radmars

LD25

The Brink: Po-Mo

Another team radmars game finished!  (whew, this one was a biggun *_*)

This time we went with a top-down ‘brawler-esque’ exploratory thing? Not sure. I’ll refrain from talking too much about what we were ‘going for’ with this game, other than to say we pushed ourselves pretty hard this time. (one might say… to the brink? HA!) 

Emarcotte and Adhesion coded it up~

title

spacemars got to get his weird on for our lovely character sprites.

weirdart

Brendo designed the levels, spacemars and tokken made the word-tile sprites~

world

and Adhesion proved what a boss he is (yet again) with the SFX and music,

more detailed postmortems and goodies inside!

Goodies: 

Art Timelapse  *this is kinda NSFW* (spacemars can be rather crude):

http://www.youtube.com/watch?v=CC0wfGqsWH4

Music & Code Timelapse (adhesion) :

http://www.youtube.com/watch?v=1vLE3C0EcbY

soundtrack:

http://adhesion.mu/sic/Adhesion-theBRINK-OST.zip

 

Now time for the rants.

Emarcotte: (who broke his previous postmortem word count of 19)

” ”

Adhesion: ( who actually wrote quite a bit this time~)

Whew! This Ludum Dare was pretty brutal – probably the most
collectively difficult one we’ve done so far, though Minimars was way
more personally stressful due to a last-minute insane memory leak. Our
idea gelled at least gameplay-wise relatively early on which was nice,
though lots of little details remained vague for a while which was a
bit frustrating. Scoping was a bit painful – this was probably the
most ambitious game we’ve attempted purely in terms of the amount of
little details, though that didn’t really become clear until we
realized we were really running out of time. Thankfully spacemars came
up with the key thematic aspect to tie the whole thing together on
Sunday. (It’s pretty subtle, but if you figure it out… hoo boy…)
As far as my coding productivity, I wasn’t able to get as much as I
would’ve liked on Saturday, partially because I lost some time to a
silly velocity-related math issue – plus I didn’t have all of Monday
to work like I did last time, so the game suffered a bit for polish,
particularly in the sound department. Audio otherwise went really
well, particularly since I felt like I could be a bit more adventurous
beyond basic chiptune stuff thanks to our theme. The rest of the
coding was pretty much fine too (though I’m not happy with the quality
in some parts – this always happens…) though multiple collision
issues reared their ugly head again thanks to some changes in melonJS
that we didn’t notice. Even though we didn’t do another platformer,
I’d like to do something more adventurous next time – some of the
coding felt pretty paint-by-numbers, aside from standard bugfixing and
whatnot. Also, having a new team member for more art & ideas was great
too of course.

in SUM:

  • melon is a great platform as usual, but have to keep on top of changes to it
  • need to be less vague about details/scope – write everything down and make decisions earlier
  • time management time management time management

 

Tokken:

“I’m not writing a GOD DAMNED postmortem!”

 

Brendo:

(has apparently fallen of f the face of the earth, he does this after every LD though so I’m sure he’s fine)

 

Spacemars:

last time I wrote a massive wall of text, so this time ill keep it short.

  • Use Tiled for map editing.
  • I need to find a better tool for making sprite sheets. :(
  • 4-way movable characters seem to take much more than 4x the mental stamina  to make *_*;
  • As usual, the theme wasnt one I picked, but it always seems to work out better that way.
  • Really tired, but really proud of this one. go team! :)

That’s all for this one!

>> Check out the game! << 

Comments

05. Jan 2013 · 12:30 UTC
I know I already said this in my review, but I just wanted to say again that I am really impressed with this game. This was one of the few team games that had the unity of vision that I associate with solo design.

LD26

Tessitron by team RADMARS – Last-minute Postmortem & Extras!

Adhesion from team RADMARS here, with extensive battle reports for this fateful compo from all of our trusty team members. We all have grizzled war stories from the development of our entry Tessitron, a 3D, minimal music game – play here! http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=18627 – but first I will entice you with a screen timelapse and the entire (single-track) soundtrack from our entry:

http://adhesion.mu/sic/Adhesion-Tessitron.mp3

And up first we have tokken’s postmortem:

It’s pretty incredible to be a part of a group that meshes so well and yet our ways of thinking contrast yet compliment one another. Although we’re all able to come up with off the wall bizarre ideas, it’s the way we think that’s pretty special. Spacemars is really good with generating nuggets of ideas; I tend to build off and branch from those. Adhesion has great depth as well as the analytical aspects that help ground ideas. Eugene is usually quiet but when he puts something out there it’s generally to lay down something important. Brendon has a great way of conceptualizing play and teasing out interesting mechanics from our vague notions.

