LD33 August 21–24, 2015

Someone stole the Princess! Post-Mortem

TL;DR WARNING!!!

 

Let’s code a roguelike. Should be easy, right?

Oh man, I was SO wrong. A roguelike might be one of the most complex game types to code, given the amount of interactions possible between its elements (just take a look at NetHack).

From the start I planned a short dungeon romp (about 10 floors deep) with no inventory screen. The original plan was an icon to appear over the player’s head when stepping over an equipment piece for exchanging gear (with the future difference in stats reflected in the GUI).

Of course, as monster can’t hold much equipment (they are not that intelligent) I wanted to put emphasis on drinking potions. Lots of potions with crazy effects affecting gameplay.

You can see the details in my Super Awesome Design Doc ©

Greatest concept art ever

Greatest concept art ever

The challenges

A roguelike is NOT a realtime game. Monsters move when you press a key, and the game world is divided in tiles (usually square tiles, but not always). Each key press is a “turn” and, as there are many actors involved in a turn, there must be a way of managing everything.

Another obvious challenge is map generation. In roguelikes every game is different. Maps are procedurally generated, as well as item end enemy location.

Other not-so-obvious challenges involve enemy AI (foes should chase you in an intelligent way) and field of view, where only the visited rooms are drawn in the map (strategy players will know this as ‘fog of war’).

What???

What the hell?

How does a turn work?

I designed the turn management (turn-o-matic in my code) as a fixed series of events:

Player movement → Enemy movement → Effects update (poison, burn, etc)

First the game would check what kind of tile the player wants to move towards. Depending on the tile type different actions will be triggered:

  • If it’s a wall, player won’t move.
  • If a potion, player will pick it up and effects will be applied.
  • If an enemy, combat will be triggered.
  • If a closed door, it will be opened.
  • If a ladder, player will climb and map will change.
  • Finally, if it’s floor or an open door, player will move.

Next would be enemy movement. Enemies chase the player when there is a path available. That was accomplished thanks to the EaysStar.js library, that allows asynchronous A* pathfinding in your game.

For EasyStar to work, you must provide an array filled with numbers and tell which tiles are walkable, and the start and destination coordinates. For example:

      var walkablemap = [[0,0,0,0],[0,1,1,0],[0,1,1,0],[0,0,0,0]];
       estar = new EasyStar.js
       estar.setGrid(walkablemap);
       estar.setAcceptableTiles([1]);
       estar.findPath(foe.posX,foe.posY, player.posX, player.posY, function (path) {
           if (path) {
               //if success then move the player
           }
       }

EasyStar returns a “path” array containing all the calculated steps to the target. So for a turn we would take the second element of the array, as the first one is the origin point:

    moveFoe(path[1].x,path[1].y);

As EasyStar wouldn’t let the foe step over a wall, game must only check if the destination tile is an empty tile (in that case the foe move towards that tile) ot the player (then it triggers combat).

As for the effects updating, things like ‘Poison’, ‘Burning’, ‘Weakened’, ‘Silenced’ and such were planned but not implemented, so this part is empty.

What went well

Tileset generation went smoothly. Cosmigo ProMotion, while not very intuitive, is a great tool for making tilesets. I also tried Pyxel Edit and liked it even more, but sadly the outdated free version was full of bugs, like refusing to load half of the tiles when loading a project.

The game flow coding went smoothly. Almost a pseudocode to code direct translation.

The map rendering worked on the first try. While some of the wall tiles are not drawn correctly, it doesn’t affect gameplay. It will be corrected soon (that should count as a bugfix for the entry, right?).

¡Behold this amazing black screen!

¡Behold this amazing black screen!

What went wrong

Map generation. For the map generation I took a look at this code, and while I got it somewhat working, didn’t have time to fully integrate it with my game. This is something I’m looking for in the post-LD version I’m making.
I ended choosing a random map between 20-something premade maps. While not common it is possible to see a repeated map ingame.

Field of view is not implemented at all. Shouldn’t be hard to generate a rogue-style FOV, where the full room is revealed once it’s in the player’s range. I’ll leave that for the post-LD version.

Content and gameplay balancing. Base game took so long to code that I didn’t have time to implement many of the things I planned: different foes with different behaviours appearing at different depths, player abilities, equipment system and, of course, some eye-candy.

Map generation needs work

Ouch! Map generation needs some work.

Thoughts

Just as last LD, this was a really fun experience. While I didn’t enjoy the theme much, I’ve always wanted to code a roguelike. I did not completely succeed, but at least my entry is in a somewhat playable state. I’m fine with that :-)

See you at next Ludum Dare!

You can play my entry HERE. Feedback is welcome.

Tags: post-mortem, roguelike

Possessive Post-Mortem

 

Possessive is a game for the Compo about an unnamed ghost girl. She has been trapped in a laboratory, and needs to make her escape. Luckily, she has the power to possess others for a limited time.
What went wrong:

  • Level design. Holy crap, level design. I intended to make a blend of puzzle and action, but the puzzles aren’t very challenging. Also, it seems like the difficulty jumps up and down between levels.
  • The game is kinda difficult. It seems that’s a common themes in my games recently, that’s something I need to work on.
  • Making the music, took, like, a bajillion hours. I really wanted to have some good, original chiptune music, and I think it turned out pretty good considering my musical skill 😛
  • Holy cow I ran out of time. While making music, somehow two hours passed, which means I had an hour before submission hour began. I’d planned to add polish after the music, but I really didn’t expect the music to take that long.
  • Bugs. Buggy, buggy bugs. Probably took two hours out of my total compo time D:

What went right:

  • The art! For once, I’m happy with my art! I tried to go for a pico-8 feel, with a 128×128 screen and the 8-bitty music and sounds.
  • The mechanic. I love the mechanic. The mechanic is my baby. <3
  • The AI was really fun to implement, and I tried to make it as realistic as possible. The NPCs don’t know you’re possessing a body unless they see you possess it, etc.

Yeah, that’s all I have to say about my entry. It’s probably my favorite game I’ve made so far, which is pretty awesome. 😀 I would love some more feedback on it!

 

Tags: LD33

Big fail on my part.

logold

So, i failed miserably. I am constantly uploading bugged versions of the game.
But that last one… gosh, it jumped straight to the ending!

Anyway, i think that the game should be fine now. All tests ok. All bugs fixed.
I think

Play it here.

Comments

Tijn
27. Aug 2015 · 11:32 UTC
So you were debugging for longer than the actual compo lasted? 😛
dalbinblue
27. Aug 2015 · 11:32 UTC
Hey, it looks like it’s working for me now. I have to run to work, but I’ll be able to play once I get back. Also don’t feel bad, I had an entry that took four tries to get working for everyone. In my case it was a parser crashing on reading decimal numbers that didn’t work for locales that used a comma for the decimal separator instead of the period I’m used to.

A question

Is it possible to see a list of posts which I commented previously?

A am lazy!

Sorry guys but i am really lazy person… I am too lazy to choose game for playing 😀 So, if you have some tips or if you just want to show off your game, put link in comments.

Also…

Shameless plug!

Comments

27. Aug 2015 · 11:57 UTC
My game was unfinished and I appreciate the sound was terrible and should have been removed. Any feedback would be appreciated be it good or bad.
Mantlair
27. Aug 2015 · 12:05 UTC
You can also check mine. Click my name or something. Cant copy link cause on mobile. Hopefully i will check your game too.
Realize2D
27. Aug 2015 · 12:10 UTC
You game is really cool! You can check mine as well.

ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55753

Narrative Games

Hey All,

Would like to play some of the narrative/story-driven games that people made. I know there are some lists about so either post them in the comments or post your game there. Also if you are interested in narrative games you can play our entry The Monster In Me.

Thanks!

TMIM

Comments

lucentbeam
27. Aug 2015 · 12:58 UTC
Hey, so I’m not sure if you would call our game narrative driven… It’s really more of a dialogue based puzzle. However, there is an element of randomness that would let the player infer a narrative on each playthrough. Feel free to check it out:

I need feedback

Over the past few weeks I have been working on a 3D game, where the player is a burger.

However I need to know if people would play something like what I have made. Here is the link to the page on itch.io I am not releasing it at its current state since there are too many bugs but I made a short demo to give you a taste.

Here is the link to the itch.io page: http://joseaper.itch.io/the-runaway-burger

And some screenshots:

ScreenShot1 ScreenShot3 ScreenShot6 ScreenShot4

Someone played my game:)

I’m so happy this guy took the time to play my game and I figured giving him some free advertisement on this site would be a nice thank you. I was able to get him to play by putting a link in his comments so if you want him to play, try just that.

Most Portem: Our most complete entry yet

You are the villain monster!

I felt this was worth a post since this is probably the most complete game we’ve submitted since we started doing the Jam using our particular formula.

For those unaware, we run a kid-friendly/parent-friendly (well supervised) Minecraft server called IndieSquish, and every so often we enter Ludum Dare as a community. All the in-game assets are built on the Minecraft server by anyone who wishes to participate, and we do try and use every single thing that gets made. These items then get exported to a format that can be used by Maya/Blender and animated there. The end result is a voxel-like art style.

Including myself, 31 people showed up on the weekend to help build the village and monsters. The youngest, as far as I know, was 9.

In progress shot at the end of Saturday.

Not sure why time worked out better. We usually try to aim for as simple a concept as possible, but inevitably we always run out of time. On the development side, some things that I thought would take long- like guard patrols and vision cones, were quick, and other things that should really be simple- like the “hold down key to search container” mechanic took longer.

Another reason I thought would probably contribute to wasted time is that I built the game using an experimental build of Unity on Linux – but too did not seem to slow things down. There was even enough time to add in sound – usually the first thing to get get culled when the deadline hits.

Since I don’t have a recipe for success, I’m going to go with: We got lucky!

Hope to get equally lucky next time. :)

Coconuts

1

 

This is my compo entry, Coconuts! It’s a simple rhythm game where you drop coconuts on to tourists.

This is my first proper LD entry, although I’ve done plenty of jams before, including mini LDs. This is the first time I’ve had to make art and music from scratch, so it was quite intimidating! So I kept things simple and took fewer risks, and I’m pretty happy with the result.

The ideas and theme interpretations have been very impressive, my favourite so far is Internship Adventure, with a great premise and humour. Most games have been good but could have been great with a little more polish, so I hope to see more from everyone!

Tags: html5, LD33, postmortem, screenshot

Ozzyla: (Short) Post Mortem

(Play Ozzyla)

ozyllaLD

 

This time i forgot to make a timelapse, so no timelapse will be placed here!

 

This was my second LD, 4th game, and first JavaScript experience.

This time i decided to use Phaser.js, using JavaScript as the language, something I should have not done, especially because i had no idea of JavaScript before making this game!

Another problem i had was the lack of internet connection, which i would have really used to get some info about Object Oriented JS, and other stuff. (I expent 4 hours fixing a bug about phaser tilemaps not colliding, apparently, phaser only allows collisions on the last layer of the tilemap!)

I got the idea from my cat (‘Ozzy’, from ‘Ozelot’) after seeing him catch a bird, the idea is that cats are real monsters for birds and mice! I quickly started making the cat sprites (Instead of prototyping, bad idea!), and other graphics.

Then, i made some folders, and a ‘index.html’ file, containing Phaser boilerplate code.

My  personal challenge for this LD was to make the game in Object Oriented JS, without any kind of internet connection. All the learning material I had was a web page i downloaded once, that for some reason contained object oriented JS.

Overall, found JS a simple language, with a really weird approach to objects! (From a ‘C++’ / ‘C#’ background)

 

I developed the game in Atom, hosted it using Python integrated webserver, and displayed it using Firefox (Only Firefox, that caused problems with Chrome)

As i displayed the game using Firefox, Chrome had some issues (Firefox JS engine allows some stuff Chrome’s does not, for example, default variables ‘function a(x = 0, y = 0)’)

 

I also had some problems with 404 errors on filenames with spaces.

 

Also, it seems a lot of people sees the dog sprite as a cat. That’s my fault, as i basically copy-pasted the cat sprite, and modified it to look like a dog…

 

Thanks for reading! Cheers! :)

Comments

AlgorithmicsAnonymous
27. Aug 2015 · 13:57 UTC
Interestingly we also used phaser.js, but kept with it. Also we had never touched it, and although we had some js experience, it was extremely limited.

i can’t imagine doing that without internet though :0

Beware the Experiment

So now that I’ve entered Ludum dare for the fourth time I’m starting to feel I know what I need to do and not do. Before this Ludum Dare I made a post about what I wanted to work on and try to achieve. I had several things I had wanted to work on:

UI

So I have never spent a lot of time doing UI, and again I have failed to spend time on it as the only good looking UI was the score and health bar:

Picture1

This I was really happy with as I got the colour of the health to be the same as the colour of the monster. I think it also looks very clean. The rest of the UI didn’t have the same attention and was rushed using the standard Unity UI.

Tutorial

This follows on from the UI in that it was rushed and not very much time was spent on it.

Picture2

So yes it tells you the controls and tells you sort of what to do, but it doesn’t show you as well.

Music

Well yes there is music and yes it isn’t and ear destroying as the previous music I have made. But it still isn’t that good and doesn’t quite work properly. At least I have a volume slider :)

Picture3

Following on from that are the sound FX, these where rushed, but I had great fun making them and I think that doing them gave me the motivation to finish, so that’s a good thing.

AI

This was the challenge that I gave myself at the start, and it would have been added properly if I had more time. I ended up wasting time on trying to get path finding to work which meant I couldn’t properly get the AI to work.

