About droqen


Ludum Dare 28
Ludum Dare 21
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Ludum Dare 18

droqen's Trophies

Indirectly Informed me of a Bug
Awarded by Diet Chugg
on August 23, 2010

droqen's Archive

Let’s Make a Thing

Posted by
Friday, December 17th, 2010 6:53 pm

Hello! This will be my second LD. I am going to attempt to record myself in time lapse using the itty bitty baby webcam affixed to my laptop. Hopefully this turns out well.

Since I will work for three-ish hours before going to sleep (and then eventually I will get up and go to school to take a three-hour exam) I will have the perfect opportunity to make sure everything is in good working order.

In other news, I’ll be using FlashPunk and FlashDevelop and musagi and probably sfxr but possibly a microphone and GIMP.

Let’s make a thing, fellow LDers :3

(I have never made a post like this before so hopefully it works!)

First LD Experience —> Undermine

Posted by
Tuesday, August 24th, 2010 2:24 pm

I created Undermine in 48 hours, and for 24 of those hours I was an hour and a half away from home, attending a wedding.

I really liked the experience Ludum Dare gave me, from the first moments of brainstorming while watching Robocop for the first time to a character with no attacks and enemies with abilities that could be activated by pressing buttons on their various sides… and then on a tangent to messing around with a slide ability (for the hell of it– it was fun!) to popping up under enemies. And then the SPACE INVADER.

Anyway: thinking of an idea, drawing on past concepts (I had a similar concept a long time ago, about a giant boss enemy flying around in the sky while you platform on the ground as it attacks you and you attempt to destroy it using occasional fixed rocket launcher emplacements), making graphics, making music, and making code all in the span of 24-48-ish hours is really amazing!

The limited time meant I knew I’d never have to worry about feature creep (at least not for this… cycle of development life) or ‘what if’ or procrastination because oh look there’s the deadline! Looming!

That said, while I got a lot of focus, I didn’t give up any regular habits: I still went to the wedding, I still had a regular amount of sleep (perhaps not a ‘good’ amount of sleep), and I still ate when I would have.


Anyway, I ended up with Undermine, a flash game that I am ultimately very proud of. It’s short and sweet and not without its imperfections but certainly to the point. It definitely isn’t for everyone– but then again, what ever is?

I’ve spent two months on a game, two weeks on a game, and now two days on a game; thanks for existing, Ludum Dare.

Droqen’s Messy Worklog/Journal

Posted by
Sunday, August 22nd, 2010 7:04 pm

Robocop and brainstorming

enemies as weapons

wielding enemies as melee weapons

taking enemies’ abilities

throwing enemies as weapons

enemy = that which actively opposes you

weapon = tool by which to destroy stuff


enemies as weapons…

obvious: Character uses enemies as weapons

what if enemies use each other as weapons?

or the other way around: your weapons become your enemies.

weapons turning against you

enemies as ammunition

11:00 – 12:00

Better brainstorming & Basic engine. Level or random level plans.

okay, so:

platformer along the bottom of the screen, and a bit of a shmup in the bigger picture.

every enemy you destroy can be used as ammunition (?) or maybe launches up on its own.

what i do

enemies as weapons…

Every enemy is a walking SOLID with a BUTTON located somewhere on it.

To defeat an enemy, PRESS ITS BUTTON.

You have no attacks: some enemies / obstacles can only

be defeated by utilizing other enemies’ buttons.

The final boss will be a flying space ship that you need to shoot at with button enemies.

When the button is pressed, a robot’s life-force is totally extinguished

and put into powering the attack that follows.

Some enemies will blow up after a certain amount of time,

and others will fire lasers,


Not all will be attacks per se; some will be shields or other things.

YOU can be injured but can use explosions to your advantage maybe?

edit – or levers!

in any case, you’ve got:

enemies with bad parts that hurt, trigger parts that cause effect & death,

and while they do move they’re also solid and push you around and you can ride them around.

