Crowbeak

LD28

Make Tetrominoes! Postmortem

Make Tetrominoes! screenshot

This was my fourth LD (in a row!), and I’m really quite satisfied with how things went, overall. My game, Make Tetrominoes!, doesn’t fit the theme all that well, it really needs some balancing, and due to other areas of my life being busy I was unable to get away from the JavaScript library/engine I used last time, which doesn’t play well with Firefox and necessitates a soundless version. However, the game has been well received, it’s colorblind-friendly, it’s playable in a mobile browser (which wasn’t true of the last game I made with enchant.js), it’s pretty easy to figure out without reading anything even though I didn’t get a tutorial in like I wanted to, and since I’m a better coder now, I can easily extend the game — it will be easy to balance what I have and I believe it won’t take an inordinate amount of work to make the game playable by blind people.

In general, it’s clear to me that my coding skills have improved since last time. 😀 So now for a breakdown, bullet list style.

What went right

  • Make Tetrominoes! was designed with accessibility in mind. Making it vision-impaired friendly wasn’t in the cards for the compo version, but the colorblind and the hearing-impaired can play the game without issue.
  • I took a systematic program design MOOC between LDs 27 and 28, and by using the methodology learned in it was able to program efficiently and with a minimum of bugs. It was ridiculous how much stress I eliminated by using systematic program design.
  • It uses mouse controls instead of keyboard, and enchant.js treats them as the same thing, so it’s playable on mobile this time. 😀
  • In LD 27, I learned that even though pretty code doesn’t matter too much in a game jam, sometimes you do need to refactor so that you have a clue what your code is doing. I remembered that lesson well and refactored at a critical point. I’m sure it saved me lots of heartache
  • Greater familiarity with Javascript made it very easy to leverage prototyping to my advantage.
  • I wrote the code with future extensions in mind. Not just for adding accessibility, but for things like changing the board size and number of colors of pieces and enabling 5-block tetrominoes as an option.

What went not-so-right

Make Tetrominoes! prototype graphics

  • Although the game was designed with colorblindness in mind, my prototype graphics weren’t colorblind friendly. I was uploading builds for people to dink around with, and it turns out one of my friends is colorblind and couldn’t play until the final version of the game. Oops!
  • There was a lot of time spent not coding. I had a Skype call from my best friend shortly after I started coding. This lasted a few hours and did horrible things to my ability to concentrate on code, but he and I are separated by a distance of about a third of the Earth’s circumference, so I am okay with that. It was good to talk to him, but not so good for game progress. And I spent a lot of time cooking. I may have gotten a bit too gung-ho about eating well during Ludum Dare.
  • This is kinda a subpoint of point two, there, but I did not get a tutorial in like I wanted to. :(
  • I really like enchant.js, but the fact that having sound files in the game keeps it from even loading in Firefox is a problem. I need to learn a new engine/library before April.
  • I’ve refactored and cleaned up the code quite a bit since submitting my game (and fixed a bug), but I still haven’t really documented things. That might come back to bite me in the rear later.

Tags: post-mortem, postmortem

Comments

laaph
23. Dec 2013 · 19:24 UTC
What class was it when you say “a systematic program design MOOC”? I am always interested in taking them and if they helped you that much (and my boggy code was interfering with finishing my game, so if you gave me the title, I’d see if they are doing it again.

LD29

Before I forget…

I’m in. I’ll be collaborating with Limbclock to make a Twine game this time around. Yarr!

Comments

25. Apr 2014 · 19:21 UTC
yayyy! <3

LD 29 WIP Ruminations

So, I was gonna collaborate with Limb Clock on a Twine game, but some family stuff has come up that might pull me away at any time for an undisclosed period of time, so we opted to not work together this time.

That left me wondering what to do — I could still make a solo Twine game, but with the theme being Beneath the Surface, I kinda want to make a game that incorporates the theme as gameplay, rather than as a thematic element. That’s what I tend to do in my solo entries, anyway. So many people apply the LD theme as an aesthetic wrapper for their game genre of choice, and while that isn’t inherently a bad thing, I like to be a bit more creative than that. So the direction I’m going to take things is to have the player manipulate the surface to affect what goes on beneath.

