39 hours of work in under 4 minutes.
About BlackBulletIV (twitter: @BlackBulletIV)
An Australia student, doing web dev, game dev, and other stuff on the side.
It’s been my first Ludum Dare in a year and it was a quite a ride. For those wondering, it’s a game where you’re trapped in a labyrinth of monsters and each successive stage loads in behind you when you’re not looking (thus condensing the entire game into one screen, in a sense). The game had a lot more potential in it, but I’m quite happy with how it turned out and the new code/mechanics I created during the event.
It’s been a year since my last Ludum Dare, and this is probably the only opportunity I’ll have to do a Ludum Dare for another year also so I definitely plan on taking it if possible.
I’ll be using:
- LÖVE (engine)
- Ammo (my own framework)
- Sublime Text 2
- Logic Pro
- Pixen (most likely)
- Ogmo Editor (most likely)
A little late to post it, but here’s the timelapse for Triad. 35 hours of work compressed into 3.5 minutes.
Wow, what a Ludum Dare. I ended up working 36 hours on my entry, entitled Triad. It’s a blend of top-down shooting, puzzle, and strategy. I’ll the game’s page say more.
Wow, what a long, productive, day. The game is nearing completion. I wish I had to make it look better, but the gameplay is feeling pretty damn good.
I’ve spent a long time on the gameplay, so it’s apparent this game isn’t going to be all that gorgeous. Whatever, the game feels pretty fun at least.
Well, I think I’m being too ambitious with this concept, yet again. Nevertheless, it’s probably one that a number of people have thought of: use multiple instances of yourself to defeat the enemy. In this case I have three different instances, each being a different class with unique abilities and weaponry. I’ve spent a lot of time on the code and there’s still more to do, so I hope I have time to make the game a bit prettier.
Anyway, here’s a screenshot:
Unless something drastic happens at the last minute I should be participating. If I remember correctly, it’ll be my seventh time starting a Ludum Dare; hopefully I’ll finish.
Have fun, and good luck!
The theme was “You are the Villain”; I had hoped it would be “End of the World”, given the date and that I had a good idea for it, but that was not to be. Now this was a somewhat difficult theme for me, because I hate playing characters of the evil archetype; I wasn’t going to create some mindless mass-murder simulator. I decided to make the morality of your actions somewhat ambiguous. You’re on an infiltration job for some mysterious organisation, you’re probably a mercenary, making you morally grey. Furthermore, it isn’t clear whether this organisation is good or bad, though it’s hinted that they’re bad.
This brings me to a more philosophical question, who is the villain? To the guards, you’re clearly the villain. To the organisation, you’re a good guy. The villain is a matter of perspective, and who you asked.
What Went Right
The AI I created for the guards is probably the highlight of the whole thing for me. I’ve never really delved into AI before, so it was a new experience for me. Considering that, I’m quite happy with what I came up with. The guards have a field of view, and they can’t see past solid objects, nor can they see you when you’re hiding in the shadows. The have a level of awareness, they fire at you, and search around your last known position when they’ve lost sight of you. Ludum Dare certainly fosters rapid innovation.
In terms of visuals, I was quite pleased with the animation work I was able to do, especially the guard’s death animation. The lighting worked quite well, although the light shapes were a bit rough.
Other than that, I was able to work around 27 hours in total, a new record for me.
What Went Wrong
I was planning on using LÖVE this time, but I hadn’t thought about level loading and editing, and tiled collision (things that FlashPunk makes easy). Ogmo Editor has worked quite well for me in the past, but it exports to XML. I tried various Lua XML solutions, but none seemed to work properly. Besides that, I’d tried tiled collision in LÖVE, but I just couldn’t get it working properly in time for the competition. It’s a real shame, because LÖVE has so much more capability than Flash/FlashPunk, especially in graphics and physics.
One major post-release problem seems to be input lag. I don’t know why, but as soon as you run the game in the browser, there’s some minor input lag that makes it difficult to backstab guards, and makes it slightly harder to move. Another reason why I wish I could’ve used LÖVE.
The game was shorter that I’d have liked, but I just didn’t have the patience, nor time, to create many more levels.
Besides all that, there were points where I was very worn out, and starting to get emotionally down. The work catches up to you, and anxiety creeps in; it goes away after time, but it’s not pleasant to go through.
While I had fun here and there, and ended up with some great innovation in AI, I don’t think I’ll participate in the main competition for some time. There are good periods, but even more “I want to end it” periods. Perhaps I’ll participate in the jam next time if there’s others to work with; that might be a more laid back experience.
Anyway, thanks for reading.
Here’s my timelapse for Amongst Shadows: http://www.youtube.com/watch?v=CNZa1fHItpA.
Around 40 minutes ago I uploaded my completed stealth game, entitled Amongst Shadows. It’s Ludum Dare page is here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=3915.
I’ll get onto writing a post-mortem and making a timelapse sometime today or tomorrow. Also, here’s a screenshot:
There’s a screenshot of level three. You can’t really see the player, since he’s hiding in the shadows.
As far as progress goes, I’m nearly done. I need to create a few more levels at least, and then apply a bit more polish to the game.
I’ve made some good progress. I’ve added some background ambience, and bunch of sound effects, which made a big difference. I’ve made three levels so far, which is a start. I plan to make as many levels as possible; hopefully time will permit me to make the game of a semi-decent length. For the plot, I think I’ll go with some simple espionage.
I’ve made some good progress so far today. Nothing’s changed that I can really show in a screenshot, so I’ll just describe a few things. I’ve improved the guard’s AI somewhat, and they can now shoot at you. I’ve added the ability to backstab guards when you’re behind them. I’ve added animations to both the guards and the player. That’s about all I can remember.
There’s still quite a bit to do; I’ve barely started in the art, plot, or sound departments. One of the next tasks will be to add some searching AI to guards.