LD25 December 14–17, 2012

Post-Mortem / Timing Breakdown

Hi everyone!

I thought I’d write a bit of a post-mortem for my game, Thievery, but in doing so decided on something a bit different.  From my git logs for the game, I have a reasonable record of what happened when (and can take a fair guess at the rest), and thought I’d post it to see if it’s of interest.  The stats at the end were interesting for me (:

My game is about helping a thief sneak around and steal gold from houses and pickpocket guards, while avoiding capture by the guards and guard dogs.  Note that the times listed below include a fair bit of time spent on “art” – it was definitely programmer art, so nothing too impressive, but it still took time (:

Saturday December 15

02:00 Theme announced; I'd decided to sleep through and find out in the morning
 08:00 Woke up; started getting ready and brainstorming at the same time
 08:30 Started work on Thievery
 09:08 Got a basic loop running, with newly-created background and placeholder player sprite
 10:15 Added player movement
 12:53 Added dagger shooting, after spend ages on sprite rotation
 13:18 Finished lunch
 14:13 Put guard & thief images in
 14:46 Can now shoot guards with daggers, using rectangle collisions
 14:57 Limited player movement to the screen dimensions
 15:45 Back from 45 mins jogging
 16:39 Added basic stats, plus dying animations for characters
 16:49 Added damage animation
 18:51 Added houses
 19:20 Wrote some basic level loading code
 19:40 Finished dinner
 20:31 Fixed rectangle collisions (for daggers/houses, etc)
 20:58 Added circle collisions (for living/moving things)
 21:46 Added chests
 23:54 Added looting
 00:30 Guards now chase the player when seen
 00:56 Guards now hit the player when in range
 01:10 Now reports player death, and forces restarting
 02:13 Added guard patrol routes

Sunday December 16

08:00 Woke up
 08:30 Back to work
 10:03 Guards now move around obstacles, instead of getting stuck
 10:23 Added pausing
 11:07 Guards now can't see through houses
 12:39 Added basic events system and character chatter
 13:40 Back from an hour at the gym
 14:00 Finished lunch
 15:48 Added more events with chatter, and a win screen
 16:48 Added guard vision cones
 18:00 Back from meeting friends for 45 minutes
 18:20 Guard vision cones now turn red when chasing
 19:32 Added better level data
 19:50 Guards can now only see forwards
 20:00 Finished dinner
 21:09 Added intro screen
 21:15 Guards can now see at 90 degrees at close range
 22:09 Added guard dogs
 22:35 Added Pickpocketing
 00:07 Added sounds, including triggering from events
 00:49 Added music - main and win screen
 01:30 Windows build fixes: paths, extra keys
 01:49 Added guard alerts
 01:58 Submitted Linux version
 02:00 Deadline for development (start of submission hour)
 02:06 Submitted Windows version

Overall totals:

  • Programming: 25 hrs 30 min
  • Art: 3 hrs 45 min
  • Level and other content design: 1 hr 35 min
  • Sounds: 45 min
  • Music: 30 min
  • Breaks, etc: 4 hrs 30 min
  • Sleep: 11 hrs 45 min (+2 hours before LD25 started)

Final points

  • Most fun thing to put in: guard and thief chatter (I couldn’t be too inventive given my tiredness, but it was still satisfying)
  • Next thing I would’ve done if I had time: given the player a way to hide from guards to get away
  • Thing to do for next time: get better at art (;
  • Thing that I wasted the most time on: sprite rotations (got confused about centre-relative vs corner-relative, rotation angles and units, etc)

I had a great time creating this game.  I’m glad that many of you have had a play and enjoyed it, and hope you all enjoyed yourselves making your own games as well (:  Good luck to all in the voting!

thievery6

Tags: postmortem

Build-a-Bandit Post Mortem

This was my first Ludum Dare, and I had an absolute blast. I’m already looking forward to the next one!
buildabandit_title

My entry was Build-a-Bandit, a Wild-West duel simulator game where you create a bandit with very stereotypical villain features and then send him to duel the sheriff and take money from the banks in the towns you visit. By adjusting attributes like how twirlable your mustache, and how tall your hat is, you also affect how your bandit fights.

