About DeathBySnail (twitter: @Adam_DBS)

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Ludum Dare 37
 
Ludum Dare 34
 
Ludum Dare 31
 
Ludum Dare 28
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 23
 
Ludum Dare 19
 
Ludum Dare 18

DeathBySnail's Trophies

Snail Brothers!
Awarded by ThatSnail
on December 21, 2010

DeathBySnail's Archive

Timelapse!

Posted by (twitter: @Adam_DBS)
Sunday, December 15th, 2013 9:07 am

LD28 – Finished!

Posted by (twitter: @Adam_DBS)
Sunday, December 15th, 2013 8:44 am

Well, Finished enough.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=2507

 

final_2

 

Had fun with this one. Deciding to finish development mega-early, and have myself a rest.

 

 

Progress report

Posted by (twitter: @Adam_DBS)
Saturday, December 14th, 2013 1:13 pm

12 Hours In

12 hours in. Still looks pretty basic, but i’ve done most of the backend work, as well as a bit of the script. Need to finish the script off, and polish pretty much everything.

(The aim is to vote for who killed the king. Because, you know, justice.
You play as the guard. Left click a character to denounce them.)

 

12hrs

Mazeface: a post-mortem

Posted by (twitter: @Adam_DBS)
Monday, April 29th, 2013 5:18 am

screenshot04282013_175858447

Video of gameplay

the Good

  • The engine. I have used Ogre3D before (a few years ago) and coming back to it was comfortable. It’s getting on now, but it’s such a nicely structured engine that everything I wanted to do was easy to find out how to do.
  • Workflow. I told myself I would be more organized, and this time I was! Check out my wall of post-it notes (each note being a specific task in a “todo”, “in progress”, or “done” place):
  • 2013-04-27 08.32.31
  • The theme. I have little idea how to export models into an Ogre format, and minimalism was an excuse for me not to do any at all! Thankfully, Ogre comes with some prefabricated primitives which I was able to use.
  • Map creation. I assumed integration of a map editor would be tedious and time wasting, but then I found that Tiled exported in an almost-c-like format,
    from something like:
    untitled
    To (note: this is output from a different map) :
    data = {
    1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
    1, 3, 2, 2, 1, 2, 2, 2, 2, 1,
    1, 1, 1, 2, 1, 2, 1, 1, 2, 1,
    1, 4, 1, 2, 2, 2, 2, 2, 2, 1,
    1, 2, 1, 1, 1, 1, 1, 2, 1, 1,
    1, 2, 1, 2, 2, 2, 2, 5, 2, 1,
    1, 2, 1, 2, 1, 1, 1, 1, 2, 1,
    1, 2, 2, 2, 2, 2, 1, 2, 2, 1,
    1, 1, 2, 1, 2, 1, 2, 2, 1, 1,
    1, 1, 1, 1, 1, 1, 1, 1, 1, 1
    }

    It was then just a case of changing the syntax slightly, then using the indices to identify what to place at each map tile (1=wall, 2=floor, 3/4=start-end points).

  • Headset integration. I was lucky that somebody already did the hard work (Thanks to Kojack if you are reading this!), and it just became a case of adding drift correction (which comes in the new OculusSDK) to correctly align the headset.
  • The food!
  • 2013-04-27 08.40.13

The Bad

  • The idea. I originally started off with a grand vision of some small planet occupied by several minimalistic animated creatures. After two hours of being frustrated by the lack of modelling knowledge I decided to scrap that idea altogether and do a simple maze. Thus began an emotional rollercoaster where one minute i’d be excited, and thee the next i’d be wondering if I should give up altogether! The idea ended up being refactored about 4-5 times before I settled on the final vision.
  • Player input. This was always going to be a problem with the headset: how do you turn without getting tangled up in wires and slamming into things? In the end I decided on providing a “quick 1809 degree turn” button, but it is still far from being intuitive.
  • Lack of text. I was unable to draw text at a resolution I was happy with (written stuff looks god-awful on the headset…), and so had to rely on intuitive gameplay. I don’t think it’s as intuitive as it could have been.
  • Sound – I ended up using an Ogg library which apparently supports 3D sound. I did not get it working, so ended up with flat 2D sound. This breaks the main mechanic a little, as you have no idea where the enemies are.

