KilledByAPixel

LD18

Open sourcing my game engine

This will be my first time participating in a Ludum Dare.  I will be using a game development framework that I’ve been working on for a while now and finally decided to open source.  It’s written in C++ with DirectX rendering, Box2d physics, and Ogg Vorbis music.  Dev environment is Visual C++ Express 2010 and DirectX SDK.

There are some pretty nice features included like a built in level editor, huge streamable worlds, particle system, fixed step interpolation, gamepad support, and debug console.  It comes with a clean slate project to build off and an example game.  You read more on my website or the project page on sourceforge. It’s called Frank Engine.

Tags: game engine, open source

Comments

sfernald
19. Aug 2010 · 05:31 UTC
Interesting engine. Nice. Seems like there is a bug though or maybe it is my configuration.
19. Aug 2010 · 07:16 UTC
Nice engine and nice SampleGame!!

Screenshot

I made good progress today.  Making something a little like captain forever.  Not ready to post an exe but here’s a screenshot.

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First Playable

Still a lot more work to do.  Adding more weapons is next on the list.  Still though it’s sort of a game now.  Here’s the link to the first playable version.  (You will need latest DirectX, get that here)

http://www.frankforce.com/downloads/LudumDare18.exe

Controls are WASD.  Left mouse shoots and controls ship direction.  Right Mouse picks up stuff.  Pick up parts and attach them to your ship.  Kill an enemy and take their parts.

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Protractor – Post mortem

Last week I participated in Ludum Dare 18 and after some intense work delivered an interesting little game called Protractor, here’s a link to my competition entry.  Leading up to the comp I played some winners of the previous Ludum Dare to get a good feel for what I could hope to accomplish.  I prepped my dev environment, picked up groceries, and set up a special SVN branch for this comp so I could make engine hacks or workarounds without any worry about breaking other projects.

On Friday night when the theme was announced I just sat there and thought while scribbling some ideas on paper.  I wanted to do something with physics and attaching enemies or weapons to yourself.  At first I was thinking of doing a round planet with humanoid figures using telekinesis.  I started to set this up in code but wasn’t really feeling the idea so I just went to sleep.

sketch

Saturday morning I took a quick look at games with a similar concept for inspiration, specifically TUMIKI Fighter and Captian Forever.  My design is based on simple abstract shapes so they are easy to recognize on form alone allowing for the color to represent health.  I also planned on having random weapons with random colors and lots of trails all over the place.  For color values I have it set up so I can randomize over HSV space to get away from the RGB kind of look.

Building off the clean project in my game engine I set up an object oriented structure where there’s a base class shared by the player and enemies, a base class shared by all part types, and everything derives from a GameObject which is part of the engine.  By about 3 PM Saturday I had the player moving around with the ability to pick up parts and attach them.  But so far the only part was a weapon and it was always the same default weapon.  I took at least 2 hours to put some polish on that system with grabbing and attaching the weapon parts.

Around this time I did a little art pass: tweaking colors, particle systems and other visual aspects.  I threw in an enemy that just randomly tried to pull parts to it and shoot.  By the end of Saturday night I wanted to have all of the core functionality in game so I could take the next day to add better AI, polish, balance and tweak.  So I trudged along adding the other 3 part types in a very rough state.  Around midnight Saturday night I posted a screen shot to demonstrate the core functionality.

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Sunday I started out by just tweaking lots of little things.  There needed to be some background for movement reference so I just threw in an extremely simple particle system of gray squares.  I worked on the AI a bit and improving their tractor beam use a little.  I made them move around pretty much randomly in near the player.  I tried having them turn to aim but that isn’t very reliable because of their poor ability to configure their ship so I just made them cheat and rotate their weapons directly.  There just really wasn’t enough time to make any kind of real AI at this point.  For all this time I just had the player spawn in next to some parts and an enemy that I had all placed in the editor so I added logic to randomly spawn in enemies and parts out of view of the camera.

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This felt good enough so I wanted to spend some time adding random weapons to add both visual flair and gameplay depth.  As a simple balance measure all weapons have the same DPS with different firing rate, bullet damage, and bullet count.  Other aspects like speed, spread, and color are just randomized.  It seemed like a big part of this game was reading where damage was coming from and going too so I had an idea to make bullet size proportional to their damage to facilitate a quick visual read.

As the deadline loomed I started to freak out a little becuase there were only a few hours left and I harly spent any time actually playing my game.  So I took a while to just play and polish random gameplay issues.  I experimented with several different control schemes but decided to go with the simplest which seemed like a good enough choice given limited time.  I threw in some random large solid black boxes to both add an interesting element to game play and visuals while also making the world feel more solid to the player.

