Radix

LD14

Preparations.

Today started off pretty well. I got a phone call to say that my students are all having exams next week, meaning I have the next nine days off. Great: I can be more flexible with my sleep.

Then something horrible happened. I got paid. I bought ten Wii games last weekend, and I’m not sure I’d have the willpower to avoid getting distracted if I can play them, so as I mentioned in #tigirc I am totally not going to buy a new TV until Monday.

This will be my first LD. I’m planning on using Construct, since I’ve been screwing with it for a few weeks and haven’t finished a game yet. Audio’s my voice (advance apologies for disgusting saliva sounds) with Goldwave, and graphics will be my ancient copy of Paint Shop Pro 7.

Good luck, all.

Workspace.

Tags: deskphoto

Advancing Wall of Wolfenstein


First snacks. Some kind of savoury pancake thingies and some french fries. The fast food store’s name apparently translates roughly to “The Chicken of Low Morals”.


I have some boxes. Note that their positioning does not correlate in any way to the layout of the minimap. That is because maths is hard.

Tags: food, progress

Purple stuff.

The basics are in, plus squishy purple plants, but I think I’ll add a space suit to protect the player from the total lack of atmosphere.

I’ve got some students over watching The Fifth Element now. I think I’ll take a break and sit down with them for a bit. I’m hoping to get the engine and graphics finished tonight so the only thing I’ll need to worry about tomorrow is adding the couple of small levels I have planned.

Tags: progress

I like it, I can’t help it.

Woo, the toys store downstairs is having a relocation sale.

Earlier on I was thinking how fun it might be to ‘digitise’ myself for the weapons in my game. I’m no longer planning on adding guns, but I still felt like macing Mao.

Tags: procrastination

Goodnight.


I’ve got a good idea now of how the game will play when it’s finished. I’ll keep the gimmick a surprise since it’s really only got one (hint: it involves walls and doom).
The first level (of a planned three) is done sans an exit, and there’s a strange bug that causes the invisible portion of sprites to obscure background sprites–but only sometimes. But I suspect it’s a weirdness belonging to Construct’s 3D boxes so trying to fix it might have to be my very last priority.
Everything else is coming along so well that I’m gonna take a break to wind down before bed. End of day one for me.

Tags: progress

Standard Waiver

Yeah, I know it’s not the catchiest title. But it’s done! Explory first-person thing. I won’t spoil it with a description.

Thanks to my unstable connection tonight getting this thing online felt like more effort than actually making it. Three cheers for Morre for helping me finally get it uploaded.

Download (win + source)

As well as being my first LD entry this is also my first game made in Construct. I’m fairly happy with how it turned out. There’s still one odd problem with sprites sometimes obscuring each other and I could probably dress up the level transitions a bit, but I’m totally out of steam for tonight. I might get to it before the deadline in the morning but I think I’d probably rather sleep.

Tools: Construct, Goldwave, Paint Shop Pro 7, and a bottle of knockoff Lifesavers (they make terrific crunching and ambient wind noises).
Total number of Construct fatal errors: 16.

(If you get errors trying to run the game, please try updating DirectX. It seems to help.)

Tags: final

Comments

19. Apr 2009 · 12:51 UTC
Cheers to you for making 3D game using 2D game development environment.
Tommo
21. Apr 2009 · 03:03 UTC
You are from Guang Zhou ? (I find on the worldmap)

Are you a chinese?

I’m from Shanghai.
Radix
21. Apr 2009 · 03:41 UTC
I’m living in Guangzhou now, but I’m Australian.
21. Apr 2009 · 06:51 UTC
I see.

I used to have a short trip to Guangzhou with a Australian traveller.

Quite a long while ago.

Stuck?

Standard Waiver postmortem

Standard Waiver, a short atmospheric first-person exploration game, was my first Ludum Dare entry. Here’s what went into it.


The foreground obelisk obscures the background one. It’s a mystery!


PREPARATION

While I’ve always been great at not finishing games, I hadn’t even started a project for months. I’d gotten a boost of inspiration from an article on Cactus’ GDC lecture, and then LD14 came along at a perfect time. I decided to use this event as an opportunity to get back on the horse and actually complete something. I almost never finish anything which takes more than a couple of days anyway, so short competitions are brilliant. Looking back what Google remembers of my suddenly-dead website it seems I even took part in a 28-minute compo once.