Every slider corresponds to a relationship between two stats that I left ambiguous to encourage playing around. Going to one extreme or the other will rob you of the benefits of the other stat, making choosing your bandit dependent on the player’s preferred style. Do you balance your bandit in the middle, or make him a huge tank? The three scales (hat, mustache and eyes) are Firing Speed/Defense, Accuracy/Power, and Dodge Rate/Critical Rate respectively. Tweaking the hat size has the most noticeable effects, but all three play a huge role in behind-the-scenes numbers.

I surprised myself with how Build-a-Bandit turned out. I’m very happy with the final product. There are a ton of flaws, featureless gaps and things I wish I could have done, but I get the feeling most people can rattle off lists of should-haves after a timed event like this. I’d never made a game to a state this complete before, even accounting for the missing stuff, and while I was making Build-a-Bandit, I got to enter that coveted Flow State, where you’re so absorbed in the work that everything comes together with no distractions. Little problems that needed solving, I was able to solve without a lot of conscious thought, even though I might have trouble explaining why I came to the solutions I did. For me, that feeling was the biggest reward of Ludum Dare 25.

Other things that went right:

  • The Graphics: I’d never sprited anything in my life before this, but the wonderful ASEPRITE made it a breeze. A game with the concept of “create a fighting bandit using outlandish physical villain stereotypes instead of stats like Attack and Defense” needs to be able to sell that idea with the graphics, and I seem to have succeeded. A lot of comments rolling in are about how excited people were to make big mustaches and squinty eyes. My biggest regret for the entire project is not being able to implement comically tall hat sizes in the graphics as well. One commenter remarked that it was “tragic” that a towering hat didn’t translate to epic tallness in the duel, and I agree wholeheartedly. If I could fix one thing, it would be that.
  • Bug-free: I can’t know for sure, but from my testing and the lack of mention of bugs or crashes from commenters, I think Build-a-Bandit is clean. I made sure to test multiple restarts, game over conditions, graphical quirks, etc., and if Build-a-Bandit were a ship, I think it’d be seaworthy. Did this come at the expense of some features? You bet. But after being frustrated with only being able to rate about one entry in four that I try to rate due to bugs, crashes and missing packages, I do take pride in the fact that there have been no reported problems to date with BaB.


What I’d love to include in a post-compo version:

  • Hat tallness: As mentioned above, having one out of three physical traits not reflected in the duel graphics is a huge deficiency. The sad part is that this wouldn’t have taken much time to fix, and I probably would have if not for last-minute setbacks. I was originally going to do bandit body-size instead, but early in my spriting I realized that drawing different bodies and making the sprites line up would take far too much time. I switched to hat size to make things simpler, but never got around to going back and fixing the duel graphics.
  • Better visual feedback: It’s hard to get too into the character-building puzzle aspect if it’s not obvious what every aspect does. Given more time, I’d have loved to make miss, critical and dodge notifications on screen, and a dialogue box that showed what happened the last five shots or so. It would have been easier for players to grasp how the physical features are related, and would have given them a greater sense of control over the duel. I would have also liked to also make a screen where you could view the next sheriff’s stats, so try and anticipate what kind of bandit to make best suited for killing him.
  • Better balance: When the crux of the game’s fun is building just the right character to take on a carefully constructed enemy, you have to create just the right level of difficulty and a variety of challenges to give meaning to building many different types of bandits. What I managed to cobble together on the first day is far from terrible, and fine tuning this type of balance takes more time and playtesting than what’s possible in 48 hours, but this is the meat of the game, and if I decide to come back and polish the game, balancing the game to keep the player interested is a priority.
  • Naming your bandit: It’s a small thing, but I’d love to add a little box for naming your bandit. This was a feature I gladly cut for time, but it would add a little extra personalization to the bandits. As it is, the standard name for the bandit is “Crudely Knifeslash,” a play on “Snidely Whiplash.”
  • Minor graphical touches: The duel backgrounds would be nicer with more buildings, and if they were randomized or different for each town. I noticed that I didn’t add the sun. The death sprites are laughably bad and the work of two minutes as I rushed to put together something, anything. Maybe a woody texture for the backgrounds of the menus where the dark browns are, and an old paper texture for the lighter menus boxes. Different sheriff features and colors would be nice too.

