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Cave Tale – The overly simplistic game

Posted by
Tuesday, August 30th, 2016 2:25 pm

[Play The Game Here] (Web and Android)

Hello there!

This time around I’m going to keep this quick and simple just like my game.

The Game

Cave tale is a simple memory game, somewhat resembling games such as “Simon says”. All you have to do is remember the order of the drawings given. Simple enough, right?

Cave Tale Gif3

The Backstory

This time around I was on vacation when Ludum Dare took place. I didn’t want to just not participate, so I ended up throwing this game together in about 2-3 hours of real time. It was quite simple really, but it wouldn’t make such a bad phone game when I think about it. Well, that’s pretty much all I wanted to say.

Cheers,
AinoraZ

Less then 3 hours and counting

Posted by
Monday, May 9th, 2016 5:15 pm

With less then 3 hours left I have but one request! Please help me reach 50 votes until the deadline! I’d highly appreciate it!

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http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50640

Also, please post your games in the comments! I’ll try to get to them if I don’t fall asleep!

Hello everyone!

It’s probably a little late to introduce games at this moment but I’m still going for it! I honestly loved this ludum dare. The theme challenged me a little but I managed having an idea in about an hour. What I ended up creating was +/- what I had imagined, which is pleasing in it’s own way. I’m not sure how to exactly generalize this game but essentially it’s a turn based strategic board game (?).

The game I made is “Kingdom of Metamorphs”!

Theme:

There’s probably a little bit of question where my theme implementation is in this game. Well, some people don’t notice (of course anyone who plays enough to get to combat notices) that the ATK and DEF switch places after every end turn and that’s honestly completely my fault. ATK mode is indicated by the square, DEF mode by the circle. It’s honestly my mistake, since I should have added some kind of a noticeable effect to the switching. But don’t worry, the theme is definitely there and I think it really suits the game well. It makes you think twice before making a move!a7f42728c672bb5bb4e1013b291dbd3c

The compo:

I started off quite slow at the beginning. Took a whole hour to come up with a good idea and brainstormed on how I should go about things. After the idea was there, I took at least 2 hours drawing concept art, thinking up game mechanics, card effects, etc. My original idea was to actually have a 6×6 board (which probably would have been way too small and not so fun). At first I actually tried to draw a sprite for the board without thinking too much about it… But after I was finished, I understood my mistake. There was actually no easy way to make the tiles on the sprite clickable. So what I ended up doing here was creating a small script to spawn a 10×10 board in the editor for me and create local positions (such as [1,1], [1,2]…) automatically. After that, it was pretty easy to navigate myself with all the mechanics. I started off with just simple colors, making them able to move around on the tiles, showing possible moves, then making the spawning, etc. During the first day, I was done with all the moving mechanics, attack mechanics, atk/def swaps and the card mechanics. The core mechanics were done on the first day. The second day, I kept debating on whether I should make the enemy have a “fortress” kind of thing, with preset strong values and a lot of enemies, or to actually make an AI. I honestly didn’t know if I had enough time to make a proper AI, especially since it was the first one I tried to make for a strategic game. I ended up going for both ideas, first setting up everything for the fortress idea just in case and then proceeding to make the AI. After about 5-6 hours the AI was there. I wrote the whole code for it, trying to make it challenging enough but of course prioritizing at least general defense, so the bot couldn’t lose in a few turns. Funny thing is, is that I wrote the whole code without testing it even once (about 400 lines)I honestly couldn’t test it. I kept writing the actual thinking for the bot, but not the movement. What I did is make the bot consider the situation and then assign different jobs to each minion according to the situation. The movement just ended up being taking the shortest path to the assigned location with exceptions of nearby enemies or the base being attacked. Well, I finally ended up making the movement and it was the moment of truth… Will the code work? I launched the game and the code… well… did weird things… Looks like he assigned everything correctly, but there were problems with how he made the movements. Even though I ensured the script had at least one or two lines that told the bot that he can’t move his minions wherever, the AI kept making illegal moves. At one point, it just teleported into my base and won. Looks like I made it so “smart”, it could cheat. Adding a little delay between spawning and moving fixed it though. So adding one line of code fixed everything! And that was it. I drew the card art, made a little turn/tip panel and I was done at about 5 hours before the deadline. I had A LOT of fun making this and participating in this game jam. I’m honestly proud of my work this time around. Of course it doesn’t come without it’s mistakes…