Knowing that I focus best when I’m trying out something new I also decided to give Construct a proper go. I’d been messing about with it for a few weeks and was fairly comfortable with the transition from MMF, and Construct is itself a far more pleasant environment to work in. Taking into account that it’s not quite reached v1.0 yet and occasionally crashes it’s now at a very useable stage.

My pay came on Friday, in cash. That allowed me to purchase the new microwave I needed in order to remove the time-consuming issue of food preparation from my weekend. It also allowed me to pick up the TV I’d resolved not to buy until Monday. Fortunately I managed to resist playing the big pile of console games I’d picked up on the previous weekend.
Also on Friday I was informed of two things which would give me complete freedom of sleeping pattern: I didn’t have to work this week, and my girlfriend would be staying with relatives on Saturday night.

DAY 1

Advancing Wall of Doom wasn’t my first choice, but the ‘DOOM’ part did suggest that I try out one of the ideas I’d been wanting to experiment with: reproducing an FPS engine in Construct, which is intended as a 2D game authoring package with only very limited 3D support. In fact the only true 3D that comes built-in is the ‘3D Box object’, so that’s what I’d be using. Graphically that would limit me to making not much more than a Wolf3D-era game, so that was my aim.
When the theme was announced I was in the middle of a class with some of my tutorial students. After they left, excited to begin, I jumped in and started working with only a loose idea for a shooter set on a space ship in mind as that would let me do some fun Zerg impressions when it came time to record sound effects. Crushing pushwalls and stuff would satisfy the theme.
I quickly ran into my first problem. I had for some reason assumed that Construct’s Families would be a little more DWIM than MMF’s Groups, but my attempt at simplifying the code with them did not behave as expected. I weighed the unknown period of time it would take to find an alternative (which would let me add new wall types very easily) against simply duplicating a few lines and elected the latter, with the intention that I could simply replace the textures of the walls for each level without touching the code.

After that, getting the basics down was surprisingly easy. I had a Wolfenstein-type engine, managed to add headbob and angled walls–which can actually do all kinds of fun stuff like being pushed and rotating during play but I forgot to use any of that in the levels–and I even added jumping at one point before deciding that first-person jumping puzzles suck and dropping it.
I bought some plastic guns on sale at the toy shop downstairs (to ‘digitise’) before deciding not to have weapons at all in favour of making an atmosphere-centred exploration game. This decision was brought on partly for the time it would save, partly for the theme-related doom it could add, and partly because I discovered that if you suck air through the sweets I’d been eating it makes a fantastic ambient wind noise.
The game would take place on a planet now rather than a space ship, because I found I could make a landscape from the cubes easily by giving the cubes random heights.

I had a great feeling of being ahead of schedule. Day 2 would be for building levels, so I decided to take a break to wind down before sleep. But after some snacks and a movie, my excitement was still pushing strongly enough that I finished off the first level in bed.

DAY 2

Jumped out of bed an hour before my alarm went off, snatched up my laptop, and dove back in.

I learned something new when I began level 2. Construct doesn’t handle ‘frames’ the same way MMF does: it doesn’t isolate objects, allowing each frame to be fucked with totally independently. Thus my small problem with Families became a big problem of copy/pasting a handful of action lines for a dozen new cubes and updating the references manually. Manually because the find and replace feature of Construct doesn’t seem to work properly yet.

Towards the end of level 2 I discovered a new problem, when for the first time I got an error without an abrupt exit. This time it was whining about vram. Looks like Construct readies all the 3D Box object textures at the get-go, and stupidly I’d been pasting in my textures without scaling them down from the original sizes I made them at. A strange feature of the 3D Box object is that you can’t simply reuse textures, you have to include a separate one for each face, and since I wasn’t sure which faces were the unseen tops and bottoms in my game I was adding them all. So not only was each texture four times bigger than necessary, they were being duplicated in memory six times over. I went back and replaced all the unseen faces with 1×1 black squares and scaled down new textures as I added them from that point on.

I made a few tough decisions here about gimmicks I wanted to use for building atmosphere. There’s one section that is supposed to confuse players, even frustrate them slightly, but if they get stuck too long that will backfire. I tried to fine tune it but couldn’t get the game online for people to test, so I had to just guess at the optimum difficulty. In hindsight, making the layout more linear might have been smarter.

With level 2 and 3 finished I thought up a title, updated a bit of text, and added a ‘feature’ which would keep people from wasting their time trying to outsmart the endgame. I anticipated criticism on that either way, but this would make the feedback more interesting.

