Ludum Dare 36
The Theme is:
Ancient Technology

The Compo ends in
Solo, from scratch, with source, in 48 hours.

The Jam ends in
Solo and Teams, relaxed, 72 hours.

About Divitos (twitter: @DivitosGD)

Mediocre game dev.

I made games like 'Never Stop Fighting', 'Duck, Jump, Die!', and 'Not Enough Souls'

You can check out all of the games I have made on my gamejolt:
http://gamejolt.com/profile/divitos/305105

You can also check out all of my games on my itch.io if that's your thing!
divitos.itch.io

Entries

 
Ludum Dare 35
 
Ludum Dare 33
 
Ludum Dare 31
 
Ludum Dare 25

Divitos's Trophies

Divitos's Archive

Spirits of the Forest – Post Mortem

Posted by (twitter: @DivitosGD)
Monday, April 25th, 2016 1:12 pm

Over last weekend I worked with Wesley Devore and Hisan Iwo to create Spirits of The Forest, a precision platforming game where you must deliver an urgent message for the spirits, and in return they grant you the ability to shape-shift into different animal forms giving you different abilities to conquer the 25+ levels.

Play and Rate The Game Here

Post Mortem

I knew since last December that I was going to be making a game for Ludum Dare 35, but up until a few days before the start, I thought I was going to be doing it alone. I was approached by Wesley Devore asking if I needed music and sound for Ludum Dare. Always eager to gain new friends and have new experiences, I said yes. We both decided that since we had to do the jam anyways, we might as well find an artist. After a bit of searching, we ended up finding Hisan Iwo (couldn’t of found anyone better suited in my opinion), and just like that I had gone from believing I was going to do it alone to working in a three person team.
We started off the weekend without any real idea of what kind of game we were going to be making, other than we knew it was going to be 2D.  After a fairly short brainstorming session we decided on making a platformer (although originally we had planned on making it a puzzle platformer instead of a precision platformer). Without all of the particulars in place we began working. While Hisan worked on the character art and Wesley worked on the music, I programmed the base platforming system and worked out the rest of the design and story for the game.

Early Mockup

While day one didn’t yield much material progress, day two saw the game shift from an idea to a tangible, although rough, game. By the end of it all of the character and world art was done, the music was finished and ready to be implemented, and all of the levels, tiling, and dialogue was done (although dialogue would later have to be rewritten the next day). At the end of the day I could tell the game was going to be brutally hard and tried all I could to lessen the cruelty, but I couldn’t afford the time to redesign the entire world again (especially since I already had to once). I could also tell that the game was going to have an amazing atmosphere to it and that this was going to be the strongest point of the game.

Day three was spent finishing and adding in sound, music, and the remaining art to complete the feel of the game. I didn’t get all of my goals I had written from the previous day done because while I had intended to spend the majority of day three polishing the game, implementing the remaining assets ended up taking the vast majority of the day leaving me little time to polish. This definitely took a lot away from the game since it left rough hitboxes and some parts that could be considered brutal in an already brutal game world, but overall I was still happy with the game.

Screenshot of Finished Game

I’ll admit that I wasn’t sure how working with a new team was going to be, but they both did amazing and it was a fun experience. The only areas that I felt were lacking in the game were things I was responsible for. It’s apparent I’m still not the best at level design, for instance, but if you compare this game to my previous game, you can tell instantly it’s a big step up. The game in its current state is somewhat incomplete, which is why I’m working on a post-compo version that fixes many of the glaring issues before uploading it to Gamejolt and Itch.io.

The Good

  • The art of the game turned out amazing. Individually the assets looked a little bit odd, but they came together to form a really charming look. Combine that with the amazing music and sound design, and you get what I think is by far the best game I’ve ever worked on in terms of atmosphere.
  • I ended up spending about half of the time on level design, so the game ended up pretty long (25-30+ levels depending on how you count them).
  • I learned a LOT about level design. I consider the levels of Akashic Records (a platforming game I did for a game jam last month) to be absolutely horrendous. While they were still really hard here, they’re definitely a big step up.
  • I liked the story we came up with, and considering this was my first time trying to implement dialogue into a platformer, I think it went well.
  • As always I learned a lot more about the engine I was working with, particularly I discovered the cause of a lag that has plagued most of my previous games with a scrolling view (though it was never nearly as bad as it got here, I simply had no choice but to pinpoint the cause of the lag and fix it, and my future games are going to be much better for it).
  • This marks 4 months down so far for 1 Game A Month! 😀