Picture4

Yes that person should be aiming that gun at me. Not sure why they aren’t.

Complicated Features

Ok, I know you can’t have no complicated features but my aim was to not add anything that wasn’t actually needed, like one of my games which had path finding when then people could have just walked in a straight line. So in a way I achieved this as there weren’t to many unneeded things.

Picture5

The roads where one of the things which where complected but I got to work, except for one texture that was correct in blender and wrong in Unity, not sure why.

So from that it looks like I failed most of my tasks, however there where some things that I did that I hadn’t been expecting:

  • Controller support, this is the first game I’ve made where you can use a controller instead of a keyboard and mouse.
  • Web build, I have finally got a way to have a web build, done through itch.io. I know I could have done this before I just just haddn’t
  • Decent(ish) art, I’m a programmer so this normally isn’t very good, however I have now got a graphics tablet so I can draw a lot better and have mad things like this:

MonsterRuinsMedium

Going Further

This isn’t the first game that I’ve kept going with, but I think it will work a lot better than my other one. So I can achieve my goal of adding AI, just not in the 48 hour version.

You can play my game in its current (buggy) state here.

And you can follow me on twitter to get updates on the new and improved version here.

We Are Monster

I was ‘Let’s Played’!

He did a good job of getting big.

Missed a few controls though. You can launch blobs with left-click and do pretty things with 1,2,3.

We Are Monster

DRUMSTER – Post Mortem

Just wanted to share a few words on our experience during the jam, working on DRUMSTER!

Our team (recruited with a beer, completely on the go)

We were four people here in Toulouse-France:

  • Art/UI – Van N’Guyen
  • Programming – Yannick Elahee (@Tavrox_)
  • Art/Animation – Alexandre Deny-Pasquier (@Moyen_2)
  • Game Design/Music – Séverin Larose (me) (@SoulGameStudio)

Idea & Concept (on an A5 paper with my phone light)

I wrote 3 games ideas right after the theme was announced, and proposed them to the team. We picked the Crazy Drummer idea as it was the most fun and original for us. It was also a big challenge: non of us has ever worked on a musical game!

Concept was simple : You play drum, and the more you play the more you go crazy on the drum kit, building up your evilness from Jazz to Heavy Metal, to finally turn yourself into some kind of black demon!3 drummers

As a drummer I wanted to be very accurate so each drum hit must be played by the player to be heard in the music. No buttons pressed? No drum sound! So player basically plays everything (well, try to…). That sounds simple but most rhythm game aren’t that accurate with the original instrument. I hoped that it would really help players feel like their inputs matter and mostly would help them feeling like they were playing drum :) Here’s an example, every notes played in the song are displayed on the screen for the correct part of the drum kit:

screen

Process & Difficulties (what is rhythm… ?)

Basically, everyone went on his task and worked hard with around 5-6 hours of sleep each night (that was very comfortable compared to my previous Jam :D). Quickly we met with lots of difficulties and challenge in all areas:

  • How could we be sure that each note is synchronized with the music?
  • How moves a drummer? What instrument should he be allowed to reach with which hands?
  • How create nices animations when the drummer has to react almost instantly to the music?
  • How could we represent notes so they are the clearer possible and help the player coordination?
  • Etc.

Long story short, after 2 days of work we could barely play the first loop of the Jazz section… The animations were quite done, which were awesome and motivating, the UI was quite finished as well, but we missed a game… So the last night was a real rush and we finally managed to play the game entirely! Problem is we didn’t have time to balance level design (I couldn’t possibly rebuild all the songs)! So we added the more polish we could thanks to our cool artists, and that was it => we’re playing freakin’ drum on our screens \o/

“Thus stopped the teamwork and started the high score competition…”

Conclusion & Future?

We’re super proud of our little game. We had tons of fun playing it (some more than others^^) and hope you’ll feel the same. It’s a shame we didn’t have time to balance the difficulty (my bad). But in any case that was super cool, we’ll do it again.

As I have cool fun playing the prototype we build, I decided to go on with the project for mobile and web with the help of the artist animator. Hopefully, I’ll have the time to balance difficulties!

Thank you all for playing and commenting, I’ll continue to post feedback on as many games as I can, I’ve already seen some pretty neat work, but it takes me a while as I try to post constructive thoughts!

Anyway, see you for LD34!

Play the Game

Our entry is called “ME”

 

It is an intrigging short strory in a 2D sidescroller and i hope you play all the way to the end : p

( we didin´t updated yet so it have some bugs when you die X) and the end is not a crash it is just the lack of a menu)

 

yesterday it had the pleasure to be streamed and the reactions was just amazing!

 56160-shot0-1440466194.PNG-eq-900-500

                        56160-shot1-1440471436.png-eq-900-500

 

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56160

Hope you have fun

EASY MODE ARRIVED for my game

Since many players commented my game Birdy Bridge is hard, I decided to make an “easy mode”.

The easy mode should be much easier. However, I DO suggest trying the normal mode first. The easy mode might be too easy. I would only suggest it if you stuck in level 2 and you want to enjoy the music and graphics in further levels.

The default one is the normal mode made in 48 hours. The entrance to the easy mode is in the links. The level progress is shared between two modes.

I hope you can enjoy :)

截图 2015-08-27 22.31.26

截图 2015-08-27 22.30.33

I need feedback, he is my precious :3 O

In my last LD i made a game called Ultimate Booter. I asking for feedback almost every day 😀 and i got him!  But, instead of re-making UBooter, i write it down in my mikublog and now, i used that ideas and feedback in my last game :

 

And… This game is much better than previous. Animations are better, jumping and gravity is flawless, but still… Game is NOT perfect for me…

 

Literally pissed slime.

Literally pissed slime.

So, i begging all players again. Please play and rate my game. Be sincere! Write a short comment about game. What you like, what don’t. I trying to be full time game developer since 2000 and i still learning new things. New rules of game design.

Lol, i got ya Mr. King!

Lol, i got ya Mr. King!

 

I still making just short free games because i believe i am not good enough. It si only matter of time, but i need more input for my brain. Feedback is like bonemeal for developers.

And… Now something about my game 😀

You are most common monster in dungeon and you HATE it. So, you decided to find and kill human king and grab his crown. Luckily, human king is now in YOUR dungeon! So, goal of game is level up, find king and kill him. Best weapon probably is magic shot, stronger type of mutated shot or if you want little challenge, fire shot.

If you want biggest challenge ever, try to kill king with green slime. (Even i can’t kill king with green slime 😀 )

SNIPE HIIIM

SNIPE HIIIM

Well… Thank you for reading this stupidly long post with worst english ever. (I learned english from pirated famicom games… Yep i am dead serious)

You can play game here :

PLAY

Unreleased puzzles

Found some unreleased puzzles for “Dude, Stop”, and decided to share. Can you guess how to solve them to be a monster? (Of course, to understand what to do, you would need to play the game first :) )
s1  s2

RougeRogue playing you games again!

The end of yet another day. It’s quiet and peaceful and I have nothing to do. THAT’S WHERE YOU COME IN! I’ll be playing your games (broken or not) and rating them and stuff! Just leave your games in the comments to this post and I’ll be sure to play them! Also, I’m gonna leave some shameless self promotion below for my broken-ass game if you feel up to going through that! I’ll play any game in the comments until the post gets outdated when I’ll make a comment saying so. So yeah, just link your games in the comments (maybe check out mines?) and I’ll make sure to play them!

Link to my game:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43866

Comments

RougeRogue
27. Aug 2015 · 18:28 UTC
Comment submission is now over! Yay!
RougeRogue
27. Aug 2015 · 18:45 UTC
End of submissions
superpatch
27. Aug 2015 · 16:30 UTC
Here you go mate, hope you’ll have fun. Oh, and thanks for rating entries and giving feedback, that’s the point of the whole thing!

GW:Bloody Camp -PostMortem-

Having so much fun making my first LD entry, the theme was good for me and the idea for the game come fast.

The Game 

Go here GW: Bloddy Camp

Being the monster youre are the one who seek for victims in a summer camp.

The game its simple kill the five scouts hidding in the camp, a few hits will do,  but be carefully, the captain of the camp its hunting you, if he gets close to you 3 bullets will end your night.

Make this game in java using JPCT Engine, Eclipse, Deled Editor, RWPaint and i did the voices for the game.

2

The Good

I have the idea for the game made in the first hour and i was happy with it.

My base code was good enough to focus on the implementation of the game.

None of the tools used crash during development.

The game so far have receive good comments.

4

The Bad

The level barely represent a summer camp and it takes me a lot to design, and its not that bloddy.

My textures/models where simple.

The IA for the scouts and the captain feels buggy.

3

Conclusion

I fell proud of my game even if its not the best looking, more funny etc,etc. Have a really good time

participating in LD and i will keep on doing this (already did 3 miniLD’s).

Thanks to all people who have played may game.

Good Luck to all.

Tags: LD33, postmortem

Nature Sim 2015 Postmortem

This was cool!  I released a full game, although it is not a “full” game in the sense that it seems like a small part of a real game.  Nevertheless, I can have a sense of fulfillment by the fact that I made a game with sound, art, and game play!  However, I feel like not enough people are offering feedback, and by effect playing it.  Please do:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43281

Halloween Maskness Post-Jam Edition

Hello everybody!!!

We are very happy with this ludum dare (our first) and the results of our first game. We are learning a lot! And with the comments of the people we realized lot of things. In addition, after sleeping a bit, we have seen things that have to be changed 😛

Right now, there is a new post-jam version. I think that this one is easier but funnier and for the people that played it before but didn’t completely get the mechanics I recommend to try it again! If you do that and leave us feedback about the improvements we will be very happy!!!!!

Portada

Again, thanks everybody for this great LD. We have seen awesome games and we will be in the next LD for sure!

Comments

superpatch
27. Aug 2015 · 16:55 UTC
Already rated, nice entry, and I really think you should work oon the concept for a full game, don’t know if pc or android… touchscreen and few more options –> you could have a great app!
JoseArias
27. Aug 2015 · 17:15 UTC
Thanks!!! We were thinking about a mobile port… But maybe it is too complicated to play. Let’s see if we find the way to do it. We can add more masks and events… Could work, but as I said, it is our first time making games, so we can improve a lot in future games! Thanks!!!
superpatch
27. Aug 2015 · 18:24 UTC
You already made a nice game, but you’re right, you have potential to improve. Good luck guys!

Our entry is good enough for update!

We was received a lot of nice feedback on our monster run and decide to implement it to v2.0.

I hope it’s okey for jam, because we loves our mini game and hope you’ll like improvements.

Enjoy to play our Elemental Monster 2.0

Updated:

  • Added main theme
  • Improve generating and bugfix with no gfx in some cases
  • Improve gameplay balance for more attractive flow
  • Change ui style to flat
  • Tweak post-process

Play and rate it

Screenshot_12 Screenshot_13 Screenshot_14 Screenshot_15

Comments

27. Aug 2015 · 18:15 UTC
Just make sure, you aren’t allowed to add nrw features to a submitted game, just fix simple bugs. However go ahead and add a non ld version if you do.

Gameplay livestream !!!

-> TWITCH.TV – HERE <-

Hello fellow game programmers !

Link in the stream comments your game and watch how I play it.

I’m going to be live every day from :

20:00 / 8 PM -> Bucharest, Romania Time / East Europe Time
13:00 / 1 AM -> New York, USA Time / East USA Time
10:00 / 10 AM -> Los Angeles, USA Time / West USA Time
(What time will be on your region when I stream)

Live gameplay / commentary of your Ludumdare games !

Hit that tasty follow button to see when I stream.

-> TWITCH.TV – HERE <-

Internship Adventure postmortem

It was my 2nd time taking part in a Ludum Dare, and I was pretty excited by the theme! The idea of playing a guy in a costume whose job is to play the monster in a video game popped during the initial meeting with the team, and everyone thought it was cool! I think it fits the them well. Without further explanations, I present you “Internship Adventure”:

39644-shot1-1440541728

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=39644

The biggest challenge for me was to make something funny, with catchy dialogs, and a good gameplay on top of that. Would we have time to do all that in only 3 days? Also, being the only programmer in the team, I was worried that I wouldn’t have the time to integrate all the assets from the artists, because that’s was happened during my last LD. (play “Effraction” here).

Before the Jam

We gathered at my place on Friday evening to discuss many things before the jam starts. What kind of tools we will be using, do we want to make a 2D game, or a 3D game? What would the game look like ? What do the music composers want to do? We also created a SVN repository and installed the communication tools (Skype, etc.). We’re located in Europe, so for us, the theme would be announced at 3am on Saturday morning. Time to go to sleep early! Needless to say, I couldn’t sleep well due to excitement (also… it was 10pm).

Day 1

Got up at 7:30, made coffee and had a breakfast with the team. It was composed of 2 artists, 2 music composers and myself (coding). When we agreed on the theme, everyone has to install the tools, checkout the SVN repo, and so on. It tooks almost 3 hours before everyone could start working for real.

Here’s what we had after a full day of work (we went to sleep at 1am):

  • the basic gameplay was working. The player could move, attack, jump and play dead. The hero behavior was almost completely done. I has spent an awful time to make it work but I was glad of the result.
  • we had the first version of the forest graphics
  • the jazzy music and the forest music were almost done!
  • some of the animations of the Hero were done
  • the player was still a placeholder red square

It was good, but the whole dialog/mission system was not started at all. I panicked a little since I had only 2 days left to program it, for the 3 levels! Yeah we initially planned to make 3 levels.