Ideally, I will think of something involving looking down on the surface to manipulate the stuff underneath it. Right now, though, my best idea is a side view where manipulating the shape of the surface affects paths underneath, and you have to try and get the people/aliens/whatever on the left to their desires on the right. It would be a turn-based puzzle/strategy thing.

LD29 notes

Tags: progress

Read Between the Tropes: A Postmortem

At the end of last Ludum Dare, I decided that much as I like the enchant.js library, I don’t want to use it for another LD until they fix the glaring problem with sound and Firefox, which is that if you have sound, the game won’t load — it freezes about 3/4 of the way through. I decided to switch to Phaser, a popular library that looks quite promising. Shortly thereafter, however, Limb Clock and I decided to collaborate on a Twine game for this Ludum Dare and I didn’t end up learning Phaser, instead starting on a Twine project to help my students with their English.

Unfortunately, due to family obligations, the collaboration fell through. For now, anyway. But that left me in a pickle. I didn’t want to use enchant, I had no clue how to use Phaser, and although I could do a Twine game anyway by myself… I kinda didn’t wanna with Beneath the Surface as the theme.

On the first day, I came up with an idea for the theme and went to work trying to implement it in Phaser. It didn’t work. It was demoralizing and I ended up spending several hours playing Minecraft with my best friend instead, then putzing around after he went to bed (since he’s in Alaska to my Japan). I eventually decided to go Twine after all, but… but… theme?!

It came to me late, after midnight and before I went to bed, that I could do a Twine game which, ultimately, is about the use of tropes. Tropes, for those who are unaware, are narrative devices used commonly enough in storytelling that writers can reasonably expect their patterns to be familiar to readers/watchers/players. They’re really fascinating, and at risk of you clicking the link and never coming back to finish reading my postmortem (because this web site is the greatest time sink in the history of the internet), I recommend checking out TV Tropes for more information. It’s called TV Tropes because it started out being just about television tropes, but has since expanded to cover ALL the tropes.

Anyway, I realized that tropes basically float beneath the surface of stories helping the writer make their point, whether the tropes are used in the regular fashion or averted. They’re not exactly building blocks, though they are tools, and my initial goal was to write a Twine game that would explore tropes about Alaska, Japan, and space. I was raised in Alaska, live and work in Japan, and have been fascinated by space since I was young. So before I slept on the first day, I created a Twine file, put together the first few passages, and posted this screenshot on Twitter:

Read Between the Tropes, first draft

When I got up the next day, I still didn’t get to work immediately. I was still demoralized. Over the course of the day, I came up with the idea of doing not just trope- and cliche-ridden versions, but following them up by asking the player if they wanted to learn more about what those places are really like and cut out space altogether. I started on Japan first (just because) and decided to have two tracks, one for being a mech pilot and one for being what I called a magical guardian — a magical girl, essentially, but I wanted to be gender neutral. That led me to wanting to do both adolescent and adult versions of both and that was where I realized my scope was going to get out of hand if I didn’t pull on the reins right away.

In the end, I ended up cutting out Alaska, taking out any references to Japan (or any other country, for that matter), didn’t get any adolescent branches in, and still barely finished the second major branch of the story in time to submit for the jam. After only getting four hours of sleep the next night. What the player now sees as their first choice of the game is this:

Read Between the Tropes, LD Final

Both of these lead to stories about adults, each of which has two endings. Most of the passages (story chunks) that the player goes through add one or more tropes to a list behind the scenes and that list is shown to the player at the end of the game along with a recommendation that they look up the tropes they got.

I like this game and am already working on a post-compo version which will have expanded/improved versions of the existing branches and also an adolescent branch that starts in a high school. If you want to try the LD version, the entry page is heeya!

Without further ado, here are some bullet points listing some things I’m taking away from this Ludum Dare.

