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LD #21 Jam: espace, Post Mortem and Timelapse

Posted by
Thursday, August 25th, 2011 3:06 am

So this was my first Ludum Dare, but not my first jam. However, this was my first jam as a code monkey, previously I’ve been doing only sound design. But since I’ve actually got a degree in computer sciences and programming, I thought to give it a try and see if I can push myself to make a game during one weekend. And yes, I more or less managed to do that, of course I had a friend doing almost all the graphics, but if you watch the timelapse you’ll see I did some gfx related tasks too.

Timelapse:

 

What went right:
Brainstorming ideas before the topic was announced – we had a suitable idea for almost every theme in the final votes. Escape suited us quite well but actually we were hoping for wormholes. I also had my own basecode written and ready with collision detection and controls in place. Graphics worked ok and my decision to take Gleed2D as a level editor was a good one, since it gave us a way to prototype the hud and levels prior to having actual game code ready. However I ended up tweaking the XML files generated by Gleed2D by hand after all. Porting to Mac OSX went smooth as ever and even the release bundle worked without any issues, unlike the Windows version. One thing that is good to mention here, is that we understood to cut features from the game when we saw that we don’t have time to implement them.

What went wrong:
Stuck on stupid bugs, mostly due to lack of sleep. I didn’t sleep nearly enough. Also our initial idea was way too big to implement in such a small timeframe so we had to drop lots of features. In the end, we had only the bare minimum of the story we had planned and basic set of the game mechanics. We didn’t use enough time for testing, and that showed up in the final phase, where I was playtesting and tweaking the difficulty constantly on OSX while trying to fix audio issues on Windows. And that brings me to the fact, that choosing Phonon as audio engine, even though it’s built into Qt, was a wrong decision due to severe problems on Windows. It might have worked if I’d have time to test it thoroughly beforehand. Two things I should make mental note about: have at least 1/3rd of the time dedicated to playtesting & debugging and stay away from doing sound design for other projects if your own code isn’t working! 😀

Anyway, thanks for a great Ludum Dare, it was fun! Don’t forget to rate our game 😉 http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=5118

Our jam entry – espace – is done!

Posted by
Monday, August 22nd, 2011 4:08 pm

Finally, after several hours of troubleshooting some audio issues on Windows I finally managed to squeeze a build that works. So yeah, we were done at around 44 hour mark, but I ended up using 14 hours for fixing issues that rised during porting and making the release packages.

Go check it out!

Now it’s back to the daily grind for me, hopefully I find time to do a linux port, write a post mortem and compile my time-lapse. Thanks to Hasis for joining the ride, it was a nice experience and showed me that yes, I can squeeze a cross-platform game engine and a game out of me in less than a week. 😀

– eimink

To the battlestation!

Posted by
Friday, August 19th, 2011 5:39 pm

My jam station is ready, now it’s just waiting for the theme to be announced.

My battlestation

In the picture from left to right: MacBook Pro for music, PC for code and irc. My friend who I’m jamming with is sitting to the left from my workstation. Oh we’re having a nice big event here in Kajaani, Finland when rest of the people show up. It’s 3:37AM here so most of our jammers/compoers are probably still sleeping.. :)

I’m pretty much in, with a friend!

Posted by
Monday, August 15th, 2011 8:04 am

Since it’s going to be my first Ludum Dare, I’ll probably just participate to the jam with a friend. (main focus on music & sfx), but the compo isn’t out of question either so my Our weapons of choice are as follows:

  • Code: C++, Qt framework, OpenGL
  • IDE(s): Visual Studio, Qt Creator, XCode
  • GFX: Photoshop, Illustrator, Paint, Gleed2D
  • SFX & Music: Logic Pro, Kontakt, Waves plugins, maybe Pro Tools.

Have fun everyone!

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