LD21 August 19–22, 2011

October Challenge: Wolkenwelt

I’ve been anxiously awaiting the October Challenge this year. I wanted to join in on the fun last year, but I was way too busy back then. But I’m hoping nothing is getting in the way this year. Also, as of today I’m a full-time indie developer.

Before I get into what my game is all about, here is some back-story: I’ve grown up with strategy and simulation games like Sim City, Caesar or The Settlers and they have been and still are my favorite game genre. What I want to create is a peaceful strategy game which is not too complex for newbies, but not too simple for veterans. I had several prototypes in mind with different gameplay mechanics and what I settled on was a scenario in where the player has to build a settlement on sky islands.

Interestingly enough, I came up with the original sky island idea for LD #20 and after playing around with the idea for a bit, I decided to create a small prototype while I was at BIGJAM in Berlin. While I was not as productive as I hoped to be, I got the basics done and decided to stick with the prototype. All in all, I worked about three weeks on this game so far. If you want to know what happened so far development-wise, click here to be redirected to the development blog.

If you liked the screenshot, I uploaded a very short gameplay video to Youtube last month if are interested in how the game looks like in motion. I also want to mention that I’m not working alone on this: Christian Storcks is doing the music (a short preview of that is in the video I linked in the last sentence) and Jesse, a friend of mine, is helping me with some coding, in particular scripting and some backend stuff.

The game is going to be released for Windows, Linux and Mac OS X. I am planning on starting pre-orders by October 21st and I hope someone will buy the game.

Tags: simulation, strategy, wolkenwelt

Comments

Blodyavenger
02. Oct 2011 · 07:52 UTC
Looks nice so far, only those side UI parts (where you select buildings to build) are a bit too rusty / dark. I think some bright colors won’t hurt.
02. Oct 2011 · 11:05 UTC
Thanks for your comment. I was going for a steampunk-ish style with the dark and rusty buttons. Some buildings especially the mechanical ones (for example the power generator) have been designed with the same style in mind.
Blodyavenger
02. Oct 2011 · 11:09 UTC
Oh, I missed that you see 😛 Then it’s fine, post more screenshots when you have any updates avaliable :)

Vote and Create The Best Ludum Dare App

Vote and create the best Ludum Dare Apps on the Ludum Dare App List. Think of what weird app that Darers would use. What would be cool to have? What would be an instant must use? I’ll post about the technical details of how to make Apps work in the future.

Examples:
Make an iOS app 

What does the app do? A better version would be: Follow votes on a LD entry on a phone

Broadcast LD status updates through any medium

People have no idea what medium means. A better version would be: Broadcast LD status updates through any medium, including irc, rss, and twitter

Discover Commercial LD Games

This is not sentence capitalization. A better version would be: Discover commercial LD games

statement of intent, branfort

Hey folks… This is me throwing down the gauntlet on the october challenge. I did it last year, and made some good money, so why not do another round and see what I can come up with.

I have been working on a sequel to the project that I did last year, but not that hard. This year, I am doing a brainfuck interpreter for iphone, with 2 new opcodes that allow for waiting for a timing sync and playing a note on a synthesizer. I got the interpreter working pretty quick, and did a crappy interface for it and a really basic synth back in june. You can see a video of that version of it here. After I finished that, I realized that it would need a ton more work and shelved it while my real job took off.

I came back to it yesterday, and overhauled the graphics engine with a nice new sheen of vectory goodness:

I also started work on expanding it from a single interpreter, to 8 interpreters so that you can get a few different instances running at once with different synthesizers. I don’t really want to spend too long on this project, but I think I can jam out the synths in a day or two, and then get the file loading working, and that should be good!

I should mention that this is not a game, more of a music app, but that is where my skills lie, and I think this is closer to completion than any of the games that I did this year. Also I think that it is a bit easier to stand out in the music market than it is in the game market, so that is where I am going.

October Challenge: Accepted.

I’m going to make a decent attempt at this, I have this idea I’ve been “tinkering” with for a while now, and would like to actually finish it (For once :D).

Most of my updates will be posted on my blog, but I’ll post weekly snapshots over here as well.

As it currently stands, I’m currently playing around with the concept of an editor where players can (eventually) drag and drop components onto units.

The next step is to allow new components to be placed onto “mount points” that units have.