The Good

  • People like it! One person told me she wants to know more about the backstory of the mech branch and another said that they had TV Tropes up in another browser window and tried to guess what tropes they were getting when they played (a meta game I may suggest to people at the beginning in the post-compo version).
  • I’m pretty happy with the quality of the writing.
  • I’m now more familiar with how to use Twine, which will help with the aforementioned project for my students.
  • I nipped scope creep in the bud. \o/

The Bad

  • I should have just stuck with Twine from the start instead of diverting to Phaser. I wasted more than a full day because of trying and the demoralizing effects of failing.
  • Developing this game required me to immerse myself in the time-sucking mire of TV Tropes. I dunno how much time I spent on the web site instead of writing, but it was a significant chunk. Not good for a game jam. xD

The Hmm

  • The Mech Pilot (MP) branch has been universally more well-liked than the Magical Guardian (MG) branch. I have to agree that it is the better of the two. I feel like it’s better written in terms of allowing and reacting to player choice. It was the first one completed and was not rushed like the MG branch.
  • On a related note, there are more passages in the MG branch than in the MP branch and those passages have a higher average word count. I think there are two reasons for that. Firstly, I needed to describe an underground magical environment. Second, without the time to work out better player choice options, I may have subconsciously tried to compensate by fleshing things out more.

Tags: postmortem

LD30

Oh yeah, LD weekend

FWIW, I’m in. I might do another Twine game, might make something with Phaser. Might make a board game. Might make bacon and eggs. Will of course make bacon and eggs, breakfast of Ludum Dare meatatarian champions.

LD32

Me-sa people gonna LD

I’m in. I’ll either be compo with Godot or Twine, or Jammin’ with Eniko on a framework she created because she’s a much better programmer than I. We shall see.

\o/ Godot Engine basic-y base code

I’ve decided that unless I work with Eniko for this LD, I’m using Godot. As part of warmup/learning the engine, I’ve created some very basic stock stuff to start my game off with. As per rulez for the compo, I am making it available for everyone to use if they want.

Grab it here! (zip)

It has a splash screen on which the logo fades in and then out while a sound plays and a handy function for changing scenes that gets called at the end of the fade animation to bring up the start scene. The start scene is so small you can’t see it, but this also includes [what should be] working progress bar code for scene loading.

I might update this again before the jam starts, but in the meantime… \o/ Viva Ludum Dare!

Tags: base code, godot, godot engine

Warmup game: Getting Warmer

I need to go to bed now T^T but I got a proper start screen up with chirpy bird sounds and a button that plays a sound file to make sure I connected the button to Doing A Thing correctly.

Getting Warmer

If you want to try what I have so far (dunno why you would, but hey, mouth sound?), there’s a Windows build you can download.

Tags: warmup, warmup weekend

Whoops! Actually Getting Warmer now, I think (har har)

I posted about my warmup project Getting Warmer yesterday, complete with link to a build… which was broken. Let us try this again.

Getting Warmer

I still haven’t gotten very far or done much with it, having just woken up and being about to head off to work, but there is now a working 64-bit build and an untested 32-bit build, both for Windows. Yipee!

Tags: warmup, warmup weekend

Getting Warmer, I really am

Well, after some problems with text, I have more stuff. I learned some things about Godot’s translation/localization system (really easy to use except when one or two keys just frelling fail to work for no reason) and about loading from files (crappy documentation, but the functions are aptly named, so that’s okay if you know how to load from files… which I didn’t much so I learned about that).

Happy Bartholemew

Now to put together some mock games and line them up on the left next to Happy Bartholemew there. 😀 Current builds are available… HEEYAH!

Oh, the muchings I have learned! \o/

\o/

Happy Bartholemew

I have been adding stuff and I have learned much. The platformer is horribly, terribly broken (you can’t move the legless, happy triangle) and I don’t recommend trying it. The shooter doesn’t have enemies yet, but it DOES have shooting and moving. Collision with the walls still needs some tweaking, but I’ll get to that later. Neither has sound because I already figured out how to do sound.

shooter

Here’s a Windows build! (It should work on all the Windowses. I hope.)

Tags: godot engine, warmup, warmup weekend

Ludum Dare 32 Roundup Roundup >_>

Silly title, yes, I know. Sorry! But I’ve written three Ludum Dare 32 roundups for IndieGames.com, and I wanted to share them since judging is nearing its end. I’ve featured a total of 31 games this time around.