This time around, although we weren’t entirely certain how we were going to apply the theme of minimalism, we had some basic constructs we wanted to adhere too. With three games under the Radmars belt we looked at our history and pondered where we were going and where we wanted to go. Two of the Three games had been 2D pixelated sidescrollers, with the third being a 2D pixelated top down adventure game. Although a theme was never intended, one was starting to appear; partially due to ease and speed of development. Between Spacemars and I, we had some fairly substantial 3D chops if we ever wanted to go in that direction.

Previously, Spacemars and I would generally do the brunt of the graphics work which placed much of the development onto Adhesion and Eugene. The secret sauce for Radmars has always been the great music Adhesion produced (also the dark humor imbued in each game). When he’s loaded down with code, music was pushed off to near last minute or at a lessened capacity.

This time around there was a definite consensus amongst the group to embark on a different journey from the previous games. We wanted to utilize our broad skill set without losing any piece that was vital to our current dynamic. We looked at each other and evaluated how to potentially build something that played off our individual strengths while compensating for each’s weaknesses.

Spacemars is a Jack of Most Trades Master of More Than Should Be Possible. He’s foremost a great developer, with serious pixel skills, 3D abilities to rival my own, and an eye for design. He’s also one of the most dedicated on the team and probably dumps the most time into the projects. His major weakness is time; he can’t do it all. Luckily with a team like ours he’s super malleable and is able to pick up any aspect that needs assistance. Certainly the cornerstone of Radmars.

Adhesion is Spacemars’ right hand man. His greatest asset is his mind and depth of thought; he certainly has a head on him that allows for quick concepting and speedy explanations; his dry sense of humor meshes perfectly with the team. Oh, and he’s a bad ass music man.

Brendon certainly has an eye for design and a great ear for music. Maybe his most important asset is the thoughtfulness he brings to our game designing. He has a very analytical thought process that allows him, and by extension us, to break down games and gameplay into more compelling pieces. His ability to find and create mechanics is something that always boggles my mind.

Eugene is a quiet thunder that weighs in on ideas and directions while being a heavy lifter on development. Unfortunately he is also somewhat mysterious, like a ghost that haunts your brains and whispers genius into your ear.

Myself, I have a robust working knowledge of Cinema 4D, texture and matte painting, and am a UI / web designer. My skills in development are limited to some as3 and Unityscript. My biggest flaw was my parsed time allotment.

At this point you may be wondering what all this BS has to do with the actual game, but I assure you this was not just some ego horse shit. Knowing each person and what they bring to the table helped us shape Tessitron…

Our initial goal was to create a game that was more audio based, possibly music, possibly ambient. Visually we wanted to diverge from the 2D perspective and embark on at least some limited 3D. Right off the bat we were able to see who could be assigned to what.

With the visuals being minimal, to both match the theme but also for time’s sake, I could handle all the 3D myself. This allowed Spacemars to potentially take over lead development as he had previously played with three.js before. With graphics and dev mostly taken care of; Adhesion would be free to do his thing on music. Eugene would work in tandem with Spacemars to kick some development ass. We knew Brendon would be working on level design / flow but at this point we didn’t have enough of a direction to start.

At first we wondered if we wanted to build in story, at least overtly, and have the game themed visually as well. After some discussion we figured gameplay would be the star, with a skill based audio / visual “ride” almost. A strange meld of guitar hero with a SHMUP. This turned out to be a great plan as this allowed Brendon to team up with Adhesion to come up with a flow based enemy system that synced well with the music and scaled with difficulty. Not to mention come up with the enemy string that needed to be hit in sequence to destroy it. This worked perfectly for the final boss as well.