What went wrong:
Only one big thing went wrong, but it almost caused me to miss the deadline, and I was late for work. I tried Py2exe and Pyinstaller to package Build-a-Bandit, and they both failed to work, hanging up or producing unplayable .exes or not including essential packages. From what I’ve read, other people have experienced same problem trying to package applications built with Pygame. I wasted 90 minutes on that garbage. Then I found a recommendation for cx-freeze, downloaded and ran it, and it was like the heavens opened and choirs of angels sang hallelujahs. No errors, no weird dialogue boxes or incomplete dist folders or anything, just an exe and all my assets that worked immediately.

All in all, I had a great time and I’m pleased that I managed to finish a game on my first try at Ludum Dare. Looking forward to the next one with you all!

The Launch: Post Mortem

We have published a port mortem for our jam entry, “The Launch” on our Dev blog.
Read it here
Includes unseen screenshots of the intended UI.

Additionally, we are working on a post-compo version.

Bad Puppy news: OS X build now available

@xbelanch was kind enough to produce an OS X build of my LD25 game, Bad Puppy, so you can now play the game if you’re a Mac user.

Play Bad Puppy – Now on OS X!

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10473

I am not sure whether the build he produced was the compo version or the post-compo, as I am unable to play it myself due to lack of Mac. Easiest way to tell is if the people in the game are all male and have green sweaters, it is the compo build.

The OS X build is not up on the main site yet, so for now please obtain it from the Mirror link.

Enjoy!

Tags: Bad Puppy, Chris Sanyk, csanyk, ld25, OS X

Hyperlinks being stripped from LD blog posts?

I can’t put a hyperlink into a blog post anymore.  If I try to, when I publish/update the link gets stripped out.  Lame.

What gives, admins? Are hyperlinks malicious now?

Tags: admin, hyperlink

Comments

Sestren
31. Dec 2012 · 16:22 UTC
I had that problem with my most recent post, as well. I don’t precisely know what I did that caused it (or what I did to fix it), but it seemed like editing the HTML directly when adding in the links worked okay. Going back in and editing it stripped the links on occasion, but not consistently that I could tell.

I Joined the 200 Club

Must be that time of year! My aim is 256 rated games for obvious reasons, but not sure if I will make it.

There are oliebollen to be had tonight. Happy 2013 everyone!

In the mean time, rate some more games and join the 200 club as well! You get a free goat!

Ludum Dare Postmortem

I’ve been busy with a couple things, but one thing I’ve been notably busy with was participating in Ludum Dare, or at least attempt to. As it being my first time participating in such a competition, I didn’t expect any sort of award coming to me, let alone even get anything done. But at least I was able to get a first-hand experience on what it was like to work on the dream that I hold close to me.

Sadly, it never reached completion.

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(To note: The graphics are smaller because the engine we used re-sized them. There is a goat because, well, that was also somewhat part of the theme.)

After realizing that we would not make the LD deadline, my partner and I decided to make this a full fledged game, so that it wouldn’t go to waste. Sadly, my partner himself seems to have vanished from the face of the Earth, so instead, I will take a moment to talk about what this game was meant to be, and only stew in it’s nostalgia on what could have been.

The game itself was meant to have a rather simple and unelaborative plot for the sake of simplicity: it was never meant to be complicated because conceptually, it was meant to be a rather mindless game. You are a super-soldier created by the military only to go rogue due to going mad with power. You are hellbent on destroying the very militia that created you, as they unleash their full force upon you.

As the protagonist (the super-soldier who was dubbed Project O, or just plain O) you can fly, punch, and charge up to shoot beams of energy, killing people recklessly. Naturally, the military would fight back: Foot-soldiers wielding a variety of weapons, armed helicopters that would drop more forces, tanks, and more.

This version is only a very bare bones version of what was meant to be due to my partner disappearing, having not heard from him for weeks on end. On the day he left he had linked me a defunct link of what was supposedly the latest version of what we were working on (which lead to a 404 page) and after he said he’d only be gone for the day, proceeded to never be seen again.

I’m posting this in the event my content may have been blatantly stolen and that I may have been cheated out of giving ideas and content to someone I trusted. I do not wish to assume this, and I can only hope this is not the case, but sadly, I wish to take precaution.