Day 2

Got up at 7:30 and worked until 1am. This day was quite stressful for me, because I had to write a lot of code and dialogs while everyone asked me to integrate their assets into the game :)

What was the game progress after this second day?

  • The mission system was working, the first 2 missions were almost complete, the 3rd one was coded but there was no dialogs…
  • All the songs were almost finished and the voices were recorded and integrated into the game
  • We had all the animations for the Hero, almost all for the caterpillar. the second monster was in progress but not integrated
  • The day/night animation was functional!
  • The level 2 was barely started…

We decided to drop level 3 and focus on level 2 for the last day.

Day 3

Got up at 8:00 and worked until the final submission at 3am. What can I say about this day ? To my surprise, it wasn’t hell :) I mean less than my previous jam. We really focused on making things right instead of making a lot of stuff, so we had to cut a lot of features. I didn’t have time to write all the dialogs I wanted, and level 2 had only 2 missions (the first one has 3).

Around 23pm-00pm we stopped adding things and just polished the game. I finished writing all the dialogs while the artists made a lot of enhancement on the graphics.

A lot of testing and balancing were done too. Some missions were too easy, some were too hard, and we really didn’t want players to quit the game before the end because a mission was too difficult. I think it went pretty right.

What went right

This is my best jam so far, and I’m proud of it! Let me thanks everyone in the team for their incredible work: Pascal, Roxane, Louis and Victor! A few things went right:

  • The teamwork. It’s hard to define, but when everyone manage to work together efficiently, it is really motivating
  • The art, the music, the gameplay, the humor. I was very concerned that my dialogs were not funny enough and that people would just say “dude, that was a poor attempt to make something fun”.
  • The general polishing of the game. As I said before, we spent a lot of time testing and improving all the aspects of the game. It is a little short, but seems pro.
  • We had enough sleep and didn’t eat so much junk food (we even ate vegetables!)

What went wrong

  • As always during a game jam, you plan features but there’s never really enough time to implement all of them..
  • We used XNA to build the game, and it doesn’t come with an editor. Every time an artist wants to improve something, he had to ask me to add it in the game, and everyone lose time. Maybe next time we’ll go with Unity, but I’ll have to learn it first!

Conclusion

That was a long piece of text, hope it wasn’t boring :p To finish, here’s some statistics about our game.

InternshipAdventure_Infographic

Follow me on twitter! @bousquetm

Tags: postmortem

SoManyGamesAbout Tentacle/Octopus This morning!

Today moring when i logined the homepage

just  a gently drag ! there are 3-5 topic about Tentacle/Octopus appeared in my sight.

haut pieuvre 1

link: http://ludumdare.com/compo/2015/08/26/496031/#comments

 

link: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=18775

link: http://ludumdare.com/compo/2015/08/26/troopers-starship/

 

link:http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=54824

 

this is the first tentacle game i seen thesedays, and it is also the reason why i notice these similar games 😀

my friends just talked about it  in chatgroup the other day( what a coincidence that we meet each other again)

I love  Tentacle-monster, it let me hope to see more.

——————

8.29

during the late stages of this game ,their weapon all change to lazer!!!~biu biu biu ~~

during the late stages of this game ,their weapon all change to lazer!! ~pew pew pew

when i finished this game , my appetite improved dramatically

when i finished this game , my appetite improved dramatically

 

UI, controll feeling ,and  the types of enemies… all pretty Cool~!

[9]

link: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=16507

48hours welldone!

Hugzilla – Postmortem and Reflecting Back

This was an interesting LDJAM for me. In a way it brought things full circle back to my first LD, LD1. That was what, over a decade ago?

The first ludumdare game I made was called “zillagame”. The theme was “Guardian” and the game involved protecting a small, seaside community from an attacking godzilla.

Screen Shot 2015-08-26 at 8.43.47 AM

This time, the theme was “You are the monster” and so I decided to revisit that idea, but from the perspective of the Godzilla. My game is called “Hugzilla”. The hugging angle only came up after I modeled the zilla with outstretched arms and noticed it looked like he was trying to hug the buildings. The best components in any creative endeavor are alway from these kinds of happy accidents.

Screen Shot 2015-08-23 at 6.17.03 PM

Some differences stand out immediately. I got a little better at 3d modeling, I realized the importance of picking a good color palette, and it’s pretty cool that you can run this in a web browser these days. But pretty much, I made the same game (or incomplete half-game). Thirty-three ludumdares (well, I didn’t join all of them, probably 2/3s) and I’ve got basically a monster that moves around the landscape, buildings that take damage and some nice scenery, with little in the way of actual gameplay.

What does this mean? That I spend too much time on engine features (I remember I spend a lot of time on PNG loading in LD1, this time I spent a while on object mouse picking which went unused). That 3D is untenable without a huge engine like Unity or UE? Maybe that I am just a slow learner?

Not really. I don’t do these game jams to try and win. My huge collection of unfinished prototypes is my trophy shelf.  But most of the time, I’m doing LD to expand my boundaries, either to learn or try a new tool, or to push the limits of whatever tool I’m using. It’s a way of battle-testing a tool or process. I also tend to focus on the graphics rather than the gameplay, which makes sense because that’s my background (tools and graphics programming). I wonder what would happen if I made a game with nothing but cubes. In face, my 2nd ludumdare game was sort of all cubes, but I did get carried away and ended up writing a pseudo-3d level editor and convex polygon tessellator for it. I guess you can’t change who you are, and LD, like any creative expression, is a way to find and reveal that.

Anyways, I should probably do the traditional postmortem lists here:

What went right:

  • Luxe engine, Haxe language. Once again, this turned out to be a very productive tool. 3D support is still in very early days but Luxe and Haxe feel like a very, very good fit for game dev, both for jams and larger projects.
  • Blender Exporting. I spent a little bit of time beforehand getting a bare-bones blender export script working. That was hugely helpful, for the first time I wasn’t manually exporting and importing everything which always takes a lot more time than it should.
  • “Tilemap Texturing” I came up with a very interesting trick to use a uvmap similar to a tilemap in blender. I’ll write up a full blog post about this soon, but this trick alone was worth the entire weekend.
  • “Matcap” materials. I threw in a “matcap” style shader, which lets you render a material sphere and use that to fake a material. It worked great. I didn’t have time to use it for other than giving things a little sheen but for future contests this seems like a good way to make a bunch of materials quickly.

hugzilla_matcap

example of matap. That sphere is actually a render out of blender/cycles, but this trick works great with hand-painted material spheres too.

What went wrong-o:

  • Vague game design and mechanics. I only had a vague idea of what the gameplay would be like, I was imagining RTS-style controls at first and so I spend several hours doing 3d picking code and stuff I would need for that. However, I didn’t end up actually needing that. If I would have nailed down my gameplay a bit more on paper first, I would have realized this earlier on.
  • Last-minute shadows: I had some shadow code that I was working on before the compo (as part of my basecode). With twenty minutes left I decided to try and throw that in there. I had barely enough time to get it working and no time to tune it, so there are all kind of weird shadow artifacts, so it looked worse than if there were no shadows at all. I’m honestly a little jealous of the unity folks who can just check a “shadows on” checkbox. Anyways, I’ve tuned these since the compo, so the post compo version will have nice looking shadows, and hopefully I’ll have this to use in the future.
  • Anti-social. I did spend a bit of time on the Snowkit Community chat, but overall I felt a bit isolated. There was just too much volume on the ld site to follow other people’s projects, twitter wasn’t too lively this time around, and I didn’t join the IRC chat this time. Next time I will try to spend more time in IRC and maybe attend a meetup if there is one nearby.

Anyways, I’m probably not going to do much more with this game at least anytime soon. But I’m taking some of the tech and code for this and am going back to revisit an earlier ludumdare game that was one of my favorites (from LD13), maybe that will turn into something tangible.

See you all next time! –Jovoc

 

Shape-Shift Escape post comp version

It makes me glad that people still love point-and-click adventures. I think they should make a comeback!

Screenshot - 28082015 - 00:35:08

Thanks to everyone for the comments and bug reports on the original submission!
## Post Comp Fixes
+ The coffee cup falls sideways when spilled, and the security guard no longer says “hands off” when you try to take it (even when he was knocked out by the gas).
+ Fixed the shape-shift animation glitch.
+ Prevent guards and scientists from saying something random when there are words on screen.
+ Lower music volume. It overpowered the game sounds.
+ Loop game music when it ends, instead of restarting the music when re-entering the hallway.
+ Better placement of the lab exit hotspot.
+ After the scientist tells you not to touch the knockout gas, resume his working animation.
+ Restart the game on fail, instead of exiting.

## Additions
+ Draw pictures on the security room tv’s. Add descriptions for the tv’s and bulletin board.
+ Replace the key with a security pass.
+ Add the level exit as a new room. The door requires a security pass.

Rate my original entry

Post comp GNU / Linux

Post comp win32

(Instructions included with readme.md)

Tags: point-and-click, post-compo

Oculus Rift Gameplay

I made some post jam updates to Unwelcome Presence to prepare it for Oculus Share release. You can check the progress of the update here.

Keep in mind that game doesn’t require Oculus Rift, so you can still enjoy it with your old fashioned 21:9 4k IPS monitor.

 

Working FOV

I’m working on a post-jam version of my entry.

I already have a working implementation of Field of View algorithm. Of course the extremely rare potions of infravision are in the game too, adding +1 to the player’s view range.

Trolls are short-sighted

It’s a known fact that trolls short-sighted

I’ll post a link to the new version once it is finished.

BTW, I have a question. As I just added touch controls to the new version, would backporting that feature (in order to add an Android version) to the original jam entry be allowed?

Tags: LD33, ldjam, roguelike

A new challenge (Post-compo)

I have started to work on my post-compo version and have made tweaks for more easy controls, with less confusion about the collision areas.

And there is also a new level!
You’ll find it in the Post-compo version:

Undetected

Not_so_undetected

Going to be streaming some games

Hey guys, I’m going to be streaming and rating some Ludum Dare entries. If you want to stop by and have me play your game, feel free!

 

http://www.twitch.tv/bam191

I’m online!

Hey guys, I have to catch up rating some games from people that have rated mine, but I’ll be online for a few hours at least so anyone who rates and leaves a comment for my game, I’ll do the same for yours (so long as it’s on the web or for OSX).  Mine takes approximately 5 minutes or less 😀

Logo2

 

Speedy update

I’m still working on the post-jam version of Someone stole the Princess!.

So far I have finished implementing the new speed stat. Also added a speed potion (for a grand total of 7 potion types, for now), which adds +1 speed to the player. Speed affects combat, as the speedier character will attack first.

Let’s put the troll as an example: the troll is very strong and has lots of hp, but unless he drinks lots of speed potions he will be hit by enemies before dealing damage.

Another finished feature is different behaviors for enemy types. The ninja, for example, is faster that the player by default and can attack TWICE!!! Luckily for the player that enemy will only appear in the two last floors, where the player should should already be stronger.

Ouch! Ninjas pack a punch now.

Ouch! Ninjas pack a punch now.

Tags: roguelike, SSTP

Perplexity

I usually write down a comment for every game I try, saying what I like and if there are some bugs or solvable problems..

Why most people doesn’t? Without writing a comment I see a vote emptied of much of its essence…

I voted until now 80 games and I did as many comments and it took me hours of my little free time.

I’m pretty skeptical of certain developers with coolness really exagerated..  Meh…

People please, comment! A comment is like a pretty flower, everybody likes it ;D

 

And now.. My entry 😀 (yay, some free visibility! Wiiiiiii)

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12659

Comments

RougeRogue
27. Aug 2015 · 23:04 UTC
More of a wii u person myself
Evergreen Games
27. Aug 2015 · 23:20 UTC
+1 to this. I always comment on games that I rate and I love it when I get comments

Eat Sheep & Die Post-mortem

Well, I had a pretty good time last weekend despite not being enthused by the theme, I ended up making a game based around the idiom “A Wolf in Sheep’s clothing” and it turned out all right!

scrn_1

Design

My basic concept was you eat sheep, the more you eat, the more wool you wear and so the sheep are less scared of you, but you move slower. I had a few ideas of how the wool would be removed, like  other wolves thinking you’re a sheep, taking damage (wire fences, angry farmers, charging rams) and maybe I’ll add a shearing sequence if I had time (I didn’t!)

Visuals

I wanted it to look cute and simple but I wasn’t sure I could make it work, so I broke my one rule and made graphics before any sort of code. This wasn’t so bad as the simple style worked and was quite quick to make, plus the cute art really contrasted against the brutal sheep murder that the game is.  yay.

scrn_4

Conclusion

I worked almost non stop on the Sunday, but looking back, it would’ve been a good idea to have done a lot more on Saturday, maybe next time I’ll skip sleeping, I always feel at the end I’m always 2 hours short of time ): Due to this I never managed to test it properly and realise how necessary the shearing event was, I’ve since uploaded a post-compo version with it in and it really adds to the challenge of the game. Overall, I’m really pleased with the game, much more than my previous entry, going to definitely stick to 2D games  when going solo, 3D is just too painful.

SheepyWeepy

 

I’ve had some great feedback so far, thanks to all who’ve played it, and for those who haven’t….

Play it here 😉 

 

Comments

27. Aug 2015 · 23:53 UTC
I don’t think skipping sleep is a good idea. Sure you will work more hours but you just won’t be as productive. You will be slower overall and start to make stupid and obvious mistakes which will cost you even more time. Rest is essential.

Earth Was a Bad Choice

I’d like to introduce my 10th LD game.

