SojaBird

LD28

Late to the party

So I’m pretty new to this thing and didn’t notice it was going to go on this weekend so I kind-of missed out on the start.
I though I’d give it a shot anyway so I started yesterday, thinking of a fun gameplay element that would fit the theme.
I had a very hard time coming up with something so I abandoned the will to participate.

Just when I was about to get to bed I came up with a – theoretically – very fun game idea that I actually want to spend some time prototyping.
Since I’m not very experienced with gameplay programming just yet I probably won’t complete the thing at all before the jam or compo runs out but whatever.
YOGO life so why not try.

So here’s a quick overview of the concept:
– There’s only 1 arrow in the game.
– The player has to fend off enemies that want to take the arrow.
– Each enemy want to use the arrow to kill the player because they just don’t like him.

Also though of a fun 2-player, local, dual-mode.
That’s probably not going to be in for this run but I might add it later after this LD if the game gets fun enough.

Tools I’d be using:
– XNA4.0 with a custom base engine I’ve been developing for way too long.
– Photoshop or paint for art.

Quick paint

Here is a quick painting of the main char.

Stuck

I’ve started late and now I am stuck.
I’m quite happy with what I have so far but it’s far from complete and my usual “perfectionism” is comming up.
I got one thing I want to fix before I want to go on but I just can’t crack it.
It’s probably the time and I need sleep.
Too bad work is waiting for me tomorrow so I’d defo won’t make the compo.
I will do some more work on this tomorrow late, which might allow me to get something submitted for the jam instead.

Small update here.
It ain’t much but the little guy sure is having fun!

Shooting
50% of the true size.

 

Comments

SecondDimension
15. Dec 2013 · 23:23 UTC
Hey that looks cool, I hope you get something submitted

Not much of a game

GoldenArrow

 

 

 

So this thing is far from complete because I didn’t had too much time and got stuck in my perfectionism… Sad.
At least I had a lot of fun and I actually will keep working on this for some time just to make it some sort of a game.

Like what you see? Let me know haha.

 

Thanks all and have fun!

Windows (dropbox)

 

Still working

Even though the challenge is over I still enjoy working on this little project I’ve started during the compo.
For now I will just leave you with a small update and a note that I will do a short and propper post-mortem later.

Bounce

This will most likely not make it in the final cut but it sure is fun finding out these little bugs/features as you go along.

 

LD29

Ah yea, that I’m in post

Just to follow everyones lead, I’ll just let you guys know that I’ll be trying to do the next LD! 😀

Last time was my first and I wasn’t able to finish.
Did had great fun and worked on the same ‘game’ for a little longer before abandoning it completely.

This time is going to be different though since I’ll be using these babies:

– Unity (probably 2D)
– Visual Studio 2012
– JetBrains Resharper
– Photoshop CS 6 (I think I got 6 at home…)

I’d probably go with some simple, abstract gameplay and art because I want to finish something.
I always find myself getting stuck at making the actual gameplay and spending way too much time on all the menu fluff so guess that’s my goal for this LD.

 

Good luck everyone!
Can’t wait!!!

Tags: abstract, photoshop, resharper, unity, visual studio

Maybe something a bit morbid?

I just woke up and I think I’m ready to go.

I’ve been going over a few concepts but they all seem a little short of content so here are the ones I probably won’t make:

– Mosquito blood sucking game
– City metro management
– Fish-bowl racer (need some more thought  on this one)

I’m currently investigating Graveyard tycoon but I feel it might be a bit too much of a concept to work out for the compo.

 

Good luck to all and have fun!

Mosquito

Having a hard time

Having a real hard time coming up with some idea.

My new strategy will be to just start with some system and art and see if it will actually turn out fun.
I probably should have done this earlier but oh well, let’s give it a shot instead of giving up.

 

Going for the graveyard simulator.
Lets see what I can do here…

 

Grave

Comments

26. Apr 2014 · 10:10 UTC
Haha, i hear you, same for me. I love this theme, but can’t decide which way to go gameplaywise, so i just started coding one of my game mechanics ideas and will see what happens :p

About 12 hours in

The day is nearly to the end for me so it’s time for some fun before sleep.

I started off pretty late today since I wasn’t sure what concept I would want to execute.
Eventually I picked one and worked on that for about 8 hours.

