kyyninen

LD26

I don’t know who you are.

I don’t know what you want. If you are looking for games, I can tell you I can’t make ’em. But what I can do is hack something barely playable together in Game Maker; 8.0 lite version Game Maker that doesn’t have that nasty watermark. Water mark that is… nightmare for people like me? I think that’s enough of that. First Ludum Dare for me, aiming for some kind of strategy/god game/whack-a-mole mashup.

Good luck.

Comments

26. Apr 2013 · 18:32 UTC
I’m looking for a game, with a start, a middle, and an end. With a theme, some funky graphics, and some weird sound effects. I’m looking for an idea no one’s thought of, packaged together into something that’s maybe serious, maybe funny, but ultimately entertaining. If its playable by the end of this long… long… frantic weekend, then job done. Good luck.

Everything went butter when expansive

currently you don't see this very often

Oh no!

Surprisingly enough I have something that approaches core gameplay when first day is done. I wasn’t so certain about it 6 hours ago.

I started brainstorming around simplified city builder concept (inspired by the magnificent Banished), because what could be more minimalist in nature than collecting wood and food to expand your kingdom? Well, turns out coding peasant AI with no experience, minimal (there it is!) planning and non-existent road mapping isn’t simplest thing one can try their hand on.

After lots of false starts I finally had little dudes running around screen doing their thang… without any player input. Well, that has to be minimalist, right? You don’t even need to play it! It was clear I needed some kind of opposition to the plucky pioneers. Like…

so isn't moomin-stuff like common heritage anyway

…this guy? No! Don’t stare!

Horrible thing in the woods sounded interesting. Actually, it was so interesting that I dropped the city building entirely and decided to make the game about that dude. What’s his story? What does he want?

Definitely-Not-Groke is a proud humanitarian, as in “To Serve Man-is-a-cookbook”-kind of. Gameplay became about trying to snatch villagers before they managed to escape back to their huts. Resource management is still in picture: if you eat everybody, you will starve (because before pioneers you ate everything else in the woods you big oaf), and if you harass villagers in their daily routines they will eventually leave when the wood (needed to build new huts, only two villagers per hut as Dog intended!) or food (needed to, well, live) runs out. Also if you go a full day without eating you take damage.

Next milestone would probably be more offensive roles for villagers. I’m thinking about adding hunters in to mix when pioneers are succinctly terrified of continued mysterious disappearances. Maybe traps? Other monsters with different roles in the great ecosystem would be interesting to toy with, but probably outside of my ability to produce this week end.

Still thinking what’s minimalist about this. Protagonist tries to keep the human population minimal, yet sustainable? Could be worse, I guess.

Click here for a way too big gif animation of our wayward hero surfing through woods.

Tools used so far:

  • Game Maker 8.0 Lite
  • SXFR
  • Pickle
  • Adobe Photoshop CS5.5

Also a timelapse I seem to be not able to embed.

Tags: ginnungagap, journal, timelapse

of optimizing and men

law suit: the grokening

Why do you taunt me so??

Turns out it isn’t a smart idea to have +5k objects doing calculations every step in a single room. If nothing else, this jam has been very illuminating. Yet the name still eludes me.  I have attached the latest test build here in hope of getting some feedback and insight from fresher brains. There’s currently no readme included so here’s a short introduction:

Noises disturb you from deep slumber. You have slept for… years? Centuries? Ever since you devoured the last warm blood in your kingdom you have slept, and no living thing has stirred you. Not until today.

Old hunger awakens. It is time to feed.

Left mouse button is the only key you need to play.

Tags: ginnungagap

Aand it’s done.

so where is everybody huh weird

I really could eat you up!

Success! Something playable with achievable end state! No killer bugs (that I’m aware of)! Almost no slow-downs! Grab your Windows executable here! Entry page here!

I’ll upload today’s time lapse tomorrow, maybe make a gameplay trailer. This was really fun and I already have lots of ideas how to expand this concept from here.

Tags: ginnungagap

Already it seems so far away

give 'em a hug

Why aren’t you playing it already??

Barely a day after submission and already I have a lot of great feedback! Thanks to everyone and keep playing! Here’s second part of the timelapse to celebrate.