 

Play/Rate Earth Was a Bad Choice

 

Play as an alien who hoped to vacation on Earth, but quickly found out the inhabitants are hostile. Race back to your ship through 10 levels of pixelated explosions.  Can you make it?

 

I was fortunate to have enough time to add a proper ending to the game.  I hope you get to see it! For you competitive types, can you beat these high scores*:

  • Biggest Combo – 30
  • Longest Airtime – 21.9s

Edit: Within about 15 minutes of me posting this, someone already beat the originally posted scores.  The above scores have been updated.

*Not counting my own scores

Comments

27. Aug 2015 · 23:46 UTC
In the interest of full disclosure, I posted this about an hour ago, and took it down 10 minutes later due to an issue with the gif.

Another small update

Reading the comments I noticed several people missed the ability to wait a turn by pressing a key. This feature is now added to the post-jam version I’m working on.

You got the power!

You’ve got the power of a Time Lord but no TARDIS. Sorry.

As this change made the game even easier I’m thinking about enabling diagonal movement. The possibility of being attacked from up 8 directions simultaneously should ramp up the difficulty quite a bit.

You can play the now obsolete jam version [HERE].

WebGL Sky Shader/Particle Editor

Since people liked the particle systems and sky shader used in my compo entry, I made a tool that exposes the shader uniforms and particle system properties so they’re editable in the browser. Check it out: http://samcodes.itch.io/sky-shader-editor

screenshot_2

Sky shader preset

And another preset

Another preset

The editor works in Firefox and Chrome, but not IE.

Comments

28. Aug 2015 · 01:46 UTC
cool stuff!
28. Aug 2015 · 07:02 UTC
Nice! Is the source available? I tried using haXe for my entry but kind of ran into a lot of issues. How do you use ThreeJS with haxe?

Post Moderm

So I participated in my first ever Ludum Dare last weekend. I had made two other games for the last mini Ludum Dares, but this was my first real jam on here.

I think the end result was rather good (game here). We were originally planning on using LibGDX, but a few events on the Friday of the jam made us have to resort to Java2D.

Things that went well:
-The game is functional and was made entirely within the time frame (including most of the engine).
-The only theme we didn’t think about beforehand ended up winning, but I think we came up with a good idea on the fly.
-The art went a lot better than I expected. The team consisted of only computer scientists.
-The mechanics are pretty solid.
-The body of the serpent has pretty good movement considering we had never coded something like it before.
-Recreational biting.
-Cory.

Things I wish I could have improved:
-There is no way to pause the game.
-The game immediately hops to the main menu when you die. There is not game over notification.
-The game does not have a ton of replay ability and becomes somewhat tedious in later rounds.
-There are slight bugs with the head of the serpent when he is at the top of the water.
-There is no music and the sound effects aren’t the best.

Ah well. Cheers to the next competition in December.

Human Within – Shameless Advertising

Hey guys I made a game! I wanted to try a genre that I don’t normally do, so why not survival? Human Within is very heavily influenced by games like Oregon Trail. Here’s pretty much what it looks like:

screenshot101

 

If you want to give it a try: awesome! You can play it HERE.

I hope you like it, but if you don’t, please tell me why so I can make a better game next time! Thanks.

 

Comments

28. Aug 2015 · 08:33 UTC
11 days and 27 km, loved it but found it a bit hard to get food at the end (which was technically the middle I guess)

Great stuff I found so far

Check out some of my favorites so far – I wasn’t able to play & rate many games up until now, but I’m planning to do so next week.

 

The Red Planet by Zccc

Fantastic aesthetic! Reminded me of Doom and the story telling was nicely implemented


Grave by uheartbeast

This one has both – great gameplay and great looks!
Possibly the best 2D animation I’ve seen so far


Seperated by rxi

Amazing mood that’s supported by equally amazing pixel art


The Bear Hunter by Devark

A great short experience that tells a gloomy story


Sewer Monster City by bitslap

Great classic game idea fully polished. Enjoy.


and maybe check out my game too:

title

Out West Post-Mortem

Well, it’s that time! This has been my first Ludum Dare, and it has been great so far. Thank you for all the support! Right, now onto the important stuff.

Out West Promo Photo

Play “Out West” here!

 

The Concept:

My goal with this first Ludum Dare was to make something small that could be developed, finished, and played without any major bugs. I had been experimenting with text adventures and pixel art, so I chose Twine as my tool, since it’s very easy to use, can be expanded upon, can incorporate art, and is contained completely in one HTML file that can be hosted anywhere and played by anyone.

Once this choice was made, I decided my secondary goal was to try and create a very tense and atmospheric mood with only text, art, and time, disproving the common notion that text adventures are perceived as boring slogs which appeal to a certain niche audience (myself among them). Granted, I cheated a little by including art, but as a picture is worth a thousand words, I felt it would enhance the gameplay immeasurably.

 

The Bad:

  • The game is very short. I needed to keep myself in check; my games are prone to feature creep (which is one reason I participated in this jam) and tend to balloon into iii development nightmares which can’t realistically be handled by one person. Even so, I nearly didn’t make the deadline. There are three possible choices early on, and then another three later: These immediately necessitate nine different endings, plus different factors which dictate other variables that require separate endings, plus these all tie into the main ending, which must take into account everything that’s happened in the journey. Due to the exponential complexity being created, I had to cut off many ideas I wanted to incorporate and focus on making satisfying endings for what I had. That isn’t a bad thing in and of itself, but it forced the game to become minuscule, which is a bit more of a problem with text adventures, there being a finite amount of content with a definite end, as opposed to Pacman.
  • There was no time to add in any complex game mechanics. I know: Game mechanics, in a text adventure? Surely you jest! In all seriousness though, I wanted to add in even more interactivity through JavaScript enhancements. Unfortunately, there was no time to properly code anything myself or learn someone’s mod. I worked with what I had, and from the feedback it appears that effort’s been appreciated; But I would have liked to do something like roaming AI characters in the town, with random conversations as possibilities.
  • Almost no animation in the art. Again, this was time related. I didn’t want huge cutscenes, just little touches of animation that would enhance the world, like having the landscape bob up and down as if you were galloping on a horse, or animating flames, weapons, movement, villagers, that sort of thing. Repeating gifs, mostly.
  • The game is very linear. This is partially due to writing and the nature of Twine; the story requires a certain progression, and the creation of atmosphere and mood also require a certain amount of control. That being said, there perhaps could be a free-roam period before the start of this particular sequence which allows you to explore the world a little, or some other stuff which could expand the illusion of choice and open world gameplay.
  • The art. Some have commented how they enjoyed the pixel art, and I’m very happy they do – I’m almost a complete novice at it. In general, I’m quite happy with what I was able to achieve with a fire under my butt and limited art skills. I would like to get a bit better at pixel art and go back and polish up some of the imagery to facilitate better immersion in the world.

 

The Good:

  • The art. Again, I’m a pixel art beginner, and I’m frankly amazed that I was able to finish up all of it in time, and that it’s all decent. Nothing looks horribly out of place, and I’m actually a little proud of the final image that’s revealed at the very end. Gives me hope of improvement in the future.
  • The writing. This wasn’t my opinion all the way through; as I was writing the adventure I was horribly aware that, since it’s a text adventure, everything relies on the writing, and if I messed it up or it simply wasn’t good, the whole thing would collapse with almost nothing to salvage. That said, the feedback that I’ve received about the writing has been positive, with several mentions of it being very well written. I breath a sign of relief. Moving on.
  • I finished it. As with many game development beginners, I fall into the trap of being overly ambitious, even with text adventures. I am glad I put down my foot and had a very strict goal in mind. Though I had to work until the deadline because the art took more time that I anticipated, I still managed to incorporate all the stuff I had planned for this tiny little thing.
  • People seem to enjoy it! I’ll be honest, this was a nerve-wracking experience for me (especially ticking the little “Anonymous Feedback” box). I have never done a game jam before, and had no idea what would be said about something I made. I wasn’t expecting anything, but just the fact that someone enjoyed the experience the way I attempted to craft it is a wonderful feeling. Thank you all again for your feedback. It’s appreciated. And thanks to everyone who’s games I’ve played: They’re all wonderful, fascinating and strange! Well done!

 

Conclusion:

I think I’ll work on this some more, give it a bit more of an edge. I’ll have to be careful: I don’t want to bloat the experience or dilute the atmosphere. We’ll see where it goes. Five minutes of story is vastly different from a three act structure. Either way, this has been an eye opening experience. If you play Out West, I hope you enjoy it. Good luck to everyone!

Tags: compo, final, LD33, Ludum Dare, pixelart, post-mortem, postmortem, Twine

Comments

PostmortemGames
28. Aug 2015 · 07:32 UTC
I really should get my name trademarked, there’s been so many games in LD33 that keep saying they’re Postmortem 😛
28. Aug 2015 · 08:18 UTC
Really enjoyed this game :)

Our entry game is called “Me”

It is an intrigging short strory in a 2D sidescroller and i hope you play all the way to the end : p

( we didin´t updated yet so it have some bugs when you die X) and the end is not a crash it is just the lack of a menu)

it had the pleasure to be streamed and the reactions was just amazing!


 

 


56160-shot0-1440466194.PNG-eq-900-500

                        56160-shot1-1440471436.png-eq-900-500

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56160

hope you have fun

Comments

28. Aug 2015 · 11:21 UTC
Great game, but 3 identical self-promotion posts in less than a day seem like a bit much.

P-Type P-ost Mortem

paracover

Hey everyone, I’m Jacob and one of the three developers who worked on our first Ludum Dare title P-Type. Working on this project was really fun; we had worked on one title before using Unity engine but this was our first fully-fledged game.

Our game was made in the style of classic sidescrolling and top-down SHMUPs where you’d fight against some unknown alien race. Inspired a bit by enemies like the Bydo I thought it would be a perfect fit for the idea of you being the monster. You would play as the alien constantly hopping from ship to ship, using their own weapons against them. It allows for an interesting gameplay dynamic to emerge while also being fitting to the theme of a parasitic race. Overall I’m really happy with the design of the game from both a theme and gameplay perspective.

What worked?

Extensibility Focused: We’ve managed to create a system that makes it easy to rapidly throw in new ships with different shot patterns by using good OOP-principles. Every ship in the game inherits from a Base Ship class which defines some default behavior and statistics like movespeed as well as basic movement and death functions. Each ship then has an AI script associated with it, so it’s easy to swap out behaviors and ships to create more unique variations.

Core Gameplay: Infesting ships makes sense! You can attach yourself to any ship in the game and gain access to things like how the ship shoots or moves. This allows for emergent gameplay because you can choose to play defensively and retain a good ship, or constantly jump from ship to ship abusing your invincibility and life regen. One of the things we wanted to do was get ship persistence between stages but unfortunately another issue we ran out of time on. Also, there’s a few small secrets (though I don’t know if I should call them that?) in the game but they’re a pretty low chance to occur.

Level Creation: We use simple spawners that create enemies as they approach the outer walls of the playable gamespace. These are attached to another background surface that moves constantly to the left; this keeps the camera consistently in one spot while also making it easy to visually create levels and layouts.

What didn’t?

Length of the Game: There’s unfortunately only three levels. We ran out of time near the end and while we could’ve thrown in more levels it was not worth the potential issues popping up right near the deadline. We were scrambling to fix last-minute issues before the submission!

The File Structure: Our overall game is incredibly messy! Files are kinda just thrown wherever which means it can be difficult to discern what’s still useful or obsolete.

Constant Refactoring: In the beginning we were just throwing code against the wall and seeing what sticks. As a result we ended up having to comb through older code and refactor it a bit in order to make it more consistent as well as extendible. While I’m happy with the end result there are still some minor refactoring problems and we spent a lot of time cleaning up code.

Sound Design: There’s no music in the game and only a handful of sounds. We put that off until the final day and by then it was really too late to get anything in there.

Art Design: None of us are really artists, so most of the ships were just very simple 8×8 sprites put together quickly for testing. A solid piece of artwork even just for the title screen would’ve been a big help.

Conclusion

I’m a big fan of R-Type so the chance to work on something like this with some great friends was incredible.  I think we’re going to leave the game as-is but in the future I might revisit the core concepts and take some of the stuff I learned to apply it to a full experience. Either way, bring on the next Ludum Dare!

If you’d like to try our game click HERE

RougeRogue rates YOUR game!

Yeah I’m playing games again. Just leave a link to your game in the comments to this post and I’ll be sure to check it out! Also, being the dirty businessman that I am, I’ll leave a link to my own so that you can try it. Warning: It’s rushed as hell:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43866

Comments

inbetweengames
28. Aug 2015 · 09:54 UTC
Hi RougeRogue! Would you like to play our game? It’s got a Mammoth!
28. Aug 2015 · 14:19 UTC
Thanks for playing!
02. Sep 2015 · 23:59 UTC
Thank you! I’ll be sure to rate and play yours. A bit of good ol’ quid pro quo never hurt anybody, after all!

Nipper Nosher some days later

Now that some days have passed since submission, and we have received considerable feedback, i feel the time is right for a post.

So firstly a bit about us :

This was our first LD, and we pretty much entered it unprepared, using a framework we had never looked at, in a language we we’re barely familiar with, and to top it off we we’re only available for maybe half of the 72Hrs.

With this in mind we had 1 simple objective, make something vaguely gamelike that’s playable, and submit it.

On that basis we we’re pretty pleased with our outcome, we even found time to add a few things beyond our initial design, such as the plane that drops dummies(pacifiers for US folks) and bombs, and arrives at intervals depending on other game elements. A particle emitter for blood effects. And subtle parallax background scrolling.

