Sugar Studio (my studio) has been pretty busy with a major commission, so this weekend may end up being too busy for us. Again, we’ll see, but we’re planning on doing our best!
- FL Studio 10
That’s right, HTML5 devs up in here! Good luck to you all!
Ok, here it is!
Sorry for the very few words, but this Ludum Dare drained all my energy. Doing a game in 72h is obviously too much for me.
The idea of our game was “System Shock reversed” – you play a space station computer which gained self-awareness and now tries to get control of the whole station …
This was my very first Ludem Dare and also my very first original game!
Read my detailed postmortem to see how a novice approaches game development for the first time. I’d love to get real feedback and advice from some of you more experienced developers. Thank you Ludem Dare for pushing me to finally do something I’ve wanted to do for a very long time.
I guess it’s time for me to do a postmortem of sorts (Tho I’m still working on the game at this point, but I should be able to wrap it up this weekend, you can check the compo and WIP post compo version at my entry page)
First of all, I would like to say that this has been a great experience, and I want to thank everyone for making it possible. So thanks everyone that participated, to the organizers that somehow managed to keep this afloat during the server situation, Adam Atomic for his awesome awesome Flixel Framework, and special thanks to Dogbomb for his terrific “65 Indie Games in 10(ish) Minutes” review, and to Oujevipo for his series of Ludum Dare game reviews.
So without further delays, a screenshot and then The Bad, The Good and a Desition:
Actually nothing went bad at all, I wish I had more time during the compo, but I had to attend a meeting on saturday that ate half of the day (I coded through half of it anyway, while nodding hehe), and the compo theme is announced right around the time I’m falling asleep (I’ve learnt that it’s better if I read it, then scribble down some notes and go to bed, instead of working through the night like I attempted last time).
There’s just too many good stuff so i’ll break it up.
I loved the theme the moment I read it. I had been thinking about non-combat, non-pewpewpew games for a couple of weeks before the compo, and what better theme than Escape to approach indirect conflict? I felt it was perfect.
Flash Develop and Flixel are rock solid, I can’t explain how comfortable I feel with this combination.
GXSCC, usually frowned upon by the chiptune community, allowed me to achieve the sound I wanted without needing to learn the many layers of complexity found in a Mod tracker, so I only needed to borrow a friend’s Oxygen midi keyboard and I was set for music.
SFXR and Audacity for sound effects did the trick (plus some coding that make my game sound like it had lots of different samples, yet it only has 5 samples per kind of sound, that are layered and played at different intervals when triggered).
ASESPRITE, for graphics. While not great, it certainly delivered (except the newspaper cover that got made in GIMP because I had no time to dither the gradient by hand).
Pixel Bender Toolkit, my only gamble as I had never used it before, was really simple to develop and implement, really happy with it, gonna look into number crunching with it for my next game.
1- Brainstorm, watch references.
2- Write down the concept.
4- Write a Schedule.
5- Map input.
6- Create a Screenflow Chart.
This took about 4 hours. Screw Excel, Project, Qubity, Wikis, etc… Notebooks, Post Its, napkins and my cellphone alarm clock work just as good, or way better. For this part I took the keynote as some sort of divine commandment and followed the pro style advice to the letter.
After that, I jumped into developing the screen flow, slide presentation style, then jumped into the game logic, and the rest is history.
I really love making games, I really do. Ludum Dare helped me confirm my gut feeling. I love every aspect of it: The designing, the planning, the coding, the art and sound creation, the polishing, EVERYTHING.
I’m already on the path to make this my livelihood, I’m on the process of getting a game design diploma since earlier this year, and because of that I was thinking about throwing my CV around different companies once I got my portfolio finished (I’m a pretty competent 3d modeler). But the thing is that I don’t want to be another over specialized cog in the machine, pushing vertices or voxels around from 9 to 7, realizing other people’s vision.
I’ve attempted to collaborate with other people on game projects, and I’ve failed every single time, vision and consensus do not mix. I got tired of people telling me “no we can’t do that because it’s too hard”, I got tired of people telling me “that’s not the current market trend”, I got tired of ideas dilluting into homeopathic levels to please everyone, and maybe the problem IS ME, but who cares, if I can’t work in groups, what’s wrong with that?
I just got to try and do it on my own. So starting tomorrow I’m gonna go fulltime Indie, and I’m flying Solo!
http://dl.dropbox.com/u/5227720/HTML5/grid.html as basecode.
I may give up half-way through and make it with Ruby instead. If so, I’ll be using Ruby(duh) and Chingu/Gosu.