I think I’ll continue developing this a bit further before writing even a premature post-mortem. There’s lots of stuff I’d like to implement before I’m willing to declare this project deceased.

Tags: ginnungagap, timelapse

A recommendation post

Whew!! After playing and rating 101 games (for those playing at home, that’s 4,3% of Ludum Dare #26!) I finally feel comfortable enough to list some of my favourites so far. After this post I’m taking a weekend break from this whole Ludum Dare thing and return to rating business with fresh eyes and mind in Monday.

Without further ado, the recipients:

 

[stextbox id=”info” caption=”You Actually Finished It?? award for the most together act”]

…to the game that, against all odds, managed to be a complete experience with nothing to add or take away:

Fragments of Him

I don’t know if you already know this, but drama is hard. I’d argue it’s even harder than comedy to get right because the tiniest things can break the mood completely, but maybe it’s just me and my high standards for storytelling in visual media.

That being said, Fragments of Him nails the tone perfectly. It’s a tragedy that made me feel things! Think stuff that made me sad! Getting the plot to advance sometimes can be a bit of a pain but that’s honestly the only complaint I have about this entry.

You should play it. Everyone should play it!

[/stextbox]

 

[stextbox id=”download” caption=”Brain Reconfiguration award for the most clicking game mechanic”]

…to the game I’ll be playing in my dreams for weeks to come:

Metahotel

Everyone has had a case of tetrishead. Play a game where actions are simple and repetitive, yet you have to be aware of the whole picture all the time and plan ahead and anticipate coming actions and you will keep playing the game in your head long after you have quit the physical action itself.

I’m playing Metahotel when writing this and I’ll be playing it after I close this computer and lay down to sleep. See if it clicks similarly for you.

[/stextbox]

 

[stextbox id=”info” caption=”The Next Portal award for the most promising first person puzzle game”]

…to the game I wouldn’t mind buying from Steam sale for a couple of bucks:

Cimi Mal

Combination of exploring weird landscapes and a mechanic to alter them is what makes these types of games enjoyable. Cimi Mal does this perfectly, and I truly wish there would be a lot more of it.

There are certain unpolished aspects to it (falling damage will kill you, despite never being mentioned anywhere), but the sheer excitement of seeing blocky environment transforming around you overrides everything else. Go take a look.

[/stextbox]

 

[stextbox id=”download” caption=”Didn’t See That Coming award for the most interesting mode of transportation”]

…to the game that took blocks and remade them:

Deja vu

As in previous entry, this game features weird landscapes. But instead of restructuring them to progress, you restructure yourself. I don’t want to spoil too much about Deja vu, but I will say that it features the best use of verticality in level design since Dark Forces II: Jedi Knight.

It’s helluva pretty too.

[/stextbox]

 

[stextbox id=”info” caption=”The Plucky Plumber award for platforming excellency”]

dot dot dot redundant additional description colon

Title: Subtitle

This title has a lot going for it, least of it being the visual motif of using words describing things rather than the thing themselves (culminating in ending that is meta as this simile), but it also was one of the few entries I came across that got platforming just right. You can even stomp the enemies!

Also features perfect controller support.

[/stextbox]

 

[stextbox id=”download” caption=”I LOL’d award for making me actually LOL”]

…to the game where humor came from mechanics, rather than only writing:

Random Legend Adventure

Fight alien ships with pointy stick! Use your goldfish to find secret treasures from mysterious forest! Random Legend Adventure is exactly what it says on the tin, and delivers it’s promises. Check it out!

[/stextbox]

 

[stextbox id=”info” caption=”Lasting Appeal award for the intriguingest game”]

…to the game I’ll actually be playing after this month:

Seed

If you ask me, best games feature an element of mysticality. Seed has you in charge of creating life for the plantkind, and it’s mesmerizing to watch! There seems to be endless opportunities to grow your field…

Try it yourself.

[/stextbox]

If you liked this post, you can also try out my game and drop a comment!

Tags: compilation, recommendation, reviews

Ginnungagap post-mortem

After making two post-compo releases of my Ludum Dare 26 entry, I think time has come to take a step back and have a long, hard look at the fruits of my labour. It’s kinda hard for me to be sure what went right or not and where, so I’m just going to list some stuff I did and didn’t do and let you be the judge!