With some solid game mechanic ideas down Radmars took off and began production. Early technical hurdles slowed some aspects down, which others can speak to better than I, but they were surmounted. As for my role, I began producing the simplistic 3D models used for enemies. I pumped out a series of mix and match pieces that could be pieced together to make interesting new enemies. I also did some rough paint-overs to lay in the color pallette and UI, and then built out the pieces to implement the UI.

The other team members will no doubt be able to express their parts better than I. Overall the final product was a pretty fantastic endeavor that came out extremely well and is more fun than I could have imagined. I am most proud of the breadth of skills utilized to bring this to life and the passion the team exhibited is always inspirational. Definitely pushes me to work harder, to learn more, to continually get better, and keep up with the team surrounding me.

 

And now emarcotte’s:

As usual real life is always chewing time. I managed to contribute a bit, but each time seems less. I think my most useful contributions are on the slightly more backend side, eg loaders and core utils as Adhesion is busy doing music and Spacemars is more focused on mechanics.

Three is decent. API docs are lacking but functionally powerful and easy to use. Definitely worth using again.

Design wise I am not as interested in this as previous entries but the product is more polished since it is smaller scope.

Graphically it looks great as well, absolutely not because of anything I did as well. Good work team!

Here’s brendo’s:

When I looked at the list of possible themes for this Ludum Dare, I really hoped that Minimalism would be chosen. Before the challenge, we as a team had done some reflection, and wanted to go a bit more abstract than our previous entries. That’s why it was surprising that when Minimalism WAS chosen, we had a super hard time coming up with a solid idea. Friday night was rife with floundering thoughts, long silences, and my increasingly nervous feeling that we weren’t going to think of anything. Then, at some point past midnight, Spacemars switched up the brainstorming style by straight-up demanding what kind of game we each desired to make. When it came time for Adhesion to answer, he just said a music game, and somehow the core mechanic of Tessitron leapt right out of the resulting discussion. Sometimes it’s good to just let your desires be known.

Even though my role is “game designer”, I don’t own the concepts of the games; they belong to the group as a whole. What I really enjoy is taking whatever crazy concept the group comes up with and developing it into fleshed-out features and mechanics. That’s what I spent most of Saturday doing. While the others developed the prototype, I concentrated on expanding our basic mechanic into ideas for engaging interactions, then pitching those ideas to the group. This process resulted in a lot of great features for Tessitron, including the linked enemies and the boss fight.

Sunday was when I got to dive into some nitty-gritty level design. Spacemars did a great job providing a nice level design framework. I could spawn enemies, change the camera angle, and move the boss with simple lines of code. Perhaps the best feature was the ability to disable/enable specific sequences, which allowed for me to easily test and re-test whichever part I was working on. Adhesion was another key player in the level design process. His intimate knowledge of the music allowed him to suggest the “mood” of each major chunk of the game. He also provided specific sequences that fit with the music which I could drop in at key points. I have a bit of a background in music, so it was really fun to collaborate with him on those parts of the level design.

Sunday night and Monday evening were my times to refine the bejeesus out of the sequences. I didn’t get to this point as soon as I’d have liked. I spent too much time on the beginning sequence, trying to build it perfectly on the first try. Spacemars reminded me aptly that I needed to do the broad strokes first and refine later. Throughout the process, the challenge was to balance three aspects: learning, difficulty, and musicality. I had to choose which aspect to concentrate on and when, attempting to create moments that touched on two or more of them for maximal fun.

If I could change anything about the game, I would tighten the relationship between the enemies and the music. Adhesion’s musical sequences were great, but I felt the ones I added between were inconsistent in quality. With more opportunity to refine, I could tweak those sequences to mesh better with the overall experience. That said, I’m very pleased with how Tessitron turned out. Everyone on team RADMARS is insanely talented, and I feel really privileged to work with them!