Feel free to use these graphics so long as you give credit.

Happy New Year!

wooooo! Looking forward to what  2013 brings :)  (aside from more LD’s!)

Keep building games all!

Comments

LTyrosine
01. Jan 2013 · 06:18 UTC
Happy 2013 and +3 LDs

Evil Cat Post-mortem

This is the third consecutive Ludum Dare where I have participated and Evil Cat is easily my best entry so far. When I started coding I was not very confident that I could end up having something good but after the first day everything started to fit well together and turned out into a nice game. Check it out!

screenshot04

What went right

Box2D

It took a while (a whole morning) to decide the game I would do for this Ludum Dare. You are the Villain theme can be easily adapted to many videogame ideas just chaning good guys for bad guys, but I wanted something that suited the theme more naturally. I had two ideas in mind, one was doing some kind of Dungeon Keeper and the other was a game with a evil cat that wants to break alls the things in your house, well, like most of the cats use to do :). Usually I don’t like to use a physics systems without a good reason, I’m used to create simple verlet/euler integrators to have a decent physic/collision system and most games doesn’t require more than that. This way I have absolute control over the playability and fun factors of the game, one thing that I cannot assure when using a 3rd party engine. But from the beginning it was clear that I was going to require complex physics and collisions to make the game feel as realistic as it should.

physics

I started creating the game boundaries and adding some static platforms with some boxes on top. For the cat I chose a round box2D collider, but the behaviour of the cat didn’t felt right when playing, the momentum and the low friction were affecting the playability too much and later on I decided to change the collision shape of the cat to another box. This circle collision code was later on used to develop the ball you see on the game. A lot of extra time was put on setting up the right values for the objects and the cat until the result was decent.

 

Wreck-It Cat

My two cats are adorable and they are too good to be cats, really. But all cats have a sixth sense to annoy you on the most inappropriate moments and I decided to base the main character on them (they look the same, no problem to choose one). The idea of showing what the cat was thinking came up very early, it was not difficult to imagine what the cat things when they break something, feel guilty is not in their dictionary. At the end it was one of the best ideas and people seem to enjoy them quite a lot.

dialogs

One of the key features of the game is to break furniture and I hadn’t a clear idea on how to accomplish that. The tasks were two, first detect when an object must break and the other one split the object in different pieces.

The solution to detect when to break an object is not very academic but works. First I detect the collisions of the object and in case there is one the velocities of the object (both linear and angular) are used to calculate a value of damage to apply to the object. All physic objects inherit from a class named Element that takes care of these calculations in the cases the object is breakable. Each object has a robustness value that is decremented with each collision.

breaking bad

When an object is destroyed it is marked for destruction. Then, a routine generates particles based on the size of the object and transmits the physics values of the source object to the particles, adding a random factor. The particles are physic objects with a time to live and they use parts of the source bitmap as images. The graphic function that takes parts of the bitmap never worked very well, but I found myself spending too much time to code it and I chose to continue with the playability instead.

I had the breaking part done, which is quite entertaining by itself but how to turn this feature into a game didn’t come up until the second day. It was someway inspired in Katamari, you destroy small objects, you get stronger, you can destroy bigger objects, repeat until everything is destroyed. To make the cat gain weight was not an option so I went for the Cat Power skill, the more Cat Power the easier is to break things. The objective of the game changed from getting the most evilness possible to break everything in the house, a clearer objective very easy to understand.

 

Art

I’m a programmer, doing graphics is probably one of my worst skills and I got surprised when I saw some comments of people praising the graphics quality. My target was only to have simple and understandable graphics. I didn’t want to spend many time doing art but I had no other option. Each new furniture needed a new graphic and I spent a lot of time doing art compared to my previous Ludum’s. Pixel art and a childish style allowed me to work fast, anyway anything more realistic is out of reach for my skills.

cat

Level editing

How to edit the  level? how to put the furniture in the level? The first idea was going for the known solution, a tileset. But my objects had sizes and shapes so different that given the little time I had it felt like a bad idea, I would spend a lot of time setting up a tile editor for the game and then match what I have on the editor to what I see on the game. Then I aimed to do it via code, for one level it should be feasible. I have a function to put each furtinute of the game and I also have some macro functions to add the bookcases. This way I can add books easily with random size and color. I started populating the house from the bottom to the top, level by level with a trial and error approach. This way I could also hide the potential problems with the physic engine startup.

level 

What went wrong

Box2D

It had been a while since I used Box2D (2009), and I had forgotten everything so I started googling for some Box2D AS3 tutorials. As usual, the tutorials I found were from older versions of Box2D and the API had changed since them. I had to look the examples included on the Box2D package to learn something useful.