The Bad

  • It ended up being HARD. It wasn’t just casual occasional road bump hard, it was teeth grinding fight for every inch you advanced hard. This isn’t always a bad thing if you apply it right in the game, but I was going for a bit more casual feeling platformer and had to rush through meaning I didn’t have time to conceptualize all the easier challenges I could have done with the mechanics. This makes the game feel a bit disjointed at times (particularly in the not so tight controls that would work fine in a casual platformer, but leaves you a bit frustrated at times here).
  • I didn’t have time left to do as much polish as I would have liked to, so some things (the hitboxes being the most obvious and unfortunate example) are left rough. I also would have liked to get some particles and other VFX in there to really complete the feel of the game.
  • There was a few strange bugs left in the game that I had absolutely no idea why they were happening and didn’t have the time left to look investigate them. These bugs and the lack of polish and VFX are the biggest drawback by far, which is why I’m fixing them all and adding in the polish I wanted to from the start in a post-compo version for Gamejolt and Itch.io.
  • There was still a few times when you’d experience an abrupt lag spike, but it never seemed to last for more than a split second.
  • The ending was a bit dissatisfying, but it did end on a good cliff-hanger that allows us room to expand it into a full confrontation, or possibly even make a sequel (of sorts) so we can do the story the justice it deserves.

Final Thoughts

Though I could have done my part quite a bit better, I learned a lot and came out with a game to show for it. Like every other game you do (especially games that are made for game jams), it’s not always the final game, but rather the experience you gain from it that really matters. While you and everyone else are likely to forget about your game jam game, the experience you have and the lessons you learn ripple throughout time and creep into every one of your future endeavors, and that’s what truly matters.

Looking to team with an artist

Posted by (twitter: @DivitosGD)
Tuesday, April 12th, 2016 5:59 pm

Over the weekend I’m going to be teaming up with Wesley Devore over at http://wesdevore.com/ to make a game. Overall I’ve done 2 Ludum Dares and 5 Various Game Jams. Those games can (mostly) all be seen here. While I could handle the art myself and end up with a crude but passable looking game, I’d prefer to find an artist that knows what they’re doing and can make the game look as good as we hope to make it sound and feel. The games going to be 2D and fairly simple, so it won’t be too ridiculous of a workload. Pixel would probably be the easiest style to go with, but I’m open to whatever works.

If you’re interested hit me up on Skype (divitosislove) or on twitter @DivitosGD and we can work something out. Here’s to making an amazing game!

I’m in, again

Posted by (twitter: @DivitosGD)
Friday, December 4th, 2015 2:27 am

I’m going to be making a game for this Ludum Dare as well as a timelapse showing the process. It’s going to be my 4th time finishing and actually submitting a game at the end of the weekend.

I’m going to be working by myself this time around meaning all of the assets in game will be created by me. I’ve been working on my spriting skills since last Ludum Dare, and I think I’ve gotten quite a bit better.

I look forward to seeing what I can do as well as playing everyone else’s games. If you’d like to get into contact with me or just follow along with me throughout Ludum Dare you can follow me @DivitosGD

Tools:
Game Maker: Studio – Programming and Art
BFXR – Sound

???? – Music (No seriously, I have no idea what I’m doing for music. If anyone knows of any good tools feel free to leave a comment)

GLapse – Timelapse

Final thoughts on this LD and my Top 3 Favorite games!

Posted by (twitter: @DivitosGD)
Saturday, September 12th, 2015 4:26 pm

Once again the Ludum Dare season is coming to a stop. This time around I had a lot of fun competing and loved almost every game that I played. I was surprised to see the sheer number of quality games that came out of this Ludum Dare. It was hard to narrow them down to just a couple favorites of mine, and even harder when I took into consideration that I shouldn’t be mentioning the bigger games that surely everyone has played by now. Without further ado, my top 3 favorite games this time around!

No Credit, No Problem!
nocredits

No Credit, No Problem! is an atmospheric Papers Please esque game where you play a Title Loan agent and must either sign off on peoples loans, or deny them. This game won atmosphere by far in my opinion. It features an interesting dynamic that’ll have you questioning your own actions. Oh, and a naked guy.

Goomba Simulator 2015
18212-shot2-1440465420

Goomba Simulator 2015 was exactly what I expected to come out of this theme. The idea can tip you off a bit at first, but this is one of the best games to come out of the entire competition this time around. Great gameplay and mechanics, and a grasping narrative. What more could you ask for?

