LD26 April 26–29, 2013

This potatarian madness must end.

Dear fellow game developers.

It saddens me to contact you under these grave circumstances. I declare that at as of the commencement of this announcement, we are at war.

This evening, at precisely one glass of wine before I wrote this announcement, Commander Dezzles has proclaimed war on all of us.

Commander Dezzles declares War

Commander Dezzles declares War

For years, we have lived at peace. For centuries we have tasted freedom from oppression and equality for all. I thought as a people we’d moved beyond those tormented days of vegetable segregation and the oppression of the Capsicum for equal rights. Yet tonight, following the broadcast of @dezzles from his “secret underground lair” (presumably the UK), he has yet again flaunted in our faces his unwavering support for the global domination of the potato.

This cannot stand.

This will not stand.

As a people, as a community of strong and committed game developers we must stand against this common enemy, and strike back for the common good.

With your support, with your commitment and trust; we will defeat him and his potatarian war machine.

Stand with us, and help the fight. Vote -1 for Potato, and spread the word with the #NoPotato hashtag.

Potato trauma

Potato trauma

 

Comments

22. Apr 2013 · 13:16 UTC
Fuck tha potatoes!
Patacorow
22. Apr 2013 · 13:31 UTC
I regret making the entire potato comic thing now :l
BNeutral
22. Apr 2013 · 20:34 UTC
Are you serious? This is the best thing ever.

14 things I did to get from Ludum Dare prototype to fundable Kickstarter game

Note: I originally posted this on my own blog at garethjenkins.com, but as it’s directly applicable to Ludum Dare past and present, I wanted to share it here as well. I guess this is also my “I’m in!” post… looking forward to the weekend 😉

In April last year (2012) I participated in the 10-year anniversary Ludum Dare game jam and built a 48-hour competition game called Mineral Cities, for the community-selected theme “Tiny World”. Nearly 12 months later, I launched a Kickstarter campaign to raise funds for building a game based on that prototype — also called Mineral Cities.

That campaign ends in a couple of days, and at 75% of the funding goal reached I’m hopeful that it is going to make it. In an effort to drum up some further support and close that final gap and in the run up to Ludum Dare #26 this weekend (which I’ll also be participating in — my fifth now), I thought I’d share some of the things I did in taking Mineral Cities from a game jam prototype to a fundable game — especially one I could enthusiastically get behind and convince others to share in my vision.

If you’ve not backed Mineral Cities already, I’d really appreciate you checking out the campaign page over on Kickstarter. You can even sign up to get access to the alpha, which I’ll be distributing when the campaign ends.

So, in no particular order, here’s a bunch of things I did…

#1 Figured out a point at which I was happy telling people how good it was

This was super important early on. I had an idea for the feel of the game as I was building the Ludum Dare version, but I wasn’t necessarily expecting other people to “get it” right away (they did, I got some great comments on the original). The Ludum Dare version was limited in replayability and somewhat obtuse in UI and instruction (as a lot of great LD games are), but I knew how I wanted to fix both. Problem was that I didn’t want to end up breaking the feel of that original version. I only wanted to make this game (and ask others to help me fund it if I had confidence in it) The solution I came up with was relatively simple…

#2 Built an alpha, essentially for myself

I didn’t do this right away (in fact I didn’t start this until February 2013), but I decided early on that this would be my measure of readiness for launching a Kickstarter campaign or, in fact, continuing any further with the development of the game. I effectively identified (and wrote down) what I wanted the game to play like (not how) and what its core mechanics should feel like in use. Building a new version of the game that included a better control system and mechanics that would support a full game that satisfied those criteria became my immediate objective.

#3 Came up with a visual design that I felt embodied the feel of the game when played

This was slightly tricky in that I liked the visual design of the original Ludum Dare game — it was sufficiently simple and articulated game state in a way that provided variety and an evolving aesthetic that mapped well to the game’s progression. However, it demonstrated nothing about what the game was — unless you’d read the description of the mechanics, the appearance of arbitrarily-coloured columns on a sphere didn’t give much away. I set about coming up with something that manifest both the simplicity and compound, emerging nature of building on the planet as well as the function of the gameplay components themselves. Simple things I did early on, like making terrain (mountains, hills etc) a different colour from the planet’s surface, led me to the decision to make colour a foundational part of understanding and differentiating the game’s mechanics and level configuration.

#4 Came up with a visual design that gave me the flexibility to build the game

I didn’t so much make this decision as I knew I had to live with it. I wanted to work on this alone and I didn’t want to (nor was I able to) spend a significant amount of time modelling or manually tweaking art. Ultimately, for the alpha (which is what you see in the campaign video) I went through two iterations of the building models and 3 or 4 planet types, all of which were ultimately merged to the test planet I’ve been using throughout. All of this was done over a couple of evenings and a couple of bottles of wine.