The biggest challenge of the last three hours was trying to get the damn thing online. My new ISP, as it turns out, is worthless on weekends. Thanks to Morre reassembling the 8-part rar archive I had to email him the day was saved.


The left faces are half the resolution of the right faces. Or is that the other way around? I’ve forgotten.

GOOD

-Jumping right in without a solid design in mind worked well and saved me a bunch of time. It restricted my options for the design, but isn’t that a good thing for a 48-hour timeframe? It certainly prevented me biting off more than I could chew.
-I’ve never tried to focus on atmosphere before but the feedback I’m getting has been positive. It seems a little atmosphere adds a lot to people’s impression of a game, so it was a good investment of time and overall was much easier than adding weapons and a bunch of foes.
-A weakness of mine is animation. I’m never happy with the results so I tend to waste a lot of time on it. This game has almost none. Doors move and plants pulsate with a sine behaviour, and that’s about it. Yet that too contributes to the effect. I think.

BAD

-Working with inclomplete software with minimal documentation wasn’t that bad, but I still had to deal with crashes and weirdness. The transparent areas of the boxes acting as sprites obscure other sprites sometimes, and I have no idea why.
-Being unfamiliar with Construct lead to problems such as the texture issue, and the problem that started with Families which was a direct result of me still working in an MMF mindset. Overall I doubt that wasted more than half an hour though, and I learned something.
-I got the game uploaded in time, but I could very well not have. My website went down without notice some time in the past and I had no plan at all for getting my entry online.

CONCLUSION

Motivation up. That’s what I wanted from LD14 and that’s what I’m feeling. I learned a few things and I’m happy with my entry and the feedback I’m getting. There are things I’d do differently next time with the help of some testers and for that I’d probably need a new ISP. But the most important thing for me is that I’ve finished a game, had a great time doing so, and I’m hungry to make more.

Tags: postmortem

Comments

24. Apr 2009 · 17:52 UTC
Great postmortem… loved the photos to accompany it. :)
PsySal
26. Apr 2009 · 05:55 UTC
Liked this post mortem. I agree about not having too much of a plan. Plans need to be flexible, and you need to be able to pounce on an idea when it presents itself (like not having enemies), not be lock-strapped into an idea that’s worn out of it’s worthiness!

LD15

Making a start.

progress01

Not off to a great start with my underground space ice cavern game. Construct hates me and is refusing to erase chunks from the canvas, which is kind of a problem since it’s not going to get very caverny if I can’t subtract anything.

Abortion.

I managed to get past that last obstacle only to run in to a brick wall.

The evidently horrible way Construct handles updating the collision mask of canvasses not only slows the game to a jerkfest, but overheated my machine to the point of crashing.

I want to take a screenshot to show how far I got but I’m afraid it’ll catch fire.

I’m pretty disappointed because I thought this was going to be an opportunity to try out an idea I’ve been sitting on for a while. Right now I’m deciding whether I should turn what I’ve done so far into less interesting action game or try to come up with something new.

Second attempt

I’ve got it, my new idea to replace the impossible one.

I’m not sure if I should admit this, but it came to me during… an intimate moment. Since my special person is home this weekend I’ve decided to make something the two of us can play together.

progress02

Not much to look at yet. When it’s done, I hope to have created a roguey/gauntletty thing in which one player crafts the next dungeon level cavern while the other player hacks their way through the previous one. I’ve just decided to make it top-down rather than a platformer, which might be less of an experience than I originally imagined but it’ll let me get a lot more content done inside the time limit.

I guess I’ll miss out on votes for making something that needs three hands to play, but this is something I’ve wanted to try out for a while. When I was a kid we’d turn anything into an epic role-playing adventure; graph paper, Chinese checkers, Cluedo… I’m not sure if two people can get the same spontaneous story-creating effect with a video game that requires so much less imagination to visualise but I think it’s an interesting idea.

Just an ugly progress shot before I get dragged off to lunch with some old lady that I think we’re only friends with because she got so excited over design of our business card.

progress03

This one is coming along a lot better than the last attempt besides one frustrating problem where Construct tried to help me by auto-hiding a canvas that had an X ordinate below a certain negative value–despite the fact that I was zooming in on that layer so it should still have been on-screen and therefore fucking VISIBLE.

It probably won’t be playable until fairly late, so I hope the gimmick turns out interesting enough to make up for the horrible graphics.

