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Done.

Posted by
Sunday, August 26th, 2012 4:38 pm

In my game you play as a small fish who must grow and evolve in order to get to the surface before the time runs out.

Boss fight

I’m pretty proud of it, I guess.

I’ll do a proper postmortem when I wake up.

Game is here.

Rush hour in an immensely overpopulated futuristic city.

Posted by
Saturday, April 21st, 2012 4:09 pm

After about 10 hours of work, I’m ready to share what I’ve been up to.

The gameplay is pretty simple. You play as that little man, and you have to try and navigate him through very busy sky traffic. As you fly, you collect stars which let you upgrade your ship so that you can fly higher.

I spent most of the day making crashes look cool:

Tomorrow I’ll get the physics working exactly how I want them to, get the fuel working, change all the graphics, add some music and then make sure all the bugs are gone in time for the deadline.

You can play the game here.

http://dl.dropbox.com/u/43722832/LD23.zip

Thanks.

The Deep – Postmortem

Posted by
Monday, December 19th, 2011 6:35 pm

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=7456

This was my first Ludum Dare and I must say that I enjoyed every moment of it. I rarely see my projects through to the end so having a time limit and some competition was very useful for motivation.

What the player will see before initiating the awesome, or not, lockpicking mini-game.

What went right?

  • Time. I had plenty of time to work on this game, an empty house and no plans for the weekend meant that I could dedicate every moment I was awake/not eating to working on the game.
  • Pre-planning. I planned every aspect of the game on paper and planned out exactly what order I was make everything in before I wrote a single line of code. Not a single feature in the final version wasn’t planned on paper first, a lot of features from my original plans were removed though.
  • Knowledge. Every feature in my game had been made at some point or another, in some form or another, by me. The problem was trying to remember how I made them and then put them all together into a game that actually works.
  • Notch. That man’s livestream had some great music. Plus, the rhythmic tapping of his keyboard was great motivation to keep typing.
  • Gameplay. The idea was that my game would be hard. I wanted people to feel under pressure while they were trying to disarm the bombs, I thought that the time-limit, lack of a reset button and having to start the game from the beginning if they failed was a good way of achieving this. Plus, if no one can finish the game, no one can complain that it’s too short.

What went wrong?

  • Gameplay. Apparently players don’t like to be infuriated by high difficulty levels and over-the-top punishments for making just one mistake, who knew?
  • Over-estimation of my programming speed. A lot of stuff from the original plans were never in the final game, this is purely because I didn’t realize just how long it takes me to code even the most basic of features.
  • Lockpicking. As a result of not having the foresight to realize how long these features would take to add, lockpicking wasn’t started until a few hours before the deadline. This resulted in lockpicking turning from the Tetris style puzzle that it was originally supposed to be and becoming a “Bash the buttons as fast as you can” minigame with awful graphics. It also meant that the option to place a previously disarmed bomb in the lock to explode it open, had to be cut completely.

Off-center Star Wars references, FTW.

The Lights Out style bomb disarm minigame.

Conclusion:
Overall, I’ve learned that difficulty is not a good substitute for longevity and that believing my programming skills to be god-like is never a good idea, especially before I attempt to make something against the clock and something that other people will play.

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