 

In conclusion, I am happy with what I produced in the limited time I had to do it. Looking forward to playing some cool minimalistic games! Bring on LD27!

LD26: complete!

Posted by (twitter: @Adam_DBS)
Sunday, April 28th, 2013 10:37 am

 

Youtube demo HERE.

After a few ups & downs, several refactors later i’ve reached a point where i’m happy to submit. I can no longer tell the difference between reality and virtual reality anymore – time for some R&R!

 

screenshot04282013_175858447

Progress!

Posted by (twitter: @Adam_DBS)
Saturday, April 27th, 2013 7:00 am

 

Okay, my first idea didn’t pan out so well. Figured i’d scale back and make a minimalistic maze.

screenshot04272013_143019651

 

Already feeling sick due to motion sickness. Can i last the weekend? Stay tuned!

Desk Setup

Posted by (twitter: @Adam_DBS)
Friday, April 26th, 2013 1:01 pm

 

 

Ready for the theme announcement – Good luck guys!

164972_10152773240160527_773779324_n

Ludum Dare: VR Edition

Posted by (twitter: @Adam_DBS)
Wednesday, April 24th, 2013 1:23 pm

I Recieved my Rift Devkit on monday – totally rewriting my plans for this weekend!

Engine: Ogre3D

I understand this will make whatever I make unplayable for the majority of voters, but i’ll release a video of the completed project along with the exe for anyone lucky enough to have one of these kits to try.
935540_10152767366685527_270463953_n

LD26: I’m In!

Posted by (twitter: @Adam_DBS)
Saturday, April 20th, 2013 5:31 am

Looking forward to next weekend!

I’ll be using the same setup as last time (MOAI + Lua).  Unless My Rift dev kit arrives, then I may be persuaded to make a VR game! :)

Red Legion: A post-mortem

Posted by (twitter: @Adam_DBS)
Wednesday, December 19th, 2012 9:01 am

 

RED LEGION was the fifth time i’ve entered this competition, and the fourth time i’ve come away with a completed game. However, many things were different this time around:

  1. This was the first time i’ve done a game jam with RSI. This has been plaguing me since the end of summer, and consists of chronic pain after long sessions of sitting down typing at a computer. You can imagine why this is such a problem for competitions like these.
  2. This was the first time i’ve left my comfort zone and tried a new engine. Whilst C++ is my primary language, and i’ve made many games using HGE (Haaf’s Game Engine), I decided to work in Lua, using the newly created MOAI engine. This allowed me to prototype faster in a more high level language, as well as have the option to port to other platforms (I have a complete version of this entry on my Android device :D).
  3. This was the first game i’ve made which followed a storyline, and didn’t all take place in one large space. My other entries to LD are purely an arcade affair.
  4. This was also the first jam i’ve done using a standing desk.

Point (1) was a big mental block to get over. How was I supposed to do anything awesome in 48 hours if it would likely damage my hands in the process? Besides, I was banking on “end of the world” being the theme and had trouble thinking of something cool.

So the first four-five hours of day 1 was spent in the nearby park, feeding squirrels. It was there that I had the idea for a double-agent attempting to extract information from a companion, and decided to at least give it a go. So I put on some wrist braces, and started to type.

 

It’s so easy to prototype in Lua. Within hours I had a basic walk animaton (the one that is in the final game), as well as the ability to seperate the game logic into rooms. Each room had it’s own list of events that were processed one by one in a seperate thread (NOTE: i’d barely done any multithreading before, yet I used it extensively in this!). This allowed all of the logic to be compartmentalized into lots of small components.

Very soon I had dialogue working, and the ability to give commands to actors, such as “walk there, then turn around and say something, then put your combat face on and attack X…”.

These fundamental systems made up the majority of the game. All I needed next was an idea for a combat system. The one I settled on is quite simple, but gives a sense of urgency to the player. With that done, I could simply use the event system to randomly spawn enemies at set points in the game, and I had a full framework to work from.

However, the dawdling at the start and some arrangements for Sunday evening meant I was beginning to run out of time. I had about five rooms done, and no sound. I had spent too much time trying to get the rooms looking nice (they didn’t turn out so well, but they are quite detailed for someone with my lack of artistic expertise) that I hadn’t enough time to implement all the features I had planned. I was gunning for ~20 rooms, and ended up with only 10. I had only two instances of working doors, and one button (which was meant to be a tutorial, but turned out to be the only button in the game). So scope was a big issue for me in the project.