In fact scrolling, in any form was a stretch goal for us, we would have been happy with a single screen level, indeed that’s how it was for much of the time we spent on it, cameras we’re added very late.

Feedback :

So overall feedback has been mostly positive.

People seem to like our choices of sounds effects, the retro feel, and the high but not impossible difficulty.

However some have been confused by some gameplay elements(i’ll clarify these shortly), and a few small glitches such as  overlapping background music.

The Game :

So the aim of the game is simple, get to the door at the end of the level. trying to eat as many babies as possible along the way.

You are a baby eating monstrous orc. And as such you get bonus point for mutilating them(big bonus @ 100%).

Obviously it’s not that simple, because it features robot police droids, that insta-kill you on contact. And yes, no lives, no second chances, that’s game over :)

The droids ordinarily patrol, but they have a sight range in front of them.

And this is where maybe some things will be clarified for some players :

The must be more or less(don’t want to give too much detail 😉 ) on their height level, and within a certain distance, in front of them. Then they leave patrol mode & enter pursuit mode. So how do you escape once they are pursuing you ask? we’ll there’s a few options : You can get far enough away, that they lose sight of you(note. this is further than the initial spotting range), Lure them to their deaths, or use those fables pacifiers/dummies!

The aforementioned reset aggro on ALL enemies when collected. However, if you are still within the sight-cone of any, they will immediately spot you again, and resume pursuit – so you need to get smart about when you collect them.

One other thing some people have been confused about is that sometimes they turn around ‘suddenly’ when you are behind them. This is a deliberate mechanic, and there are sound cues, but clearly it’s still not clear. It happens when you first make contact with a baby, this baby may be happily asleep or otherwise unaware, in which case all is good. The other option, is the baby realizes you are a monster, and cries out. This alerts all on-screen droids.

One other thing that can drop from the plane, is bombs, they kill everything in blast radius, everything! That includes, police droids, babies, other drops, and YOU(game over) so yea by all means lure things there to get rid of them, but don’t get hit :)

What’s next :

Well as it happens, we now plan to take this game further, and include more levels, and procedural generation of platforms, obviously address any issues people have spotted. And add a couple more enemy types. So watch this space!

For those who haven’t come across it yet, here’s the link, and a few screenshots.

Thank you for reading!

Nipper Nosher entry link

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I am sorry, Zachtronics.

Nobody’s going to believe this, but here we go:
When i created stacktrace, my LD33 entry, i knew it was inspired by something i had already seen some time ago. But i didn’t know what at the time.
Just a random game about coding in assembly, that i had seen somewhere sometime ago. It was TIS-100
TIS-100 sat in my mind quietly after i watched a review of it. And i forgot about it. During LD i had remembered that there was a game about coding in assembly, so i thought why not have a go at creating something simmilar?
Well, turns out it is a bit too simmilar. Mechanic-wise that is. They both need the player to read documentation first, both machines spew out random data etc.
And, trust me that was NOT intentional. Human subconsciousness can be a bitch sometimes. And this time it was.
Still, have fun if you want to play it (here), just like i did creating stacktrace. Hopefully it is not considered plagiarism.
Check out the ‘original’, TIS-100 by Zachtronics here: http://www.zachtronics.com/tis-100/
I’m sorry for stealing your idea, even though i did not know about it at the time.

Comments

TheMorfeus
28. Aug 2015 · 10:27 UTC
About why i am writing this: I just remembered that there was a game like that. And i checked it out. And then i rewatched the review. And it hit me.
GreaseMonkey
28. Aug 2015 · 10:31 UTC
By that logic, all programming games are ripoffs of TIS-100.
Sypanite
28. Aug 2015 · 11:11 UTC
“The act of borrowing ideas is integral to the creative process. There are games that came before Infiniminer and there are games that will come after Minecraft. That’s how it works.” – Zachary Barth, Zachtronics

Updating with a post-jam version :)

So, I tried bug fixing my game, but to fix those I’d have to do a lot and that would change a bit of the game, so I decided upon leaving my original version on LD, for judging purposes, with all the bugs, mistyped words and issues, as I want to be judged upon my work during the Jam. :)

I’ve reworked the game in a post-jam version with reworked controls, less wobbly camera, better hitboxes and (not so much) easier reworked levels (mostly because of controls 😛 ).

If you’re judging for LD, the game’s page is this one: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=50909

You can play the post-jam version here: http://yuigoto.itch.io/look-into-the-mirror

And I’ve also recorded a small playthrough (spoilers?) of my game, to see if, despite all issues, it’s possible to play it until the end without dying or glitching:

 

And, now…preparing to write the post-mortem. :3

A Fox’s Journey – I see so much self advertisement so I thought I should try it as well :D

Hello everyone! 😀
This is my first Ludum Dare and I wanted to enter the Jam first but the person
I wanted to work with wasn’t able to so I thought why not make a Compo game 😀
So yeah if you haven’t tried my game yet I would highly recommend (I’m only saying this because I made it lol) to try it! 😀

                                                                 <My Game>

Img

Gif

This game jam was more fun then expected and I got a lot of feedback as well.
I’m hoping I get the time to participate in the next one as well 😀
Also I learned how to correctly export the things I made lol

So thanks to everyone reading this, everyone who played my game and especially to everyone who wrote a comment! 😀

*Just tried to update images: are they working now?

Comments

yuigoto
28. Aug 2015 · 11:15 UTC
Screenshots didn’t load! 😛
derr
28. Aug 2015 · 13:31 UTC
I had the same issue with imgur! Try putting it on the Ludum Dare site. Works fine for me!
Pusty
28. Aug 2015 · 20:19 UTC
I hope I just fixed it, but I’m not sure 😀

Sanika!( I dare you)

Sanika is a fast shooter platform game which there i no way for you to beat it.(I can’t beat it too)
With 4 levels,4 bosses and many hazards and enemies.Prepare to get blind by all those flashes and effects!
MUWAHAHAHA!

Play it here!

You are the Monster… Truck !

mmr1

Alright, so I’ll try to write my post-mortem as well. I was looking forward to this LD, since I finally wanted a good motivation to finish a project, to make as complete game as possible. When the theme was revealed, I wasn’t particulary happy. I liked other themes much better, but I had to start thinking. First thing that came to my mind was that I want to find a unique approach to the theme. I knew I wouldn’t stand out with my development skills, since I’ve never finished any game, so I needed to stand out at least with the idea. And I guess I managed to do that. Although I was definitely not the only one who thought of the Monster Trucks, we were certainly a minority.

 

So I started making the car. I wanted my MonsterTruck to behave a bit differently than it ended up, but I couldn’t afford to look for a solution the whole weekend. I was using Unity’s wheel colliders, and I could not manage to make them behave correctly when riding over bigger bumps, so I decided to lock the rotation of the truck on 2 axis, which took some of the fun from the gameplay, but at least the car was stable now and I could finally move on a bit.

I needed to find a goal for the game. And what do Monster Trucks usually do? Crush other cars, of course. So I made a little city, put some traffic in it, and I had a goal. But that would be too easy and boring. I needed some kind of enemy. There is a Monster Truck driving through the city, crushing cars, so adding a police as an enemy seemed like a logical solution . And why not make them crazy? And why not make them suicidal? And packed with explosives?

So I had a goal, an enemy, but I wanted a bit more to this. I didn’t want for the player to just die on touch with the police, so I added HP bar, and a Repair Garage, and while at it, I also added Fuel bar and Gas Station. To incorporate these into the score, I decided to put the price for repair and the gas.

At last, I added some finishing touches, little menu with splashscreen, and UI. And there it was, my first finished game!

 

What Went Good:

Overall gameplay – I think final outcome is not dull, and I’m glad with the game as a whole.

Audio – I’m happy with audio in the game. I wanted to create and record more songs, but the one that is in game already took way too much time, so I decided that 1 and a half minutes should suffice.

 

What Went “Not Sure”:

Balance – Balance is a matter of many iterations and playtests, but I didnt have much time for that, so I tried to guess the right values and prices in the game to have it fairly hard, yet not impossible to maintain higher score.

 

What Went Bad:

Graphics – Some people seem to like the graphics, which I’m super happy about, but I wanted it nicer, especially better textures, better models. But again, I’m no artist, so I didn’t want to spend all weekend modelling and texturing, and having no game in the end.

Code – Yeah, the code is pretty ugly, but hey, it works, right?

Emptiness of the stage – I wanted to add more stuff in the city, like trees, various buildings, some fences, handrails on the bridges, …

 

In conclusion, I’m glad I finally joined the LudumDare and finished my first game!

I want to thank everyone who commented on my game, all of the comments were very kind, and I’m really happy you seem to like the game.

 

If you haven’t played Monster Truck Rampage yet, feel free to do so right now! And don’t forget to leave your votes and some feedback.

From slime to king – Post compo 2.0.0

After lots of feedback, i decided to make another version of my game. I want thank to you guys, for playing and sharing your opinion with me.

So… What is new in From SLIME to KING 2.0.0 ?

Well… I make little changes in level up system. Is little more balanced. Enemies are little slower, so you can escape.  Attack and controls got BIG overhaul!

Attacking is not based on animation of attacking (i deleted whole attack animation) So, if you press shoot, you shoot instantly!  Controls are in Binding of isaac style now, and you can switch from right to left handed version :)

You can find link to post compo here

If you want to get info about new versions, just follow game on gamejolt page :)

 

 

Comments

Nikteddy92
28. Aug 2015 · 13:07 UTC
GOGO SLIME KING!

Great update? F*CK yeah!

I’ll download it right now! ;D

Now working on the POST-LUDUM version!

 

Thanks for all the votes and feedback so far!

Now working on more and smarter enemies! New weapons! Vehicles and helicopters!

If you still haven’t tried the compo version of the game, try it now HERE

hungryanim

“Disastris” Postmortem

This is the (needlessly long) Post-Mortem for my First Ludum Dare Entry: “Disastris”

final screen 1

I’ve never really done a post-mortem before, and I didn’t take many progress screenshots, but here goes 😀

The Theme Announcement and Brainstorming

Like many people I was completely taken by surprise when I saw the theme. I was expecting something abstract, similar to the theme for the last few Ludum Dares, like “one rule” or “expanding world.”

I banged my head against the wall over and over again, coming up with generic idea after generic idea, writing down an astounding 14 unusable and generic themes in a single hour. I took a shower, then  looked over all of my ideas.

I hated them all.

So, worried about using up too much of the time, I settled on my first idea: a game where you play as a Yeti trying to drive people to madness by being seen without your existence being proven. I wrote down all sorts of ideas, but nothing really felt right. I looked back at the other ideas, and one stuck out at me: “you are the fire.” I had dismissed this idea as being too far from the theme, but after all my hours of agonizing over the theme, I decided that it was fine to waver a little bit from it.

But the thing is this: The idea fit the theme perfectly. That’s the first thing I learned from the experience – don’t discount an idea because it doesn’t feel close enough to what has been asked for. If the gameplay is solid, its possible to clearly relate to a theme even when doing something unexpected.

I settled on a puzzle/strategy game for windows and web where you move through a set of single screen cities armed with 4 disasters: fire, tornado, earthquake (later changed to tsunami), and a giant monster. The player would use planning to try to create as much destruction as possible with the disasters given. There would be firefighters, cars in the streets, a variety of buildings that give bonuses, storm walls that were immune to certain disasters, and much more.

Beginning Work:

So there I was: 3 hours into the Dare with an idea that seemed impossibly complex in a genre I had no experience in. The task seemed enormous, but I decided I wasn’t going to waste any more time on finding a new idea. I was going to stick with it for the remaining time.

I opened up Pyxel Edit and began drawing tiles for the roads in my city. I had decided to make the graphics 8X8 to allow for my artistic “skills” to be hidden behind a protective layer of minimalism. It took around an hour to make the roads, and after that I drew a small house. I drew a skyscraper, and arranged the elements into a small set of city blocks. I then called it a night and went to sleep.

Coding Begins:

As soon as I woke up (no time for breakfast, I had a game to write :P) I started writing the code to allow roads to be layed out without picking out each road tile individually. I added some houses and the skyscraper, and soon I had a static image of a city. The next step was explosions.

early screenshot 3

I realized that the most important element of this game would be satisfying city destruction. I wasn’t sure if the game mechanics would encourage experimentation like I hoped, so I needed something to fall back onto. I spent multiple hours trying to get building particles to work, and when I had finished, I had particles flying everywhere. But I needed a disaster to cause the destruction, so I started work on the fire.

The Fire:

Coding the particles and spread of the fire was the hardest part of the entire project.

The fire particles were easier to code than I expected. I made a sprite with 6 images, starting orange and gradually moving to smoke. Particles got smaller and moved to smoke color as they floated up.

Much harder was the spread of fire. The logic that I wrote created a very touchy value for the growth of the blaze. A 5% change in the value was the difference between the fire spreading out of control and it barely spreading at all. It took hours of tweaking that value in two separate sessions to get the fire working. When  it was done, however, I had a cool demo where fires could be started which sent rubble from explosions flying everywhere while smoke filled the skies.

early screenshot

 

Adding the Tornado

This was not very hard, luckily. It just took a little bit of time to draw it, but I incredibly ran into not a single bug when coding the tornado movement. It was my lucky day, I guess :)

early screenshot 2

Abandoning Web

Now I had a tricky decision to make. The particles lagged the web version so much that I could either release a toned down web version with lowered particles, or a windows only version with full particles. It was a choice between most people getting an experience which may not be as enjoyable, or some people simply not being able to play the game at all. I decided that it would be better overall to release only a windows version. Not many people would be willing to download a game that they could just press a button to play, even if it meant a better experience. It makes the overall quality much higher (and ensures better ratings :P) That’s the second thing that I learned: Feel free to lower the scope of a project if it means higher quality.