The game ended up looking like this:

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What went wrong/What needs improving:

-I’m honestly not an art person. I tried my best to make the cards no be blank and to make a few pretty assets but that’s honestly all I managed. The minions could really use some kind of graphics, instead of just being cubes and circles.
-I think it’s not very obvious where my theme implementation is, especially if people don’t go to in-depth to the game. It needs some kind of an effect, switching the attack and defense points because it’s honestly not that noticeable at first.
-The game definitely needs some sounds and audio. Strategic games like these can do without such things but it would still be a nice touch and would improve the atmosphere quite a bit.
-Even though I added an explanation, it didn’t do a very good job of explaining everything, since the game does have a pretty steep learning curve. The tip box definitely helped with the cause, giving the instructions for your first turn but I still feel like I should have explained combat, switching, and cards in a tutorial level and then commence with the game.
-The color I chose for showing unused minions (black) was simply stupid, since it wasn’t noticeable enough. I fixed it in the post compo.
-I didn’t add a win/lose screen. I fixed it in the post compo.
-There are a few bugs here and there. The known bugs in the compo version are:
–There are sometimes a few problems with spawning your minions (allows spawning on enemy minions in some places, which replaces the tile data’s assigned minion to a friendly, and deletes the enemy’s minion connection with the tile, which creates a ghost enemy. It can’t move, it can’t hurt you, it’s just there. (fixed in post compo)
–There’s a recent bug I found that you, as a player, can attack more then once, if you have the health to not die. I honestly didn’t think about this, since I only made the minions unable to do moves after the moved to a different tile.
–There are a few typos here and there (mostly fixed in post compo).
–You can press the end turn button more then once, making you skip turns and making the enemy AI go a little crazy with power.

Plans for the future:

I plan to still continue developing this game. I’ve had A TON of great suggestions from you guys and I really do think that this game can become something very cool in the future! My at the moment plans are:
-Make the AI smarter
-Add multiplayer
-Add more and more diverse card effects (for example board affecting ones, movement affecting ones, etc)
-Fix all the current bugs and problems
-Add music and art
-Add a proper tutorial
-Add more diverse minions
-Add more capturable bonuses, maybe even more bases.
-Add different maps.
-Add some kind of a resource system (it was intended in the original, you can tell that from the gem that says 5 on each card but I didn’t have enough time to do it)

AtkDef

Any suggestions are welcome and much appreciated!

Anyway, enough with me ranting! All I can say is that I’m really proud of what I’ve created and that I will continue developing it in the near future. As for everyone else, this Ludum dare truly offered me a lot of amazing games that I enjoyed playing, and I will still continue playing them! At the moment I ranked up 51 coolness but I plan to reach at least 100 till the deadline!

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Please post your games in to the comments and I’ll try them out!!!

Here’s my game if any one wants to give it a shot as well!:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50640

 

Game engine strawpool for Ludum dare.

Posted by
Thursday, November 26th, 2015 10:14 am

Help us decide!

http://strawpoll.me/6106175

Ludum Dare #32 – Thoughts

Posted by
Monday, May 11th, 2015 2:04 pm

With only about 6 hours left on the clock for the results I just wanted to say that the Ludum dare’s experience was amazing for me. It was my first time participating and I honestly didn’t think it could be so much fun. I learned a lot during the process. I got a lot of very nice feedback on my game and I got some feedback which was maybe not as nice, but fair. Ludum dare showed me that I still have a lot to improve on (especially in the art department -.-) and I’ll be sure to participate in LD 33!

I send to everyone who played/rated my game some potato love! <3

Thank you!

If you have not yet tried my game, I would appreciate it if you would!:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640

~Ainoras

“Space potato” – The Game!

Posted by
Monday, April 20th, 2015 11:04 am

Introduction:

Hey everyone!