What I did

gamemaker

ihavenoideawhatimdoing_dog.jpg

Use familiar tools

This is my second game jam. First one was Global Game Jam, where my team made a puzzle platformer about E.T. type of dude who could suck the energy out of things and use it elsewhere and there were dead animals… Oh, just check it out if you’re least bit interested, I’ll wait. It’s pretty short and ends in a cliffhanger. I was the programmer, and with no game making experience of any kind I quickly decided to use the program I had heard was friendly to beginners: Game Maker.

It really was an eye opener. Suddenly the little JavaScript and C I had teached myself over the years (but never enough to start a career in web development) became immensely useful, since GML is pretty much based around them. The finished product has it’s quirks, but it mostly works as intended and I was incredibly proud of managing to program it.

So there really was no competition. I’ve dabbled with Unity, but found it dense and since I was going to make 2D game anyway, I thought that time spent learning it’s ins and outs could be better spent elsewhere.

Looks like city building to me!

Looks like city building to me!

Have a set of goals

They were simple, but they were there:

  1. Finish the game.
  2. Have AI that interacts with the world somewhat immersively independent of player input
  3. Some kind of city builder would be nice!

It’s pretty debatable if I achieved any of these goals, but they shaped the decisions I made during the compo from the start.

 

The key

The key

Work with what I got

So, about those goals. It became clear pretty quickly (about that time when I had spent six hours trying to get little dudes to stay inside their huts at night) that I wouldn’t be able to make an engaging strategy experience in the timeframe given. That goal had to go. But I had no time to start from scratch, so I had to do something with the stuff I already had – somewhat working villager AI, handful of sprites depicting said villagers and their environments. There was some element missing.

It was only when I first drew that crude monster sprite I realized what this game could be about: stalking villagers and snatching them in the night. That felt… right. Like I had worked towards it all the time. All design became about making that experience more true, more fun, more varied: bigger levels, staying still (and later moving slowly) to be invisible, speed boost for panicking villagers, towns springing up overnight, hunters and their traps…

This is truly a game that wouldn’t exist if it weren’t for Ludum Dare. The idea didn’t even occur to me until I was halfway through building another game!

 

“If you ask me, this game could do with a bit more pant pant grr woof”

Get feedback early

I’m privileged to have a friend (not pictured, though you can see the actual chat window on the screen!) that tirelessly tests and gives feedback on anything I might be working on. The game would most likely be unplayable, unoptimized mess if they hadn’t pointed my attention towards stuff that simply didn’t work.

Also I am lousy at naming projects. Current title was my friend’s suggestion, and it stuck. Still, now I’m kind of vexed that I didn’t think of using the classic Finnish shareware game naming practice. Mörkö Metsä (Spook Forest) would have been a glorious title.

 

Alas, poor Yorick!

Alas, poor Yorick!

Kill my darlings

This goes hand in hand with previous item. In it’s earlier incarnations game featured wind, which changed the speed of tree animations, and tracks, which villagers left behind everywhere they went. Both were poison to performance.

I think the original idea with the tracks was that you could follow them back to the villager’s home and go full fox-in-the-hen-house, but since it was already pretty fast to scout the whole level, it became purely cosmetic. Wind was also just fancy way of adding some variety to visuals but it was so pretty! Yet when my tester started to complain about frequent slowdowns they both went. I miss them dearly.

 

What I didn’t do

gplanning

Text file where you try to decipher the code you wrote a couple of hours ago probably doesn’t count.

Have programming planned beforehand

Making AI is hard. It’s especially hard if you have no idea what your long term plan with it is. Currently villager needs a host of functions, alarms and other objects to make it behave as intended. I feel that this is needlessly complicated and could be written exponentially simpler, if planned ahead. This is where I feel that making a simple map of all actions any given NPC can take could have saved time and made the game run much smoother in the long run.

Then again… when I started making the AI I really had no concrete idea where I was going with the game. Some stuff became apparent only when I thought I had finished it and started on working with other aspects of the game. It’s a feedback loop. Perhaps the only way to make a good AI is to make a full game featuring a shitty AI, and then rewrite the AI.

 

Bonus points if you can make out what songs I skip outright.

