Ludum Dare 23
About AlwaysGeeky (twitter: @AlwaysGeeky)
Always geeky, sometimes cool.
the BEST programmer in the world award
Awarded by mohammad
on September 1, 2012
22 days into October challenge, and here is an update on the current version of Vox. Version v0.19 has just been released on Desura and IndieDB, so I thought I would share a post on here to list some of the new features and updates to Vox.
Here are the newest features:
- More Enemies in the world.
- Flying enemies.
- Skeleton archers shoot you from a distance.
- Skelebobs chase you and try to kill your with their deadly swords.
- King Slime boss spawns when you kill too many of his little slime buddies.
- Interactable NPCs.
- NPC movement behaviours – waypoints, world navigation and player follow.
- Questing system.
- Treasure chests.
- Particle editor in the game.
- Particle effects can be added to character parts. i.e head, body, feet, etc.
- particle effects can be added to created weapons and items.
- Undo feature added to creation mode.
- Much better character creation screen in front-end menu.
- Ore deposits that can be mined for ore.
- Collectable items (hearts, coins, ore).
- Damage text popups.
- Improved HUD graphics.
- Experience bar and leveling up.
- Gradient background and better sky rendering.
- Better intro animation.
- New custom frontend music and game music.
- Smoother mouse controls.
- X360 gamepad support.
Here are some recent videos demonstrating new gameplay:
There is a free version to download and test and I would really appreciate it if people would be willing to try this and maybe provide some feedback. As always I am really curious to hear peoples opinions and suggestions. I really like player feedback and love to hear what people’s opinions are (Unless of course they are just the 500th person to state that Vox looks similar to Minecraft or CW :P).
So I may have jumped the gun a little for the October challenge as I posted my game Vox to Desura a couple of weeks ago and it is already selling and making money…
It is hard for me to believe that I started working on Vox as an entry into a Ludum Dare competition only a few months ago and it seems to have come along so far since then, I am really glad that I got involved in Ludum Dare and I dont think I would have ever made a complete game, that is selling for actual money, without getting involved in LD.
I will continue to use the October challenge time to further gain more insight and knowledge into the business side of making games and use it to learn about different ways to market and monetise a game… and use the challenge as an opportunity to do that side of development, since I am a programmer and my knowledge of such business is limited.
I am also constantly improving and adding new stuff to Vox, (since it is still in pre-alpha stage) so this will take up lots of time too.
I can offer advice for other people wanting to use the Desura publishing route to publish and sell your game as the process was fairly easy for me and it seems the Desura guys really want to create a system where it is easy to sell your indie game.
Good luck guys!
Just wanted to let you know that I have put Vox on the Steam Greenlight process.
What was originally started as an entry into the Ludum Dare competition a number of months ago, during the april competition, is now being made into a full ambitious game!
Would really appreciate it if you could visit the game page and hopefully show your support (favorite and rate up) and this would make me very very happy indeed, and I would be forever indebted to you!
As always if you want to follow my voxel engine tutorials or articles, they can still be found at the site:
I am happy to hear any feedback you guys have, or answer any questions you might want to ask.
Here are a few videos I put together showing progress of my game Vox…
This is a direct continuation of the voxel engine/game that I made for Ludum Dare #23.
Hope you like… feel free to ask me any questions or comments yo might have?
So I recently added water to my voxel engine and have been playing around with it…. one thing I have found out is that water is sooo much fun to code, it’s tricky to get a decent simulation and hard to get something that is stable and looks nice, but once you make something you are pleased with, you just wanna play around with it so much!
At this rate I might have a full voxel engine ready by the time the next LD competition drops… be able to spend the full 48 hours on actual gameplay and making a game to suit the theme…. that should be fun.
Here is the link to my article/guide/tutorial site for voxel engine resources:
Starting to add more and more functionality to my voxel engine and it is starting the slow evolution into a game, with fun elements. I’m still aiming for daily videos showing progress and hopefully each one showing a new feature or something cool.
My guide/tutorial site is taking shape, but I am still coding lots and lots and finding it hard to put a massive amount of time into writing articles. More will come with time though…
I have some questions for the community and gamers.
- What sort of creating tools would you like to see in a voxel sandbox game?
- Do you think it would be good to offer a library of common objects that the player can import/export to re-use as they are creating?
- What parts of a game would you like to customize (and share with others)? Your character model, weapons, items, NPCs, quests, particle effects, world regions?
Also anyone who has played Minecraft (or other sandbox games) can probably help me by answering a couple of questions below:
- During the creative parts of the game, i.e crafting, building, customizing… do you prefer to still be emersed in the game while in this mode or do you prefer a more abstract tool/interface? For example when crafting or building in minecraft you still have to walk around as the player, rather than having a fly around ‘god-mode’ when you can craft/build with a mouse pointer.
- Is there anything frustrating about collaborative creating, Do you wish you had more control over allowing others to modify what you create, tools for information exchange?
- How much do you think a sandbox game should be released with actual story content? i.e should the game already have a main quest, completion goal, or just be totally open?
Been working away on my Voxel engine that I first created during the last Ludum Dare and just created an SSAO shader (As per requested by Vigrid) and I am so pleased with it, I wanted to show it off and also show my general progress…
I have put up some more videos on YouTube too:
Please checkout my channel.
