Solifuge

LD26

It begins!

I’ve been wanting to Ludum Dare for a while, but I can’t code for beans. Seriously. The last time a bean asked me to write a function, I just froze up. Mostly because my beans were talking to me. So instead, I’m going to “compete” in the Game Jam alongside a code-savvy teammate or two, but will otherwise be following the rules for the solo Compo.

We’ll be dual-screen streaming over here, as soon as the theme is announced: http://www.gamefetch.tv/?ch1=hitchh1k3r&ch2=solifuge

Hybrid Compo-Jam Rules are as follows:
1) You can work alone or on a team.
2) All game code and content must be created within the 48 hours (72 if we blow it).
3) Games must be based on the theme.
4) All publicly available libraries and middleware are allowed.
5) All content creation, and development tools are allowed.
6) Source code must be included.

As for the project specs:
Language: Java
IDE: Eclipse (with Saros plugin)
Libraries: LWJGL and Slick-Util
Sound: FruityLoops, bfxr, audacity
Graphics: GraphicsGale, maybe PaintToolSAI
Food: Leftover Chicken Penne Rosa (from scratch; I cook better than I code)
Beverage: Excessive ammounts of Chai Tea.
Palette:

Tags: compo, Compo-Jam, first, hybrid, jam, java, LD#26, start

Mockup: Viking vs. Wyrm

But what does this have to do with the compo theme?

Everything.

Day 1 – HARDCORE DEVELOPMENT TIMES

Rolled out of bed and into my desk chair for Day 1. Going to be departing for a family get-together this afternoon, but after that I shall return, and it shall be HARDCORE DEVELOPMENT TIMES!

Until then, streaming for a minute over at the dualcast page.

Morning 1 – No code, more sketches

Programmer is off at a family gathering, so we couldn’t get any engine coding done this morning. Did some planning to make the boss fight interesting, and plans for reducing the Action RPG to its minimal components.

Night 1 – Second (actually) Playable Demo

DEMO HOSTED HERE (Requires: Java)

Tomorrow we’ll make the  fight a proper fight, add some graphical polish, and if we can get to it, the actual Minimalist Role-Playing part. In lieu of other exciting screenshots, here’s a few inspirations for the art style I’d like to emulate if I can get to it:

Also, shout-out to our stream-watchers for their company, their help looking up Mammen-Style art, and for sharing links to traditional Nordic Music!

Jam Night 2. Day3? Not sure.

3rd night of solid LD Jam development going on into the morning. 8:30 AM, teammates off to sleep, roommate already left for work. Having difficulty recalling what life was like before Ludum Dare. Was there ever a time before? Setting alarm in inconvenient location to ring a few hours from now. Intend to pass out on the floor, and get up in time to finish this thing once and for all.

TL;DR. Freaking Game Jams!

Anyway, have a picture. Hope to finish it and 5 more like it, plus a short Norse-inspired tune and some other assorted polish before Submission Hour.

7

This entry was posted on Monday, April 29th, 2013 at 5:53 am and is filed under LD #26. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Day 3 – Building an engine from scratch is hard.

8 hours left in the Game Jam. Not sure if we’ll get where we want to be in time. On the plus side, I had a good idea for a song for the project while making breakfast. At 4 in the afternoon. Because time has begun to blur together with itself. Time for the final 6-hour push. One way or another, we will turn something in.

Streaming the final count down over here: http://bit.ly/LD26DualCast

 

Comments

Mesene
29. Apr 2013 · 18:59 UTC
It looks pretty nice :D!

LD27

A lot can happen in 10 seconds

Day 0 complete! Sleeping time.

Not much to show in the screenshot department, but we’ve got our rough concept all fleshed out, and will be working out the puzzles, art, and engine in detail tomorrow. Here’s a quick synopsis of what we’re shooting for. Not sure if we can do everything we want to do with this, but we’re giving it a shot!

The game is a Puzzle RPG set aboard an Orbital Research Station which, over the next 10 seconds, will be destroyed. Luckily, the player (a Space Janitor) has somehow become unstuck in time by the event, and can use this power to try to prevent it! If, of course, they can figure out what exactly went wrong. A lot can happen in 10 seconds!

The gameplay takes place in two phases. The first is a slow-paced exploration/puzzle-solving mode, where the player becomes unstuck in time, with events around them frozen at the start of the event. They can move freely, investigate the ship as it existed in that moment, interact with objects, and set up events Rube-Goldberg style, to try to prevent the disaster.