And finally, some (programmer) eye candy 😀

(It’s some concepts that I’ve got for a set that will focus primarily on allowing customisation by attaching attachments onto other parts, and so on (An attachment on an attachment, on an attachment?))

Shameless idea stealing!

I got a blog too.

http://folischallenge.tumblr.com/ <- That one

I'll update there, and maybe twice per week here.

That's it.

Challenge accepted

I have been waiting for an excuse to finish a jam game that I made at this years No More Sweden Game Jam. Back then it was called Tap Tap RTS I couldn’t come up with a name :P). It’s a super simple and quite colorful one button Rock, Paper, Scissors inspired RTS game for two players. You can play it here: http://timgarbos.dk/TTRTS/ but to be honest, it got horrible instructions, the core mechanics are broken, and you probably wouldn’t get it 😉  However, I believe that it do have some potential :)

It lookse like this:

A month ago or so I spend an evening on rewriteing the core gameplay to work as intended. I also changed the art style and symbolics to something a little more fitting: the units are now Rock, Paper, and Scissors instead of box, triangle, and cirlce. I came up with the working title Hep Hap Hup, it is not really playable yet.

It is made in Unity and I haven’t decided if I should do a Kongregate version or an AppStore release. Any other ideas?

 

 

 

 

 

 

Comments

02. Oct 2011 · 16:00 UTC
I tried the version you linked to and I didn’t quite understand what was going on, as you promised ^^. But it looks great and with some work it could definitely be a fun game!

Player Abilities and the Flu

After writing my last entry, I found a tickle in my throat that turned into the flu and limited my time in front of the computer. I managed to do a couple things yesterday, like add running and crouching, with the different speeds and jumping abilities. This morning I made some minor modifications to allow stretching of the ‘moving’ platform. Baby steps.

My first major goal is to complete the player’s abilities. The sooner I can finish that, the sooner I can tweak things as I test. Today I want to make the built-in player abilities like double jump and wall jump toggle-able, as the first step to making them dependent on equipping an item. New abilities will of course open up new areas of the world.

I believe I have some issues with the lighting in regards to framerate. I may need to optimize my lighting code. This leads into another player ability, the lantern or flashlight, that I would also like to complete today.

October Challenge: week-end progress

http://www.youtube.com/watch?v=H5L_2wfs8xs

Comments

02. Oct 2011 · 23:58 UTC
The blog auto-embeds youtube urls if posted as is.
Tenoch
03. Oct 2011 · 06:31 UTC
aha, will try
Tenoch
03. Oct 2011 · 06:33 UTC
aha, awesomeness!

Bot Tower Defence (working title)

Well, I spent the last day or 2 thinking of ideas and have come up with the idea of a combination of Lemmings and a tower defence with the tower floor idea of Tiny Tower with the art style of the old Apogee games of the MSDos era :).

You can place a finite number of friendly bots which stop enemy bots in their tracks. You require to stop the enemies for a few seconds to drain their battery and cause them to die. Strategy of placement will be key as there will be multiple floors in a tower and you have limited friendly bots.

Would really appreciate feedback, cheers

Here is my first design drawing :

 

I AM In for the October Challenge

Will be doing a Sand Castle Tower Defense Game for Android.

Comments

03. Oct 2011 · 14:57 UTC
Yeah, cool! Actually there can’t be enough TD-games! I just love them!!! And because of this like you I decided to give the genre a try as well (also on android). Do you use a special engine/framework?
03. Oct 2011 · 18:38 UTC
@detrom No framework just starting from scratch with a SurfaceView. It will be 2D using lots of drawBitmap :)

October Challenge three way release

Well i have always wondered why more people have not done this.

with the XNA framework It has been made fairly easy to do a release on three platforms all at once.

Phone, XBOX , Windows.

there is even a marketplace for two of the platforms.

with IndieCity launching there is now a market place for the Windows Version.

Well as of now i have almost no Game so it is going to be incredibly tough to complete this but i will work hard on this

I will target Xbox / Windows First and see what time remains for the phone version..

www.yakyb.wordpress.com

 

New Game Developer Making a New Game!

Hi World,

My nickname is P3(Pirate Cat)! I’m programming my first game in Java.  I have been working with Java for about 3 months. I program in many other languages too. I have been programming for about 4 years. Sad I have never made a game. I’m right now reading Killer Game Programming in Java. If anyone knows of good java game programming books, videos, or websites, please leave a reply were I can find it!

 

😀 wish me luck!