#5 Kept things that were not broken

I’m really fucking picky about music. I’d put together a little electronic riff for the Ludum Dare game using Propellerhead’s Figure, which, whilst it’s way too short and it has a couple of things I’m not entirely happy with, it totally nails the feel of the game for me. So I kept it. I need to expand on it at some point, but right now it fits.

#6 Iterated on the core design… a lot

Before I revisited the code for the game (which I didn’t in the end, I started from scratch) I spent about 3-4 months going over and over the core mechanics of the game. In the end I boiled this down to 3 sets of ideas, and a couple of variations. My final iteration was actually written as a vocabulary of events in the game, which I worked back from to an implicit set of mechanics. This took by far the single largest chunk of time yet spent on the game, but overall had the least impact (it was done over a serious of long and repetitive journeys over the course of a couple of months).

#7 Worked out what worked, then started again

Somewhat a subset of the above, but it’s important to note (/for me to remember) that pretty much every design concept or change I came up with I tested against my original assumptions for how the game should work, then against the Ludum Dare prototype and then against my other design ideas. Often this resulted in not-quite-workable ideas that I then had to go over again. For those who’ve played the original and seen the alpha, the inclusion of “gems” was central to a lot of these decisions. And I didn’t finally decide on them until relatively late in that design process.

#8 Identified a reasonable (time and resource) budget

To some extent this is more of a campaign/business issue around budgeting for the game’s development — but in the end it actually factored quite significantly into what I decided should be in the alpha and how some of the game’s systems should — or could — work. Knowing that I was looking at an alpha + campaign setup of about 2 months and a final game build time of between 4 and 6 months (which I knew wouldn’t be full time — my “day job” is running a consulting business building games for other people) meant that there were certain things I needed to exclude, at least in the first version. This included AI, procedural generation and excessive tech tree balancing (interestingly I ended up moving my design work away from any kind of tech tree and focussing on the core interplay of a relatively small set of building types).

#9 I wrote (mostly coherent) descriptions of the game

I’ve ended up describing Mineral Cities as a “minimalist RTS / city-buidler hybrid”… which, while it’s technically correct, I’m still not happy with and hope to find something better. I did this (write descriptions) a lot though — normally without reference or consideration, I just kept writing them down. I’ve reused some of that in the lengthier descriptions of the game, but, while they’re all okay, I’m still not really happy with any of them. I love the name though, I’m keeping that 😉

#10 Worked out how to add variety and longevity

I knew that once I had the core mechanics in place and control and presentation issues resolved, extrapolating out to various objectives, level configurations and gameplay modes would be relatively easy. It was. Being able to play a version of the game that was functionally complete allowed me to test a variety of game modes very quickly. Subtle changes such as visibility and adjusted mineral replenishment make a massive difference to how the player approaches planning in the game. Really this was evident as soon as I had the core mechanical designs in place — being able to test those assumptions while playing the basic mode of the game just reinforced the longevity and value of those systems.

#11 Made room for essential UI, but nothing else

At the core of the game is the presumption that the (interested) player will develop their understanding of the interplay of the game’s systems as they experience the game itself. The game is the UI and vice versa. The only actual “UI” I built was for objective tracking, building selection and level completion. What surprised me is that while I started with that as a minimum required for an alpha to be usable, I’ve actually ended up with most of the required UI for the finished game — validating my original intentions for the user’s interface with gameplay systems.

#12 Listened to all of the feedback

I got some fantastic feedback on the original Ludum Dare game. If it wasn’t for that I wouldn’t have taken it any further and I wouldn’t be writing this now. That there were players that identified with the feel of the game was what led to me making that core to its ongoing design.

#13 Ignored all of the feedback

I knew from the outset that this game wasn’t for everyone. I embraced that and ignored feedback of the “wuh?” variety.

#14 I took a break

I didn’t so much decide to do this as I was forced to. I didn’t have time to do speculative work on making the game (which is what it would have been if I hadn’t gone through the lengthy design phase I ended up with), but I did have time to think about it. Over the course of the 10 months between Ludum Dare #23 and February just gone I effectively took a break from the game. I didn’t play it for 8 of those months. It was all in my head for all that time though, and the majority of the design was done there as well. I made extensive notes at various stages, but very few of them ended up being part of what I ultimately wrote down in February as a “this is Mineral Cities” document. If it wasn’t for that forced period of contemplation, the game wouldn’t be anything like as good as it is now. I’m happy to report that I’m in the contemplation phase with a number of other projects — I’ll tell you about those in a few years I guess 😉

If you’re interested in the game, obviously go check out the Kickstarter campaign page for Mineral Cities. The updates I’ve posted there articulate some of the output of the design process I’ve discussed above. It’d be great if you could back the project and/or spread the word about it.