The second phase is fully automated, as the player flees toward the escape pods over the course of 10 seconds, witnessing the events they’ve tweaked taking place as they run across the ship. Time gradually slows down as they run, until it finally stops. They then rewind, and return to the Frozen-Time phase at the start of the event, where they can try to solve the problem once again. This repeats until they’ve solved the mystery of the Temporal Anomaly, and prevented the destruction of the station!

Comments

DaleP
24. Aug 2013 · 05:54 UTC
That sounds awesome! Even if you don’t finish all that in time for the LD, I’d like to see that idea expanded on afterwards.
jotakun
24. Aug 2013 · 05:57 UTC
A mix between Half Minute Hero and Ghost Trick. I like it!!!

Project Specs, Workspaces, and Livestreams!

Dual-Screen Livestream!

Project Specs:
* Code: Java, LWJGL, Slick-Util, Eclipse IDE
* Tools: Graphics Gale, FruityLoops, Awwapp Web Whiteboard

Team Workspaces!

Time Surge!

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!


Credits:
Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!

Tags: 2D, adventure, applet, game, java, LD27, linux, Ludum Dare, lwjgl, osx, Pipe, pixel, puzzle, RPG, SciFi, screenshot, space, Surge, time, Windows

Time Surge: Post-Mortem

Shameless Project Link!

 

With a larger team than our first LD Jam, we decided to get a bit ambitious. Maybe a bit overambitious, if our frantic final hours of development are any indication. We used LWJGL and Slick-Util, and the engine and assets were all built during the 72 hours. However, due to our lead programmer undergoing Oral Surgery the day before the contest started, the assistant programmer losing his laptop charger and having a working weekend, and a heated controversy about mops as game cursors, we lost a lot of development time.

 

Battle of the Century

 

Out initial concept was actually very different than the finished product. We started talking about a Medieval Fantasy Village, where you played as a meddlesome local spirit, and had a 10-second window to freeze, rewind, and fast-forward in time, rearranging items in the town to make people fall in love, or catch on fire, or whatever your horrible heart desired. Though it would have been a fun sandbox, we figured the gameplay was lacking, so we instituted a crisis you had to avert in order to win. Then, the setting was revised to a Space Lab, both because Our First LD Project was fantasy-themed, and so we had more stuff to work with.

 

It’s far easier for things to explode and go horribly awry in Space than it is in Ye Olde Timey Village.

 

We struggled for a while on what kind of puzzles to introduce into the game. At first, we were going to go with just Adventure Game Style puzzles, which involved making the crew members do certain things. Puzzles like “the door is broken and needs to be repaired by the Engineer. The Engineer is busy being macked-on by the Lieutenant. You had to teleport the Captain there to shout at them both to get back to work, in order to progress.” We had no idea how to make that happen in 72 hours, much less convey it to players in a way that made sense… so we dropped that angle, and instead went for simple item-placement puzzles. We eventually added in another layer of Pipe Dream style puzzles, with the wall circuits that opened doors and allowed you to progress.

 

Speaking of the Circuit Puzzles, I have mixed feelings about the puzzle design on this project. I wanted to make them challenging, but I’m a little worried that the difficulty curve ended up as more of a difficulty cliff.  The first room made a great introduction; you could see what was happening, and with a bit of experimentation figure out the bit with the fuse, without any kind of tutorial. Teaching the game through gameplay, without tutorials, has always been one of my favorite parts of quality game design, which the Youtube series Sequelitis touches on in a bit more detail (great videos for prospective Game Designers, BTW). On the other hand, the second room was probably one of the hardest in the entire game… at the very least, one of the most complicated ones. I was hoping to introduce mechanics like the room hazards, circuit fuses, and having multiple solutions per room a little more gradually than that… but time constraints sorta tied our hands on that one.

 

In order to win, you had to revisit and resolve the 1st puzzle 4 times.

 

As far as graphics, music, and general presentation are concerned, I’m really happy with how the game turned out. The time dilation and time reversal effects are some of my favorites (especially since the particle explosions remember where they happened, and can accurately un-explode as time rewinds). The run cycle on the main character came out pretty well too; since one of the major effects used in the game was slowing down and reversing time, I wanted to make sure there were a lot of frames, so he’d keep moving even when significantly slowed down. Since he was mostly brown, I was able to just animate 1 leg, clone it, and reposition it. It actually came out looking pretty nice, if I may say so myself.


