Posts Tagged ‘youtube’
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
Wow, it’s been a while since I’ve done any video editing before. In any case, here’s a quick trailer I made for The Sentient Cube.
22 days into October challenge, and here is an update on the current version of Vox. Version v0.19 has just been released on Desura and IndieDB, so I thought I would share a post on here to list some of the new features and updates to Vox.
Here are the newest features:
- More Enemies in the world.
- Flying enemies.
- Skeleton archers shoot you from a distance.
- Skelebobs chase you and try to kill your with their deadly swords.
- King Slime boss spawns when you kill too many of his little slime buddies.
- Interactable NPCs.
- NPC movement behaviours – waypoints, world navigation and player follow.
- Questing system.
- Treasure chests.
- Particle editor in the game.
- Particle effects can be added to character parts. i.e head, body, feet, etc.
- particle effects can be added to created weapons and items.
- Undo feature added to creation mode.
- Much better character creation screen in front-end menu.
- Ore deposits that can be mined for ore.
- Collectable items (hearts, coins, ore).
- Damage text popups.
- Improved HUD graphics.
- Experience bar and leveling up.
- Gradient background and better sky rendering.
- Better intro animation.
- New custom frontend music and game music.
- Smoother mouse controls.
- X360 gamepad support.
Here are some recent videos demonstrating new gameplay:
There is a free version to download and test and I would really appreciate it if people would be willing to try this and maybe provide some feedback. As always I am really curious to hear peoples opinions and suggestions. I really like player feedback and love to hear what people’s opinions are (Unless of course they are just the 500th person to state that Vox looks similar to Minecraft or CW :P).
So I may have jumped the gun a little for the October challenge as I posted my game Vox to Desura a couple of weeks ago and it is already selling and making money…
It is hard for me to believe that I started working on Vox as an entry into a Ludum Dare competition only a few months ago and it seems to have come along so far since then, I am really glad that I got involved in Ludum Dare and I dont think I would have ever made a complete game, that is selling for actual money, without getting involved in LD.
I will continue to use the October challenge time to further gain more insight and knowledge into the business side of making games and use it to learn about different ways to market and monetise a game… and use the challenge as an opportunity to do that side of development, since I am a programmer and my knowledge of such business is limited.
I am also constantly improving and adding new stuff to Vox, (since it is still in pre-alpha stage) so this will take up lots of time too.
I can offer advice for other people wanting to use the Desura publishing route to publish and sell your game as the process was fairly easy for me and it seems the Desura guys really want to create a system where it is easy to sell your indie game.
Good luck guys!
Just wanted to let you know that I have put Vox on the Steam Greenlight process.
What was originally started as an entry into the Ludum Dare competition a number of months ago, during the april competition, is now being made into a full ambitious game!
Would really appreciate it if you could visit the game page and hopefully show your support (favorite and rate up) and this would make me very very happy indeed, and I would be forever indebted to you!
As always if you want to follow my voxel engine tutorials or articles, they can still be found at the site:
I am happy to hear any feedback you guys have, or answer any questions you might want to ask.
I have organised my channel on youtube so you can find everything easier – I hope. Check it out!
Also I have started a review series where I try to review 5 games a day. Critics are based on my personal experience during gameplay and can be either bad or good! I review everyones game who rated mine and I also read the developement journal and rate. However I’ll not tell you how I rated and can be different from what you think by watching the video as rates can be changed and my opinion too.
Here is the first video, don’t forget to subscribe for more!
Find the video of v0.2 on YouTube: http://youtu.be/-hzI1prmSVs
- the player´s character (a green virus! what surprise!) is now animated.
- the player can rotate/turn the camera left and right.
- some red enemies rotate and wait for the player to shoot them.
- at the far end of the level there is an exit waiting.
To do stuff:
- Camera moves out of the level walls – ugly, must fix!
- Enemies want to shoot player badly. Must implement this.
- Maybe some health bar for the virus? (Do viruses in reality have … health?! Wondering….)
- Dead enemies must drop “source code artifacts” -> for feeding the virus, so that it can evolve / mutate / grow / level up
- Some UI for main menu etc (think I will use generic Unity-GUI – ugly, but times running out)
- Some funny background story.
- More levels.
- UI for choosing the power-ups of the morphed virus.
- Now: empty the bottle of beer, then sleep a little.
Screenie of “Morph, Virus, Morph!” v0.2
Well, apparently YouTube doesn’t want minors using Hangouts on Air any more (I’m 16). That’s nice of them.
On the other side of things, two hours into the competition, I’m up (4am here :D)
Gonna start drafting ideas and see what crazy things come out.
Here are a few videos I put together showing progress of my game Vox…
This is a direct continuation of the voxel engine/game that I made for Ludum Dare #23.
Hope you like… feel free to ask me any questions or comments yo might have?
So I recently added water to my voxel engine and have been playing around with it…. one thing I have found out is that water is sooo much fun to code, it’s tricky to get a decent simulation and hard to get something that is stable and looks nice, but once you make something you are pleased with, you just wanna play around with it so much!
At this rate I might have a full voxel engine ready by the time the next LD competition drops… be able to spend the full 48 hours on actual gameplay and making a game to suit the theme…. that should be fun.
Here is the link to my article/guide/tutorial site for voxel engine resources:
Starting to add more and more functionality to my voxel engine and it is starting the slow evolution into a game, with fun elements. I’m still aiming for daily videos showing progress and hopefully each one showing a new feature or something cool.
My guide/tutorial site is taking shape, but I am still coding lots and lots and finding it hard to put a massive amount of time into writing articles. More will come with time though…
I have some questions for the community and gamers.
- What sort of creating tools would you like to see in a voxel sandbox game?
- Do you think it would be good to offer a library of common objects that the player can import/export to re-use as they are creating?
- What parts of a game would you like to customize (and share with others)? Your character model, weapons, items, NPCs, quests, particle effects, world regions?
Also anyone who has played Minecraft (or other sandbox games) can probably help me by answering a couple of questions below:
- During the creative parts of the game, i.e crafting, building, customizing… do you prefer to still be emersed in the game while in this mode or do you prefer a more abstract tool/interface? For example when crafting or building in minecraft you still have to walk around as the player, rather than having a fly around ‘god-mode’ when you can craft/build with a mouse pointer.
- Is there anything frustrating about collaborative creating, Do you wish you had more control over allowing others to modify what you create, tools for information exchange?
- How much do you think a sandbox game should be released with actual story content? i.e should the game already have a main quest, completion goal, or just be totally open?
Been working away on my Voxel engine that I first created during the last Ludum Dare and just created an SSAO shader (As per requested by Vigrid) and I am so pleased with it, I wanted to show it off and also show my general progress…
I have put up some more videos on YouTube too:
Please checkout my channel.
Also people have been asking for guides and tutorials, I am in the process of making these and posting them here: https://sites.google.com/site/letsmakeavoxelengine/home so if anyone wants to learn about making a voxel engine, or even follow in my footsteps, I am documenting my steps there…