And of course we have the illustrious Spacemars:

Everyone else wrote a mountain of text so ill keep this one short~

good:
Development went smoothly for the most part, no major snags.
Three.js is really an awesome (all be it poorly documented) library.
Teamwork, mumble(voice chat server), and git(version control) is a must.
Simple core idea, made gameplay simple, which kept the game engine simple (for the most part) KISS to the max.
Planning ahead pays off, we thought through things very carefully (thanks brendo)
(as a result) very minimal feature creep while developing.

bad:
time time time, never enough T.T lots of polish i never got to.
want a better control setup. ( Just not sure what it would be ?_? )
should have had color blind-friendly version *_*;

Really proud of this one, I think its the best radmars game we’ve made so far, was hella fun to work on. 😀

And last but not least, mine:

Another Ludum Dare, another chance for RADMARS to flex! After 3 consecutive 2D pixel art games (using melonJS, a great HTML5 game engine which we would highly recommend) we decided to do something at least a little bit more experimental – we wanted to do something in 3D, and despite not preparing enough before the compo (as per usual) we still nailed it. Plus it was a music game, something I’ve wanted to try my hand at for a long time. So!

The good:

-Audio! Of course. I’ve always wanted to focus more on music & sound design for Ludum Dare (previously I had to pick up most of the coding), and this was a great opportunity. I spent most of Saturday working on the song & doing sound design – the latter is not something I’m super experienced with, but it was really interesting to have the chance to try my hand at it in a more serious way, and it was a lot of fun too. Being very familiar with my tools (Ableton Live, NI Reaktor, Massive, Pianoteq & of course iZotope Trash 2 & various other iZo plugins) was great of course. Plus it was a really cool experience collaborating with Brendon for the enemy sequence melodies – an interesting challenge trying to come up with melodies that fit into particular sections of the song as well as being appropriate difficulty-wise for progression in the game.

-three.js – an awesome 3D library for the web. We didn’t lean on it too hard, but in terms of basic features and performance it was awesome, and it looks great (I wish we had time to do shaders!). A few rough edges in the API though.

-Team resourcing – as usual everyone had very clearly defined roles, and good tools to support working together (git, google docs, mumble) so we never really stepped on each other’s toes or blocked each other.

The bad:
-Browser audio still kinda sucks – this is really annoying. It’s good enough to make a decent music game, but I still don’t trust it enough to make a proper strict-timing rhythm game – I don’t think it’s low latency enough. In some sense I wish we were more ambitious and maybe tried to do it anyway, but that might’ve been a disaster. Plus there are still random bugs like the music cutting out super rarely, and looping that never works (why can no JS audio library do this right? ARGH). Sigh.

-Brainstorming – we came up with a good idea eventually, but coming up with it was particularly difficult this time around. We didn’t find the theme particularly inspiring at first, though it did help us pare down some of the details later on, which was nice.

-New tools/frameworks – even though our idea was pretty simple and not too extensive as far as 3D engine requirements go, there were a few issues along the way. We ended up having to write some framework/enginey stuff like a loading screen and proper animation timing towards the end of the compo, which was pretty frustrating since those had some scary bugs at first. Definitely something that should be separated out into common code we can use next time.

All in all I’m really happy with how everything turned out. We took some big risks but they definitely paid off, and we made a great game in a genre I’ve always wanted to take a crack at. As always, can’t wait until next time!

Tags: because it's more fantastical, Ludum Dare 26, postmortem, timelapse

LD27

Space Janitor: Custodial Marine Postmortem & Extras, by team RADMARS

Howdy! Adhesion from team RADMARS here with our postmortem analysis of our fancy LD27 effort SPACE JANITOR: CUSTODIAL MARINE. But first, goodies!

Timelapse!

Soundtrack!

http://adhesion.mu/sic/Adhesion-SJCM-OST.zip

And for postmortems, first up we got spacemars:

Ho hO! I’m really happy with how the sprites turned out for this game. The janitor especially. I feel like I spent too much time on them though :(. The envrionments (except the mainframe room) all game out a bit lower standard than i wanted them to be. But overall really pleased with the whole entry.
The music is stellar as usual, and I think we did a good job shortening up this game to be just about the right length. Our previous entry Tessitron was a bit too short, I think Death Death evolution was too long, Its really hard to find that sweet spot where your game mechanics are interesting, but don’t feel spread too thin.
I agree with emarcotte about moving away from mellon for our future projects though, Its an awesome tool, but can be very limiting (and stressfull on our programmers *_*)
can’t wait for the next LD 😀

And now emarcotte’s:

I was a little sad to go back to MelonJS, it gives us a lot of tools, but it also is so… confining. I think Tessitron was our best effort by far as it was the most free-form. Regardless, Melon gets the job done even if we end up having to keep a stare at its code to figure it out.

