LD20 April 29–May 2, 2011

Verticalland submitted

My head is about to explode if I don’t get some rest, so I’m submitting it now.

I’m very glad that I could complete everything I said I should on the opening post.

You can play it here:

http://www.ludumdare.com/compo/minild-26/?action=preview&uid=2503

Comments

elbowroom
29. May 2011 · 22:49 UTC
Congrats!
30. May 2011 · 01:11 UTC
Looks great! Gonna play this, as soon as I’m done with my own. :)

Post Mortem: Descentsitized

So, I’m throwing in my hat for this MiniLD. I had a pretty awesome mockup (I thought) and was happy with my ideas for the game, but it really hasn’t worked out as smoothly as I’d hoped. However, this MiniLD was definitely a net positive for me, for several reasons.

What I learned

Music Creation

I finally found a music program I enjoy using that’s both stable and makes it easy for me to compose: SunVox. I’ve probably spent a total of  10 or more hours on music this time around, most of which was split between getting used to the software and getting used to composing again. I’m going to keep working with this program, and see if I can’t get faster before the next MiniLD rolls around… maybe I’ll have a chance at finishing then.

What I need to work on

Collision Response

The single largest roadblock to me finishing wasn’t actually the music; that was more of a symptom. I probably would have spent about an hour or two on music if I hadn’t hit a brick wall in my code. The biggest thing that tripped me up was collision response. Having worked with Pygame before for my LD20 entry (LD20X6: Initialisms), I was already familiar with its collision detection system, so I went in pretty confident on that front. However, knowing that a collision has happened and knowing what to do about it are two entirely different things – and I’m still a bit fuzzy on how to actually implement collision response in a 2D platformer. I’ll probably figure it out in the next few days, but it’s a bit weird coming into this from a mostly 3D background, and having to adjust to a pure 2D system, especially since most 3D frameworks already have a built-in way of dealing with collision response… here, I need to either implement it myself, or find another library to add to the stack.

Coordinate Systems

One other big issue I’ve been having with my entry is the fact that when you’re just moving a Rect (in Pygame) you can’t really move slower than 1 pixel per frame, since all Rects store integers instead of floats. This necessitates some sort of scaling in order to track things correctly. The easiest way to do this is to treat everything as having a coordinate system that is 10 units per px or something like that so that you can move slower if needed. However, I didn’t realize this until I had already implemented most of the Actor class and its two subclasses, Character and Zombie. So… so much for all that code. I started rewriting Actor, but got distracted by the music about halfway through, because I found it increasingly difficult to wrap my head around what I was doing, so I basically ended up spending the rest of Saturday on music alone.

Next Time!

Hopefully I’ll be a bit better prepared next time around; in the meantime, I’m going to work on implementing collision response in a 10 unit per pixel coordinate system, and see if I can get that working reliably. (basically, continuing this MiniLD game) Also, I’m going to try making more music in Sunvox so I can get a little faster at that, and hopefully not waste as much time feeling my way around the system next time.

So with that, I bid good luck to all my fellow contestants, and look forward to seeing your finished games!

Comments

huhwhozat
30. May 2011 · 00:41 UTC
To get around the x,y as ints in pygame, you can subclass Rect or whatever you need and make a separate x and y that are floats. Then, just use those in your draw function and it will truncate them as needed. Not 100% accurate, but good enough for most cases. I can provide examples if you like.

Mini-LD #26: Excelsior Status 2

I got the main gameplay working!  It’s not got any win condition or anything like that, but, uh, you can drive a spaceship around under the ground and punch your way out of the crust.  Also the spaceship has some pretty nice thruster effects if I do say so myself.

No idea when the actual deadline is, I’m doing to set myself a deadline of 4am my time, 8 hours from now.  Then, whatever is Done is Done!  Next, adding the win condition.

Mini-LD #26: Excelsior Status 3

Took me long enough, but there’s finally an ending condition that at least pretends to care about what you did.

Is drillship the best word for that thing?  Rocketmole?  Ground ramscoop?  Rocket drill?  Rocket auger?

Mini-LD #26: Excelsior Done

Phew.

Tuning the game is really absorbing, ate up two hours just like that.  I really enjoyed Doing this Mini-LD.  Thanks for organizing it!

Smashy smash

I posted my game in the compo..