Bonus points if you can make out what songs I skip outright.

Set priorities and schedules

Towards the end of compo I chose the way I spent the time poorly. I implemented ambient wind sounds for the latest release without much effort and what a difference it made for the mood! I could have easily made them during the compo and leave the still hopelessly broken villager AI as is.

 

They are completely right, of course.

They are completely right, of course.

Have variables exposed to player

Balancing the difficulty is a daunting task, and it cannot be done without a large amount of varied player feedback. The few testers that I could muster did their best, but the real trial by fire only came when submissions ended and rating started. The game was way too easy, and by then it was too late to do anything about it. However… if I had left a players some way to change the variables that controlled the aspects contributing to game’s difficulty (enemy spawning rate, health, amount of healing, day length, villager speed…) maybe they would have found it a bit more engaging?

Next time I’m participating in a game jam I’ll put all the variables that make any sense to modify into an ini-file that can be adjusted to suit player’s needs.

Conclusion

Wow, word count totally spiraled out of control! I didn’t plan at all to write this long post. I’ll at least end it quickly: I’m still planning on expanding the game, but for the next update I’m writing the AI system completely from scratch. It can take a while! I’ll be posting any updates on Ginnungagap’s Game Jolt page and my twitter, so if you’re at all interested on seeing how this develops, check them out once in a while.

And if you have not yet rated my entry, please do!

Tags: ginnungagap, post-mortem, postmortem

LD36

I, also, am in.

Wow, it’s been a couple of years since I did the last one. Since then I have made several small prototypes, been part of a handful of game projects in varying states of incompletion, started studying game development in the local polytechnic university and, just a couple of days ago, getting a freelance job offer from an ad agency. Funny how doing a game jam can take you places, huh?

This week I made a game portfolio for myself and realized that I have not made a single 3D game. During summer I was a programmer in a Unity-based 2D-platformer, and this time I was planning to use my newfound experience in C# to make a game with more… depth.

…

… I’ll get my coat.

So. Unity for development, Photoshop for general graphics related tinkering, sfxr for sound effects, probably. I have practically zero experience in modeling so I’m definitely going to use a lot of sprites. Maybe I’ll just snap some pics of random household objects and call it a day.

Good luck, everyone!

Long way home

First day is done, and things are not looking particularly good.

I've been in this place before.

I’ve been in this place before.

Usually I’m most interested in developing systems-heavy games. Start with simulationist leanings, toss in wonky AI with seemingly unclear motivations and finish up with open-ended gameplay – surefire recipe to keep me coding ’til break of dawn. (Also the most probable reason for why I’ve finished only a handful of all the projects I have started…)

So of course this time I wanted to make something at the opposing end of the spectrum. Bespoke, linear content. Something I could actually finish without regrets this weekend, instead of lamenting all the systems I had to drop to make the deadline.

I didn’t much care for the theme this time. I had a general idea coming in – real world setting, exploration, minimal-to-non-existent mechanics. A walking simulator, frankly. Luckily I was already planning to use early FPS aesthetics, Build-engine is pretty ancient technology at this point, right?

The thing is… turns out I’m just bad at making content. Trying to wrestle boxes and sprites into something resembling a neighborhood was tedious and took most of the day. At this point I have maybe 15% of the map made. If I don’t find some major shortcuts or ways to make my workflow faster, I’ll be unlikely to finish this during compo. Maybe jam is better idea anyway, I could make use of all the CC0-material I’ve acquired over the years.

Overall, I’m not particularly happy of the progress so far but hey, there’s still another day to come. Also… there’s certain ambiance I like about in it. I wanted to capture something of the quiet, windy fall nights that finally came after hot and blazing summer. Looking at the little diorama I managed to cobble together today, I think I succeeded.

Take a look for yourself. See?

myhouse3

My house is over there.

Tags: diary, my house is over there

Comments

AlceX
27. Aug 2016 · 23:27 UTC
Those GIFS look quite good to be honest! I really think you’ve captured the mood you’re aiming for.

Going overtime

No one's going home just yet!

No one’s going home just yet!

As I kind of expected, didn’t manage to finish this during compo. Oh well. Jam is fine too. Map is mostly done, tomorrow is for soundwork and finishing touches.