How many times will we fix the same bugs? Hooooly !@#$ — there needs to be a libradmars-melon. Between Brink, Escape, DDE, and now Janitor we have like probably 25% common code, maybe even higher if we actually took a solid look at how it all works. Let’s rewrite the level fade again! We only have 20 minutes left, why not?

One of the things we need to try and do more of early on is the rapid feedback in testing. My most productive times for me were when I could say “Test plz???” I’m guessing this doesn’t apply as much to the creative parts of the project (music, pixels, etc). Perhaps I am just crappy at working in isolation.

I am glad we got something nifty out the door given how little time I had to spend on it. I will try to not end up coding from a friends house again. It makes things complicated. Everyone did great in their role and while the final product feels a little less polished than previous efforts it definitely has more to it in a lot of ways.

And lastly adhesion’s:

Postmortem! This jam went pretty well but there were certainly some rough edges. MelonJS is a very comfortable platform for us now, but we usually end up going pretty conventional which is frustrating. I always want to make bizarre abstract games but it’s so hard to come up with good ideas like that when the theme comes out. I think the thing we have to remind ourselves is, melon isn’t really limiting in and of itself but it’s so easy to do a platformer (or top-down game like BRINK) that we end up falling into the path of least resistance. Next time we have to stretch our conceptual brains a bit more or maybe allocate more time for brainstorming on the first night.

Development went well of course, though there were a bunch of annoying bugs, especially towards the end which took away from playtesting time. It’s frustrating – even though we’ve used melonJS so much we always end up redoing work we’ve done before or running into the same bugs repeatedly (level change, collision, animation…). I’m really itching to collect some common code to make this easier next time (maybe even do a proper post-compo version of my first solo LD game with it too!)

Making the music was great as per usual. I managed my time pretty well (did most of the music on Saturday night) so I had the rest of the time to do playtesting and bugfixing. This time for the music I used the same arrangement (same synths, drums, etc) for all the songs and did everything in the same project file, which made everything a bit more cohesive (though with a little less variety) and saved me a bunch of time. I managed a neat trick with iZotope Iris to make SNES-style sampled instruments which was awesome! Definitely gonna use that again. Plus, doing the sound design was great – every time I get deeper into it and every time it just gets more rewarding and more fun. LASERS!

Overall, yet another successful Ludum Dare from team RADMARS! Expect something wonderfully bizarre from us next time! (I hope…)

 

Tags: postmortem, soundtrack, timelapse

LD28

VELOCITRON – Postmortem & Extras

Hey there! Adhesion from team RADMARS here with our tri-annual Ludum Dare battle report. This time we did a fast-paced music-based melt-face cube-smashing WebGL game called VELOCITRON which you can play here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=18627

First up we got a timelapse and the long-awaited soundtrack to VELOCITRON:

http://adhesion.mu/sic/Adhesion-VELOCITRON.mp3

First postmortem we got is Brendo‘s:

My role this time around was a bit subdued compared to past Ludum Dares, but I’m really happy with the team’s results! Our brainstorming process on Friday night was very fun and productive. I think our idea of a demolition tunnel flyer was a good balance of theme, scope, familiarity, and novelty. Being that the game is mostly procedurally generated, I didn’t have much to contribute in terms of level design, so instead I focused on 3D models. Problem was, I haven’t modeled in years, and Blender as a tool was mostly foreign to me. It was a good experience learning the program, but that ate up a lot of my time. Hopefully in the future I’ll have that tool more readily under my belt! Often, being in the primary game design role means I’m bombarding the programmers with ideas they may or may not be able to implement. Kudos to Roushey and Eugene for taking the right balance between implementing new ideas and polishing the ones that are already there. The amount of progress made on Monday while I was away was astounding! And of course, no Radmars game would be complete without Adhesion’s incredible skills on the music and sounds. He got to spend pretty much the entire time focusing on audio, and it really shows with the well-designed transitions and channel layering. Nice show all around!

Now Adhesion‘s:

This Ludum Dare went pretty amazingly well in my opinion. We managed to land on our main idea pretty early on in our Friday night brainstorming, and even came up with a title, which is usually an insane scramble for us the day before we submit! Before the competition we were pretty dead set on doing another three.js-based 3D game and luckily we were able to figure out our basic gameplay which wouldn’t be too crazy to implement on the dev side of things.