It is not complete..
More details in the compe page :)

smashy smash

Dirty Things Tracy, the cleaner

 

 

I finally found the bug that caused Tracy to shoot the wrong way the first time after changing direction : it was, of course, the use of the wrong variable. That’s what you’ve got when you do not sleep on a bug !

Well, it’s uploaded now and I also modified a little the level design so you can’t jump into the fire if you’re not careful. If you use the web version, empty your cache before reaching the link ! (the MacOS version is now a zip file as the windows version).

 

Great Balls of Fire…

Well submitted had fun making it but not really working as fast as I would like, guess I need more practice. Or to limit my time playing the games I’m making!

Did not manage the full win/lose feature I was after or the shield cube snap to grid feature, but have to draw a line somewhere and near midnight on day 3 is pushing it a bit.

Check out my Magix : Elementus entry and let me know what you think.

Underverden – Post Mortem

So who ever came up with calling these analyses post-mortems?  My project certainly isn’t dead.  I certainly have a lot to say about it though.  For reference, play it here.  If you don’t care how I personally performed, scroll down to Product to hear my comments about the submitted game itself.  For the Tl;dr, scroll all the way down to the conclusion.  Otherwise, prepare for a wall of text!

Process:

What went right:

Using Flixel:

This is a powerful library that I encourage everyone to try.  It’s especially suited for rapid development.  It has many helper classes geared toward 2d game development and platfromers in particular, and since it’s based in AS3, web deployment is a cinch.  Tutorials for the current version are a bit lacking but documentation is very good and accessible and there are numerous demos with source code available.  I was able to build Underverden with the tools available: built in tilemaps, collision, input handling, etc is a HUGE benefit after basically writing all that for my last LD in pygame.  There are some cases where I wish I had time to break open their black-box classes, but subclassing usually allows the needed flexibility.  I’m not totally converted to Flixel over other options, but it is VERY impressive.

Preparation:

I took the time to get familiar with my development environment and starting a Flixel project from scratch.  I knew I’d be switching libraries so I set up FlashDevelop, built a couple test games with flixel, and got used to the workflow.  I also found a Map Editor (DAME) and practiced with it, as well as being familiar with Sfxr, FLStudio, and Photoshop, and having Dropbox ready to host my files.  Know your tools!  In my experience, it is almost imperative.

IRC & testing:

The #ludumdare channel is excellent.  I was able to prototype ideas, brainstorm, and do playtests with ease.  People are generally fun, encouraging, helpful, and insightful every time I’ve been on the irc.  I can’t recall who did what, but a number of people were especially helpful.  Someone hopped on a private channel with me and discussed gameplay with me.  Someone else critiqued my control scheme and talked me into changing it for the better.  A number of people mentioned the lack of support for Dvorak or other keyboard layouts, which I hadn’t thought of as a problem.  Near the end of day 2, someone else gave me a boot in the rear that I needed to keep motivated.  You guys are awesome!  Thanks to all of you!  If you were one of these people, please comment; I can remember names but not who did what. 😀

Sleep:

This is a timed competition, but don’t cheat yourself of sleep.  I did last time and that cost me more time than it saved.  Though I stayed up late I made sure of at least eight hours sleep both nights.  It was very worth it as I woke feeling rested and productive.

 

What went wrong:

Internet:

My internet died on Saturday.  I spent a large portion of the day trying to get it fixed and being generally unproductive.  I estimate I lost about 10 solid hours of work.  Nothing I could really do about that, but still my biggest obstacle.

Time management:

I spent a lot of time just staring at the code trying to figure out how to make a certain thing work.  I could have gone on to other areas.  I spent too much time perfecting movement instead of leaving it alone until the rest of the engie was further along.  I spent too much time looking up examples for a physics library, so much so that I never got to use that library in the end.  I really need a better plan of action going into the LD.  I had a good To Do list last time, but failed to do that this time.  PArt of why that was lacking will be covered in the next topic.

Concept:

I did not have a solid grasp of my idea for the game I was making.  As it was, I did not have a good plan of action.  I had a lot of ideas, but no plan to actually realise them in gameplay.  I thought this would become clear as I began to work on various elements, but in fact it obscured my original vision to the point where I had no idea what I was actually making.  I asked someone in irc, “What is going to make my game fun?’  Part of this is because I had premeditated ideas before seeing the themes and since neither of them fit at all, I was at a loss for what to do.  Since the various themes were so similar I had little inspiration.  When I finally got an idea, it was unclear and not fully formed.  In the end it would have turned out solid, but that solidifying needs to happen BEFORE I start coding next time.