Adding the Monster

While I expected the monster to be the hardest part of making the game, it actually took only around 40 minutes. So, that worked out.

final screen 2

Another Strange Decision

Time went on, I added more disasters and levels (incredibly running into no major bugs), and I was faced with another choice. The tsunamis in the game use particle effects, but the way I initially wrote the code did not allow it to move even in only the 4 cardinal directions. I could either spend another hour reworking the system, or make it so that the tsunamis can only be placed in two directions. I ultimately decided on the 2 direction approach, and I think it actually benefited the gameplay by limiting the power of the otherwise extremely strong disaster, although the strange control has already caused some confusion. After that, I had finished all of the disasters!

final screen 3

Music

Interestingly, I had almost no experience writing music of any length before this, although I do play drums in a jazz ensemble and have played with some friends in a rock band in the past. Bosca Ceoil was not working properly, for some reason, so I used mixcraft 6, which I also had access to, to create the music. I had a bass line and drum line in my head, and it took around an hour to get that down into the computer. Overall, I only had around 14 seconds of music to show for that time. That’s the third thing I learned (which should have been painfully obvious before): Don’t use software that you don’t know when you only have less than an hour.

final screen 4

The Conclusion

This Ludum Dare, my first, was a really great and inspiring experience. My game has gotten a highly favorable reception so far, and that inspires me to continue work on some projects that I have frozen. It has also removed my fear of writing somewhat complex game logic. Before the Dare I tried to tiptoe around that to avoid the massive frustration it often causes me when I need to rework a large portion of programming or run into a major bug.

Thanks for reading. I just realized how long this whole thing is, so I hope I didn’t bore you 😛

See you in December!

It’s been an awesome LD!

As y’all know, this was the first Ludum Dare we ever participate in and it was awesome! We had a lot of challenges to face, from the tight time limit to real life problems! And we sacrificed a lot, some their work, others their final exams, but we enjoyed every tiny piece of it. And it is all thanks to your awesome feedback and this constructive community!

Thank you :)

And we are happy to say that we are working more on enhancing our game, Ankabot, to become really enjoyable and fun :)

You can check the compo version here!

Hydra Action Screenshots

Sometimes the gameplay camera doesn’t the most dramatic screenshots.  Here are some up-close and personal photos from inside my game Hydra.

2015-08-23_19562015-08-23_19532015-08-23_20002015-08-23_2004

 

 

Monster Cube

Need some stress relief? Squash, squash, squash, vote!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=2984

I added builds for all platforms, including a WebPlayer build that you can play directly on the Ludum Dare page (works well in Internet Explorer, doesn’t work in Chrome).

The WebGL build works well in Chrome.

I hope you’ll enjoy this.

Thanks

Thanks to all who voted and commented out my entry. It’s my second “finished” game, and my first game for a jam, so it’s good to know what to improve for the future.

 

scr2

 

You can test it here!

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57016

Browser pest – A reflection

First of all: the game!

11

What we did

We thought about the theme for a bit and decided almost immediately that our monster would have to be cute and cuddly. Then someone recalled the cookie monster computer malware and we realized that we wanted our game to be related to it somehow. After different ideas we settled on a monster who eats browser cookies. In the end we were quite happy with the result – we managed to completed the goals we set for ourselves and even had time to go over the code and eliminated most of the bugs.

badloginuusWhat went well

  • We got a good idea fairly quickly.
  • Our framework was ready in time.
  • Two artists meant even more cool art and wonderful colors.
  • One of the artists also did a bit of coding, lending a helping hand where needed

 

flashWhat could have gone better

  • Maybe a little less time spent petting the cat…
  • There are still a few bugs we could not catch, even with those sticky cookies…

 

Just play the game!

Some changes, thanks for the feedback!!

Hi everyone!!

CHANGES***V1.1.0
-Due to the feedback, baby mode has been modified, so now it’s easier to complete the level in this “easy” mode. Those who want a more challenging mode can play on “monster mode”.
-I hope those people who couldn’t complete the game before to retry and complete it now. The best part is at the end. Sorry for the inconvenience, and have a nice time playing my game. Thank you.

You can play Sunset Monster here.

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3 4

Comments

derr
28. Aug 2015 · 17:53 UTC
Welcome change, I will play it again!

Post-Mortem on Minotaur

Part of the preparation for the next Ludum Dare (because, hey, it’ll be here rather sooner than later) is looking into the past at how the previous entries worked and how they didn’t. First, let’s recap how our time was roughly spent during the three days of the jam, while working on Minotaur:

 

Saturday:

We met at 9 o’clock, six hours after the theme was announced. I don’t think there is any way to improve this, since a good night’s sleep is crucial for doing anything. After an hour or so of smalltalk, setting up the project/workstations and deciding which engine we were using (Phaser), we were ready for brainstorming.

We had a few ideas what kind of game we wanted to do. Some ideas were really just other themes or settings, but in the end we had two ideas in competition. The one that didn’t make the cut was “You are the (Flying Spaghetti) Monster, converting people with your noodly appendages and meatballs, while Zeus throws lightning at you”. Hey, we can’t all be genious writers. As far as time goes, the brainstorming was done reasonably quick, without rushing things.

After we settled on the Minotaur theme, we split into three groups doing stuff. I can’t comment much on how my coworkers faired, since I was doing the graphics. I’m really a programmer, but Ludum Dare is perfect for dabbling here and there and I know how to use gimp somewhat effectively. The others were working on extending the game skeleton with the actual game logic, some basic AI and implementing procedural level generation. Unfortunately, we had to scrap that last one.

Graphics-wise I should probably look up how to improve the workflow. A lot of the time was spent creating mirrored and rotated versions of tiles. Since I was doing a bit of shadows and working exclusively with bitmaps, I had to fix the highlighting after mirroring/rotating the tiles. Maybe I can improve that aspect. I also would love to work more with higher levels of abstractions than pure bitmaps. I kinda did so with using copious amounts of layers (Achievement unlocked – “Layer Madness: Create a meaningful gimp file with more than 200 layers”), but there has to be a better way to work, possibly using vector graphics, texture editors/generators and specific programms for working with spritesheets/tilesets. Other than that, I think doing graphics simply takes a lot practice. Doubly so, creating them efficiently.

The big I-wish-we-could-have-done-this thing was animation. With my crappy workflow, animation would have required drawing each frame manually. The horror! It’s certainly possible and how a lot of people do it, but a programmer doing animation during LD? You gotta “cheat”. Again, with vector graphics you can draw key frames and let the computer interpolate the frames in between, but that is hardly possible with bitmaps. Something to research for next time.

My coworkers made better progress, but hit a bump in the road with pathfinding. Sure, everyone and their mother knows of A*, but it’s not like a language construct you can write down with a few keystrokes. First, you need a data structure, that actually supports the algorithm. Second, you have to implement and use it. Third, your actors need to decide where they want to go before they can calculate a path. In the end, the game didn’t end up using A* pathfinding, but a simple state-based movement, that worked well in the purely orthogonal maze, by cleverly choosing angles to deflect when hitting a wall.

We have plans to vastly improve working with simple state machines and pathfinding for the next LD, should we decide to use Phaser again. Now we know.

 

Sunday:

The second day is the day for the actual game logic. Having the mobs and the player move around is nice, but not exactly a game. Again I can’t say where the chokepoints for the programming side were, but I gathered, that a more systematic approach using OOP patterns (even if javascript is often called a functional programming language) right from the start would have saved a lot of time. Evil, global vars! Fight the monolithic functions! Say no to god objects! And for the love of Elune, don’t repeat yourself!

On the graphics side, I was busy doing some decoration objects, that later were reused as different sprites for the same game object to provide some variety. The only decorative thing in the level were some fountains, and those were the worst sprites I made. Oh well.

A big time waster was doing a big spritesheet for the mob groups. We decided that mobs could band together to form a group. Since collective behaviour and movement was basically impossible with the crude AI and movement we had, two or more mobs would simply fuse to one object with the sprite of a group. This time I had no shadows to worry about, so could copy+paste and rotate to my heart’s content, but it still took some time to create the spritesheet. If we have our better AI for the next game, I’ll be able to save on that side, since grouping can be done a more abstract level and the mobs simply stand close together (if we even need grouping).

At the end of the day, we had our game almost complete. However, from my previous entries I knew that instructions and tutorials are absolutely crucial for LD. People just don’t have time to figure out the game. So I decided to do a tutorial. For that I created a very small level and added a page-through collections of short texts, like “Strange creatures have invaded your labyrinth […] and if they band together, they get stronger.” They don’t outright tell you what to do in meta terms like mobs and highscore, but should still provide a quick introduction to the game. I really hope this solves the problem. Ludum Dare is not the time to create elaborate tutorials, that are longer than the main game.

At that point I also discovered a really annoying engine limitation: Reseting the game is not as easy as it should. The solution was to reload the page to reset the game. Ugh!

 

Monday:

We all had to work on Monday, so not much development was done on the game. In the evening, I extended the main level for some additional gameplay (still short though) and fixed a bug. After that, an unfortunately very short round of playtesting to check the winning/losing conditions and browser support, then it was already submission time (actually sleepy time). Even though the jam has a day more, the third day is not the day to do any heavy work, since most people have to work on mondays.

 

Conclusion:

Better preparation for common patterns in game development goes a loooong way. It’s not just that you can do stuff faster, but also more is possible because a reasonably well constructed program enables more features with a few lines of code than a horrible mess of spaghetti madness. Also, for graphics proper workflow and tooling is crucial. I don’t know much about audio, but maybe it’s the same. We chose external music and sound effects, because programmers make for horrible musicians (for us anyway).

 

Tags: ld33 postmortem, postmortem

Post-mortem: Flappy Monster

Flappy Monster is a nod to helicopter-in-a-cave style flight games, and turns them sideways. More popularly known as “Flappy Bird” games, the thrust/gravity/navigation mechanic has been around for a while. In my twist, I gave the monster ineffectual wings. Flapping makes him angry (because he can’t fly) so he runs, runs faster, through buildings and forts of humans civilization who desperately lay down sharp pikes to stop him.

WHAT WENT WRONG

Idea waffling

I start each game jam by walking the dog and talking to myself like a weirdo. I run through the possible interpretations of the theme, what I think others might do, and how I might distinguish myself. When I get back, I have a drink (this time it was Remy cognac), sit on the porch, smoke a cigar and brainstorm. Normally by the end of the evening I have several ideas fleshed out and I’ve at least picked one, with the core mechanics designed. But this time, I was flustered, and was waffling between two ideas until 4AM.

The first idea was an homage to The Thing where you were accused of being the monster (but not actually). It was somewhat a logic game, where you knew little facts about the other people that clued you into who was the monster. Anyone left alone with the monster could become infected, and then you had two monsters. You assigned characters to do tasks which revealed more clues about who’s the monster. Characters would have trust levels with each other, making this task harder, and ultimately putting suspicion upon you, perhaps leading you to becoming infected yourself. I loved the idea, but I spent hours researching logic puzzle design and failed to nail down precise core mechanics.

The other idea was a chasing game. People thought you were a monster and chased you, and you responded nonviolently. If they grabbed you, they held you in place until you shrugged them off. If you stayed held long enough (perhaps because several people grabbed you), your health would begin to drop. The twist was when your health reached a lower threshold, you’d explode with rage, killing everyone on the map. So ultimately you are the monster (albeit provoked), and your goal is to survive long enough. I eventually settled on this idea, but I was still analyzing mechanics in the morning, trying to figure out how to make the chase exciting. Ultimately when it got to noon, I acknowledged that this design had too many issues and no time to work on them.

I came up with the Flappy Monster idea as an alternative, as something I thought I could build with the time remaining.

Poor prep

I generally code Haxe using the Sublime 3 text editor. It’s not an IDE. It has support for templates but I don’t use them. It has support for completion, code style, and shortcuts using the Clemos Haxe Bundle but I had trouble getting it working properly and stopped using it a while ago.

Under the hood, Flaxen uses Ash-Haxe as an entity-component system. The benefits of this system are only realized if you actually use systems and components to address states and behaviors in your game. These things require some boilerplate code. Not a lot, but when I’m coding under the gun, the extra minute it takes to set up this boilerplate and locate the file in the appropriate location seems like forever.

So instead I start hacking. The code base gets ugly, cluttered, and hard to extend very quickly, and by the end of the 48 hours I’m fighting kode krud in my desperate attempt to cram in one more feature. Next time I’ll put together some templates and macros to make this process quicker, and keep me leveraging the ECS.

Also, I had little practice with Spriter. While I love the ability to do custom animations in it, it’s a buggy and very quirky app. Between Spriter and TexturePacker, I was trying to discover an efficient art pipeline that wouldn’t drive me nuts. In the end, I barely escaped a Lovecraftian descent into insanity. Seriously Spriter, I have to enter my custom rect every time? You can’t save that shit in the scml file? Jerk.

Ran out of time

This “what went wrong” is always on my post-mortem list. And every time it’s my fault. Because I know I have 48 hours and only 48 hours to make a game, yet I “blow the time budget” at various points. I have to be more ruthless in my time management. Unknowns are a killer and a time sink, so prepare as much as possible, and if the design is not coming together quickly – ditch it!