The concept is way too ambitious but if you don’t dream big, you won’t get big… or something along those lines.

 

I hope to be able to work tomorrow since I really want to finish this.
Thing is… The house will be packed with family to celebrate my old man’s b’day :c

Graveyard Tycoon

Graveyard Tycoon – Camera controls, use 2 (of the 3-4 planned) tools, have money problems!

 

Naturally I didn’t finish :c

I had problems starting up but the theme and then I had these social things that always come up with you want to do stuff for yourself :p
No worries though, the progress I’ve made so far has helped me greatly to inprove my skills and to get better with Unity.

Here’s the progress so far, in form of a screeny.

"One man's death is another man's bread"

“One man’s death is another man’s bread”

LD30

Bare bones

I think this is like my 2nd or 3th time I’m joining in.
So far I’ve only be able to get very basic stuff going without ever submitting something complete.

This time though I’m going bare bones and give it a very quick, short shot too see what I can come up with in 1 day.
I won’t be able to do anything at Sunday due to family stuff so I’ll try to keep it short and sweet.

 

All have fun and goodluck!

Tags: photoshop, Unity 2D, visual studio

Time to begin

As usual I’m starting later then anyone else not located in Europe :p What a bummer.
No need to worry though, this time (in contrary to last times) I got quite a fun idea I want to explore, even without time constrain.

After a inspirational shower and a sore thumb from scratching clean my whiteboard (it’s not used much so scratching is required to get stuff off), I’m ready to get stuff done quickly and (hopefully not too) dirty.

 

I wish everyone the best of luck and a good rest for those that have already done great amounts of work on their entry.
Good luck and have fun!!

 

 

PS.
If you need help planning stuff out, I am using PlanBox which is a neat tool to put in tasks and list the stuff you need to do.

Quick sketch up

Connecting worlds

Whiteboard?

Gray2

World2

Tags: pixels

Comments

23. Aug 2014 · 10:36 UTC
minimal but stil 3D pixelart. Luve it!!!

Day 2

Oke here we go for day 2!

Only 5 hours left on the clock and I’m ready for my second day.
I’m pretty happy with my progress so far and the thing I have is actually somewhat fun and a playable game.
Not sure how far I will come polish wise but I’m sure it’ll be pretty neat non the less.

 

Good luck all with the final hours and have fun!

 

See you soon at the finish line!

48 hours in

With all my previous attempts I’ve tried to get something done within the 48 hour time frame.
This time though my Sunday was booked ful with family stuff so I wasn’t able to make it.

What amazed me though, is that I’ve never came as far within the 48 hours of a complete game.
All the mechanics are there, it’s just a matter of allowing the player to use them via UI.

48 hours in

There is still some art polish to do, sound and – as stated – loads of UI.

 

Switching to the Jam and see what I can do with the extra time :)

 

 

Good luck to all and have fun playing and rating!

 

 

Tags: jam

Comments

25. Aug 2014 · 09:58 UTC
Looks really neat ! I’m curious to try it

Completed!

Wow first time I actually got something commited!
It’s playable and fun, maybe just unbalanced and silent.

I’m sure I’ll finish this one up in my spare some time… But first SLEEP!

Click to play

Click to play

 

Tags: submission

Connecting Worlds – Post mortem

EntryImage

[Play my game “Connecting Worlds” here]

 

This time was actually the first time I had a chance to send in something that I felt was finished and worth posting.

Naturally this is also my first post mortem, so bear with me :p

Being in the Netherlands ment that the theme would be announced 3 am local time. I tried staying up but I kind of wanted to sleep at 1 so I decided to not stay awake.
The next day first thing I did was look up the theme and take a good shower which helped out pretty well.
I think I only got a few options for myself but this one seemed small enough to actually finish in 48 hours.
Sunday I wouldn’t have much time so I tried to complete as much as I could on Saterday.
I started out in Planbox (a handy tool I’de like to use instead of the old-school TODO txt files), planning all things I needed to do to complete the idea.

Starting with the art for the planets actually came pretty natural and I was very, very pleased with how it turned out.

World World2

 

I was going to use Unity which allows for coloring of sprites so I only used grayscale colors to “draw” the images (actually just placing pixels).
Also, I just love how you can make stuff look like something with a few layers of gray, presenting angles in the image that aren’t really there, if you get what I mean.