 

Product:

What I liked:

Player:

I like my player sprite and his movement.  I spent a lot of time on the movement, but fortunately not as much on the sprite.  A lot of comments from friends and in irc have complimented this aspect.  Thank you very much!  It’s nice to have my opinion validated.  I wanted the character to appear fragile and the player to feel wary about his movement.  I had more steps in mind to achieve this, but the movement feels almost perfect at this point.  I’m also glad to have drawn a character with much the same animation quite recently.  It was very good to be able to draw the sprite quickly.

Bombs:

What can I say?  Bombs are a heck of a lot more fun than I thought they would be.  Excellent.

Tools:

These turned out just about how I wanted apart from some mechanics with the bombs that I’ll discuss below.  Digging should feel heavy and difficult and it does.  The functions of different tools on different surfaces is very near what I wanted.

 

What I lacked:

A point:

Obviously, you can’t win my game.  This is sad because I had a decent story planned that I never had the time to create.  It would have had added a lot of gameplay interest.  (Stay tuned, this is coming!)  As it is this is an aimless platformer with terrain destruction.  I was waiting to make the goal until I had physics, since it relied heavily on destorying structures but this was a mistake.  I could’ve added a simpler version much earlier and had an actual game.  The level design goes along with this aspect.  In the end I just scribbled in the map editor and called it a level.

Balance:

The bombs need balance.  Originally you were to find barrels around the level, then place powder in them to make bombs.  Powder would also be in limited supply.  The bombs also blow up too much ground as I found out through playtesting.  They’re really only supposed to let you destroy the foundations of buildings.  You were also supposed to find your tools along the way, allowing for more exploration and limiting your progress.  You were also supposed to take damage and die, and have a stamina that forced you to rest from jumping and digging.

Tools:

Originally I wanted a rope and a carried light source to be major elements.  Luminescent mushrooms or crystals would grow in the cave and you could break them and take them with you to show the way.  As it is, there is no lighting whatsoever.  Rope would also save you from fall damage (which is not in anyway), but you would have to conserve it and use it wisely in order to retrace your steps.

Atmosphere:

I spent 3 hours writing music that I think is very good for the small amount of effort it took.  It is very evocative and would have added a lot to a complete game.  I also had sound effects and lighting planned but found the time for neither of them.  Finally, my art lacked focus.  The character is two-tone, the tools are detailed, and the terrain is halfway in between detailed and placeholder art.  I think I’d like to develop the two-tone look as it would fit the atmosphere I wanted for this game.

 

Conclusion:

Let’s look at my definition of done…

  • The story is narrated and the scene set – no
  • Buildings/terrain can be destroyed – yes
  • There are at least 3 objectives to destroy in different cities – no
  • Healthy cave grows when objective destroyed – no
  • There are intervening tunnels between objectives – no
  • Equipment is functional – rope, pick, shovel minimum – no rope, but bombs instead
  • The death mechanic is in functional (keeping it a secret) – no
  • SFX are present for actions that need feedback – jumping, falling digging, etc – no
  • There is at least one ambient music track – no; made but not put in
  • Game can be won, restarted, saved and loaded – no

So is that a failure?  Technically, yes.  However.  I learned, I had fun, I’m proud of what I did, and I’m going to continue it.  I would call that a success.  Thank you LD (and all of you in it), for teaching and encouraging.

June 25 MiniLD Theme = ALL TALK

[ RATE ALL THE GAMES! | View All Entries ]

The secret phrase is...

MiniLD #27 is officially a go!

The SECRET PHRASE is:
“I think we can work something out…”

All games that include this phrase will be awarded a golden Ludum Dare achievement trophy that will appear on their profile page. Good luck and have fun!

Happy summer vacation, everyone!  Are you ready for June’s Ludum Dare miniLD game jam? This month’s mini will be held on the weekend of the 25th. I think you will love the theme. It is sure to get people talking… due to popular request I’m releasing the theme early so people on vacation can dive right in and get started early.

The theme is: ALL TALK – conversation trees and dialogue choices.

On Friday June 24 at 4pm PST (midnight GMT) a secret phrase will be announced. Your entry must contain this phrase in the dialogue!

