About alpha_rats (twitter: @alpha_rats)

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Ludum Dare 36
 
Ludum Dare 34
 
MiniLD #62
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30

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Parasite – Onwards !

Posted by (twitter: @alpha_rats)
Saturday, April 18th, 2015 5:16 pm

Here is the first update on the theme “an unconventional weapon“!
This time on I struggled a lot in the process and I have lost a lot of time, but I’m keeping that for the post-mortem.
The game will be submitted for the Jam, because I’m collaborating with someone for the sound this time around !

earlydev

 

And here is the core idea : you are a parasite infesting an ant colony. Your goal is to jump from host to host to infest the Queen Ant.
Once an ant gets infested, it dies within seconds, so you have to jump to another host very quickly without getting busted by the Ant Guards.

 

I’m in !

Posted by (twitter: @alpha_rats)
Friday, April 17th, 2015 3:21 pm

… for the third time in a row and for my third Ludum Dare !
I’ll switch from Construct2 to Unity for this edition, to add a bit of challenge, and still aiming for a 2D game.

Good luck everybody, I wish you all to succeed and to meet your goals !

 

Plankton : Post-Mortem

Posted by (twitter: @alpha_rats)
Wednesday, December 10th, 2014 7:22 am


Time for Plankton‘s post-mortem !
I’m thinking about making a post-LD version of this game, so any feedback is very welcome!
I’ll try to do not make the same mistake than the last time, when I dived directly into further development of my jam game without getting the time to think about it properly and getting enough feedback.
This made me give up the project as I ended up polishing a broken game before reworking the basics first.

This is my second participation to the LD, and as the last time, I have been using :

Construct2 for development : easy to use, and allows to export to html5 (which is more practical for players than an executable), but with plugins from Rex this time
Bosca Ceoil for music : really easy to use and a lot of fun sounds
Bfxr for sound effects, Audacity for sound editing
– Photoshop for graphics, but any image editing software can do the trick

evolution stages

Workflow / Development process

  • What worked out
    – I have been way more efficent and organised in my process than last time
    – In learned about finite-state machines and wrote some for the first time
    – I did a few prototypes, which I didn’t do the last time, and spent more time thinking about my project on paper and preparing it
  • What didn’t worked
    – I should have prepared better, next time I’ll do the warmup jam the week before
    – As the last time, I prepared some animations and sprites for mechanics I didn’t implemented
    – I had to create some music at the very last moment (half an hour before submission), because I realised I could’t use the creative commons field recording I found because it doesn’t fitted the rules. I lost a lot of time because of it
    – I think I overused booleans in my code, where I could have found more interesting or differents methods

Bugs
Suceptible to get edited as people report more of them

– The planktons evolve into frogs but then do nothing (missing feature)
– Evolution2 planktons returning to “dividing” state when clicked on
– Planktons tend to get stuck and not being able to move

 

Feedback
This is some feedback I got so far, it is suceptible to get edited as I get some more

+ nice graphics
+ people enjoy seeing the planktons evolve

– lack of interesting gameplay
– the feeding process is not very interesting
– lack of a clear objective
– maybe need a more complex gestion of population
– the green frog is too bright and distracts from the planktons
– Planktons need to me more active for getting the food

 >> Play and rate the game here ! <<

groggg

 

Plankton submitted !

Posted by (twitter: @alpha_rats)
Sunday, December 7th, 2014 6:55 pm

I just submitted my entry, Plankton!
>> It is accessible right here

Time to get a bit of sleep now, post-mortem coming soon!

PLANKTON

panic

Posted by (twitter: @alpha_rats)
Sunday, December 7th, 2014 12:20 pm
paniclittle

too many bugs

demolittle

division animation

Panic panic panic !
Too many bugs left i hope it will work out… It’s time to fix as many of them as possible, and try to polish everything a bit

 

Posted by (twitter: @alpha_rats)
Saturday, December 6th, 2014 5:49 pm
bug_superlittle

it escaladated quickly

death

fading and dying :(

Making a little bit of progress, I’m beginning to freak out a bit, I hope I’ll be able to finish something decent.
So, sharing a few gifs before the pause !

And a draft of title screen :

screenshot

Some useful ressources I used :

How to simplify your AI code with finite state machines
Rex plugins for Construct2
Creative commons field recording (underwater)

A bit of progress

Posted by (twitter: @alpha_rats)
Saturday, December 6th, 2014 11:49 am
2little

“i have no idea where i’m going” – the little green thing

a little gameplay preview, for the moment the AI of this little green thing is obviously fairly stupid.

Next steps :

– optimize a bit the moving patterns of the creature
– create some animations for the background
– create a transformation animation for the next evolution stage :
4

Work in progress…

Posted by (twitter: @alpha_rats)
Saturday, December 6th, 2014 9:37 am

A bit of work in progress on my project!

wip
Some progress on the background…

Some new animations :

3 12

The game now features a few sounds and some background music

LD 31, first update !