With about an hour left I focused on sound by adding more firing sounds and a tractor attach sound.  I scaled fire sound frequency by bullet damage so weaker weapons sound higher pitched to make it sound a little more dynamic.  In the last half hour I just tried to play my game only tweaking a few minor things.  I had a score display of how many enemies were killed with high score tracking but decided to remove it a the last minute.  Adding a scoring system can add a lot to a game but it can also detract if done incorrectly.  I like the idea of just providing a pure experience without the need for imposed goals. The implicit goal of growing your ship is as motivating a factor as any.

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It’s was hard to come up with a name for my game in such a short period of time.  I went with Protractor because it sounds sort of abstract and mathematical while also containing the word tractor for tractor beam.  I’m happy with the way my entry turned out and after playing it for a bit since then it still seems to hold up pretty well.  Next time I’d like to try to get some testers lined up, people offered but I was so focused on working that I didn’t take the time to contact anyone.  Also I’d like to plan my time a little better so at the end I have more time to just play and tweak.

It’s impressive how well put together the Ludum Dare competition is.  The judging phase is currently in progress and it’s great fun playing everyone’s game and doing my best to judge.  It’s sort of like playing Wario Ware on a grand scale.  Thanks to everyone who put it together and congrats to those who successfully delivered a game.

Tags: post-mortem, protractor

Comments

26. Aug 2010 · 12:51 UTC
thanks for this post mortem. Liked the way you are using your particle engine to generate these trails. Good idea.

LD19

LD Mile High Club

Let’s do this thing!  It’s my second LD.  I will flying from Austin to Philadelphia (with a stopover in Chicago) on Saturday so I can guarantee that at least a portion of my game will be written in flight.  With all the traveling it’s going to be a real challenge but I shall do my best.

  • Language: C++
  • Engine: The Frank Engine (my open source engine)
  • IDE: Visual C++ 2010 Express
  • Graphics: DirectX
  • Distance: ~1900 miles

Ludum Dare on Wikipedia

I created a Wikipedia article for Ludum Dare: http://en.wikipedia.org/wiki/Ludum_dare Please feel free to expand on what we have there so far.  I had trouble digging up results of competitions before LD15 and was unable to find the winners pre LD10.

Comments

06. Mar 2011 · 19:34 UTC
Cool, I updated the page. Still need results for LD3 and LD8.
07. Mar 2011 · 11:09 UTC
Wow, nice! Good job collecting all that data 😀

By the way, I changed the page for a simpler, easier to comprehend and less redundant table format. 😉
07. Mar 2011 · 16:06 UTC
I don’t want to be a spoilsport, but expect some opposition. Articles need to live up to the notability guidelines on Wikipedia. And in its current state, I don’t believe this one does that.
07. Mar 2011 · 20:31 UTC
That may be true, but it’ll be fun while it lasts, even if they take it down.
08. Mar 2011 · 04:12 UTC
Nice work with the table! I think this article will stick but we do need more non-ludum dare references. I added links to wired and pc gamer media coverage as well as the time laps video info. I like the idea of having a section for celebrity developers, especially those who already have their own wikipedia pages.
10. Mar 2011 · 00:09 UTC
It looks pretty good so far. The page should be changed to Ludum_Dare instead of Ludum_dare. It is a proper name which is always capitalized in typical communications (see even the PC Gamer page as a similar example).
10. Mar 2011 · 18:28 UTC
Speaking of the old contests, if anyone has the code for my two player isometric game from LD#3 “Hannibal’s Cannibals” let me know, I can’t find it any longer. It’s a terrible mess and not a good game at all but I’d like to have a complete collection of my past entries just for sentimental reasons.

LD20

I am error

All set for LD 20.  Armed with…

  • Code: Frank Engine with Box2D and Visual Studio Express
  • Art: Gimp, a sharpie, a camera
  • Sound: Audacity, LMMS, SFXR, wolfram tones, Les Paul

I’m also considering translating all my in game text to Japanese and back to English just for the hell of it.

No Time

Unfortunately I had to work late last night and will need to be at work for most of the day today.  However I do have a decent idea and I’m starting to put something together in case I’m luck enough to have tomorrow off.  I will need to cut corners everywhere but I may still be able to squeeze something out.  Anyway, here’s a screenshot of my progress…

My game is finished

I had precious little time to spend on my game this weekend.  I needed to be at my work late Friday then most of Saturday and today.  However, I’m not one to back down from a challenge and somehow I was miraculously able to cobble together an LD game in about 10 hours.  It’s called “Light The Way”.  The concept is that if it’s dangerous to go alone, get someone to help you.  I think I’m going to have to call it finished since I will probably not get any more time to work on it today but if I’m super lucky I might get a few extra minutes later tonight.

