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…
Since the post about my greatest weakness, I’ve started a new project I thought I would never finish. I just called it “Parkour Project” because the main thing I was trying to implement was climbing and free-running. However, all my story ideas would’ve taken 5 years to implement. (Some stuff about un-corrupting a futuristic city with hovercraft)
So half-way through, I thought I should do the folks down at Ludum Dare some justice, and decided to do Isolated Assault 2. However, that meant I had to make everything from scratch again, because my current “Parkour Project” was using a completely different character set up. It took a long time, but I finished the character controls and improved the enemy AI and sounds.
The demo is now complete (the first 2 levels… I’m working on the others right now)
I’ll explain the rest in the FAQ, but why don’t you read it while the demo is downloading? :3
Will there be music like what we heard in Isolated Assault?
Yes! The traditional looping music track over the entire level is back, but I’ll also be including a new music system that plays certain tracks based on character situation and position. The original Isolated Assault track has been remastered and put into the first level. I will be mixing in orchestra sounding tracks with dubstep tracks (what I’m used to). This has been a fun new experience writing music in a new style, and also it’s interesting mixing in dubstep and orchestra to make one awesome music-packed game!
What’s this whole battle arena about?
The battle arena has changed since the build of the demo (sorry) and is currently under heavy development. I’m adding music, new spawn codes, and enhanced weapons, so be ready for the next demo!
When will the full game be complete?
Well considering I’m only on level 3 right now, and considering there’s going to be more than one chapter and a cool new story to implement… NOT SOON… However, new demo versions will be constantly built and I will constantly keep you guys updated on Ludum Dare and Unity Forums. I’m not actually sure if I should let you see more than the first chapter before it’s done… give me a comment and I’ll see what I can do. Certainly an idea I have is that as I make the levels, I release the demo versions, so you can play it as its being made. (The continue button should work with multiple versions of the game)
Will the final game cost money?
Probably not. Most likely not. If this game gets on Steam (see below) they might recommend I make it cost money. But I don’t really want to do that because I owe you guys something, and making money is not important.
What’s your favorite changes from the original Isolated Assault?
EVERYTHING! Mostly the cinematic scenes though. It’s cool to match music up to voice and animations, so hopefully the taste of cinematics you get in the demo will be extended!
What are the controls and stuff?
Information like that can be found in the README file. (And also the credits)
Thank you all for supporting the original, and thanks for helping make a great LD that got this series started. Yep, I said “series”! I was sort of hoping to get the final version on Steam, but I have no clue what they’re looking for and the submission page looks very… professional. Any ideas? Do you think I should just submit and see what happens?
Anyways, any other questions can be asked in the comments, and be sure to stay tuned for updates!
Thanks Ludum Dare! <3
So I have been busy adding new features and playing around with voxels, in the aftermath since my Ludum Dare game, when I initially created the voxel engine for my entry.
(My Ludum Dare 23 Entry)
I have just added support for dynamically loading and unloading chunks and also a simple fog renderer so that load popping in the distance is somewhat hidden from the player. Started using noise functionality to generate a nice flowing landscape but I need to play around with noise a bit more and get used to terrain generation before I make anything look good. (Mountains & caves! :P)
I am thinking of doing a series on creating a voxel engine and maybe posting a step by step guide/tutorial about voxel techniques to the LD site so that others might be interested in also playing around with voxels and cube worlds.
This always ends up happening to me the further into development I get and the more gamey that my creations become. I usually find that I end up just playing around with what I have made and experimenting with stuff in-game much more than writing more code. lol
Does anyone else notice this with themselves or have a similar problem when making games or writing code?
Also, I find that the more sandboxey or open world or experimental the thing I am creating is, the more I tend to play around with it. The second I implement any kind of 3D physics into whatever I am creating I turn into a 12 year old boy and just spend hours and hours messing around with what I have created and being fascinated with what you can do with physics…
I made a 3D physics engine for my final dissertation during my masters course and I swear I could have coded about double what I finally ended up with, if I hadn’t spent so *many*, *many* long hours into the early morning just playing around with different physics properties and making fun stuff happen in my engine…
I guess that’s one of the problems with coding stuff/games that you truly want to, you end up making the thing you want to play so much, that you just end up playing it half the time!
It’s been a couple of weeks now since Ludum Dare 23 and I wonder what everyone has been up to… I know a lot of people have been updating and improving their games that they entered into LD23 and that is great! It’s super awesome to see people actively keeping up the interest in their game development.
I thought long and hard about what I should do with my entry, post-LD, and finally came to the conclusion that I wouldn’t directly be making modifications to my game or adding stuff/making it better. Since I didn’t really have a grand design plan for my game as I was creating it and most of the gameplay ideas came about quite abruptly during the 2nd day, I decided to let it stand as it is and move onto other things.
So…. I have been spending the time since the competition making my voxel engine even better!!
I have been doing a lot of the core voxel engine related programming that I didn’t get a chance to do while I rushed to get something playable during LD:
- Octree support
- Rendering optimizations
- Player movement
- *Proper* collision detection
- Loading/unloading scenes
- Editor ^_^
- Terrain generation
I am going to be keeping a dev vlog diary of progress I make and uploading a daily video of features to my YouTube channel:
If anyone wants to keep track of my progress, or see my videos on general game development, and if you like my YouTube channel then feel free to subscribe, I have lots of cool gamedev stuff planned and could really do with more subscribers.
I’ve also been thinking also that I might make a public release of my voxel engine (with all the improvements), if anyone would be interested in that…? I am probably going to be using it to make something for the next LD competition, but I haven’t fully committed to that yet, we shall see how things go.
Anyway, it’s so nice to see all the activity from the Ludum Dare community still going.
I spent the day “working” on my warm-up MiniLD32. I have the general design done, it’s a sort of gopher smash on the head game, except you are on a float throwing beads and doubloons at people in the crowd instead on hitting them on the head. I was going to use Orthello2D with Unity but after some hair pulling figure out it hasn’t been update to 3.5. Then, I started figuring out how 2D Toolkit worked, but it dawned on me an hour or so in that I couldn’t use that in a Ludum Dare because I can’t share all the code. So, then I started floundering around trying to get some basic things working a la from scratch. After Google-ing some problem I ended up watching 3 hours of YouTube Unity tutorials. So, a most successful warm-up so far, as long as you think of warm-ups as making all the mistakes you can’t afford to during the actual Ludum Dare. I’m headed to bed now, but I could still have something playable by the end of the day tomorrow, stress on the could.