 

P3,

Comments

03. Oct 2011 · 19:06 UTC
I spend about two years using the basic stuff from KGPiJ as my basecode. Probably the most enjoyable couple years of Ludum Dare, even if I didn’t complete many games. I’ve since moved on to Flash and Flashpunk, but you should have fun using what you’re using.
04. Oct 2011 · 04:33 UTC
I used to make stuff with Java after reading Killer Game Programming, but switched to javascript after finding out about HTML5 Canvas.
Tony Casin
09. Oct 2011 · 09:59 UTC
It’s not that hard to do really. I’ve been working with Java for two years now and I never had created a game neither just because I have no interest in the gaming environment. I challenged myself do it anyway and I had found some great tutorials on the net that helped me out. Learning by mistakes is the way to go. Good luck either way!

CotC – Diary

Hey! I’ve decided to start a diary on my blog (which is, by the way, just a cool name for some boring blog posts). Nah, just kidding. Someone could find them interesting . I’ll write diary pages regulary about the development (drawing, programming, marketing, etc.) and how everything goes. There will be fresh screenshots and videos with each post so it’s worth following if you like what you see below. Regards!

Image from the Diary

Tags: Cotc, diary

October Challenge: Accepted!

I’ve started work on the October Challenge. I will be using my game from LD21 entitled Viral. My goal will be to release my Flash game on portal sites and earn my $1 through ad revenue.

Unfortunately, I’ve got a massive amount of work to do to have the game ready for a proper release. More than I originally had thought I had needed to do.

A quick todo list off the top of my head:

  • Refactor huge chunks of the original code, replace hacks with real code, fix the huge bugs in my LD21 release
  • Replace the poor art in the LD21 version with polished art
  • Compose a song that is longer than 2 bars
  • Add more gameplay in terms of miniature objectives to do while avoiding the monsters chasing you.
  • Add in a winning condition for a level
  • Add more levels
  • Polish the game!
  • Tie portal specific API to increase re-playability and allow easy access to persistent stats.

The art will be a bit of a challenge; I’m not the greatest artist in the world. I have dabbled in pixel art in the past, but not to the level that I’ll be working on. The music will take a significantly non-trivial amount of time as well.

Comments

Blodyavenger
03. Oct 2011 · 21:01 UTC
I hear you man. I have lots of things to do as well working hard may pay out a the end :) For the graphics, leave it that way for now and concentrate on other stuff. Maybe you could even find an artist that is willing to do stuff for free (for credits / experience).

Game Finishing Time

I’ve been working on a game for quite some time now and this seems like it might help motivate me to finish it. My plan is to produce what essentially will be a demo for PC’s (Mac’s are personal computers too!) it will have the most basic functionality of my game and after October I will continue to develop and add features and possibly release mobile versions.

The game takes a music file and procedurally produces some ‘terrain’ from it. The player can then fly through this terrain and how they fly will affect how the track plays i.e. speed, pitch, volume, tone. I plan to have a sandbox game and a couple of game modes where the aim will be to keep a certain volume, by controlling your height, or similar.

I currently am able to fly around in 3 dimensions in the terrain although it is not textured yet and there isn’t much in the way of physics implemented.

Let’s get this style train a-rollin’!

Anxious to finish an actually polished game for once, I’m definitely entering the October Challenge.  My target platform is Kongregate, for two reasons. The first: I’m working in Unity this time, and since I lack a business, my own website, or any mobile device worth playing games on, Kong’s definitely the easiest way to get exposure.  The second: Having hosted things there before, I’ve seen how much a game makes in ad revenue, so the $1 itself looks like it’ll be a simple task.

My personal goal is to make a game that gets more players than the few hundred you get within the first 24 hours of posting any game on a web portal, and actually keeps a few of them coming back.  Basically, I’d like a jumping-off point to start a reputation.  Maybe, if all goes well, I can use the revenue to buy some decent hosting/domain registration and finally put up a website for my development projects.

The project I’ll be working on for the Challenge is a game I’ve been making on and off since the summer.  The theme is disorientation.  To this end, it’s an abstract first person shooter set in a 3D maze in zero gravity.  The most important part, however, is what happens when you manage to shoot an enemy.  Basically, this is an entire game’s worth of Touch Fuzzy, Get Dizzy.  I’d like to have several different effects that could be randomly activated in order to give the game a more chaotic feel- think Treadmillasaurus Rex. The range of screen effects I can use is rather limited, considering most of them are exclusive to Unity Pro, but I think I’ve got some good, feasible ideas.