As one gets to the end of the deadline, things stop dropping off your to-do list in favor of more critical priorities. In my case music and more special effects never happened. And the game would have benefited immensely from another hour of playtesting and tweaking. But that’s alway the case!

Users complained that the pikes were hard to see, the difficulty was brutal, the RNG was unfair, and the monster took too long to slow down. All true, my friends, all true.

WHAT WENT RIGHT

Knowing when to scrap a bad plan

I’m glad I switched ideas.

The chase game was still stuck in design, and I’ve been bitten before jumping into development without thoroughly understood gameplay. The idea I came up with was a twist on Flappy Bird, placing it on its side. Instead of flapping for height, you flapped for running speed. Instead of the “height” of a hurdle to get over, buildings of different sizes required a minimum speed to run through (or you get knocked back and your game ends). And to simulate a “roof” to duck under, I added pikes in the ground that you could only tiptoe through; if you ran too fast, you’d trip and get impaled.

It’s a decent twist. It doesn’t quite provide the same depth of experience as a flying game. For example, when flying you may have to fall half way down the screen, but in Flappy Monster (where the running speed correlates to flying height) there are no pikes that require a max of “half” speed. All pikes require you to go pretty slowly, so as a result pikes right before buildings can be quite punishing.

Completed!

Out of 9 Ludum Dares, I’ve completed 6. That’s a terrible stat that shows I have persistent issues with time management. In some cases I’ve hit the deadline very close to a playable game, which I consider a minimum requirement for submitting. (Some people don’t.) Despite my fumbles, I (eventually) leveraged my ability to recognize when plans needed to change, I identified and shifted priorities, and most importantly, I placed utmost priority and focus on the goal completion. Without that, no game!

Working on a Post-Compo version

When the compo ended, the game had only JUST become truly playable, and I was entering a groove where adding features and juice was eminently satisfying. So why stop there? I branched my code and kept working on a post-compo version, albeit at a more-relaxed pace. I added scrolling grass, shaded the monster, cleaned up and animated the pikes, added a demolition rumble effect, smoothed monster movement, tweaked the RNG to be less cruel, and gave the monster an increasing deceleration for faster and more dramatic slow downs. It’s more playable. And I’m still adding things to it. It gives interested players a change to look at something closer to “what I was going for,” and rewards them with a better experience as appreciation for looking. And I get to put in those missing elements that make me happy. :)

Tags: Ash, Flaxen, haXe, haxepunk, LDCompo, post-mortem

Diagonals!

I have implemented diagonal movement for player and enemies. That improves the game balance by making it much more difficult, as now it is dangerous to be sorrounded by enemies. By being sorrounded by a group of eight ninjas you could receive up to 48 damage per turn.

Fear the power of... DIAGONALS

Fear the power of… DIAGONALS

Also the touch controls have been updated for diagonal movement.

The touch control zones

The touch control zones

If I’m able to iron some bugs I’ll upload the post-jam version in a couple of hours. In the meanwhile you can play the original jam entry HERE and leave some constructive input :-)

I missed the deadline Doh!

I missed the deadline because I was busy tweaking things and wasn’t ready to submit what I had and wasn’t sure what I needed to summit my entry. I tried submitting a few hours after the deadline but it was too late.

This was my first attempt at Ludum Dare and I’ve learned a lot in the process which was my main reason for taking part. So, I’m happy with that at least.

I’m disappointed I missed out on judging the other games and getting the most out of the event but it’s my own fault.

I would still like some feedback, this is what I made in just over 74 hours. I’d like to develop it further into a full game, if people like it. I think it’s pretty decent. Tell me what you think…

Screen1

Screen4

You can download the PC/Win version here!

Comments

28. Aug 2015 · 19:46 UTC
Too bad you missed the deadline, but it happens 😉

So I’ve tried your game anyway, the graphics are pretty good but the controls and the camera make it really hard to move and aim. Sometimes a tower gets in the way and you can’t even see your character.

If you plan to work on it some more, I would suggest you start by using a more classic style of camera and controls scheme.

Good luck for the future and hopefully we’ll see you next LD! :)
28. Aug 2015 · 20:51 UTC
Hi, Thanks for your feedback.

NEW HIGH SCORE!

Cute name….Hard game

A NEW High Score has been set by ImTheZiggy with a time of 20.668 (Rank S C)

Do you or someone you know have what it takes to get that “Perfect S S” Rank?

Nimble

Play Nimble and don’t forget to comment your best score!

No swimming. Shark sighted

We all know what it is to be attacked by a shark, thanks Hollywood. But have you ever imagined what it is to be the shark in a situation like this?

We guess it is something like this…

SharkRevenge 2015-08-27 21-58-37-922_1_3That’s right, in our game you can bring your wild instincts, your inner monster out. Eat humans, blow boats and have fun!

SharkRevenge 2015-08-27 21-58-37-922_1_4

If that’s not enough craft your deadly skills and challenge the top five great white killers on the leaderboard.

Munch and rate

 

Hell Court – Post Mortem

This is a long post about my experience making Hell Court. Reading time: 7-10 minutes.

1

 

About the game

Hell court is a platformer, where you are a master of a dungeon in hell. Humans that have sins come down here to be judged. You first listen to all the sins they have made. You then deal physical and mental pain to them, based on the sins they have committed.

Here’s how I made it.

Before the Ludum Dare

Two days before the start I was kind of bored and visited CompoHub.net. There I noticed that Ludum Dare is starting soon. I immediately started voting and let my family know that I will be coding a lot in the following days. This would be my second game jam and I was curious what I’ll come up with.

To maximize productivity, I told everyone not to distract me during the jam. I also installed Cold Turkey to block distracting sites. I paused every aspect of my life not related to making games, such as reading books.

I was ready.

The start

The Ludum Dare started at 3 am. I could not sleep well, so I got up at 5. I read the theme and started coming up with ideas. Soon enough I came up with the idea of my game. You will punish humans for their sins in your hell dungeon of some sort.

So I took two sheets of paper and started drawing. Images, mechanics, anything.

IMG_20150828_215414.011

Then I drew a rough plan of a level from the game and made a todo list.

IMG_20150828_215356.350

After all that, I was ready for the computer. So I created a Github repository and Unity project inside it.

First day

I decided that I will create the platformer part of the game first. This had to be good enough, so it would not stand in the player’s way. I created sprites for the devil and some blocks in Aseprite. Then I moved to Unity.

I should now mention that my artistic skills are horrible. I knew that, but I also needed to create graphics for the game. My previous game looked bad. I knew it was because I’ve been using random colors (and lack of drawing skills of course :P). So this time, I wanted a simple color palette with few colors I wouldn’t have problem using. I used ColorBlender and Coolors to create a simple color palette. I also restricted myself to 16×16 pixel images to keep things simple. In the end, I think it all paid off.

So back to Unity. After a while, I had the movement done. I then added stairs into the game.

Next, I started working on the sins system. I wanted every human to choose random sins from the sin database I would create. The exact number would be defined by level settings. Every sin would have associated mental and physical pain.

Done. Now humans. For movement, they shared some of the components of the player. I also added random movement so they don’t just stand still.

Now I needed a way to deal the pain. I added a pot and a skeleton. Then UI and dialog system. Then I made humans and skeletons say random stuff.

I wasn’t worrying about the quality of the code at all. It ended up being a mess, but I was astonished about speed at which I kept adding things. Lesson learned.

Anyway, first day was ending and I was happy with the progress.

2 3

Second day

I started by taking a paper again and drawing mechanics I wanted in the game. I also drew objects and the sequence of the listening table. Finally, I made a new todo list.

IMG_20150828_215313.601 IMG_20150828_215335.891

That day I wanted to add animations and sound. So I started drawing idle, walking and carrying animations. Then I moved them into the Unity. Making animation states in Unity is super easy, so I had all animations in within an hour or two. Next, sound. I downloaded Bosca Ceoil for the music before ahead of the start. I decided not to create any music, though, because I had no idea how.

For the sounds I used sfxr. I added them in, putting code to play sounds all over the codebase (and adding comments like “shouldn’t be here, but it’s LD so whatever”). I couldn’t get 3D sound in Unity working for my 2D game. So I wrote custom system to handle volume and panning (and random pitch) of the played sounds.

With animations and sounds the game felt great to play. It made me proud. The best sound system in the game is that for the dialogues.

More levels, menu, highscore system, random objects to fill the levels with… I made good progress. I went to sleep happy.

4

Third day

I decided to add statistics tracking to the game, just for fun. I used Mixpanel and Mixpanel-Unity-CSharp I found on Github. It working great. I tracked useful statistics, but also some funny ones. Like the number of times a human has been picked.

I needed more ways to deal pain. So I added flying ghosts, reusing logic from skeletons. Then lava. I also added a healing table.

After that, I spent a lot of time creating levels. I found out that Unity is not that great for building 2D levels, especially tiles ones.

After all that, I added flamer.

The game was done.

It was about six hours before the jam ending, so I began the preparations for a release. First time I was releasing a game in Unity.

At first, I created and entry just with a Windows build, but I also wanted a web build. After a few tries, I wasn’t satisfied with the WebGL build, so I made a Web one. I put the game on itch.io, wrote a post and a tweet. Later I also added Mac and Linux builds. I couldn’t test them, but Unity makes it so easy, so why not.

What went well

  • No distractions. I blocked them all, on the internet as well in the reality.
  • Graphics. By using a constrained color palette and image size, even I was able to put out decent graphics.
  • Code. I didn’t worry about the code. I didn’t refactor much. I didn’t create complex systems. That allowed me to advanced faster. The code is a mess, though.
  • Planning. I drew a few things, made a simple todo list and that was it. Then straight to computer. No long descriptions or anything.

What to do better next time

  • Some basement for code. This I will accumulate over time, just right now I started from scratch. I would certainly need a code for game object pool, for example.
  • Recording development. Right now I only my memory to recall what was roughly happening. Next time, I will probably record a timelapse and write notes.
  • Keep the game short. According to my statistics, nobody made it past the fourth level yet! That means that nobody even tried a flamer yet. Next time, present features faster.

5

The future

I will work on the game. Some aspects need to be tweaked or removed, like the platformer side of the game. I also need to rewrite most code.

Also, I’ve never sold a game before. I will try it with this one. The full reworked version will hopefully be my first paid game. I will create a blog and post updates there. I’m thinking I’ll use Tumblr for that.

Final

Thanks for reading this long post! If you haven’t played Hell Court yet, check out my entry here.

What do you think about the game? Should I continue working on it? Please leave a comment here or at the entry page. Have a nice day!

This post has been checked by the wonderful HemingwayApp.

6

Tags: LD33, post-mortem

VINDICTAE: A (hideously long) Ludum Dare Post-Mortem/ Journey of self-discovery, reminiscence, embarrassment, and pleas!

Hello!

So, I don’t really feel the need to put a second-by-second schedule of what it is I did, and I lost a lot of time in the end due to visiting family, but here is a post-mortem dissection and reflection as to the use of my time during the development of Vindictae (working title, not good with names).

Now, I’ve always had a problem with themes. The last LD I did was the ‘Entire Game on One Screen’ one, and I hated that theme, despite (after a lengthy period of time) getting a good idea and making something quite fun. It also always took me a couple hours just to think of something.

So it’s ironic that, although I saw this theme and disliked it, I proceeded to get the idea rather quickly. It was amusing that I was originally doing the typical ‘list words relating to monster, what relates to them, etc.’ and the ‘look around your environment for inspiration’ malarkey, couldn’t think of anything, then my idea just came to me, completely out of the blue. So I’ve no idea how concept people do it.

My idea, in the end, was to make a survival game where you were a ghost wisp thing being besieged by an onslaught of soldiers with varying weapons, with the only way of defense would be to take over the body of soldiers and use their weapons, parading them around as a bullet sponge until either you get bored or they are more lead than flesh, then move on to the next.

Day 1:

The movement was implemented, and I lazily used the GM Studio particle system. This was easy enough. Flying around was fun!

1

 

Unfortunately, the issue that arose was that I fell into the deadly trap of realising I had never done sophisticated top down AI before. After many, many hours, I had about four uses of the mp_potential_step_object function being used along with the basic bullet and firing system, because I’m too dumb to figure out how to do it otherwise, but it was very broken. No time to fix it, though for I had a family member to visit in hospital. For context, I am not heartless, and also I’m Seventeen, so I still live with my family, etc.
But I did have the basic dumb chasing AI in!

2

Day 2 : Return of Day

The next day I woke up bright and early, and spent all my time till lunch finishing AI and implementing the basic possession system and bullet system. Because of my rigorous (and mostly tedious) preparation the day before, this was almost totally bug free, (except for the movement while possessed, which had such buggy firing I was confused as hell, before realising it was actually my space bar that had broken from spamming it so much or something, not my code, haha) so there’s that! Hours before the evening, I had this to show for it, before having to visit another family member for the evening:

4

 

Day 3 : Something Something Final Daystinaytion

Waking up insanely early (for me) I realized, even with ~18 hours to go, I wasn’t going to finish this ‘army’ thing quite so nicely, so I basically go into the idea of just having a survival map with the idea of just racking up as many souls as possible before your inevitable demise. So, I made a quite nice soldier who fired a rifle thing, rather than a pistol thing, put them in a test map, and showed it off!