Also people have been asking for guides and tutorials, I am in the process of making these and posting them here: https://sites.google.com/site/letsmakeavoxelengine/home so if anyone wants to learn about making a voxel engine, or even follow in my footsteps, I am documenting my steps there…
Before I start this post I just wanna say that I am not writing this out of any spite or bitterness towards the results or angry about anything. I am completely proud of my entry and what I achieved during this LD (my first entry ), so don’t just dismiss this post as a bitter rant about my personal rankings.
But I do want to bring up the question of how fair the results are and if the way results are currently calculated is working as intended…
From what I can see and assume, the results are just calculated as an average of what you given in each category. So for example if you were rated by 10 people, your score for each category is tallied up and divided by 10, to give you a score for each category. Now this seems a bit broken for a competition like this, where each entry will get wildly different number of votes/ratings.
So in theory if a game was only rated by 1 person, but that person gave the game 5/5 for each category, then it would get a score of 5.0 for each category… This seems wrong to me and allows for wild fluctuation in the results depending on how many people played/rated your game.
Let’s take a look at some examples and see if what I am saying seems to make sense:
Looking at the top 25 list it doesnt take long before you can go down the list and find a game that scored *very* well, but on closer inspection seems to have only been played by a very few number of people…
Lonely Hated Rock – Came 5th overall in the competition and had scores of #8 in theme, #21 in fun and #30 in innovation #94 in mood and #128 in graphics. Very good scores all round! I’m impressed! That is, until I Look at the spreadsheet and find that this game was only played and rated 16 times…
Pocket Planet – Came 10th overall and joint 1st in fun! Well done… 20 people rated this entry.
Pale Blue Dot – 16th overall and #23 in the fun category… but was only played/rated by 20 people.
Necro Gaia – #16 overall, #11 for graphics #16 for fun and #50 for mood. This game actually ranked in the top 100 for 6 categories! Wow.. thats amazing, how many times was that game played/rated? 18!! (Whats worse… the author of this game had a coolness rating of 0… yep, according to the data, they never played/rated any other game.
Using the latest play/rate data from https://docs.google.com/spreadsheet/ccc?key=0Ao74NZQqNUt5dDNvZUJ1UXVqZGkxUGVlVkxlZ3JnM2c#gid=0
I am not bashing any of the entries in my example, merely using them to point out how having fewer people play your game seems to benefit your final result.
It would seem that using an average score to give you a final result is flawed in a competition such as this. Average scores and using the mean is a great metric but should only be used when you can guarantee that each entry will get the same number of data points. If this is not the case you need to look to alternatives and start doing more statistics to get a fairer results.
It really depends on your viewpoint, but as I have pointed out above, if simply using the average to calculate the final score. The competition and results are open for wild abuse and un-fair results.
Maybe somebody could compile a data spreadsheet showing the number of ratings a game got, and ordered by the overall ranking of the game… would be interesting to see how high-up some games can get, by having a very few number of people rate their entry…
EDIT : I put an example in one of my reply comments below but just bringing it up to the original post for more exposure.
Here is an extreme example highlighting the problem in a simple way that shows how the system doesnt work for the current dataset:
With the current system a game that is played and rated by 10 people, all giving the game 5/5 would score a 5.0 in the final rankings… but a game that is played by 100 people and rated 5/5 by 50 and 4/5 by 50 would score 4.75 in the final rankings… now just consider this example and ponder if this seems correct to you? Personally I think this highlights how the final rankings for the games doesnt correctly reflect the ratings a game got.
While waiting for the results of LD, I am keeping myself occupied by coding more voxel engine functionality…
So, I have a bit of spare time today. I might try and play/judge a few games that I haven’t had a chance to… any suggestions?
Feel free to post a link to your game below and, if I haven’t already, I will try to give it a go.
Also if you haven’t already played/rated my game, please give it a try (I will return the favour for you)…
Thanks and fingers crossed for good things happening in 10 hours
So, what great epiphanies have you had regarding your entry into the next Ludum Dare?
I read a lot of Post-mortems and after-project analysis from people and it seems we all like the feedback and suggestions about how to improve in the future… Lets hope we put it all to good use and improve for next time.
I know what I need to improve myself.
Next time I know I have to aim for something a little less technically challenging and something which isn’t so much a great technical achievement in the short period of time, but something which is more of a complete package. I also have found out that people really *REALLY* like fun things to play! (go figure, huh) So next time, I am going to focus less on the technical and polish side of things and really try to nail a fun user experience. Since that is what makes people really warm towards your entry.
Here’s looking forward to the next LD… oh after the results of this one first.
So I have been busy adding new features and playing around with voxels, in the aftermath since my Ludum Dare game, when I initially created the voxel engine for my entry.
(My Ludum Dare 23 Entry)
I have just added support for dynamically loading and unloading chunks and also a simple fog renderer so that load popping in the distance is somewhat hidden from the player. Started using noise functionality to generate a nice flowing landscape but I need to play around with noise a bit more and get used to terrain generation before I make anything look good. (Mountains & caves! :P)
I am thinking of doing a series on creating a voxel engine and maybe posting a step by step guide/tutorial about voxel techniques to the LD site so that others might be interested in also playing around with voxels and cube worlds.