About Noah Ratcliff (twitter: @20c109)

Sometimes I make games. More often, I make tea.
Voted most likely to be fun at parties.

Entries

 
Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
October Challenge 2013
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25

Noah Ratcliff's Trophies

Jupi's Jam Favorites
Awarded by Jupiter_Hadley
on October 28, 2016
Most Friendly stream!
Awarded by Aske
on August 24, 2013
Press "N" for Hard Core
Awarded by tsai
on April 29, 2013

Noah Ratcliff's Archive

The AV Club wrote about my LD 37 submission!

Posted by (twitter: @20c109)
Friday, January 20th, 2017 9:56 am

2017-01-20 09_49_22-Someone made an extremely literal video game adaptation of The Room · Great Job,

My LD37 submission, You’re tearing me apart is featured in an article by The AV Club! Check it out!

http://www.avclub.com/article/someone-made-extremely-literal-video-game-adaptati-248737

You’re tearing me apart: A 4 year postmortem

Posted by (twitter: @20c109)
Tuesday, December 20th, 2016 3:24 pm

I don’t write these often (in fact, I’ve only ever written one, about three and a half years ago). But, Ludum Dare 37 marks my fourth year without missing a single jam, and it’s been a wild ride.

Lets consider this a mega-postmortem.

Some Background

On December 16th, 2012, I submitted my first ever Ludum Dare game, Sammich-Napper. I was only 15 years old, and this was the first time I had ever made games in the public eye. I’d been messing around with little side projects here and there for about a year or so beforehand, but nothing ever publicly available.

Sammich-Napper, my first ever Ludum Dare submission

It wasn’t pretty, it was a boring platformer, and it was probably buggy. But, I made it.

There are aspects of Sammich-Napper I’m still proud of today, like the glass shattering effect, and the unique main menu level. Plus, it laid the groundwork for my next Ludum Dare submission, Fog, which went on to win the 2013 National STEM Video Game Design Challenge.

After Fog, long-time friend and talented artist, Pamela, and I worked together on many Ludum Dare submissions. We also began working with really talented musicians and game audio people in the community.

Our submissions started placing top 50, top 10, and even top 3 in many categories in the case of OMNI, possibly our most popular submission to date.

OMNI, our very popular submission for LD31.

The past year

In 2015 I graduated from high school, and enrolled in a collegiate game design program. I kept up my Ludum Dare streak while in college, met some awesome people (including my teammate, roommate, and best friend, Aidan), and made some really great projects. But, I started losing the motivation, passion, and pride in my work that I had always felt. I was living my dream career, but I wasn’t terribly happy about it, and I couldn’t figure out why.

In the spring of 2016, I submitted my first failed LD game, Clothes. A lot of things went wrong, and the submission was reviewed worse than nearly any of my other submissions had been before. This was a strong final blow to me, having already really lost my passion.

After wrapping up my first year of university, I spent a lot of time trying to figure out why I wasn’t passionate about games anymore. That was the beginning of a much longer journey, which led to the start of my first long-term project, Noah and The Quest to Turn on The Light

The Light has taken me to a lot of awesome places, and unlocked a lot of doors, but that’s a discussion for another post (I’ve covered this a bit on my personal blog).

Fresh from the cathartic exercise in design that The Light has been for me, and at the start of my second year in uni, I hit Ludum Dare 36 with full force. Working with my roommate, as well as talented musician, Joshua McLean, we made an awesome four-person party game, Bro-Mag Arena. I couldn’t have been more proud of this project. I had more energy and passion then than ever.

Ludum Dare 37

Ludum Dare 37 marks my fourth year without missing a single jam. Not only that, but it was timed very well with a lot of personal and professional development over the past year. As such, I wanted to really test my skills, and join the compo for the first time in a long time, to see how far I’ve come. As it turns out, I’ve come very far.

You’re tearing me apart is a game inspired by the American classic film, The Room. In the game, you play as the character Johnny, a distraught lover caught in a fit of rage over apparent betrayal from everyone around him. In the film, Johnny tears apart the living room of his apartment in his anger, much like his lover and friends had torn him apart.

What went right?

Everything, really. This is the first time I’d ever done 3D artwork for myself in a jam game, and I was really pleased I was able to flex that new skillset.

I have a habit of scoping my jam projects such that I have *just* enough time to finish everything I’d like to, assuming I work nonstop the entire weekend, sleep 4-6 hours a night, and run into no issues. That trifecta rarely worked out, and I often found myself finishing the jam, but very burnt out, and less pleased with the final result than I should have been. This jam, I really tried to focus on keeping the scope really tight, and leaving room to experiment, polish, and enjoy the jam. Most of Sunday was spent playing around with the scoring system, making a pretty itch.io page, and recording foley/VO (something I’ve always wanted to do, but never had the time for). By the end of the jam, not only was I super happy with the product, but I was happy with the weekend, and ready to face the world (and finals week) on Monday.