Tags: my house is over there

LD 41

Let's do this!

Alright! I've missed a couple of LDs, but now I'm back (with vengeance). Last time I made my first 3D game and got really good feedback for it, so 3D it is for this time around also!

I'll be using:

  • Godot 3 as engine
  • SketchUp Free for environments
  • Assorted free models from numerous places (shoutouts to Quaternius especially)
  • Various sounds from free libraries I've accumulated over the years
  • Youtube Audio Library for music
  • Adobe Creative Cloud for general audiovisual wrangling

I have some ideas for what kind of game I'd like to make, but let's wait for the actual theme first before making any hasty decisions. There's still time and I'd like to get a solid handle of Godot's 3D capabilities by doing any available tutorials.

Good luck everyone and let's make some great games!

Best laid plans...

How can this keep happening? Real life has, yet again, conspired against me and guaranteed that I won't have access to my desktop during the weekend. This must be, what, third time in a row?

However! I won't give up so easily this time. I'm going to spend copious amounts of time in public transportation and couchsurfing while the jam is happening, so I at least have a chance of participating. Thus, the final tools I'm going to use: - My smartphone - My tablet - A notebook

I have no idea if I'm going to finish anything, but gosh darnit I'll do my best! Both Twine and Bitsy seem to work fine on Android, any other tips for game dev on the go?

Send me your HTML5 games

trains.jpg

These are my surroundings for the next 6 hours. It's going to be a boring day and I would love to rate your games to entertain myself. However, only gaming device I have is a tablet and you can't sort the entries by controlling method... _so... _

If your entry works on mobile browsers and can be played with touch screen, please drop a link in the comments.

edit: apks are also fine if download size is not too extr3me

I'll try to go through them all, but my Internet connection can be a bit spotty so no guarantees!

Vernal ☀️️ now on Itch.io, also short mortem

https://www.youtube.com/watch?v=s02n5hXDCok

First things first: itchio page

This was kind of weird game jam for me. For starters, I made most of this game on tablet while travelling from place to place, so that's a first (for me, anyway). Secondly, I feel oddly fulfilled. Usually after LD my mind races to find new ways to expand the entry into a more complete game, but this time I really don't have anything to add. It's done. Maybe some bug fixes and difficulty tweaking if players feel that way but that's about it.

Well... I have a pretty strong idea for a sequel to this game. But that's later. Sleep now.

The Genre Thing

Couple of commenters were wondering what kind of genre this game represents, and honestly? I have no idea either. I started from "me hating this theme with passion" mashed with "me really wanting to do Ludum Dare for a change" and ended up here. Seriously, I think you all are great and I love you to bits, but clearly we have WAY different ideas on how to do creative work. I never start planning from a genre. Maybe a central mechanic, rest of the game built around it and if it turns out to be of certain ilk, then that is what's happening.

This time I chose gardening, probably mostly because of the hot season we're having around these parts. Caring for a plant from seed to maturity felt like something I could do in a scarce time that I had available. Originally I wanted to do something without any violence, but yeah. When you can proverbially kill two slugs with one burst of white energy (how to get seeds & what is the threat that plants need protecting against) then you really have no choice, given the extra short timeframe.

The Ear Juice

I really felt pretty hopeless in the last few hours of the jam. Gameplay was as done as it was going to be, but it didn't feel that good. Luckily, I found some great audio from Freesound. It's a wonder what the tiniest things can do - I slapped some appropriate sound effects and ambiance at their place in less than 90 minutes and it really made the difference. What seemed kinda lifeless and clinical on the screen became lively with sounds recorded from the nature.

I always feel little sorry for those Ludum Darers (Darists?) who don't have time to implement any kind of sound to their entries. It's usually the difference between playing the game for a minute just to give some sort of rating or actually seeing it through.

The Last Bit

Well, that's enough of my rambling. Itch is the post-jam version, if you want to toss a couple of ratings my way the entry page is over here. Comments would really be appreciated, I was tuning the length and difficulty of a playthrough for ages and I'm still not sure if I even remotely nailed it.

Oh, right. The patch notes: - fixes to pretty much everything - one new plant - some plants now wither - water plants are less dumb - expanded ending sequence - more mouth sounds - a surprise