Also since we decided to do another very audio-centric game again, I had the opportunity to almost exclusively focus on the music & sound design like I did with Tessitron (LD26) which was great. Doing all the music and sound design as well as a bunch of dev feature work like I have for most LDs is certainly doable but a big challenge, and the room to breathe in that department this time around certainly helped. I had a lot of fun making the music, going for something more fast-paced and pounding which I don’t do too often, plus I had the opportunity to use my new guitar and some fancy unreleased software I’m working on at work which was awesome!

This was also my first time trying out the web audio API (via howler.js), which we deemed safe since the newest Firefox finally has support for it. This was really interesting and eye-opening, but I ended up pulling some of the web audio-based functionality (the ability to seamlessly change positions in the song) since it crippled loading times and memory use, and thankfully I was able to figure out a workaround (playing all songs simultaneously and fading them in and out) to get the seamless transition behavior that I wanted. 3D positional audio and the janky beat detection both kinda work though! A bit frustrating, but I’m really looking forward to doing more experiments with web audio. The idea of doing great rhythm/music-based games in the browser is really inspiring.

As awesome as the game is this feels like the one with the hugest potential and room for improvement. I was a bit frustrated that we collectively didn’t have as much dev/gameplay iteration time as we would’ve liked, since there was definitely some room for small extra gameplay mechanics (like speed boosts!) that could’ve really improved the game. Also I know there’s way more we can do visually with three.js/webgl (like shaders!) that we unfortunately never have time for. I had some fun (ie: misery) trying to cram in some beat-based visual effects right before submission to no avail :(

Regardless of any issues this is definitely one of the best games we’ve ever made, and I’m super proud of it. Go team RADMARS!

Now emarcotte‘s:

This ld I was more productive. There was enough sort of easy stuff for me to do when others weren’t there. Plus mike was around and coding a ton so we had some decent back and forth

Things that worked: threejs is fun, made more time to work this round than last, had good brainstorm that got an idea quickly.

Things we could improve: more rigor to imple for core components. More full group play test time (and earlier).

The thing that killed me the most was trying to fix the way we had implemented the tube so various things could interact with it better. You may notice deep turns don’t work so hot… Also I don’t think we could do a spiral… Basically we found a hack that looked really good to start and it was hard to fix later without making it look less awesome

And last but not least the mighty SPACEMARS: Ha! another one down~ Overall I’m really happy with how velocitron turned out. As usual Sound design puts the team on its back. The movement of the player feels really tight. I feel like this was the most fun gameplay wise that we’ve made, but also the most lacking in visuals. There was a lot more we had planned for the last room smash crash action, but time is indeed a thing. The holiday season is tough time to fit in a game jam~  I always love to dig in and do some coding as opposed to art. This one was a bit trickier to manage as emarcotte and I were working on some of the same files fairly frequently. ha! some fun in the sun git conflicts. That’s it! As always we love feedback so please let us know what you think of our musical opus VELOCITRON. See you next LD!

Tags: postmortem, timelapse, webgl

LD35

Flesh Mess Art Timelapse & Soundtrack!

Ever wanted to have a glimpse into the horrific, crude, twisted minds of RADMARS? No? Too scary? TOO BAD! Check out the art timelapse for our game FLESH MESS anyway:

Plus, check out the full Flesh Mess soundtrack in full \m/ glory here:

http://adhesion.mu/sic/FleshMess-OST.zip

If you haven’t played Flesh Mess yet, our bloody & disgusting & bloody disgusting LD35 entry full of bone throwing and gore splattering action, check it out here:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=18627

Happy flesh beasting!

Comments

fin_nolimit
08. May 2016 · 00:28 UTC
Thank you for posting this! i had a lot of fun playing it and I would have missed this game for sure had it not been for this post! Excellent work!
fin_nolimit
08. May 2016 · 00:38 UTC
Okay, so my only question is, do you have any tips at beating the boss???? I’ve tried no less than 10 times and I just can’t beat him! :( AWESOME game, tho…. I’ll keep trying lol
08. May 2016 · 02:09 UTC
Dodge! Dodge like you’ve never dodged before! Become a beast! You can do it!!!