LD21 August 19–22, 2011

Giving up

As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.

 

Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.

If you want to follow the development process, you can either visit the official Wolkenwelt site, which has more information on the game and forums or you could follow me on Twitter.

Tags: wolkenwelt

Comments

7heSama
03. Nov 2011 · 01:02 UTC
Giving up != delaying. >:| You go this. GOGOGO

Kobo II: October Challenge 2011 results

Well, I’m too tired, and there are too many remaining issues. Not much chance of wrapping anything reasonably solid up right now, so I’m writing this report before I go and get some sleep.

So the next goal is to release the alpha/tech demo and start taking pre-orders before Monday 7th.

Kobo II now has a Boomerang fighter with an “ElectroGun”, similar to the ones in Kobo Deluxe, that is, trying to circle around the player, firing some sort of electrically charged “bullets” at said player. Not much AI and no aim-ahead, but you need to respond actively to avoid pain.

There is also a massive drop ship that moves between random waypoints, teleporting enemies into the battlefield. When attacked, it will face the attacker and backpedal, while returning fire using a truckload of guns. Being in the wrong place hurts. A lot!

Current game mode is a Survival variant, where each stage N has N drop ships on it. You need to destroy all drop ships to clear the stage and move on. A score bonus of 10% extra per stage is awarded, and there is also an “adrenaline bonus” that multiplies the score when destroying lots of stuff in a hurry. Death, should you chose to continue playing on the current stage, is avoided by giving up 50% of your score in exchange for a new ship.

The drop ship doesn’t seem to like having screenshots taken of it when in action, but I managed to capture part of it anyway. (Placeholder graphics; constructed from various Kobo Deluxe tiles and sprites.)

Scratching the paintjob of the behemoth, moments before being violently desintegrated.

Playtesting is… not boring! This might work. :)

David

While it’s not coming out…

…I have some more progress on A Fey Mood. I was able to add a shadow effect and improve the quality of some effects, as well as make the particles and shadows adjustable (as while it looks good, some effects are a bit hard on the computer). I need to add the rest of the story, and this also means adding transitions between stages and actually adding in more content. I also still need to create music and art for the game, but that I’m leaving for later, as I could get all wrapped up in doing that with no real progress. When I complete all the stages and start building assets, I’ll begin taking pre-orders… Hoping to get this onto Desura by the end of this month, at least as a WIP.

RUNNIN’

After a really intense month, I’m really glad that my app finally made it to the App Store!

RUNNIN

How far can you run?

Apple’s review process took almost exactly seven days – and the game was approved and ready for sale just in the nick of time at 7:00 PM last night.

My game is a short and simple, yet addictive game called RUNNIN’. The goal is the use the accelerometer on your device to dodge obstacles and keep RUNNIN. The farther you run, the higher your score.

You can check it out over here: http://itunes.apple.com/app/runnin/id475156262?mt=8

If you’re broke or you don’t have an iOS device to try it out, I’ve also published it for free on the web. You can play the same game (in Flash) over here: http://www.stencyl.com/game/play/2005

I’m really glad with the way everything turned out. Four weeks ago I would never think I would have a commercial product out on the market – I’m really glad I was able to experience the entire development process from start to finish. This is definitely a huge turning point in my game development career. :)

Thanks, Ludum Dare!

 

Comments

02. Nov 2011 · 08:59 UTC
Good job, published game developer!

So I failed this Ludum Dare… But I have a blog now (?)

I actually have a commercial version of my game ready, but I couldn’t get everything up and working before the end of october, since actually selling the game can be a little bit complicated…

First, in Android Market, you need a Google AdSense account, and that can be complicated to get.

And in Desura, I’m still waiting to get accepted.

I’m a little bit sad about “losing”, but it was definitely a positive experience.

And as far as getting an AdSense account running, I’ve created a blog about my thoughts on game design and everything else. I’m still a newbie at the whole thing, though, this is my first blog.


Anyways, here it is: Stories of Game Design blog!

Comments

barblewarble
02. Nov 2011 · 21:30 UTC
I believe you just needed to have your game submitted to whatever place you were selling it from by the end of the month to “win” so if you filled in the Desura forms before the end of the month you did it!
7heSama
02. Nov 2011 · 23:24 UTC
barblewarble is correct! You win! 😀

On which platforme do we have to develop?

Hello,

I am a software engineering student and very passionate in video game developing. I want to know on which platform the video game, that we want to submit, must be developed?

thank you forward

Comments

Jacic
02. Nov 2011 · 17:40 UTC
It can be anything. To get more people to play it, Windows or web games are good. Any of the main three operating systems (Mac, Windows, Linux) are good options.
02. Nov 2011 · 20:06 UTC
I’ve seen people submit android and ios games as well, but not everyone has those so less people play them. Try aiming for web if you can, it’s less of a hassle.

CotC – Journey goes on

With this new video preview I just wanted to point out that Courier of the Crypts goes on with the development despite failure at the October Challenge 2011. This preview is featuring new tiles for the Marble Halls thematic and ladder transitions.

 

http://www.youtube.com/watch?v=oJ82gxsyhLQ

If you like what you see then don’t forget to follow the rapid development at my blog.

Tags: Courier of the Crypts, preview, video

DNF

So as expected I didn’t get my game to a releasable state but I got some useful work done and I’m still motivated to keep working on it so I’ll carry on and probably keep posting here for now. Well done to everyone that managed to release and have made some money.

October challenge – Aftermath

(Crosspost with: http://rs.gam3dev.com/2011/11/04/october-challenge-aftermath/)

I’ll go ahead and say it out loud in the first place: the october challenge is over, and we failed. I do not know how other people here deal with this kind of thing, but in case it is not obvious, it is hard to say this. I do not mean to be discouraging or pessimistic, but I think admitting our failures and not just dismissing them, no matter how hard it is, is an important first step towards becoming better.