Frozen Fractal to design levels, properly this time

 

The best thing for me about Ludum Dare is competing against myself, and trying to do better than last time; not just in rankings, but also in the quality of my game and in my own personal satisfaction. Looking back at my first three Ludum Dares, there’s a clear progression visible.

The first was JavaScript and canvas2d, primitive geometric graphics and no sound.

The second was CoffeeScript and WebGL, still primitive geometric graphics but OMG PARTICLES! and included some awesome sound effects from Bfxr and braindead but catchy music from LMMS.

The third was CoffeeScript but back to canvas2d, home-recorded sound effects, music written by a professional 18th-century composer (but butchered by me in LMMS), and animated sprites done in Inkscape.

Each of these has helped me hone my skills in a particular area. This time, I’m raising the bar again. One thing I suck at is level design. Of my three games, only the first had real levels, and they were bad; in the later two, I cowardly sidestepped the issue by dumping increasing numbers of enemies into the same boring rectangular area. So this time, I’m aiming for a game that will force me to practice level design. I’m even reading a book about it!

I’m also going to try my hand at pixel art and pixel animations. In GIMP, if I can’t find anything better that works on Linux. (Any recommendations?)

As preparation, I’ll be looking into how to use SoundManager 2 properly, because HTML5 audio still sucks.

The community is what makes Ludum Dare awesome, and it’s thanks to you. So good luck to you all, and may the code be with you!

Third times a charm?

This will be my third LD48 in the past year since I started them. (Missed December due to work.) The first time I didn’t get anywhere near finished.  But I had just started programming again so I wasn’t surprised.  The second time I had a playable game, it just wasn’t finished enough to submit.  No sound, music, only one enemy, that kind of thing.  This time I think I will finish.  I will be using game maker studio this time around.  I just started using it yesterday, but I was able to get a basic platformer/puzzle game up and running in a few hours.  This is good for me because this time around I’m only going to have 36 hours to make my game.  I wasn’t able to get the whole weekend off.  So the theme will get announced 30 minutes before I even leave for work.  Oh well, gonna be a blast anyways.

I’m in, for the first time!

Hello from Munich, Germany! After following LD48 for two years now, I’m finally in with an attempt of my own, ready to mortify you with hilariously bad programmer art! I hope Ludum Dare will pressure me into finishing a game for once. About potatoes. Oh god…

About me: 26 year-old PhD student in Bioinformatics with a love for indie games.

I am planning on using:

  • Language/Framework: Python+Pygame
  • Libraries: pybox2d, Py2D, PyHiero, PyTMXLoader, glyph
  • Editor: vim
  • Graphics: GIMP / Inkscape
  • Maps: Tiled
  • Fonts: Hiero
  • Audio: bfxr + inudge

I’ll be posting code on GitHub and will try to create a timelapse.

LET’S DO THIS!

IStation is in!

Hey jammers,

we’re in! We are a team of  fourteen artists, designers and programmers who work together to create educational games and help kids all over the nation get better at the whole “school” thing.

Since we despise each other on a daily basis, we’ve decided to use this Ludum Dare as a team-building exercise. We’ll place our feuds aside and cooperate for the weekend to bring glorious games to the interwebs, before going back to our hate-filled work routine afterwards.

Depending on the theme and the brainstorming it will incite, we might split into small teams or just create one massive game with as much polish as we can.

Graphics and Animation: Photoshop and Flash CS5

Level Editor: OGMO editor

Music/SFX: we’re planning to do all the SFX with our own voices… and Audacity for editing

Language/Engine: FlashPunk all the way

#potatoesmustdie

Finally In!!!

I’m in for the first time. I am a noob programmer so I hope I can finish.

Tools I will be using:

Language: Java

Libraries: Slick2D (maybe)

Music: IDK yet

Graphics: Paint.net

Competition: Ludum Dare Jam

Food: Quick lights meals, pringles and coffee (lots of coffee)

 

That’s about it. Bye.

 

Warmup Weekend: Successful-ish.

Good News: My toolchain seems to be in great shape.

Bad News: My Internet is poop?