This month’s MiniLD #27 is designed to be fun, low-stress, and relaxed. Perfect for vacationers. The rules this time are going to be very chill: you can use any game engine you like, premade art, and people are welcome to form teams. Instead of crunch-time cramming, you are allowed to start now and work up to midnight on Sunday June 26th. There will be no disqualifications whatsoever. The only rule is that there are no rules. Take your time – use whatever tools you like – just have fun!

Crimson Gem Saga

Ren'Py

June’s “all talk” theme is perfect for plot-heavy, deep philosophical discussions between the player and a cast of NPCs.

Ideal for z-machine text adventures using Inform7, ultra modern HTML5 literary gaming powered by engines such as Undum or the Choice of Games engine. There’s also RPGmaker and Doglion’s RPG engine.

I recommend the ever fantastic Ren’Py visual novel engine.  A complete sample Ren’Py game source code is available here to help you learn.

If you are using Flashpunk, I recommend using Draknek’s upgrade which has an amazing text engine.

Another fantastic engine you might enjoy working with is Jake Elliot’s Visual Novel engine from this game that uses Flixel.

I’ll be creating my own HTML engine for this, using pre-rendered 3d avatars. Since we don’t have to care about tech or rendering performance, HTML5 is the perfect choice since it is great for low-power mobile devices. Heck, you could write your game using youtube, regular html4 or even hypercard.

L.A. Noire

Fire Emblem

Think NPCs, CYOA, multiple choice, text, plot, voiceovers, speech synthesis, prose, humour, conflict, debate, love.

Make a murder mystery or a political scandal. A dating simulator or a talk show. A news report or a bedtime story. A love story or a heart-wrenching breakup. Beat poetry or freestyle hip-hop. Whispers or screams. Secret school flirtations or code-words between spies.  Hardcore RPG, Ren-py visual novel or pure text IF (interactive fiction), the choice is yours.

No matter what the genre – from AAA rpgs and shooters to puzzle games and everything in between, virtually every videogame ever made uses dialogue to progress the plot. Repetitive battles and grinding are sometimes seen as mere filler between the NPC dialogue and missions.  Which is more exciting? Killing your thousandth giant rat or encountering the next major NPC who gives you a quest?

Fallout 3

Alpha Protocol

This low-stress, relaxed rules MiniLD is a fun way to get away from worrying about framerate, animation or incredible 3d graphics and instead focus on the plot. The characters. The story. The soul.

Perhaps you will invent an epic storyline and a cast of interesting characters that are so cool they make it into your next action title! For now, just remember: focus on dialogue and characterization. On personal conflict, emotions and tough decisions.

Valkyria Chronicles

Final Fantasy II

Will this be a fun breather between more intense programming projects? Will your game be easier to program than something more graphics-heavy? Will it be deeper than your last brainless shooter? More artistic? Less work? More original? Discuss.

Read this wonderful article for ideas: [part1] [part2] [part3]

[ RATE ALL THE GAMES! | View All Entries ]

Tags: Conversation, dialogue, Discussion, McFunkypants, MiniLD, MiniLD #27, NPC, Talk

Softpedia taking the LD20 games?

I’m not sure if they’re allowed to do this, or if this happens every LD, but I got an email today from a website called Softpedia, telling me that:

Alone, one of your products, has been added to Softpedia's database of
games and gaming tools.

I was quite surprised, and checked the website, to see my game there, along with “Roger the beer dwarf”, the next game in the list of games from LD20 was also there.

http://games.softpedia.com/get/Freeware-Games/

If this is a regular occurrence, then could someone tell me how long it usually takes for them to take the games down after you’ve requested it?

Comments

stefwb
08. Jun 2011 · 00:02 UTC
Almost makes you feel violated doesn’t it? Though it may be a compelling argument for monetizing your compo entries…
08. Jun 2011 · 14:37 UTC
This is standard practice and has happened to most past LD compos. In fact, after a while you’ll find your game on all sorts of download sites. The good news is that they do honour takedown requests. Ask yourself, however, is anything wrong with getting your game out there? Wasn’t that the point?
08. Jun 2011 · 16:10 UTC
I don’t see why be bothered, they’re not stealing or anything like that. Call it free publicity, your game might reach some players that it normally wouldn’t. 😛
natpat
08. Jun 2011 · 16:24 UTC
Because it’s currently in the process of being bid on by sponsors, and I don’t particularly want to ruin my chances by having it out there before hand 😛
elbowroom
11. Jun 2011 · 14:00 UTC
Since the issue is resolved, may I divert the conversation?