Ludum Dare 32 Picks: Lots of platformers and a bit of flailing around

Ludum Dare 32 Picks: Poke with a finger of doom, diffuse text bombs, and more

Ludum Dare 32 Picks: One more batch before judging ends

I probably won’t write any more articles about Ludum Dare 32, except to announce that the winners exist (unless our game wins, of course, in which case I will ask the other editors to cover it). I’m more or less tapped out on energy for rating, though tomorrow is Sunday here in Japan and I’ll probably try to help games which don’t have enough ratings to place.

As always, it’s been a pleasure to see what neat stuff people came up with and I wish I had more time so I could play and rate more things. I love y’all and the stuff you make and look forward to covering next Ludum Dare!

Comments

09. May 2015 · 12:11 UTC
Oh, good grief. I just realized I should have found ONE MORE GAME to feature. Bah.
09. May 2015 · 18:21 UTC
Woo! Thanks for featuring Jammie Dodger. The people at Tech Valley Game Space here are celebrating the moment.

Looking at my rating habits with the LD Personal Voting Analyzer

lda1

Liam 😀 made this awesome Ludum Dare Personal Voting Analyzer. You go to the play and rate page while logged in, copy everything in the table showing your voting scores for all the things you rated, and then paste it into a box on the voting analyzer page. The tool then takes the data and pops out a bunch of charts and graphs about your votes.

I am super happy that this tool was made. For several LDs, now, I’ve been wondering how good my internal milestones for each rating are, and although my rating is balanced in some areas, it turns out that it’s pretty heavily skewed in others. I’ve had the feeling my judging was skewed for a while now, and this tool has given me the data I need to know how badly skewed it is and in which areas so that I can adjust how I vote for next time. The reason I care is that I feel like 3 stars should represent the average and that if I’m scoring right, I should have a nice bell curve across all my votes.

The pie chart above shows how many of the things I rated were Jam, Compo, or Other games, where Other are games on which I commented without rating anything because the game was unplayable. As you can see, about half the games I rated were Jam and half were Compo. This is the only pie chart the tool shows, and aside from telling me that I have good sample sizes for both Compo and Jam games, I find it less useful than the line graphs.

lda2

I’m pretty happy with my distribution of Overall ratings. It’s not exactly a bell curve on the right hand side, but it definitely looks like a nice mountain. I give a game its Overall rating last, taking into account my ratings in all the other categories. The slight skew to the right seen here is influenced by the heavy right-hand skews in a couple of other categories.

lda3

Innovation is one of the categories where my skew is the worst. When rating, it’s very hard to get a 1 out of me on Innovation; the game basically has to be a straight-up clone of something. Since I want 3 stars to be average, I then set 3 stars as standard game genre. To get a 5-star rating, a game has to be unlike anything else I’ve seen before. 2 and 4 stars have thus been based on how different it feels from standard. I think that to rectify this, I’ll have to set 2 stars as standard genre. This will give me more room for variations on doing better than that.

One thing I noticed while doing my voting during this LD is that my Innovation and Theme ratings tend to rise and fall together, though if you look at the Theme graph below, you’ll see that it has much sharper ups and downs.

lda4

This one is slightly skewed to the left for Compo, but a very pretty curve for Jam. I’m okay with this one. My 3 star rating for Fun means that that was pretty fun and I’m glad I played it this one time for rating it. 1 star indicates that I didn’t really enjoy the game at all and 2 stars is somewhere in between… it wasn’t terrible, but I could have done without playing it. 4 stars is this was really fun to play this one time, and 5 stars indicates that I am seriously considering keeping this game to play more later.

Given that rating system, it makes sense that Compo games would have a different skew. It’s harder to make a game by yourself with no outside assets in two days than it is to make a game on a team with outside assets allowed in three days. One could argue that I should go easier on Compo games, and in some of the other categories I do, but not this one. These two curves are visually dissimilar, but the number of games that got 3 stars or higher out of me in both divisions is about the same.

lda5Holy strange skew, Batman.