I had some objects with physics pretty fast, but then I had to program the cat, it is a different object because it’s controled by the played and you have to be very careful with with forces/impulses you apply to it because it’s very easy to lose the control of what’s happening with your main character. As expected using a physics engine was limiting the playability of the game. Changing the collider shape of the cat from a circle to a square definitely improved things, and I had to force some of the physics values of the cat object to deal with momentum. Probably not the best way to do it but what I could after a couple of hours of Box2D training.

Using Box2D in a two day project was a risk but I must say the engine is very good and it was worth using it.

 

The cursed lamplamp

Some people have had problems destroying the lamp on the top floor, I didn’t notice this while testing the game but definitely happens. The lower height of the top floor stops the lamps from rotating and it’s difficult to destroy it although possible to do with some patience or using the bed against the lamp.

 

goodcatSound

Several people have complained the lack of sound in the game. To be sincere I could have done something but nothing of quality. It was almost 2 AM, very close to the deadline  and I was too tired to find a microphone and start recording samples with my cats . And about the music, well, the only programs I know to make songs are Amiga MOD trackers. I have a library to play them on Flash, but I’m  a poor musician, sure the game is much better without my music in there.

 

Conclusions

I had a great time developing this game and overcoming the different technical difficulties. It was awesp,e to do a game with cats too!  The challenge I have for the next Ludum Dare is to release something with sound, I have to check the competition rules properly, I think using standard MOD samples should be allowed if you compose the melody. Thanks to the Ludum Dare team and everybody participating in this wonderful contest. Happy New Year!

frog.recurse(jellybean);

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Agents – Bug Fixes
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A number of people here and elsewhere who tried to play my voice-controlled Android game for LD25 were on Jellybean devices. That’s great for you guys, because Jellybean is pretty snazzy and you actually have devices running it!

BUT, it was unfortunate for me since the game totally didn’t work on them (the voice commands would not interpret at all). As such I have fixed the problems that I’ve found in Jellybean so the game is now actually playable, as you can see in the video above. The solution isn’t perfect, but it’s at least playable now.

Why do I care so much about supporting Jellybean?

All the conventional wisdom around Android development says that you have to support older OS versions at the expense of all else. Talking heads point to pie charts that show big slices of Gingerbread out there in people’s hands (nearly 50% of the total market), and tiny slices of Ice Cream Sandwich and Jellybean.

But my own download numbers for Agents?

Gingerbread : ~20%
Ice Cream Sandwich : ~22%
Jellybean : ~50%
Others : <10%

Close to fifty percent on Jellybean. Let that sink in for a moment. JB may account for less than 5% of the total devices wandering around in the wild, and maybe lots of people out there have older OS versions in their hands (like in my Droid 3), but those older device owners aren’t the ones doing the downloading.

Play Agents here

If you tried the game before, and you were on OS version 4.1.X or 4.2, and couldn’t get it to recognize your speech, give it another try.

Lessons Learned from Two Ludum Dares

This summer I participated in my first Ludum Dare, and I have to say that, as development goes, I managed to make a couple of really bad choices. Here’s a short list of what you should not do:

  1. Do not spend 30 hours making graphics assets and music.
  2. Do not make a game that relies heavily on animation, animation is the worst time-consumer.
  3. Do not use tools that you are not familiar with (in my case—RagePixel for Unity, an awesome but buggy tool that I decided to try for Ludum Dare).
  4. Do not spend hours making levels: level design is something that always takes more time than you expect.

Now, to give you an idea of what came out of this, go check out my 30-second game with lots of stuff packed into those 30 seconds, but 30 seconds nevertheless. It’s called Dissolution (screenshot is a link to Kongregate).