 

For how short a time it was made, the music and its underlying systems turned out well. The bassy beat gives a sense of emergency, whilst pulling in a bit of a solo and some drums when combat kicks in made it feel even more actiony. However, I kind of rushed the last part of the lead track, and it makes me twitch when I listen to it (it just sounds horrible to me). I also didn’t want to experiment using compressed sound files in case they didn’t work, so I ended up with two wavs, effectively doubling the zip size!

I also failed to include sound effects, which I believe could have made it feel a lot better to run and punch.

My initial plan to work in windows and port to OS/X and Chrome NaCl ALMOST worked. There are reports that the OS/X version has trouble with dialogue, and the Chrome version didn’t run at all. However, as I said earlier it appears to work a treat on Android (apart from the combat system, as it’s impossible to “press X” when you don’t have a keyboard!).

So in closing, good project, just need to scope better next time. And I know there will DEFINITELY be a next time, as i’ve now proved that it takes more than typing ridiculously fast to come out with a good game.

LD25: Web support via NaCl

Posted by (twitter: @Adam_DBS)
Monday, December 17th, 2012 4:41 am

So the plan was to write the entire game in using the MOAI windows host, submit that, and then port over to the Chrome host, resolving any issues along the way.

Unfortunately this is more difficult than I had expected (due to unidentified errors) and so i’ll have to give up on this. Next time I really need to test all platforms at frequent intervals during development.

LD25: finish!

Posted by (twitter: @Adam_DBS)
Sunday, December 16th, 2012 2:55 pm

Okay, so i’ve reached a point where i’m quite happy to submit. It’s been a fun couple of days, and a big confidence booster for myself, knowing that I can still make games with my injuries!!!

If only I had more time, it turned out to be a lot shorter than I expected and there are no sound effects (apart form some dynamic music). Where I planned to have dozens of rooms, each containing all sorts of doors and switches, I ended up with ten rooms, and just a couple of doors and buttons.

Nevertheless, This is the first event-driven game i’ve ever made myself (i’ve always done short one-screen acrade games), and it feels amazing to do something like this from scratch in a completely unfamiliar engine.

Red Legion – VIEW

boxCap2

LD25: Day 1

Posted by (twitter: @Adam_DBS)
Saturday, December 15th, 2012 4:15 pm

Hi LD!

 

This morning started off rough. After an hour in, I was already getting wrist pains, intense enough for me to stop and convince myself that I wasn’t going to be able to do this.

 

4 hours later, I decided to give it another go, this time using my wrist braces. Fortunately, these braces gave me enough support to allow me to continue my work.

For a first attempt at using MOAI SDK, i’m suprised at my productivity. Within hours I had a Zelda-like room system, a highly usable event system, and dialogue!

Day 1

Day 1

 

Looking forward to tomorrow, where i’ll spend time on adding more rooms, the combat system, Audio, and then Polish!

LD25: My Workspace

Posted by (twitter: @Adam_DBS)
Thursday, December 13th, 2012 3:59 am

Yup, it’s a custom build Ikea standing desk. Check out the floral curtains too; i’m a classy guy.

LD25 – I’m In

Posted by (twitter: @Adam_DBS)
Monday, December 10th, 2012 6:51 am

Okay, so this will be the first Ludum Dare that i’ll have entered with RSI. I’ve entered 5 times, with 3 successful entries, but this time will be harder. I’ll have to take a lot of breaks so I don’t end up injuring myself, but I’ve never felt so adamant about making a game for a LONG time.

I’ve used C++ and HGE in the past for all entries, but I think i’ll switch it up a bit. I’ll be using MOAI so that I can code in a familiar language (Lua), as well as having some cross-platform capability.

 

Here’s to a successful weekend!

I’m not in :(

Posted by (twitter: @Adam_DBS)
Monday, August 13th, 2012 12:42 am

I’ve been looking forward to LD24 since, well, LD23. However, I have within the last week or so developed symptoms of RSI (likely to do with excessive crunching), so it’s looking unlikely that i’ll be in any shape to take part this year :(

Good luck to everyone who enters!

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