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MURDER at the North Pole!

Posted by (twitter: @NoLevelCap)
Monday, December 19th, 2016 9:55 am

indev1

Merry Christmas everybody! Wow, I think this is my 6th LDJAM. Damn it’s gone quick! If you’re wanting to get into the Christmas cheer – and you like murder mysteries – then check out:

Twelve Days of MURDER!

It’s a game about finding the killer elf in Santa’s grotto. It’s quick and different every time. I’d love to hear what you guys think and how to expand it! :)

 

Thanks in advance,

Capitals.

Feedback Friends?

Posted by (twitter: @NoLevelCap)
Wednesday, August 31st, 2016 10:26 am

Is it down for anyone else?

My Post Mortem

Posted by (twitter: @NoLevelCap)
Thursday, May 12th, 2016 1:05 pm

So I didn’t do as well this time round. My game Witches and Werewolves, was not great. If you want to know a bit more then:

WIT

`- Capitals

The King is Dead Analysis

Posted by (twitter: @NoLevelCap)
Tuesday, January 5th, 2016 12:45 pm
How well did I do?
I think did reasonably well this time round. Better than I expected. I achieved a task i thought impossible with this game; to get into the top #100 in a category. This was the first time I have worked in 3D, made a game in Unity, and coded in C#. Ultimately I wanted to show that I had improved in my year out. This table shows my performance over the last two years (4 events participated in):
Capture
What could I have done better?
The statistics show that I could have done better in the Fun category, ignoring the Humor and Mood categories which are non-core categories. My innovation score has improved drastically in two years.
These are the specific improvements from the feedback I got from players.
  • A bug which lead to the army size to go below zero.
  • A long and steep (for ludum dare games) learning curve.
  • The inability to move forward in some situations.
  • Lacked sound and feedback to the player.
  • The reasoning for the battle system was arbitrary and confusing.
Here are the areas I could have improved.
  • The graphics. The graphics do not have a unified theme throughout the game. I could have added some more animations.
  • A interactive tutorial. While I did manage to make a tutorial it was not clear enough.
  • Added in audio feedback and music.
  • The game design lacked basic balancing. The other buffs had little effect compared the the advantages of moving forward.
What was done well?
The statistics show that I had significantly improved in the innovation and theme categories, despite this I still remain that this game is the same or even less innovative and as tied with the theme as Molyneux God.
These are the pieces of positive feedback I got from other players.
  • RadMcCool said that he liked the “weird dissonance” of the game and between it’s move set.
  • MorganLeFay stated he enjoyed that it was a “Very complex game”.
  • PowerSpark remarked that it kept him “hooked!”
  • Neoludo thought that I had “invented a new board game”.
While these are lovely to read it is often easier to give positive feedback than negative and constructive criticism.
These are the areas I think that I did well.
  • The 3D graphics were good to look at. Especially with my first time to properly use Anti-Aliasing.
  • I thought the game was several times simpler than my last two.
  • It was accessible to web users, making it quicker and easier to play in the Ludum Dare playing environment.
  • It had depth despite being somewhat simple in it’s control. A challenge of the theme I chose.
  • I managed my time somewhat effectively.
 
What have I learnt?
While I succeeded on making a game with proper elements of strategy where the player had to think about their actions. Despite this the lack of a concrete tutorial has led some people to struggle at getting the full enjoyment out of the game (See here.) I can work on the way I teach mechanics to people and the way those mechanics interact. A uniformity of graphics and lack of balancing is arguably something that can be improved on if I had a longer development cycle. A simpler or clearer level of complexity would improve how fun the game was.
Are you going to continue development, and how would you continue to improve it?
I doubt I will continue development on this unless I were to be shown that people like the game enough, if I were to though, I would improve this game by taking the following actions:
  1. Remove the tutorial and replace it with an interactive tutorial which contains a character to allow me to speak to the player. This would allow me to include the story and relate it back to the gameplay despite the abstract graphics.
  2. Address the disparity between the text and the UI and the styling of the 3D models.
  3. Balance the other buffs / debuffs, making them as useful to the game as the “Move 1 Forward” Buff.
  4. Restructure the Battle system, possibly including an animation of the two armies fighting – which can be skipped.
  5. Animate the game. I think this would add bundles of character to the game.
  6. Transition it to a mobile platform.
These would be the step I would take to improve the game given the critism levied on it.

The King is Dead

Posted by (twitter: @NoLevelCap)
Monday, December 14th, 2015 8:39 pm

Splash2

A strategy game about choosing best of two possible situations.

“The glorious king of Voxelnor has been assasinated. King Cubelet was poisoned in the walled gardens. You, as the late king’s only son, should be able to seize the throne on your arrival.

No!

Your Uncle, Cubius, has seized the throne and is sending an army to capture you. Use what you have learnt in your studies abroad to build up your own army and sieze the palace for yourself.”

This is my 4th Ludum Dare, and my first time making a game in 3d.

Play Here!

I’m In Again

Posted by (twitter: @NoLevelCap)
Friday, December 11th, 2015 8:51 pm

Let’s go! I haven’t been able to take part for the last 4. So I’m super buzzed for this.

I’m using

  • Unity (C#)
  • Pyxel Edit!
  • And whatever I can get my hands on!