5

 

Spooky slaughters! Pretty fun, too, and at this point I am really happy with everything save the graphics, which I have stated before as vomit-inducing, whereupon I also made a destructive enemy, who can give other enemies access to you when you hide in walls, demonstrated:

6

So, with some time to spare, as I have already disregarded audio as a luxury for the talented, I made some levels, and finished my game’s polish at half 2 in the morning, to submit.

 

…then promptly realising the next day that I’d forgotten to add the actual ‘play’ button to the menu! Good stuff!

 

So then, now for the obligatory reflection!

What went right?

  • The concept: I loved the idea of switching from body to body, mercilessly slaughtering sellsword after sellsword.
  • Implementation of said concept: While it didn’t turn out quite like that, it’s still, in my opinion, a really neat system.
  • The soldiers: Three uniquely identifiable soldiers, all with fun weapons to screw around with, except for pistol guy. He’s lame (intentionally – lame to use, but easy to kill)
  • Weapons: I thoroughly enjoyed firing the rifle, and using the (slightly op) grenade launcher thing, how you can use it to blow up walls, etc.

Okay then, what about what happened that was the opposite of going well?

As for the bad things, there were numerous:

  • The graphics: always to be expected, I can’t draw. Like, at all. So don’t even start with animation. I used to have a guy I met who was great enough to draw sprites for me, but I lost contact with him after he disused Skype, and clearly moved on to bigger things, so (shameless plea) if you’re an artist (or somebody  who isn’t me who can draw) and you don’t like programming and money, give me a call! Subtle hints aside, it has been a limiting factor to the charm and satisfaction of every feature in my games since my artist friend buggered
  • Audio: With no time to make music even if I knew how, I had barely three-four minutes to find two three of music and implement them into the levels and menus, the boss, and the survival aspect. Again, no idea how people make music, and I haven’t the time nor the talent to learn, unfortunately. Once I tried to ask the only musical contact I had, an acquaintance of mine, if she could possibly make a track of music for me for money, but I had the social skills of a stoned catfish and had a unique… situation regrding them, so that went pretty much as expected! And this was but a year ago! Yay for childhood, or something.
  • AI: They’re dumb. I’m too dumb to make them not dumb.

So yes! That’s the life story of my game’s creation. And scrolling up I see my reminder to not write too much, so look at me! Now I’m a liar. That’s another lie, because I’ve lied many times prior. So in conclusion, I’ll stop talking now, after these last statements:

I’ve seen some amazing entries out there, good job guys! (And one not so great one…  seriously, it’s shameful, and it isn’t mine)

And so thanks for reading this monstrosity, and if you want to burn even more time, maybe check out my game right HEREEEEEEEEEEESubtle, I know.

Most likely all from me via post for a while, as I’ll be consumed with college work soon enough, but I’m going to be able to rate games for at least another week, so ta-ra, fellow developers!
Taha

Greetings Human 2.0 Concept Art

After playing over 150 LD33 entries this week, I figure it’s time to start looking at where to take Greetings, Human as a more polished game. So, here are a couple concept pieces for the menu & codex if I were to port the game to iOS/mobile devices. The biggest challenge is fitting entries into the codex screen. Right now I’m down to 16 races, which is about half of what was in the base game. With that said, there’s going to be a lot more stuff to juggle, so maybe having fewer races to hunt through is a good thing. We’ll see.

Anyway, here are the first two “screens” as a preview.

menu_concept codex_concept

And, as always, you can play the original Ludum Dare edition here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=57679

Tags: board to bits, concept, greetings human, post-LD

Comments

Vereos
28. Aug 2015 · 21:02 UTC
I really enjoyed the game when I played it earlier this evening and I’d really like to see this in stores! :)
yuigoto
29. Aug 2015 · 00:13 UTC
This is really going to be a good one! Maybe randomize the codex? And try to favor races in a way that the majority starts with the same letter or looks like the current? 😛

Post-mortem:You can’t Touch the Devil

The Idea.

The idea of the game was for me simple. I thought” why not a tower defense game”,
but instead seeing from the ground over a map why not going vertically to an devil.
And use the 7 deadly sins to defeat your enemys.
And on second day of the jam i came up of an extra idea to use devil Power.if the game gets hard for people.
And also i got the idea to make people choose there own goal to win game.

And this is the result of it.

game 3


So what went good.

-Well create the game form your head to the screen.
-I get a lot of feedback that was one of my personal goals.
-Players like the game. So the basic idea works.

What could be better.

-Balancing. Yhea this is harderst part of making a game. Balancing is finding the middel of easy and hard.

so the game get some Reducing in spawns and type of enemys that spawn after the manny round.Because most people found that the enemy completely overwhelm them.
-Feedback from screen. Nobody knows where the enemys came from(meaning left or eight or both.)
some people say after find it out the game is easy to understand to them.
-bugs that I still cannot find. there is a bug with the buttons on the menu screen.sombocy tells me yesterday but after testing the game for the 20 time notting has been found.
And the game works really really good. An other bug that i fixed but was the amount of souls you where paying. the sin reed cost 7 souls instead of 5 but that is fixed now. And will be see in the new update.

What i am going to do.
(Hot)
fixing bugs if founded.
balancing the game.
make better player feedback.
more sounds.

(OPTIONAL)

-make more levels.
-set more goals.
-Put it on my developers protfolio.As well on game-jolt.
If you have some more suggestion let me know it.

If you still haven’t played the game yet. feel free to it.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56933

 

Have a good weekend everybody.

Obamapologia: Obamapology 2 postmortem

Back in LD 25, with the theme “You are the villain,” my friend El_Cabaro and I made Obamapology, a game about accidentally ruining the lives of various game characters by abiding by the game’s implicit rules.

Naturally, when the theme “You are the monster” rolled around, it was time to make the sequel. Obamapology: Term 2

obummer

This time the game takes on a paper twist, originally meant to be a pastiche of Paper Mario but ended up looking more like Yoshi’s Story. Our skills have definitely improved since 2012, and you can tell by playing the two. The first one features game ending cliff falls, “federal crime” level collision detection, and a cheesy ending. Overall we were both satisfied with the game as it was but I think that the sequel is certainly a step up.

The good

  • We came up with the idea immediately after hearing the theme, so there was little planning involved
  • The art was honestly pretty easy to make and looks good.
  • The arts and crafts were interesting to work with and shopping for them at Walmart was fun.
  • I got to use the Epson scanner I bought at Goodwill for 4 bucks!

The bad

  • Time logistics really got in the way of making the game, I had to bribe some dude at work to cover my shift and still had to cut 4 hours out of the first day for marching band.
  • We really cut the time close on this one, wrapping up with a very very rushed ending. We’re going to release a “Director’s cut” after the Ludum is over that has the true ending.

Here are some screenshots.

 

Play the game here!

 

 

Post Mortem

With all that wonderful feedback in mind and while stil in development of the post compo version, I want to write a little post mortem of our Ludum Dare entry Pumpi.

First, if you don’t want to read the full text and want to watch yourself what we’ve done, here is the link: Pumpi

And here is a little picture to make you want to play it:

screen

Finding an idea

That was the fastest ideafinding we’ve ever had in an LD. We made a short list with seven points while we played Diablo 3 and killed a bag of chips. Three of the points were: Halloween, stealing sweets and Jump’n’Run.
So it was decided that we wanted to make a Jump’N’Run game, where a monster steals sweets from children at Halloween.

First Works

At that point we began to do some creative work which should help us later. My wife drew the first concepts of the monster and the children and I made the soundtrack and after that we both fell asleep because it was 6 o’clock in the morning.

Next Day

So it begins! Our first task was, bringing the pumpkin to life! So I looked at the drawing my wife had done and made a copy of it in Photoshop, colored it and showed it to my wife. She had said yes and so I started to animate the pumpkin. 8 animations were on my list: stand, walk, jump, scare, pick up, hide, shield and die. While animating the pumpkin we were talking about how we wanted the game to be! There were so many ideas and so many things to do, that we decided to make something possible and concentrated on scaring the children and make funny animations and sounds. After completing the pumpkin animations, please take a look at the spritesheet:

Sheet

we started pixelating the witch-girl. We scanned the drawing of my wife, drew the outlines and filled them with colors and shadows and light spots. The first day was done! And so were we!

The Second Day

I opened my eyes and was so tired… It was hard to hold my eyes open. But what a luck I’ve got a little motivating machine next to me that was saying: Wake up! We’ve got a game to make!
So I jumped out of bed and began to draw the animations of the witch-girl. When I was finished with that task, the coding begins. I hacked all together what I thought we could use. Some animating techniques and some camera movement that took me a lot of time, because I wanted to use some mariolike camera movement, but then decided to use a more simple one.
The day went on and after the animations and the first scare were build in bed was calling!

The Third Day

At this day we started with the background. We drew the first concepts and choosed the colors. But the first draft was… not so good… hm… So we added more colors and made some additions like the door and the window and it looked a lot better and we stayed with this.
After the background was implemented we started our funniest part of the development. The audio recordings. Screamings, Booohhhs and a bunch of other sounds and loughts were made during this time.
But we needed some more content. We needed a vampire-boy! Scanned, drawed, animated and voice added in a rush. (With shocking my wife at night, because of not warning her befor screaming).
Here is the spritesheet for the kids:

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All had to be build together, a tutorial had to be included, the position of the kids had to be decided and a finish and restart had to be made. And then we had no more time for a start screen and no brain capacity for a better name… But hey, we have made a game in 72 hours and we are damn proud of it!

After the Jam

The first feedback came in and our proudness growed and we decided to make a bigger game out of it. With more kids, more scaring moves, more sounds and a start screen! But until it is done, we hope you enjoy playing the Jam Version of: Pumpi

So we wish you a big bunch of fun and hope you enjoy our little game,
ruerob.

Comments

yuigoto
28. Aug 2015 · 23:42 UTC
Oh, I want to see this bigger version! I’m sure it’s going to be awesome! :)

Post-Mortem : The Gold Eaters

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The Gold Eaters

The Idea

Basically i create a rogue-like where you play a monster. All start for the simple joke/question : why monsters keep gold coins if they do nothing : because they eat them.

So the game became a race to grab gold coins before humans, and other monster.

Objectives

  • Make a 2D game
  • Create Sprites
  • Create randomly generated level
  • Create IA controlled monsters
  • Add a real progression with even a tutorial

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What went good

  • I have finished the game, and that’s good.
  • I add visual effect : bloom, blur ad chromatic distortion
  • I worked mainly on dummy asset and add graphics slowly. It allow me create a better code, and to avoid my usual issue taking too much time on graphics
    The IA system worked but the settings is not perfect to create most of the interaction : human and monsters have condition, objectives, and could really surprise the player. Its a basic FSM, badly implemented but it worked.
  • I create the main theme alone with Ableton Live

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What went wrong

  • No game over.
  • A downscale of definition between unity and the webplayer
  • No effects or indication when you hit somedbody else (make fight unreadable)
  • I’m still bad with UI, and it lack of some button.
  • The speed of the NPC is bdaly implemented, as all the travelling system is chaotic.
  • It lack of a longer objective.
  • The animation of the knight is on 2 frame, and it’s ugly
  • I removed a chest system who should have been the main source of gold coins
  • the hitbox size is too variable
  • the exit door can’t be enter, you only touch them

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Improvements

  • Add a path finding system
  • Remove diagonale movement and let the player move along a grid
  • Memorize the room and create connection between them
  • Create more source of gold
  • Improve the fighting system
  • Add other monsters and others heroes.

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Conclusion

Third LD not my most innovative idea but i tried to avoid my old issues, and i was pretty proud of myself, it took 20h to reach that based on technics from the 2DRogue-Like tutorial of Unity, but i made so huge modification that it became quite a mess in the code.

I still like this idea of reverse rogue-like, with the what do monsters when heroes are not there, and what are they doing with all that loot.

Maybe a good idea for a bigger game…

 

 

Comments

berkano
28. Aug 2015 · 23:06 UTC
Great analysis of what you did! I also tried a reverse-rogue-like. So nice stuff.

Now you can play directly on the web

Hi!

“Sunset Monster” can be now played on the web directly, but I strongly recommend you to play it using any of the links on the game page, cause of the poor quality of the webGL in the iframe.

Sorry for the inconvenience, and have a nice play.

If you haven’t played “Sunset Monster” yet, try it out here.

I hope you to enjoy the game!! 😉

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Comments

Grahhhhh
28. Aug 2015 · 23:20 UTC
Great twist, to anyone going to play this, take the time to beat it. Excellent finish!

BIG APOLOGY TO EVERYONE WHO PLAYED GAME BEFORE 29.08.

I uploaded debug version of the game by mistake on the site. In that version you had 10,000 dust to start with, instead 200 that I intended. I you look at the 0.1.0 version on gamejolt for windows, you will see that, but when I added scripts for main menu button that i forgot, i exported debug version.

Once again, big apology to everyone who played game untill now, because you didn’t expirience it fully!

 

5 Minute Game!

Hey guys!  I’m online playing for a while, feel free to check out my game too!

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Only takes 5 minutes to play, and I play everyone who leaves a comment on mine!

 

Only request is please be honest, I’m not saying be mean, but I won’t revenge rank games if you tell me I suck.

Ludum Dare 33 SUPER STREAM (Part 2)

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So as it turns out, last night during the Super Stream, you all had a ton of games to submit to me! I now have a list JUST AS BIG as yesterday’s of games to play, and I’m ready to check them out. Let’s all have a great time and check out these games.

Type !ld in Twitch chat at any time for a link to the current game I am playing.

Watch from any of these:
Watch/Chat On Twitch
Watch on YouTube
Watch on Hitbox

Enjoy the show!
-Highsight