Now, I have learned my lessons. For my second consecutive Ludum Dare I sure as hell wasn’t going to repeat the same mistakes. Here’s my short list of conclusions regarding what you should do for a 48 hour solo game project if you want to actually complete it and maybe squeeze a few hours of sleep somewhere halfway through.

  1. Do make all things procedural. You’ve got enemies? Great, make them spawn procedurally and randomize their types. Got platforms? Generate short sequences and randomize them. Making a labyrinth game? Awesome, there’re dozens of maze generation algorithms on the web.
  2. Do make stylish graphics. Your Ludum Dare game can look good even without those shiny sprite sheets and complex 3D models. Keep your artwork as simple as possible and compensate by having nice-looking visual effects.
  3. Do make sounds and music. This is essential for correct perception of your awesome art style. What worked great for me so far is stylized graphics + more or less realistic sounds.
  4. Do design a simple game for each of the 12 themes in the final round of voting. It is a good exercise in game design, and it will help you get straight to coding once the theme is announced. Ideas are cheap, what counts is implementation.

As far as assets are concerned, you have to find a balance between sound and graphics, because you can’t make both very sophisticated, you have to prioritize. If you do all of the things suggested, you will find yourself being able to sleep a whole night and spend up to 12 hours polishing and optimizing your game, which, in turn, means that you will end up with something that feels infinitely better than most Ludum Dare games.

All those things out of the way, I give you Pineapple Dreams, my Ludum Dare 25 game about being a villain. The game features ultra-violence and was inspired by A Clockwork Orage, Drive and (you guessed it) Hotline Miami. Screenshot is clickable and leads to the game’s Kongregate page.

If you are looking for desktop versions, they also exist on the Ludum Dare page of the game. You can rate it there also if you want to :-)

Flash map editor update 0.1

Two days ago I posted a 2D map editor. Since I only used it with simple tilesets, I didn’t notice how limited it was. Well, thanks to Sestren I enhaced it some and that fixed some bugs! =D

The &quot;tileset&quot; is a 4525x3174 image

The “tileset” is a 4525×3174 image

The links are still the same. Anyway, you can find it at my blog, or download it here (right-click and . The manual is now outdated… so I won’t link it… (it’s still on the blog, though) The download version is more interesting, because you can resize the window (and every component will resize with it).

It’s now possible to navigate the palette using the arrow keys. And I noticed that most tilesets have few autotiles… so I changed and you must input now how many autotiles are on the end of your tileset.

Comments

Datw
02. Jan 2013 · 16:56 UTC
Shaman King is awesome.
Datw
02. Jan 2013 · 16:58 UTC
You should allow comments on your website. For instance, it is somewhat buggy for I have to refresh the page everytime if I wnat to see your game.

President vs Eevol – Affinities/Divergences between the Sun Shiranui comrade and me…

Hi, I’m Matteo Gagliardi, composer of the President vs Eevol sountrack.
I use a 55 pounds vintage Korg keyboard (from 1993) as my main working tool. Its only storage is a 3.5” fdd drive.
It’s mostly made of lead.
I upgraded my DAW for the first time since 2006 last week.
The total cost of my home studio doesn’t exceed 1000$ (excluding the PC).
I’m a Windows user. My DAW works only on Windows and I’m too lazy to change.
I mostly desktops. I have only one laptop, a ten years old Dell Latitude that I use to check the mail.
I value things that lasts. In this world full of short-lived things, music has to be eternal.

 

President vs Eevol

 

Hi, I’m Sun Shiranui, President vs Eevol team lead.
Even though Matteo likes going about his equipment and how it’s better than newer technologies, I use a 15″ MacBook Pro for all my computing needs.
It’s portable and sturdy. I also use a Intous 5 M to help me when making graphics and a Keystation 61es MIDI controller from M-Audio when i want to compose.
I don’t have any desktop computers anymore, and I like getting my hands on new technologies.
My setup is pricier than Matteo’s, because Apple likes money, but I still think my investment is worth what I get.
But when making creative work, even though equipment is important, in the end you can make good stuff even with poor resources. Hard work is all that matters!

 

YC1Th

 

We know each other since forever and we both love videogames.
With the other Team OR members, we made this game with our heart and our differencies helped to make the game better.
We hope you will enjoy it.
Happy new year from the President vs Eevol team

 

Schermata 2013-01-01 alle 21.06.12

We all love goats too!