Around The Waterfall
4524-shot2-1440365454

I don’t even know what to say about this game. It’s about a slime village in a JRPG like game facing an undefeatable enemy together. That’s all that can really be said about it. There was a few bugs, and a bit of confusion along the way on what I was supposed to do, but the fact that I was able to look past these and still can say that this is my favorite game I’ve played out of all so far really is a testament to how good it is.

Not Enough Souls (My Game)
NES

Of course I have to include a shameless plug to my own entry! Not Enough Souls is a wave based survival game with a quirky combat system. It was made with ??? (the artist I worked with last time) for the jam. I think it could use a lot of improvement in a more expanded game, but overall for the Ludum Dare version I was very happy with the final result.

Thanks to everyone for making this Ludum Dare one of the best ever! I’ll be eagerly waiting for results alongside all of you.

‘Not Enough Souls’ Post Mortem and Bugfixed Version!

Posted by (twitter: @DivitosGD)
Monday, August 31st, 2015 4:29 pm

First off, The Bug Fixed/Post Compo Version
NES

Gamejolt or Itch.io

Now, the Post-Mortem

Originally, about a week before the start of Ludum Dare was when I decided 100% on making a game this time around. I aim to every single Ludum Dare, but can only ever push myself into finishing the game through a tremendous amount of effort. Originally I was detoured from this jam thinking that I was going to have to work alone in the solo competition, but a bit before the start of the jam is when ??? (The same artist I worked with on my Ludum Dare 33 gane)decided to join forces once again to complete a game.

Fast forward to the start of the competition, and things already start off a bit unfortunate since I was not around for the theme announcement or for about an hour afterwards. When I returned though is when things really began. Our original game concept was simply an anti-platformer of sorts where things that would traditionally be helpful would harm you and things that would normally harm you would help you.
It changed so drastically do to a miscommunication error (the game needed some kind of unique mechanic to it), and ???’s going to sleep right after I returned. By the time he woke up enough work had been done that it wasn’t worth changing to a different idea.

For all of day 1, the game seemed pretty hopeless with the only real attacking mechanic being a very long lock on air attack. Not a lot of art or deep thought came out of that day, but a lot of the base engine was there by the time I woke up on day 2.

On day 2 I started to get a lot more of the enemies and structure in, and added in the mele combat system. This, as well as a drastic speedup is what really made the game go from terrible to awesome in my opinion. Kaz also started to grow quite fond of the game. By the end of Day 2 majority of art was done, all mechanics, and all enemies.

Day 3 was just the polish and finalize day. I worked out the waves (which I’m terribly sorry I messed up so bad), the menu (which I’m terribly sorry I messed up so bad), and the sounds (which I’m terribly sorry I didn’t have time for music).

And just like that, through all of the stress, I had completed another Ludum Dare(with help from ??? of course).  I can’t lie and say that  it went perfectly smooth or that I was 100% happy with the final product, but I do think that to date it is one of my funnest games, and definitely worth checking out!

Shameless Plug To Play And Vote On The LD Version
9732-shot0-1440466030.png-eq-900-500

Additional Screenshots

Gamejolt Screenshot2

Gamejolt Screenshot4

 

Not Enough Souls

Posted by (twitter: @DivitosGD)
Monday, August 24th, 2015 8:37 pm

Just in time!

My submission for this LD Jam(Working with ????, the same artist behind Duck, Jump, Die) is ‘Not Enough Souls’, a wave-based combat survival game in which you must battle various enemies and kill the innocent villagers to steal their souls (which plays the part of your HP).

The game, while not as glorious as I originally wanted it to be, is still full of hectic fast pace combat action and moment to moment bullet-hell decisions.

So what are you waiting for?

Go check it out!
Screenshot 1

Screenshot 2

Closing in on the 12 hour mark

Posted by (twitter: @DivitosGD)
Monday, August 24th, 2015 6:37 am

We’re closing in on 12 hours of the jam left, and my games looking pretty solid. On top of most of the art currently being done, the game is completely playable, and all but 1 enemy that will be in the final game is in there.

Aside from finishing that and designing the wave, it’s nothing but a pretty coat of polish with things like sounds, music, menu, etc.

I think this is shaping up to be my best game jam game ever!

Screeny

Just a bit over a day in

Posted by (twitter: @DivitosGD)
Sunday, August 23rd, 2015 12:11 am

Still not looking all too impressive, but a  lot of the base is there!