We were hoping to do a semi-animated intro as well, which did a better job of setting the stage; watching the Time Rift explode in a shower of glass shards from the Reactor Core, and then freeze, with the glass particles suspended in mid-air. We ran out of time for that, though… barely managed to even implement animated explosions. You can see the explosions we managed in one of the above screenshots, but my original concept actually looked something more like this:

The explosions are made of a cloud of particles which are generated over time, and each of which “age” through their animation separately. Each particle is colored so that the darker edges share colors with the inner part of the next frame in their animation; that way, when the newer particles overlap the old ones, they’ll look like a continuous sprite. The idea was to generate a large, closely-packed cloud of bright particles offset slightly from an origin point, and give them a random vector. As the first particles animate and fade toward red, slightly fewer new particles are generated on top of them. Then, as the first particles become a large cloud of smoke, and the later batches have become a cool cloud, only one or two bright new particles generate, until all of them fade into smoke.

Even if we couldn’t pull that off, I like the sprites well enough. I might use a similar effect on a commercial project I’m working on right now. Suppose the graphics could also make a decent Flamethrower or Rocket Trail too… hmm…

Anyway, this will be our second LD, as well as my second real game. Definitely going to be trying this again, hopefully next time this rolls around. Thanks to those of you who tried out our game. I hope it’s as fun to play as it was to make!

LD29

Dankest Dungeon – a Gameboy Roguelike Demake

Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

...or the stone tile floor, as the case may be.

…or the stone tile floor, as the case may be.

 

All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The Name.com, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.

Credits and High Scores:

Fireh9lly: Music and Audio Effects (High Score: Infinity + 1)

Magma McFry: Programming Forever (High Score: 5,759)

Solifuge: Director, Graphics, and Game Design (High Score: 4,867)

Vector: Writing and Entity Data Scripting (High Score: 2,923)

Tags: Dankest, demake, dungeon, gameboy, roguelike, Victory Garden

Day 0, LD29 – Wireside?

As a follow up to our MiniLD50 entry, Dankest Dungeon, Victory Garden is going to be giving the Jam another shot. After some brainstorming and riffing on the theme, we’ve got a Cyberpunk Turn-Based Strategy game in the works, which we’re tentatively calling Wireside. Nothing much in the way of visuals to show off just yet, but I am seriously geeked about this. Feeling good about this theme!

Day 1: Wireside has pictures (and sound!)

There isn’t too much to show off just yet, but here’s a screenshot of our LD29 project in action, and some Sweet Tunes to go with it! It’s shaping up to be a Cyberpunk Turn-Based Strategy Game, where you simultaneously fight enemies in a Virtual/Augmented Reality world called Wireside, and in the forgotten ruins of Realspace underneath it. Plans for it are a little ambitious, but we’ll see what we can do!

Wireside First Playable

First playable get!

 

Mockup

Some Mockup Sketches

LD30

Day 0 Mockups!

Mockup 2

 

Just a mockup with stand-in graphics. We’re shooting for a sort of Island Trading / Quasi Tower Defense thing, featuring isolated cities on sky islands, and maybe some adorable civilization-destroying squidaliens?

Pshooooooooooom!

We did it! Crece-Above-Clouds is playable! Woo hoo!

You can play it too at this link, if you like: LINK

No spoilers, but it’s a little bit Trading Game, and a little bit Tower Defense.

LD31

I didn’t expect to like this theme at all. Turns out I do!

Huzzah, game complete! The Victory Garden Team’s LD31 Jam entry is “O-Inari Origami”, a puzzle platformer about a paper fox in a paper world. All you need to play is a mouse and keyboard, and maybe your thinking cap. We got enough puzzles done to fill a short campaign, thanks to an in-game Level Editor, which you can use to make and share some levels of your own. Hope you enjoy playing it as much as we enjoyed making it!

OniriOrigamiFox

Click here to try it out!

 

Another year, another Dare!

It’s been another great Ludum Dare, all. Making and sharing our project with everyone, playing everyone’s games, and interacting with livestreamers and devs has been an amazing experience, as always. Happy Holidays to all, and here’s to even more great projects in the New Year.

Thank you all for making this happen!

LD32

Unity 5.0 is 5 spooky 5 me

 

 

Ludum SCARE