Posted by (twitter: @alpha_rats)
Saturday, December 6th, 2014 7:00 am

Here is my first update for my second participation to the Ludum Dare!
I think the theme is a bit too broad, so I decided to inspire myself from the “artificial life” topic also, without necessarily sticking to it.

I’m using Construct2 for the development, and I’m going for some kind of aquarium simulator.
I’ll be also using Bosca Ceoil and Bfxr for sounds, and I’m using photoshop for graphics.
Here is a gif of the current state of things :

1bis

Post-mortem : Styx

Posted by (twitter: @alpha_rats)
Monday, August 25th, 2014 6:09 am

First of all, I’m really glad to have participated in this LD : now I can say that I finished my first game and my first game jam !
This was intense and challenging. Now it’s time for a recap !
>> here’s the entry

charon+boat

What I learned :

  •  I discovered Construct2 and learned how to use it.
    I chose this software to avoid struggling with code for my first participation and focus on creating something. It allows to spend more time on the graphics, as it is the part of game development work I enjoy the most. However, as I have some programming knowledge, I might use Löve next time to learn further !
  •  I forced myself to make some quick design choices to get to the goal.
    It obviously applies to the visual part of it (you don’t have much time in 48hours to change the “art direction”) but also to the choice of the type of game : as an absolute beginner, I settled for something I could finish, with simple mechanics quick to set. This is why it ended with a scrolling shooter on the river Styx !
  •  Working on the sound effects is a lot of fun !
    As I’m no musician, it is something I usually don’t do, and creating some basic effects and background score was reaaally great. It’s really rewarding to see your project gain some atmosphere ! I used Bosca Ceoil and Bfxr to set them, and it demands no particular skill.
  •  I should make more prototypes !
    I directly began by creating some visuals, and worked on the mechanics in a rush. I could have done a way better job by prototyping early with simple shapes, and then creating the matching sprites. I created some graphics I finally didn’t use, because the features they correcponded to to didn’t had the time to be implemented !. Same goes sith little sprites I made for features I finally didn’t implemented !
  • Next time, I should be more methodic when working on assets
    It went good this time because the project is really simple. But instead of working directly on sprites of the right size, I made them big and then sclaed them down in photoshop, adding some polishing work each time. I could have saved a lot of time and effort by making them right directly.
    I even resized them in Construct sometimes, using unnecessary memory.
    The free version of Construct only allows 4 layers, wich was a really good thing to keep me focused on efficiency. Coming from photoshop and after effects, I tend to multiply layers a lot. If Construct allowed me to do so, I would have had to redo all the layer system at the last minute to not end with a mastodontic file size !

 

What now ?
I think I’l take sme time to polish it a little bit, and release a second version of it :)

 

2

Submitted !

Posted by (twitter: @alpha_rats)
Sunday, August 24th, 2014 4:36 pm

Finally finished my very first game jam, and my very first finished game !
It was definitely an excellent experience so far :)
Post-mortem to come after a bit of rest !

Here is the entry : Styx

Untitled-4

Posted by (twitter: @alpha_rats)
Sunday, August 24th, 2014 9:19 am

Untitled-2

Approaching the deadline ! Still have some decor elements and the splash screen to do, maybe another kind of enemies if I have the time, and the point system !
I still haven’t finished the arrival station, have to hurry !

Untitled-4

gameover

Pew pew

Posted by (twitter: @alpha_rats)
Saturday, August 23rd, 2014 7:35 pm

lazercrânzzze

So, here are the updates :

  •  Sounds effects and score finished : Bosca Ceoil  and bfxr
  •  Health score for the ennemies and destruction set
  •  Very approximative spawning of ennemies

What I must do tomorrow :

  • Create animations
  • Apply mechanics to “souls”
  •  Set score system
  •  Polish

Really tired D: … So now, a bit of sleep !

>> the other updates from today

Progress !

Posted by (twitter: @alpha_rats)
Saturday, August 23rd, 2014 3:51 pm

Here’s an update of the Chauron project !
The goal is to transport some souls from the station below and bring them to the other side of the Styx.
More informations later, I actually don’t really know what I will able to implement during the remining time !

preview

The player character sprite (here we can see him transporting souls) :

chauron+souls

Mechanics existing for the moment :

  •  scrolling of the background and the camera
  •  shooting lazers through the skull of the boat
  •  moving the boat up and down

 

 

Assets progress

Posted by (twitter: @alpha_rats)
Saturday, August 23rd, 2014 9:35 am

A little update from my project about the mythological character Charon !
Some more polished assets and decor elements. That’s how this looks like in Construct 2 for the moment :

hop

My objective is to finish the art today, and begin to work on the music and the mechanics. I still have the characters and the whole background to do, I hope I’ll have enough time !

Crossing the Styx !

Posted by (twitter: @alpha_rats)
Saturday, August 23rd, 2014 6:22 am

Hi there !

I decided to go with an idea about Charon guiding souls from the world of the living to the world of the dead !
Here is a first work in progress on the graphics, this is where passengers embark on the boat:

platform

Are you ready for the trip ?

(I’m now going back to it, it definitely needs a bit more of polishing !)

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