They will not walk through one another.

Compiling first working build:

CHARACTER can move and jump.

COLLISIONS implemented properly.

this adorable guy is ready to jump around like mad!

Levels: VERTICAL, oh so vertical.

12:00 —> 7:30

i feel asleep

7:30 – 8:15

Work work work

Okay not really that much working.

Puzzled away at animating stuff.

kinda awkward-looking.

8:15 – 11:11

Breakfast, Relaxation, and Lunch.






3:00 – 4:00

Back from wedding! Large gap.

Working on Foe/Wpn archetype and relationship.


Missioner Rd.

Mishner, Mischner, etc etc etc

Not done yet! Adding the first enemy.

4:00 – 9:30

Party down

9:30 – 10:30

Drive back.

Design reconsideration:

Knock enemies up/down by popping and stomping.

Any enemy put into this state (it may take a few hits?) will be put into a ‘bullet’

state where they bounce until landing safely somewhere.

Player’s abilities are…

11:00 – 11:30

Returned home. Back to work.

Checking some website crap.

11:30 – 12:30

ACTUALLY back to work!

Got some good work done; back at home! I’m off of laptop and back onto my desktop.

Foe.as object is now better, as their reactions have been simplified.

Player has two options –

1. Pop enemies up from below. If they’re weak enough, this will result in their destruction

and subsequent conversion into projectiles which must hit the enemy boss ship up above

if they are to be useful in any way.

2. Stomp enemies from above. This will weaken enemies, bounce the player, and almost NEVER

kills enemies. It will never result in a straight up projectile.

Enemy boss ship has a few attacks, but…

One attack drops EGGS (maybe several at once or maybe the attack just happens a lot).

An EGG can be launched right back at the enemy ship with good timing, although it is

a pretty weak shot.

It explodes after a very short time, and an enemy bursts out.


2:00 – 2:30

Time to sleep.

There is a SPACE INVADER BOSS at the top of the screen, dropping eggs as its moves.

Currently the screen gets saturated and oversaturated with eggs and then basic enemies (Stampies)

Next steps:

1. Make enemies fire projectiles upon death

2. Make another enemy that deactivates when stomped on

3. MODERATE # OF ENEMIES ON-SCREEN using MOST or ALL of the below…

a) dropping fewer eggs when more enemies are on-screen

b) making enemies occasionally kill themselves

c) making enemies ‘eat’ eggs if there are too many of them? (too many enemies)


2:30 – 10:15


10:15 – 11:15

Resume work after waking

32, 29, 26, 24, 22, 20, 18, 16,

14, 12, 11, 10,  9,  8,  7,  6

Invader drops eggs. Enemies will ‘hurt’ you.

Eggs are intangible now.

YAY it’s all dandy


Log not being very loggy.

Currently player cannot die,

but otherwise basic game is complete!

BOSSMAN drops eggs which explode into fresh enemies (only one type).

You (PLAYER) can jump on heads of enemies to bounce, or slide under and pop up to kill them and turn them into air projectiles.

These projectiles knock the BOSS back one superlarge pixel, dealing one damage.

I may introduce some kind of health system for each pixel of knockback.

Next step: NEW ENEMIES.

and honestly that’s about it! I’m almost done <3



Have finished adding ‘Red’, the jumpy bastard of a counterpart to the player, ‘Blu’

(not really tf2 related >_>)

13:20 – 13:30

Eating food.


Back to work. Brainstorming new enemies & considering new music

larger enemies …

Enemy that grows up eventually after hatching


What else?

Need more enemy designs, especially for more difficult sections.

Ranged attacker enemy

Music making failing; movie in the same room = no chance for success


Wow! It’s been a while!

… and then I went six hours without writing anything else.

This time was spent adding the pointy-headed crown bastard of an enemy, tweaking stuff,

eating homemade pizza for dinner,

uh… making a title screen, win screen, lose screen, and then desperately scratching around in the dirt for a NAME for this game.



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