Every time a theme is announced, there’s generally an obvious and easy to implement way of interpreting the theme. For An Unconventional Weapon, for example, you can just take any regular whacky/slicy or shooty game genre and just replace the weapon with something strange. I always set that obvious implementation as my 3-star rating, give anything that doesn’t seem to fit the theme at all 1 star, and anything that blows my mind 5 stars. The 2- and 4-star ratings, then, are just… tweens.

I think that to rectify this, I’ll need to set the obvious implementation as 2 stars. This will give me more room (as with Innovation) for variations on anything that does better than that. So to use An Unconventional Weapon as an example again: a straight up regular platformer where the weapon difference is strictly a difference in visuals (a pickle instead of a sword, but it still acts like a sword) and maybe sound would get 2 stars from me; a game that is mostly a regular member of its genre but the unconventional weapon’s behavior is slightly different would get a 3; and then games that went out of their way to be offbeat would get 4 or 5 depending on how far out they were.

I have yet to analyze prevous LDs’ results, but I find myself wondering if this Innovation graph will be considerably different from those of previous LDs. About three games into rating, I came across a game which used a weapon which appeared to be normal but acted entirely un-normal, and as an idea my team and I hadn’t considered and the perfect fit for the word “unconventional”, it sort of set the bar for what 5 stars in Theme was gonna mean to me this time around.

lda6

My graphics ratings are also skewed to the right. I’ve always set 3 as being good enough to convey all details necessary for gameplay, but as with innovation and theme, I think I’ll need to move that down to 2 stars to give myself more room for variety in doing better. Things that I rated as 2 stars in Graphics this time would then fall to 1 star.

lda7

I feel pretty much the same way about my voting for Audio as I do about voting for Graphics. The only 1 star rating I’ve given out here was for a game whose audio simply grated on my nerves, but I think having 1 star be insufficient audio (or nerve grating) and setting the barely acceptable bar at 2 stars will help here. I suspect my Jam curve will still have a dip at 2 in the future, but many Jam games have a dedicated audio person, so that makes sense.

lda8

I’m not sure what to do about this cowboy hat. I voted on humor for far fewer games than I rated in total. Humor is dependent on so many things that it’s hard to quantify, and it doesn’t help that a lot of things most people find funny just aren’t amusing to me. On the other hand, just doing 1 star or 5 depending on whether I found it funny or not wouldn’t work, either. So… yeah. Cowboy hat.

lda9

This one is skewed to the right, but not horribly so. Nonetheless, I think setting “all right” at 2 stars and taking advantage of more options to the right of that would benefit here, as well.

Conclusion

There are other graphs at the bottom of the tool, showing how strong or weak the correlations are between pairs of individual categories, but as long as my overall category graphs are so skewed, I don’t think they’re very useful to me. As such, I’m not going to cover them here.

It’s really nice to have these graphs, though, because they’ve helped me visualize how my mental images of what each star rating turns out to be translates into how I vote. I am not going to go back and rerate the 115+ games I’ve voted on this time, but I will be looking back at these graphs for next time.

LD34

The post-compo version of Ultra Hat Dimension is out!

Hey y’all! I’m a little late posting this because we released it Wednesday, but the post compo version of Ultra Hat Dimension is out! It has three times as many levels, new mechanics, and some impressive modding capabilities built in. Check out the Legend of Bea level Eniko made, starting about 30 seconds into the trailer!

You can get it for $5 on itch.io; there is also a downloadable demo. It’s currently Windows only. Sorry! We plan to port it later, but Eniko needs to get more work done on MidBoss (another LD post-compo game, the beta for which is free at midboss.net).

And Yuzuki made a badass soundtrack for Ultra Hat Dimension, which is also PWYW over on Bandcamp.

Once again, I’m gonna end an Ultra Hat Dimension post by saying that y’all are awesome. We absolutely love the Ludum Dare community and are super glad to be a part of it. <3

Keep being friendly and make awesome games! I, for one, am really looking forward to the upcoming jam! 😀

Tags: post-compo, release

LD 38

Lolololol

I wish I had been streaming. Working on getting a character with no legs to walk around a small planet (which I now have working, finally) while also floating up and down, and have seen all manner of silly rotations and floating off into space go on. xD