 

Kleptomaniac Post-Mortem

This is my post-mortem for my Ludum Dare 25 game, Kleptomaniac. Kleptomaniac is a topdown-stealth game, you can check it out here.

What went well:

 

  • I did some small things that really saved time. I made a special object corner for the walls, so that it automatically sets to the right corner dynamically. If I had to manually do this it would have costed me a lot of time.
  • Level design, I mostly did level design in Paint.NET and then I would turn it into a level in about an hour. This went pretty quickly which was pretty good.
  • Planning my time, I did all my code on Saturday and the art, SFX and music on Sunday.

What went wrong:

  • The controls aren’t the best. It would be better if I had just used WASD instead of WS + Mouse. I realized this at a late stage in the compo, with only a few hours to spare and while implementing it wasn’t hard, it broke a lot of my collision code and so I decided that I wanted to stay with WASD.
  • The music is slightly repetitive, around the fifth level it gets annoying, so I should have probably made 2 soundtracks instead of just one. I really need to learn this, because it is something I do 9/10 times.
  • Making the story, the story was honestly the last thing I did. I had all my levels done and I had to change a lot of objectives just to make my story right. After all it is still a shitty story.

Overall I think the game turned out okay. It’s definitely not the best game I ever made but people seem to be enjoying it apart from a few little things here and there. I probably won’t start working on a post-compo version, because I don’t really feel like it.

Comments

02. Jan 2013 · 01:02 UTC
I think it’s good that you experimented with the control scheme, even if you felt like it was not a good fit in the end. One of the great things about these jams is that the time investment is small, so if you find that something doesn’t work out it cost you very little to discover.

I managed to rate 20 games

Why did I find that the hardest part of Ludum Dare?  Sorry guys.  Some of them were even good!  I’ll give an honorable mention to Under The Bed, that game was awesome.  But it was still hard work playing 20 games.

frog.recurse(200);


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And I have just rated my 200th game.
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In honor of 200 ratings, here’s the one that took spot #200

White Wizard Tower For Sale – by GJ

The game is more a prototype than a finished product, and there’s the beginnings of a complex gesture system that sadly has only one spell it recognizes. This entry needs polish and some tweaking, but the concept is very interesting and solid even with only one spell and one enemy type.

How many ratings are needed?

IMPORTANT NOTE: If you want to place in the final results, you NEED votes. The easiest way to get votes is by rating other games. Judging lasts for 3 weeks following the end of Ludum Dare. For best effect, rate 20 games as soon as possible. Rating more games is encouraged.

Yes, but does anybody has a clue of how many ratings are needed to place in the final results? I’ve got 22 comments, would that be enough? Also, does everybody always comment while rating?

Comments

Wan &amp; Manu
02. Jan 2013 · 10:23 UTC
Don’t worry, your game Jelly Hunt has 37 ratings, which is way enough. Not sure what is the exact minimal number, but it’s probably quite low (like 10 or something).
sorceress
02. Jan 2013 · 12:11 UTC
The minimum you need to place is 12 ratings, although it’s not quite that simple. 😉

Mordor Must Resist! v2.0 is LIVE!

I have successfully completed version 2.0 of the game presented here and, like others, have added to the download page. I hope you enjoy it XD

This is the Patch Notes:

– Auto fire (no need to spam the left mouse button)
Highscore board implemented (Each player can challenge your friends at home or, as I do, my work colleagues)
Spells: Added 4 spells: 3 unlockable to the score of 650/2000/4500.
– Spell 1: Arrows (orc archers will shoot two arrows to hit the eagles coming from above)
– Spell 2: Trolls (2 large trolls come out from the tower that will kill the first 10 enemy units that will be on their way)
– Spell 3: Meteors (A meteor shower will wipe out a large number of incoming enemies)
– Spell 4: Heal (The tower will regenerate 30% of his life)

 

“Mordor Must Resist!” Ludum Dare’s Page

See ya!

my favorites

Although there are a lot of good things, some games just catch your eye.
I would like these games to do well, so here is a bit of advertising.

Maybe they are not the best in any category, but all in all for me just GREAT:

First one: little villain.

 

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14772

Second one:

We meet again, mr. Mond!

 

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=12053