The only reason I enjoy Ludum Dare as much as I do is become I can livestream the whole thing and get a few hundred of my viewers to keep me entertained while I work.  It’s an amazing 48-hour party that just happens to result in a game being produced in the end. Unfortunately, my Internet seemed to cut out for a few seconds every few minutes, resulting in the occasional lag-fest, or an outright disconnect of my stream requiring me to restart it. This is very distracting and extremely frustrating.  After calling it quits, I went and checked the various cables that my ISP setup as part of my fibre install and I think that I tracked down a faulty Cat-5 connection between the transceiver and the modem/router/firewall.  I have replaced this and since then, my connection appears to have stabilized.  Unfortunately, the problem was intermittent in the first place, so who knows.  I’m also getting a tech from the ISP to check the signal strength on the actual fibre line, just to be positive.

I will be doing additional streaming this week (SimCity!) to see if things have stopped being poop.

Programming environment/library declaration: Unity 3d, including built-in standard library assets. Additional publicly-available libraries that might be used depending on theme and how feisty I’m feeling:  Photon Unity Networking, A* Pathfinding Project, whydoidoit’s Loom, Unity Serializer, usfxr. Because obviously a multi-threaded, multi-player game with intelligent enemies and proper save/restore functions is TOTALLY doable in 48 hours.

Pong. I’m making pong.

Anyway… while other tools are not required to be declared, I like to list the ones that I’m likely to use because I like it when developers highlight useful stuff. I’ll be making use of some combination of: Photoshop, GIMP, Paint.Net, Substance Designer (including built-in Unity 3d substance generators), Blender, Audacity, BFXR, atrk-bu, SchismTracker, Spacescape, XSplit, Sublime Text 2, Notepad++, and more!

 

Second Time, Dragonfly and Expectations

Ok, so it’s that time again, when everybody gather around the campfire and tells horror histories while eat marshmallows and canned food…

In the mean time, we are here, making AWESOME games!

Although I know the Ludum Dare for some time now, this is the second time I’m participating.
This time I’ll finish my game!!! (Ok, I’ll try to, again, finish it)

Right, right…
I’ll make a browser based (Flash) game with my little bug Dragonfly and a small Library.
I’ll be using FlashDevelop as IDE to polish those damn bits, GraphicsGale to draw little balls of fur, as3sfxr to make some blings and blongs and burrrsshhhs, and I don’t have an idea of how I’m going to make some music (and this is driving me mad)…

If someone have a suggestion, please, I’ll be glad (really glad) to hear it!

I’ll ask for some friends to solve bugs and give ideias…
It’s always good to have friends like Google, StackOverflow, GameDev StackExchange and such!

Ow, I almost forgot…
I’ll try to record a time lapse of my work with the Chronolapse.

I’m eager to get started…
See’ya!

I’m in!

I’m in again!

I will be using Ren’Py with my new Point and Click Framework plus my Hidden Object code plus my Puzzle Code.

Go Maritimes Canada!

Tags: Ren'Py

I’m in!

This will be the third time I participate in potato.

The first one I participated in was #23 in which I made a fantasy themed shmup, called “The tiny gryphalope”. (timelapse)

My second entry was for #24, in which I built upon a too bloated idea, and the result wasn’t great. Lesson learned? Primordial Soup. (timelapse)

I’ve grown quite fond of Unity so it’ll be my potato of choice this time around as well. I’ll keep Chronolapse running as usual, and I’m thinking of having a stream this time around as well.

Potatoshop or Procreate along with Blender will probably be used for graphics, and Visual Studio for code. All sounds will be recorded with a potato for best quality, of course.

Carrot.

Indubitably In.

Greetings ludumites, ludum darees…… ludarians? This will be my first Ludum Dare, which means things should get very panic-filled and confusing but learntastic just the same.

My preliminary arsenal includes the following:

  • Engine: Game Maker Studio
  • Graphics: Sketchbook Pro (!)
  • SFX: SFXR/BFXR
  • Music: Electric Piano 
  • Audio: Audacity
  • Hardware: X220 Tablet, Yamaha P-95, Zoom H2n
  • Food: A lot of oatmeal and cereal

Clearly I have no idea what I’m doing, but one thing’s for certain….

Challenge Accepted

*insert obligatory potato reference*

Best of luck to all!

Ludum Dare 26 “yes I’m going to partake” post

I think this is supposed to be how it’s done…

Expected tools used:

Programming language: Scratch.  Time to learn something new!

Audio: Audacity and any noises I can record.  Expecting to be done in the presence of a movie, so maybe some samples.

Graphics: GIMP, ImageMagick, http://superpixeltime.com/, maybe a few others I’m not remembering to mention.

Other: git, eh, the usual tools I use.