Is there any site where I can get info on sponsership?

How much money is involved?

Who sponsers LD games?

How do you contact these sponsors?

Mini-LD #27 – I’m Stumped

Wow. I’ve got nothing on this theme. I’m going to have to give this some real thought.

I’m not sure how happy I am with the theme. I really don’t enjoy dialogue-heavy games. I may have to change my own mind on this one.

That being said, I don’t want to just abandon the theme. I’m accepting the challenge to do something other than what I normally do. It’ll be hard, though.

Well, hopefully I can make this work.

Peace,

— Mr. Dude

Mini-LD #27 – My Plan of Action

Well, I thought things over.

I’ve been working on action games and poking at roguelikes for years. Other artistic interests of mine have been neglected. I haven’t written a story in ages. I haven’t really drawn anything in a few years. I’ve been frustrated.

I’m going to challenge myself. I’m making a visual novel with Ren’Py.

I have a plot in mind, but I’m not giving it away. It’s a big break from my usual stuff, though.

It’ll hopefully be an interesting story, and hopefully I can still draw after not having drawn anything in so long. It’ll probably be good for me to step out of making mindlessly violent games.

I’m going to count this among my “I think I hate this but I’ve never  tried it, so I’ll give it a go” experiences. I’ve really been under the impression that I wouldn’t enjoy this type of thing. For all I know, I may discover a fondness for manga. (My game will be drawn in a manga style, which is how Ren’Py games are usually drawn)

I may well have been wrong about myself for a long time. There might well be something I’ve been running from. I’m not sure just yet. Blah. I’ll leave it for this morning.

Peace,

— Mr. Dude

A journey through hell

Hello Ludum land!

A mini-LD devoted to dialogue was just the kicker I needed to get back into making stuff. I have yet to create a meaningful story in any game i’ve made, and this is the perfect time to make one!

The game I am making will consist of nothing but animated text, like the modern interactive fiction stories which are scattered around the net. This allows me to throw away my biggest weakness – drawing, and concentrate on something I believe I am capable of delivering well – an immersive story.

So, here’s the pitch:

The game is a story of the player’s trials in the darkest reaches of the world.
There are three paths the player can take – the soldier, the priest, or the child. Each path focuses on a certain type of test (the soldier has tests of strength and cunning, the priest has tests of faith and wisdom, and the child has tests of courage and temptation).

There will be plenty of choices to make, and the chosen route will make the game differ significantly.

The most interesting aspect to solve will be how to structure the dialogue so that it is as flexible as possible. That, and making an animated text system which is highly configurable.

I’ll be using familiar tools – C++ with an embedded Lua interface, and either SFML or HGE for graphics purposes.

“The guilty one is not he who commits the sin, but the one who causes the darkness.” – Victor Hugo

Comments

12. Jun 2011 · 00:10 UTC
Sounds very cool – your idea to focus on your strengths (prose) is smart. It would be cool to pepper the text with all sorts of Victor Hugo quotes! Also, my humble advice would be to write the entire adventure using only ONE of the three paths first, then add numbers two and three if you have time. This way if you have trouble finishing, you have one complete path rather than three half finished ones. Good luck! Can’t wait to play your game!

So this is my first attemp!

I Never been fan of text based game, I think the major difficulties here are to avoid linearity without losting yourself at writing the plot tree, and creating a great mood.

I will not spoil my plot too much but in few words it will be a: psychotic space polar, with robots, holograms, huge spaceships, zombie ( space zombie ?!!?)  and probably few girls for guys who like to flirt :).

I don’t draw so graphics will be made of  strange “collages”.

I will try to add a fighting system but still don’t know what kind.

My goal is to write quickly the game engine (need to be finished before Tuesday) , then start working hard on the story/graphics/sounds.

English is not my native language so it will be hard for me to write everything in english without a lot of mistakes, so I will probably need somebody to help me to correct grammar 😉

 

Cheers and good luck all !

Comments

12. Jun 2011 · 00:17 UTC
Space zombie chicks! Woo hoo!

Don’t worry about perfect English: zombies don’t speak very well so mistakes will be ok! =D
uuav
12. Jun 2011 · 06:00 UTC
Yeah but I already planed something for zombie speech, but I can’t tell more it’s part of the plot.