Capitals is In

Posted by (twitter: @NoLevelCap)
Friday, December 5th, 2014 3:38 pm

The normal I’m in post. This is my 4th Ludum Dare using Java, Libgdx and PyxelEdit; With sound being a secondary objective, I am also going for something much more simple!

Good Luck!

Molyneux God — Post Mortem

Posted by (twitter: @NoLevelCap)
Tuesday, August 26th, 2014 3:26 am

This weekend possibly was not the best week to do a ludum dare; Friday I finished work with a horrible head cold and an injured wrist after trying to climb a tree during my lunch break. Although, as soon as I came home I grabbed some coffee and my sister’s wrist support (which she conveniently forgot to take to reading) and awaited the theme announcement.The themes were good this year although I needed to top my ideas from getting too complex. KISS (KEEP IT SIMPLE, STUPID), one of the main principles to take into making a game in 48 hours.

Ignoring that principle, I chose to make a god game with two worlds which are affected by a powers effect in the same position. The one thing a god game needed is a strong simulation:

Molyneux Gif

An early simulation of my game

WHAT WENT WRONG!

Although a couple of things went wrong, my quick prototyping system worked extremely well and had next to no bugs! However in the 15 second simulation you will quickly see that the ice spirals out of control at the bottom but also disappears within the first couple of years in the top. This problem was not fixed for the compo version, this was due to the fact that 1/48th of the competition was spent trying to fine tune the numbers to no avail.

Another major problem was that I did not use KISS to its truest meaning, TWENTY different powers were not going to get done in 48 hours. Provided I get a power done every 20 minutes, ignoring the first one which took an hour to test, that would take… *let me get the calculator out* … 7 hours and … *more calculating* … 20 minutes, 7 HOURS AND 20 MINUTES that leaves … *start, all programs, accessories, calculator* … 40 hours and 40 mins left!

TL;DR I didn’t have enough time to put the powers in.

WHAT WENT WRIGHT!

The Simulation.

 

 

(Try taking the Goldilocks level down below 0)

WHAT TO REMEMBER!

Next time I might move away from the simulation genre and work on a more action focused game! However the most important this to take away from this is KISS.

(more…)

8 Hours in. Finally some sleep.

Posted by (twitter: @NoLevelCap)
Saturday, April 26th, 2014 2:49 am

I managed to get 3 hours of sleep so I didn’t get much done. But what I did get done was a tick system similar to crusader kings 2 and euiv where one day processes one set of actions.

ld292

4 Hours in.

Posted by (twitter: @NoLevelCap)
Friday, April 25th, 2014 10:12 pm

My Idea is a space sim, similar to FTL but more like a 4X. The game will see you colonise and discover what is ‘beneath the surface’ of the solar systems. What I have now is a randomly generated universe which gives you one solar system at a time with a max of 5 planets. I am going to tell the story like through an event system. Here is the obligatory screenshot:

I can't wait to do the music for this!

I can’t wait to do the music for this!

It’s on like Donkey Kong!

Posted by (twitter: @NoLevelCap)
Wednesday, April 23rd, 2014 1:15 pm

Last GameI am in, I am riled up too create a game 100x better than I did last time; What I created last time was a side-scrolling slime-em-up which after a while running you would just fall off the world. In the game I made my own physics engine which took too long, but this time I am using LibGdx and Box2d lights to hopefully just get down to the core of the game creation within half an hour (1:30 AM in the UK). That will hopefully allow for me to build upon some of the better features, such as the shop, coins and research. It also will allow for more time focused on art! I also now have made my own game tools which will help me accelerate the speed of this process even more, it is called C-GDT (Capitals’ Game Development Tools), you can get it here. If you would like to use it in your Ludum Dare game you may (but notify me so i can praise you to the old gods), I am putting tutorials on the wiki as I write this. You can also check me out on YouTube and see last years timelapse. Done.

TOOLS:

Language – Java

IDE – Eclipse

Framework – LibGdx w/Box2d, Box2dLights and Controllers. C-GDT (Capitals’ Game Development Tools).

Music Software – Unknown, but I will be using a keyboard. I will also be using SFXR & BFXR to get game sound.

Art Software – Pyxel Edit, and Photoshop

Misc – Notepad++ to create the Vertex XML file from C-GDT, and Physic Editor (To get the vertices of complex bodies).

My Accomplishement’s So Far…

Posted by (twitter: @NoLevelCap)
Saturday, December 14th, 2013 10:03 am

Game

So far the three main items have added into my game;

  1. Realtime Physics (Coded all by me)!
  2. Animation on all entities.
  3. Wizardly Powers (Watch out because you only get one).

What does everyone think of this?

Posted by (twitter: @NoLevelCap)
Friday, December 13th, 2013 11:12 pm

player

This the player sprite for my ludum dare game. You have one life, you get older and eventually die. But you can see how far you get before dying!

My First Ludum Dare!

Posted by (twitter: @NoLevelCap)
Tuesday, December 10th, 2013 11:20 am

Hey, my name is Capitals and I am getting ready to join the solo competition this year. I have watched some people live stream their submission for the last 3 years and I am finally good enough at LWJGL and Java to be able to program a game in such a small amount of time.

My toolkit:

  • Language: Java
  • IDE: Eclipse
  • Libraries: LWJGL
  • Graphics: PyxelEdit, Photoshop
  • Sound: PXTone and FLStudio

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