More progress!

Posted by (twitter: @DivitosGD)
Saturday, August 22nd, 2015 2:34 pm

There’s still some place-holder sprites visible in this screenshot, but the game’s definitely starting to take shape.

Screenshot

Too Many Souls

Posted by (twitter: @DivitosGD)
Saturday, August 22nd, 2015 7:37 am

Almost 12 hours in, and the game isn’t exactly looking pretty yet, but there is progress being made!

toomanysouls

Finally settled on an idea

Posted by (twitter: @DivitosGD)
Friday, August 21st, 2015 10:44 pm

We’re going to be making a platformer where you play a demon(shocking, I know) trying to get back from the earthly world to the underworld. You’ll have a short fly period that can be controlled and charged either by landing or with orbs in the air (Though platforming will play a bigger role than flying most likely).

You encounter innocent animals, people, etc around, and you have to kill them and steal their souls. You see these souls orbiting around you, and they act as both your main weapon against other demons (Who are trying to stop you from reentering the under world), and your health (When you get hurt one of your extra souls shatter, if you have none, you die).

That’s about it for the idea right now. Enjoy a small demonstration on what the games art style should look like though!

LD33

This theme sounds familiar

Posted by (twitter: @DivitosGD)
Friday, August 21st, 2015 10:12 pm

“You Are the Monster”

Huh. That’s pretty similar to the first ld I ever did, LD 25 which was “You Are The Villain”.

Seen it before and still can’t think of something.

Armageddon

Posted by (twitter: @DivitosGD)
Wednesday, August 19th, 2015 6:19 pm

There have been many powerful developers throughout the millennia.

But ages of Ludum Dare have begun to tear the fabric of the realms. The critical point has finally been reached.

It was foreseen that developers would one day grow too powerful and too numerous.

If left unchecked, their intensifying development would weaken and shatter the realms and bring about the apocalypse.

The Elder Gods demanded a safeguard put in place to avoid total destruction. One that would make use of the developers’ insatiable bloodlust.

Like moths to flame, they would be drawn to battle. At the apex of destruction, alliances will be broken, and old hatreds will be revived.

At last, it has come to this final battle.


Armageddon has begun.

LD33

Hopefully going to be competing this time

Posted by (twitter: @DivitosGD)
Friday, August 14th, 2015 2:06 pm

I never ended up really even starting last competition because I couldn’t get with the theme. This time I’m planning on competing no matter the theme, however things do change.

I’ll most likely be working on the solo competition, which means terrible art and music, but hopefully a fairly decent game.

————————————————-

Tools I’ll Be Using:

Construct 2 (Maybe. I’m experimenting with it a little right now and it seems like a solid game jam engine)

Game Maker: Studio (This is what I’ll most likely be using if I decide not to go with construct.)

Flash (Most likely going to be using flash for art)

Abundant Music???

BFXR

————————————————-

I look forward to seeing and playing everyone submissions. Happy Ludum Daring!

————————————————-

Shameless Plug For My LD 31 Game: Duck, Jump, Die!

Click To Play
42014_82540_orig

So what’s been happening outside of Ludum Dare?

Posted by (twitter: @DivitosGD)
Thursday, April 2nd, 2015 3:35 am

I’ve been doing great!

Up until last December, I consistently quit on Ludum Dare’s. The idea of completing a Ludum Dare, let alone an actual game was unfathomable to me. Shortly before Ludum Dare, I started work on what would later be named ‘Never Stop Fighting’. It was on and off until Ludum Dare came, and I actually completed a game for it!

That completion got me hyped up and carried me through until just about a week ago, where ‘Never Stop Fighting’ officially released!

I have to say, it feels great to not only break my quitting streak on Ludum Dare, but to also release my first real game!

I’d seriously appreciate it if you’d check it out and maybe leave some feedback so I can maybe get things a little better next game I make!

Check out Never Stop Fighting!

LJfOjgJ

I. Am. In.

Posted by (twitter: @DivitosGD)
Wednesday, April 1st, 2015 3:21 am

I’ll be competing for LD32!
I’ll be working in a team with the artist from my Ludum Dare 31 game, Duck, Jump, Die!(which is now in the process of being made into a mobile game!) and hopefully learning a lot and producing a game from start to finish, just like last time!

Oh, and I’ll be timelapsing.
Tools:
Game Maker Studio
BFXR

(not sure what ??? will be using for art. Probably PyxelEdit)

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