This is what the game looks like so far:

It’s not much to look at right now, (and yes, that’s a Mandrill Maze shout-out lining the walls), but it’s functional. It randomly generates a maze of any size made out of cubic rooms, you can fly through it, you can shoot at things, things can shoot at you (the only enemies so far are those red squares on some of the walls- at the bottom is a bullet barely missing me), and you can reach a goal.  Now that I’ve done the basics of the game, I’m ready to test the visual effects that will form the main draw of the game.  Maybe I’ll do some basic lighting while I’m at it; it looks kinda dark at the moment. >_>  For the art, I’m thinking of doing something in the style of M.C. Escher, as that’d add a lot to the theme of disorientation (although I know it won’t be the first Escher-inspired video game).

I think the biggest design challenge for me will be balancing the difficulty.  I’ve noticed that, in games that gradually increase the difficulty of the game by adding speed, enemies, or chaos (like the aforementioned Treadmillasaurus Rex), if the difficulty ramps up too quickly, the player gets frustrated and leaves.  If the difficulty ramps up too slowly, the player gets bored and leaves.  If a game is balanced between the two, by the time the player gets overwhelmed, they’re hooked and will want to see if they can beat their previous level of endurance. I’ll probably have different difficulty levels to make this job easier, but it helps to be thinking about this.  I’ll not only have to balance the intensity of the visual effects for this purpose, but the frequency/strength of the enemies.  If either obstacle overpowers the other, the player becomes more focused on that one, which takes away from the chaos.

The working title is “Get Lost!”. Whaddya think?

Yes… I’m in.

Well, I decided that this would be a good way for me to actually finish a finished game… so…

So far, I gots a random shoot’em up IN SPACE!! It’s functional, has 3 enemy types so far (not actually shown :O), and the art’s pretty decent…
screeny

I still need to build a frontend, an actual HUD, fix some bugs, add more enemy types, balance its difficulty, add the bosses, add music and sounds, and add variety and possibly some story?

Anyway, progress is progress… and I need to make sure I have enough time to actually finish this…

My personal goal: To get enough to buy a Game Maker Standard and possibly Game Maker HTML5 (uses GMLite for everything)

Just what i need!

Challenge? Hell yes!

I was getting nowhere with my previous LD entry remake, and eventually i cancelled it. Now, just when i need something new to work on, i see this!

What i will be working on is a concept i have lying around for quite some time, which i was refining every now and then, and apparently now is the time to bring it to life! I don’t want to spoil all of it just yet, but i give you this much: it involves horizontal shmup’ness in 3D ‘n shit! Better prepare for some bad ass shoot-out 😀

Here’s what i got so far:
SpaceHunter planetary prototype

So, how would i earn that $? Easy, you just preorder it (at some point in the near future :p).

Edit: How the heck do you embed youtube videos? >:O

A New Challenger Approches!

Well hello there. I figured that Since I’m new I’d just do a little introductory post so that when I attempt to enter something people don’t wonder who the heck I am.

I’m CorruptOne, often abbreviated as CO, or occasionally people refer to me as Carbon Monoxide. I’m an aspiring game developer/programmer/artist. I originally ( 2007) started working with RM2K, for anyone who even knows what that was, but it was unfortunatly not meant for what I wanted to do.

Which brings me to the kinds of things you should expect out of me, game-wise. I’ve been playing Metroid and Zelda since birth,  I’ve gotten a bit enamored with roguelikes lately, and I love games that make you think. I do have somewhat of a bad habit of never finishing a game, but that’s really because I’ve never set out with the purpose of making a game, just learning to do bits and pieces so that I can make up a whole.

I’ll probably start posting updates about the October challenge soon, but for now, here’s my plan:

  • Procedurally generated  \\I am not very good at static content
  • Minimalist Graphics \\I have a bit of a thing for these…
  • Probably Top-Down
  • Roguelike \\Technically associated with the top bullet
  • Sort of Like Zelda(1)
  • Made with Java

So, until next time, thanks for reading.

-CO

Comments

Jacic
04. Oct 2011 · 21:45 UTC
Hey, glad to find someone else who likes roguelikes!
uuav
04. Oct 2011 · 22:22 UTC
ohmygodwithavethesameproject