After 4 hours or so all art for the game was done (planets, bridge, turret, initial astroids) so it was time to build the gameplay.
Usually I just spend time making “useful” stuff to speed up development, though this time I just went with what I had to do and do more “hacking together”.

The next day I didn’t had much time and I ended up with all features implemented, just non of the interface to support it.

48hoursIn

This ment that I just had to move away from the compo and try submitting to the jam the next day.

The next day I spend some more time doing art for the UI and implementing that all.
In the end – it was the last 10 minutes before deadline – I called it done-ish and started to get the stuff ready for the web.
There was no sound and not much polish but it had to go and I was happy with it.

 


I guess it’s time for the propper post mortem categories now :p

 

The good

  • I made pretty sick art: I actually didn’t though I was able to impress myself with the quality of art I made this game. Sure I made art before but this time I felt like I grew a little in what I could do, and now CAN do.
  • I finished it and it has gameplay!!: As I said, usually I spent more time working on utilities that “help” me finish my games easier but this time I just went ahead and actually hook everything up and get it to work as a real game.
  • The game is pretty fun and easy to extend: I haven’t played it with someone else yet, but even solo the game was pretty fun (even it was too hard).

The love for programming flamed up as it never did before. Which is a good thing since it inspired me to continue to work on this thing and continue with my other projects a bit easier as well. Completing a game and sharing it is, I think, one of the most important things to do if you work in this industry. I had never done it before…well I did with the companies I worked for, but this time it was really something that is truely me and no-one else and that makes it feel very special.

 

The bad

  • Astroids: The art for the astroids!! Omg I have redone that so many times because I wasn’t pleased with it. The end result is pretty good. The other times I tried to hard to make it match the other style with the black and white stuff only. (Don’t tell anyone but the final astroids are just a random outline filled with a gradient stroke.)
  • Balancing: I didn’t took the time to actually play the game as a full thing during development. In the end this led to a pretty hard game since I didn’t had time to balance it out a little. Most of the values in there are just my first intuition of what I though would fit (not horrible but could have been better).
  • No explanation: I fixed this pretty early on the next day after submission by adding a simpel line that you can actually press f1 to show the keys again. I had this implemented but didn’t let the player know this.
  • Some bugs: Sure there were some bugs that actually broke how the game should be played (clicking disabled buttons with the mouse would trigger and such). This again was due to the fact that I didn’t played my own game.

The day after submission I spent the full day going through everything and fix the bugs that broke the game as well as update the entry post to provide extra information.

 

What’s After…

At the moment I’m still working on the same project and I’m almost done implementing the Versus mode that was brought up in several comments on my submission entry.
Thanks all for the comments! I really kept me focused on what was next.
I’ve also polished up some things and I still want to fully implement touch and mouse support since that’s what I’m trying to do with my other current project I’m working on (tablet racegame).

Versus

I will post the updated version with Versus mode soon so you can all play it against your friends and family!

 

 

 

 

Tags: post-mortem, tl;dr

Post Compo version 1.1

Since the Jam was over I’ve continued to work on my little game and I just posted the first post-jam version!

You can now battle your friends in local VERSUS mode
Destroy the other player before it destroys you!!! 

VersusBig

[Play it here]

 

Tags: post-jam

LD31

In for a short game

Oke it’s probably not going to short but I should at least aim for that.

In the past Ludem Dares I have participated in my scope was always too big.
The idea I have now will probably be the same but I’m going to give it a shot anyway.

I’ll try to make this game quick and hacky since I’ve already spend a lot of optimization and perfectionism points on another project this week.

So…

 

About the theme:
I don’t really feel this is a very good one (for me).
Everything on one screens feels like any game but simpel enough that fits in one single view.
I’ll try to implement some funny stuff such as the menu being controlled by gameplay as well which I hope is not going to be super anoying.

 

Lets list up the stuff I’ll be using:
– Unity 4.6 – I’m going to do a 2D game.
– Photoshop for the (probably) pixel art stuff.
– Visual Studio 2010 with C#.

Past jams I haven’t really focused on audio but since I did during the “IndiesVSPewDiePie-challenge” from last month, I’ll force myself to start doing sound as soon as possible.
– I’ll be using that nifty little program SFXR for those.

 

 

Good luck to all and have fun!

Tags: 2D, unity