But I’ve been known to change them all at the last second anyway, so I am not certain why I should list these.

I’ll be be hosting at the Museum of Art and Digital Entertainment, as I had for the previous Ludum Dare.  We are hoping to stream video from the museum, although I don’t know how exciting that might be, but it might be made more exciting by the other museum things going on.  That part isn’t quite worked out yet.

Also, there are a couple of people looking for teams (for the jam) at the museum – if you are interested, email me (jbell9 at) gmail the old dot com.  Or comment on the “Real World Meetup” post.

Maybe I’ll make a game about the museum….

(Untitled)

I’ve compiled a list of the top 10 overall rated Ludum Dare games of all time!

View it here: Top Ten Ludum Dare Games

Is this a handy “what to do” guide, or a way to waste time before Ludum Dare starts on Friday? You decide!

I’m not in…

Maaaan, I was really excited for doing LD again since I missed the last one for schoolwork, but it looks like I’m missing this one for schoolwork, too. But, I’ll be working on three other games and a Kinect gesture recognition system, so I suppose I shouldn’t complain. Save Potato for LD27! =)

I’m in

Alright, so this would be my fourth LD, I’ve only finished 1 of 3 so far. I’d rather not drop below 33% success … So lets do this! Even if the theme is potato.

 

Code: Actionscript 3, Flash Professional IDE

Art: Flash Professional IDE, Cintiq

Music: Renoise, bsfxr

Livestream: http://www.twitch.tv/mrcarlton (possibly?)

 

A little about my previous LD experiences. In case new people read these sort of things and want to hear horror stories:

So on my first LD I didn’t make a game I built an excessively elaborate game engine, mostly because I didn’t know what I wanted to build – and then decided to make an rpg where you played as a chicken with only 11 hours to go. Obviously I didn’t finish, but I used that same engine to run a boat ton of my other projects outside of LD.

So my second LD game I endeavored to actually finish. The game i built was ‘Panspermia’. This time around I focused on a super simple mechanic and just got something rough running in the first 3 hours, then spent the rest of the time fixing bugs, adding features, polishing art, and then publishing the game to the internet. It went pretty well and I’m happy with what I got finished in 48 hours (cuz seriously I have no idea how I got ALL that shit done, and still slept/ate).

And the last LD I attempted I was going to make a game where you played as the white whale from Moby Dick. I dropped out with 16 hours to go. Bad time management caused me to lose 4 hours at the start and bad utilization of my first day – I spent all my time making a realistic buoyancy and sinusoidal wave simulator, the waves looked and acted realistic – but the feature was a serious time sink just getting it working.

I notice i have a tendency to name my games mildly suggestive things like: Cock Quest – an rpg about a chicken, Panspermia – a origin of life theory, and Moby Dick – its about a whale honest.

Tags: Carl Graves, horror stories

I’m in! This’ll make it a hat trick. (Also, why not draw a Potato?)

This is my 3rd Ludum Dare rodeo.   LD24…..246th place.   LD25…..167th place.  My goal for LD 26, aside from having fun and making a good game, is to place higher than last time.  Tools:

  • IDE: Construct 2
  • Graphics:  Paint.net, and possibly hexel
  • Sound: BFXR, Microphone, Audacity
  • Music: (Depending on how long I have to spend on music ) Wolfram Tones, Abundant-Music.com, NodeBeat, Garageband
  • Food: If I do it like last time….48 hours of pretzel rods and seltzer

There are a few Construct 2 “Libraries” I’ve created in the past that I may use.  These include basic behaviors for screen fades, recording and playing back  data, dialog boxes, Login/Account creation system (in case I want online features), and data encoding (when passing data to my server).  All can be found here.

Also, if you have a minute, check out my LD26 Warmup Game, Paint Share.  Paint Share is a simple paint application.  What makes it special is that it’s constantly showing you drawing that other users have submitted, and you can submit a drawing of your own (requires creating an account…. feel free to make a bogus one).  Why not draw a potato:

Oh Come on…. it totally looks like a potato!

I can’t wait to get to the game making.  Best of luck everyone!

6

This entry was posted on Monday, April 22nd, 2013 at 4:21 pm and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I’m in, first time

Decided to join the Ludum Dare competition.

Language: Java, using eclipse
Libraries: lwjgl, slick for texture loading, sound loading an shader loading and maybe Luaj
Graphics: Paint.net
Music: Garageband for IPad
Sound effects: Not sure yet, probably a sound effect generator.

Here’s something I’ve made in lwjgl before (Not for Ludum Dare, but just for fun): http://youtu.be/InY8H-wq1wM

Oh, and please no potatoes :(