Link to my entry “Light The Way”

LD21

This will be my 3rd Ludum Dare.  In previous LDs I made “Protractor” and “Light the Way”.  Here’s my plan:

  • SDK: Frank Engine – My open source 2d game engine (integrated with Box2D DirectX)  This is a pretty solid engine if anyone else is interested it’s very easy to set up with Visual Studio Express.  The screenshot above is from the included sample game.  I recently released a fairly epic metroidvania style game using it called “Mother Lover”.
  • GFX: Drawing stuff by hand and scanning it in, editing with GIMP
  • SFX:  Making my own sound effects with stuff around the house
  • Music: Rock band on IPAD and/or guitar.  There may be a kazoo involved.

LD22

Possibly In

This would be my 4th LD.  On the fence because I’m flying home on Sunday, and it’s a long trip that arrives just around the submission deadline.  I would most likely submit from the airport after we land.  The plan would be to get the game done with placeholder art before I have to go to the airport so I can work on art and music while traveling.

  • SDK – Frank Engine
  • IDE – Visual Studio Express
  • Art – GIMP
  • Sound – SFXR, Audacity, and Rock Band

 

LD25

The Frank Engine

Howdy, Ludum Dare people! I’m an indie developer and I’ve been working on an opensource 2D game engine for a few years now called The Frank Engine. After being in the industry for over 10 years and working on so called “triple a” games with crippling iteration times and garbage code I decided to build my own dream engine from scratch in C++. One of the biggest problems with mainstream games is they focus too much on the final result and not enough on whether development process itself is fun. I wrote my engine so I could have more fun developing games in my spare time while also making faster progress. My philosophy is that a clean system with fast iteration is the key to having a fun process, and if the process is fun then chances are final result will be too.

It has some cool features like an integrated level editor, streaming worlds, dynamic lighting, Box2d physics, sub frame interpolation, a debug console, ogg vorbis music etc. So far it has been used for 3 Ludum Dare comps and several other projects. Probably the biggest project so far is “Faster Blaster” a Metroid/Blaster Master mashup. I plan to use it for Ludum Dare 25 and you can too if you want. Feel free to copy parts of it an use them in your own engine like my half life style debug console, it’s all fully open source!   Here are some links where you can get more info and video…

Tags: deferred lighting, game engine, open source

I’m in.

I’m officially signing up for my 4th Ludum Dare. Once again I will be using my open source game engine, “The Frank Engine”. I have added a lot of new features that make it much faster to iterate on a prototype. I also added a deferred lighting system with shadow casting and normal maps which I plan on using.  Not sure what I’m going to do about art, was thinking about taking photographs.  I may try to use some ipad apps to make music if there is time.  Probably just SFXR for sound.  This time around I’m going to see Louis CK on Friday night so I may miss the first few hours of the comp but I don’t think it will be much of an issue.  Plan is to keep it simple, get a prototype on Saturday with placeholder art, then art it up on Sunday and polish.

Previous Entries

  • Spacescape (LD21) – Escape the spacestation before it destructs, featuring hand drawn art and vocal sounds.
  • Light The Way (LD20) – Guide the creatures to safety with your light, featuring a cool lighting effect and simple art.
  • Protractor (LD18) – A katamari shoot-em-up, featuring a dynamic ship construction system and abstract visuals.

My Tools

I'm in!

Light vs Dark

My idea is that you are the god of light invading the dark castle.  The creatures there don’t much care for the light and many of them have no means of fighting back.  You need your light to see but it also roasts the creatures alive.  I want to make the player feel really bad about killing the creatures.  It took a while for my idea to solidify and I slacked off a lot at first.  So far I mostly concentrated on getting the pieces to make the game with.   Tomorrow I will focus on putting the pieces together and creating a level to play through.

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Comments

Suese
16. Dec 2012 · 02:42 UTC
Yikes… I think you may have got the wrong theme.
Zesh26
16. Dec 2012 · 03:04 UTC
Oh! I think you may have the wrong theme.
16. Dec 2012 · 03:15 UTC
Why do you guys think I have the wrong theme? You are the villain right? This isn’t very encouraging.
Zesh26
16. Dec 2012 · 16:35 UTC
Well, one of the themes was Night and Day and when I saw this I immediately thought of that theme but after re-reading your post I can see how it fits in with the villain theme :)

First Playable

My game is a twist on mario from the enemy’s perspective.  I wanted to experiment with making the player feel bad about their actions.  I am running out of time to polish so I can’t talk much now, but if anyone wants you can check out my first playable here…

http://dl.dropbox.com/u/42191645/DarkWorld_Beta.zip (Windows download)

 

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LD26

I just cleaned my desk

I’ve been having some problems with my mouse, hopefully it will work ok for the comp!

ld26_desk

RGB

I have a rough prototype of my game, for now called RGB. In the game you are a ball that can roll around and jump. The idea is to make a very simple Metroidvania game, very linear, very simple clean graphics, focusing on the rolling ball mechanics and exploring the visual style. I decided to explore a visual technique where I’m only showing the final light texture. Here’s my screenshot showing my first night’s progress.

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