While my hopes were high on having something sellable within a month, I am aware that we are still very immature concerning game making, in almost every aspect. But even in not completing the challenge, we learned something. We tried to make something from scratch, and have at least improved our technical and (on a lesser degree) game designing skills. I hope that next time we can reach play testing, or who knows actually trying to market a game.

Our problem might have been not taking one of our incomplete projects and invest the time in it, it might have been not being able to do the first things first, or even not having a plan at all. And this is where I think we can learn from failure itself. After failing we analyze the past objectively…by thinking what went wrong we can create a path forward, a path of improvement that leads to the future!

So, best of luck to every game designer out there. And congratulations to those that actually cleared the challenge!

Doing Mini LD!

I know these mini LD’s are not exactly well,POPULAR,but its cool to do and i need something to hold me off until LD22.So I’m just here sitting,eating some pizza,watching lol cats.so hopefully there are some other people doing this too,and for other people doing this,well,good luck!

Have some ideas

If everything goes as planed with mini LD and i am able to finish the game,i may work on it more after mini LD and make it into a full game!But its just some future plans,and i don’t know if that will be the case for shore,but i wont be pessimistic about it

Unity and Me: 16 Days and Counting

A screenshot of my asteroids clone running in unity

I haven't been this excited about making an asteroids clone since the early 90s.

So, I’ve finally gone and done it. I’ve given up the do-it-all-from-scratch mentality and started learning Unity3d. Wrote a rather lengthy blog on the first 16 days of Unity and iOS, so I won’t go into it all here, if you’re actually interested you can read it there. The end result can be played on the web, though. It’s just an asteroids clone, and 75% of the work applies only to the iPhone version, but I’m still quite pleased. Seemed best to use an established design for my learning project, as an original, unproven, and unpolished design would be a distraction from the goal of learning my new tools and platforms.

Haven’t been on here in a while, had no idea there was a MiniLD this weekend; I may have to enter, not sure yet. Would be a perfect chance to further flex my newly Unity-augmented muscles… but I was planning on relaxing and just working on the design for my next game idea this weekend, taking a couple of days off coding and staring at the computer monitor. Will have to think about it.

Welp, now that I’ve shamelessly plugged my blog and generic game, I’m off to think about dinner options, and possibly play my game on my iphone. I love saying that. My game… on my phone. Only thing that’ll be better is when I get to start saying “my game on your phone.”

The theme of the Mini-LD #30 is: Adaptation

Adaptation is the theme. Good luck!

If you want to join our Google+ Hangout, please add me here!
https://plus.google.com/113083902335221572750

Comments

04. Nov 2011 · 23:13 UTC
A-ha! Just as I predicted!* Bwahahahaha.
EdgarAllen
05. Nov 2011 · 00:08 UTC
Resists the urge to make a game about flowers…

MiniLD #30 – I’m in!

So this is my first *real* time entering any Ludum Dare competition (I have tried before but gave up 5 mitnues in because I knew nothing), but know after having to learn this for school, I thought now would be a good time to see what I can do.

So.

I’m making an iPhone game, using Lua + the Corona API on the theme of “Adaption”.

My idea if your a giant robot that adapts/steals technology from buildings around you to survive and conquer the city.

This is what it looks like right now after I’m not sure how long spending on it (I think the timelapse has time encoding on so I’ll check later):

The large white box is the player, the ground is the gound and the small things are buildings.

I’m quite happy because this is working better then I thought it woul, and is the best written code I have ever typed.

So yeah, this might get released on the App Store later after working on it some more (after the comp) (if I like it that much)

Any comments/ideas are appreciated.

Comments

Tyler
05. Nov 2011 · 08:36 UTC
Hey Jayden, I am also using Corona! Best of luck to you, and let me know if you run in to any issues with the SDK.

MiniLD #30 – I’m In

Well 2 hours in and i have a basic idea of what its going to look like. Its a bit weird but your kind of like a cell thing that can expand until you hit the wall and can shrink until you reach a size. however if you become to small then you will implode or something like that and if you touch the walls then you die(I have no idea why, thats just how it works). Well seing as im using flash i should probably make it look pretty(I prefer java just it takes so much longer).I think its going ok though.

My First Mini LD!

Im In!

I have some start. Let’s see if it will continue well.

Currently im working on the graphics(Not my strong side XD) and later on the code.

Wish me luck!

Progress!

So, I took way longer to start then usual (6 hours in), but I have a good, simple idea. My artist isn’t joining until tomorrow, so for now I only have programmer art.

 

I am developing an iPad game using the Corona SDK. The game will be a casual puzzle game. I can’t talk a lot about the mechanics yet, but it should be very easy to implement.

 

Here’s a screenshot of a Level Menu!

Comments

05. Nov 2011 · 12:28 UTC
Sorry, you must be logged in to post a comment.
05. Nov 2011 · 12:29 UTC
Erm, I didn’t want to write that. I wanted to say this:

Don’t upload TIFFs, use PNGs, JPEGS or GIFs instead – thanks!
digital_sorceress
05. Nov 2011 · 12:38 UTC
I didn’t know people still used TIFFs!
Tyler
05. Nov 2011 · 16:40 UTC
Sorry about that! The iOS software Grab apparently uses that as its default.

Mini LD #30 I’m in!

Hey, my name is Joe Gohn and this is my first Mini LD. My team is working on a puzzle/maze game in Unity where the player must teleport between levels to traverse the maze successfully. The programming was super simple and the teleporting is done so we are working on the level and art assets now. I look forward to seeing what everyone else ends up with.

Comments

Tyler
05. Nov 2011 · 09:00 UTC
Good luck Joe!