So yesterday I finished my game for the LD #32 Compo! Everything was done in a little less then 42 hours (37 hours)! This was my first ludum dare but definitely not my last! I really enjoyed participating and I’ll definitely keep competing! Anyways, enough of the small talk! Let’s get to the game!

What’s it about?

Join our hero in protecting the faith of the Earth from evil (derpy looking) space squids! Use one of the four randomly dropped potato weapons to protect the Earth and yourself. How long will you last against hordes and hordes of space squid? Let’s find out!

Controls:

A, D – movment
Space – jump
F – use special ability
Esc – exit to tittle screen
Mouse click – navigate the menu

Mechanics in detail:

Well, first off, I think we should start from the 4 different potato types in the game.

Each potato effect lasts for 10 seconds!

A new potato is spawned immediately after ones effect runs out!

 


Bullet potato


Cool Down:
 0.5 seconds (You can fire 20 of them per 1 pick up);

Best use: Fending off single enemies before they come close to the core. Best used during start of the game. Falls off during late game.

Mechanic: Each bullet insta-kills the first enemy it touches. Be careful though because it’s range is fairly short.


Healing potato

 

Cool Down:  2.5 seconds (You can spawn up to 4 heals).

Best use: The healing potato is used to heal the core (in game “The Faith of Humanity”) or the player.

Mechanic: Use the healing potato when needed. It spawns the heals at a fair distance from the player and nothing is stopping you from storing them somewhere further away from the core so they can be used when needed, though you could only heal yourself if stored away( It is recommend to save them on the 2nd or 3rd floor because otherwise they will get pushed back to the core by the enemy). If the heal touches the core, it will heal the core for 150 HP. Otherwise, the player can also use it to heal himself for the same amount of HP.


Chillato (Chilli Potato)

 

Cool Down: 10 seconds (You can only fire it once).

Best use: The Chillato is best used when there is a lot of enemies around, so make sure to make it count since you can only do it once!

Mechanic: The Chillato is a little bit more challenging to use, because you can only use it once. Once you use it, an effect as if you were using fire appears and burns all of the enemies you are facing with quite a bit of range (so it is best to sneak up behind huge hordes of enemies while they are attacking the core and destroy the enemies on both sides of the core). The Chillato only destroys the enemies on the side you are facing, so be careful where you aim it! The heat from the fire will stay for a few more seconds and kill any enemies that enter the radius of it’s fire for a few seconds after it’s activation.

A pic explaining the mechanics behind it: 


AOE Potato (Area of effect)

Cool Down: 4.5 seconds (You can fire it twice).

Best use: The AOE Potato is best used when there are enemies on both sides of the player. It’s range is not so large, so try to use it carefully!

Mechanic: The AOE Potato creates a radius around the player killing everything in the radius after a 2 second delay. The radius isn’t really big, so you have to make sure to get as much as enemies as possible with it, because it is not a fast attack.

A pic explaining the mechanics behind it: 


 

 

Enemy, core and player interaction:

There could be quite a bit of confusion on how the enemies interact with the player and the core, so it’s time I clear that our for everyone!

This pic should explain pretty well on how the enemy damage system works!

A pic explaining the mechanics behind it: 

This means that if in time of need and if you have health to spare, you can push out the enemies away from the core to buy some time to potentially get a heal or an AOE attack.

 

Easy, isn’t it?:

And that’s it! That is pretty much all you need to know to become a real space potato pro! The objective of the game is to protect the Earth or survive as long as possible!

 

Downloads:

You can find the game on the ludum dare page here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=50640

Or the direct links here:

Windows: https://www.mediafire.com/?xl7k5iiip7ubi7f
Linux: https://www.mediafire.com/?s86teprekrf9su2
OS/X: https://www.mediafire.com/?qqamqdomoqmfx1l

(if you get a weird virus warning, ignore it, I got it as well O_O)

 

Programs used:

Unity3D
Photoshop
MsPaint
http://www.bfxr.net/
FL Studio

Have fun gaming!:

Well, that’s it for me. You know everything there is to know to master this game and understand how it works! Creating it was a blast, and I don’t plan on stopping! Any and all feedback is very highly appreciated because I plan to continue the game after ludum dare is finished.

~AinoraZ

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