Getting pretty close.

progress04

Still needs some things to kill.

Comments

Almost
30. Aug 2009 · 16:53 UTC
I like the map editor. (That is what the right screen is, right?)

Oh man, finally done.

I still had seven enemies, SFX, the title screen and a bunch of fixes to do when I crashed last night (at 2am, and the deadline is 11am for me). Good thing someone came stomping home from her “girls’ night out” at seven thirty.

2XUE

But it’s done. It’s up. I have no idea if it’s any good but I’d really love to watch two people play it.

It’s a game that needs two humans. One of you designs the next level while the other plays. It’s something I’ve wanted to try for a while and I have a hunch that interesting shit might emerge but for now I’m probably going back to bed.

Goo flood.

Just fixed a dumb bug in the way enemy selection was working in my entry that was causing minor problems with the way they reproduce and die.

progress05Now you can have proper out-of-control slime populations to hack through!

Update: I’ve also just added an optional “crisp” executable for those who don’t like the blurry filtering. I can’t actually remember why I went with the original version but I seem to recall having a reason. Anyway, now you have the option.

progress06

Fine, have some maps.

I’ve made a couple of post-compo modifications to my entry.

The main one you might be interested to hear about is that solo play is now possible. You can load and save by double-clicking the relevant buttons at the bottom of the editor. I just whipped up nine demo maps, included.

Note that you can’t overwrite a map, so don’t worry about that. Every time you hit save the map gets a unique filename which you can mess with later.

progress07

Besides the time considerations I originally didn’t want to include saving at all, because I thought that feature might deemphasise the interaction between players. But since I haven’t gotten much feedback from people who actually have another person to play with I thought I’d open it up a bit.

I less than three Klik & Play

I participated in the last Klik of the Month Klub over at Glorious Trainwrecks, too.

For those who might not be familiar with GT, here’s the spiel from the front page:

Glorious Trainwrecks is about bringing back the spirit of postcardware, circa 1993. It’s about throwing a bunch of random crap into your game and keeping whatever sticks. About bringing back a time when you didn’t care so much about “production values”, as much as ripping sound samples from your favourite television shows to use in your game, or animating pictures of yourself making goofy faces on your webcam. Where every ridiculous idea you had, you would just sit down and code. When you would make up a “company name” to legitimize dorking around on the computer with your friends.

It is not about unfinished, unplayable games. If any part of a glorious trainwreck is terrible, it is terrible in a way that is AWESOME.

Klik of the Month (FAQ) happens on the third Saturday of every month, and it’s about coming up with whatever you can come up with in two hours. Usually using Klik & Play (a horrible Win3.1-era game authoring tool), and usually by gleefully abusing stock sounds and graphics. Personally I find it a fantastic challenge to turn out something interesting (although that’s certainly not mandatory) in such a short space of time with such a limited, primitive tool. Hope to see some more LD people there next time it rolls around.

killgod

This time around for KotMK#27 I wanted to try doing some pretty bullet patterns in KnP, so I made a horizontal SHMUP. I wasn’t sure if it would work, seeing as how KnP suffers once you hit the limit of 255 sprites, but it came out pretty decent. Check out KILL GOD.

dorfuck

Fellow Ludumer Hempuli missed out on KotMK#27 due to timezones so we decided to have an encore mini-klikkening. I was pretty tired and just wanted to see how far I could get with adding features to a little Dwarf Fortress fangame inside two hours (again, the object limit of 255 being a huge problem). Yesterday I added a bunch more features. It’s hard to stop adding shit, in fact. I can sort of see how someone could do it full-time  with the kind of love Toady does. Check out Lonely Hermit Dorf.

In general I’ve been on a bit of a KnP bent lately. If this stuff interests you, I also recently released two KnP RPGs:  MOTORCYCLE COCK and Mathora VI.

LD17

Days by the Ocean

In the steamy, sensual rivercave of my mind
I stumble, I stagger, I stammer
Like some crazy South Korean circus clown
Lost, lonely, lifeless, laconically lazy
Marooned, marooned
I’m on a lagoon
I am an island
I am an isthmus
I come from Bermuda
I don’t believe in christmas
Look out! oh sinister holy man
Look out! oh righteous Bolshevik
I care no longer for your petty problems
I make my own decisions now
Today I laugh, I joke, I chitter chatter chitter
But tomorrow, tomorrow I go to Phillip Island