About Tom Rijnbeek (twitter: @tomrijnbeek)


Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 30
Ludum Dare 29

Tom Rijnbeek's Trophies

Tom Rijnbeek's Archive

First first Ludum Dare day

Posted by (twitter: @tomrijnbeek)
Saturday, April 26th, 2014 1:27 pm

Today was the first first Ludum Dare day ever for me (no, that is not a typo). I quickly found out that my preparation was lacking, but also the theme was not entirely what I hoped for. A huge delay for me already before I started actually working. I now have a concept to go through with. One of the biggest things I had never done before was making my own graphics. I spent all evening working on them and they aren’t particularly fancy, but I made my own graphics, so that’s cool. I am not as far as I hoped for, because tomorrow I still have to upgrade to a new level loading system (I think I am going to stick with Tiled after all), include some new mechanics and – most importantly – actually design levels. I also still haven’t started on the character art yet. All in all it is going to be very close tomorrow, so we will see how far we will get before night falls tomorrow.

I would like to show you a screenshot, but none of the new art is in-game yet. But don’t be sad, tomorrow there will be plenty of pretty stuff to look at.


Posted by (twitter: @tomrijnbeek)
Saturday, April 26th, 2014 8:34 am

After long considerations, I decided to go with MonoGame after all. I have worked with XNA for about two years, because it is the main tool of the studies, but I dropped it when I figured out it is too much of a hassle to distribute. MonoGame was still in its early stages back then, but it has grown to work quite alright now and I am pretty sure it will be alright for this project.

My game will be a puzzle game, which means level design will be a huge part of it. That is a decision I made beforehand, but it is something that will make this project not too easy. The gameplay mechanics will stay quite simple, though I have some really cool ideas to make some tough puzzles. Actually coming up with a format to create and load my levels might be a challenge as well. I looking into Tiled, but I am not entirely sure if it fits my uses. Right now levels are loaded from plaintext, but that will not be sufficient later, when things have to be more connected. I might go with manually writing JSON, as I do that a lot for other projects as well, but I might also look into some other tools as well.

Here is the current work in process. It is not a lot and really simple, but it already contains the core mechanics of the game. Graphics is going to turn out to be a real challenge, because pixel graphics have never really been my thing, but we will see what I can make from it.

Right now it’s time to take a break, eat some food and clear my mind. After dinner I will get back and continue streaming as well, so make sure to check that out if you want to see what this screenshot is all about!

Cireon - Work in progress #1


I have an idea!

Posted by (twitter: @tomrijnbeek)
Saturday, April 26th, 2014 3:53 am

It took me a while, but I finally got an idea fitting in this theme. The decision for a engine remained. Because I already wasted quite some time on brainstorming, I decided to something I already know. I will make my code run on OpenGL with the use of the OpenTK bindings. While I usually work with a set of wrapper classes created by a friend of mine, it is only available as dll in some other projects we released, so I am not entirely sure if it is allowed to use it by the competition rules (any insights on this would be much appreciated) and I might also run into problems with my sound library, as it has been publicly available for a while (https://github.com/Cireon/Cireon.Audio) but I did not make a blogpost before the competition sharing it, so I am not sure if I would be breaking the rules using it.

For now, the tentative choice of tools are the following:

Engine: custom, built on OpenTK

Language: C#, GLSL

Graphics: Paint.NET, possibly some refinement in Photoshop

Sound: to be decided upon


I will start writing some game logic, which I can always port to for example MonoGame, which would definitely be allowed. I suppose I learned my first lesson already: be prepared.

Why? Oh why?

Posted by (twitter: @tomrijnbeek)
Saturday, April 26th, 2014 2:05 am

When I woke up shortly last night, I decided to take a small look at the theme so I maybe could already get some ideas from it. Well, that didn’t happen. This was one of the themes I had the least ideas for and I am still stuck with nothing but some random mechanics. For me it is back to basics and build up the game slowly.

Why people, oh why did you have to choose this theme?

How does this work?

Posted by (twitter: @tomrijnbeek)
Friday, April 25th, 2014 4:28 pm

I am joining in! For the first time ever! I am going in completely blank. Preparation is minimal and I have no idea what to expect from this, even though I have done some game jams in the past. I am very much looking forward to it and I hope to learn something. The engine is still undecided upon, it is all going to depend on the concept I come up with. I will be streaming over the weekend (though I am not sure if I can get the livestream to work on OSX) and I am looking forward sharing this experience with you.

See you all tomorrow. Let’s make game!

[cache: storing page]