What went wrong?

I’m not good at foley (yet!). I’m hoping I can dedicate more time in the future to gaining an intuition about what combination of sounds produces what effect.

Future plans?

I’d like to spend some time polishing up You’re tearing me apart. It’s a really nice little piece, and there’s definitely room for improvement. Perhaps I’ll spend some time working on it during The Room Jam. I’d like to add more stuff to the room, as well as play with the scoring mechanism a bit.

It’d also be neat to have a few more callbacks to the movie in the game, other than just the VO, and the file cabinet drawer full of roses.

Ludum Dare in 2017

The past four years have really been amazing. This year, I gave talks across the country on a game I wouldn’t have started without Ludum Dare, and I’ve made great connections with amazing people through that.

Next month, I start a full time job working as a game designer on a research project at my university, as well as a part time position on a research project with game designer, Global Game Jam co-founder, and professor Ian Schreiber. Without my Ludum Dare projects, I wouldn’t have gotten either of these jobs. Those projects make up the large majority of my portfolio. Plus, being able to say that I can make a game from scratch in less than 48 hours, and still want to do it again in 3 months is a pretty large leg up in interviews.

The Light will hopefully be released next year, and I’d love feedback and more involvement in the project from other jammers. Please reach out to me either on Twitter or via email for a beta key, and just to talk.

I’m not stopping anytime soon with Ludum Dare. I’m really curious to see how high this year counter can go!

Happy jamming in 2017.

-Noah

You’re tearing me apart!

Posted by (twitter: @20c109)
Monday, December 12th, 2016 3:26 pm

It happened!

Welp, I’ve successfully completed my 13th LD in a row, and my fourth year without missing a single one!

My first Ludum Dare was LD25 in December of 2012. I entered the compo, worked my butt off for 48 hours, and made a neat little 2D platformer. Since then I only did the compo a few times, as I really love working in teams. But, to celebrate 4 years, I decided to go back to my compo roots and see how far I’ve come. Turns out it’s a lot! I’ll be writing on this in more detail in my postmortem.

What’d I make?

The theme drove me to create a game inspired by Tommy Wiseau’s American classic film, The Room. In my game, You’re tearing me apart, play as Johnny during his last moments in the film.

gameplay-banner

Play it now!

Send me your games!

I want to rate the HECK out of some games, so send me those swood links! Feel free to slide into those mentions/DMs on Twitter for a hot retweet and rate :)

Tommy Wiseau Simulator*

Posted by (twitter: @20c109)
Saturday, December 10th, 2016 5:26 pm

*working title

Where I’m at

Things are going well! Right now, I’ve got a few basic props, the main grabbing/throwing mechanic, scoring, and round times implemented!

This is my first time doing 3D modelling for a jam, so I’m happy it’s coming out nicely.

time

Looking ahead

Tonight, I’d like to get round restart with a UI implemented, then crank out some more props. Looking forward to tomorrow, I’m hoping to have time to do a polish pass and do some foley work.

 

Come say hello!

I’m streaming development all weekend, come say hi! https://twitch.tv/20c109

Twitter: @20c109

Morning update!

Posted by (twitter: @20c109)
Saturday, December 10th, 2016 12:13 pm

Well, actually it’s just past noon here. Whoops.

What am I making?

See:

How’s it going?

See:

bookshelf_computer

 

Follow Tommy Wiseau Simulator 2016* on Twitter, or Twitch.tv!

 

*working title

I’m in, for my fourth year!

Posted by (twitter: @20c109)
Friday, December 9th, 2016 8:53 pm

This weekend marks my fourth year of not missing a single Ludum Dare since I started in December 2012. I usually go for the Jam with friends, but this weekend I’m returning to my roots and going solo in the Compo.

Tools

Engine: Unity

IDE: Visual Studio

3D Modelling: Maya

2D Assets: GIMP

Audio: TBD

Follow the Journey!

I’m streaming live on Twitch, come hang out and celebrate 4 awesome years with me!

https://twitch.tv/20c109

Or, follow me on Twitter: @20c109!

When you’re jamming with your mates

Posted by (twitter: @20c109)
Saturday, August 27th, 2016 10:35 am

NimbleUntriedFairyfly

Bro-Magnon

Posted by (twitter: @20c109)
Friday, August 26th, 2016 11:31 pm

We’re hard at work on a prehistoric couch minigame suite (think Warioware or Mario Party). I’m hard at work cooking up gameplay, while Aidan has been cranking out rad 3D assets. Have a peek at neat-o this bro-mag out for a stroll.

MindlessWeeklyAracari

Pop in and say hello to us on our stream!

https://www.twitch.tv/20c109

Afternoon Progress!

Posted by (twitter: @20c109)
Saturday, April 16th, 2016 5:30 pm

As is usual with my jam projects, we still have not come up with a title. We probably won’t until Monday night, so generic post titles it is until then.

Today, I’ve continued working on the combat system in between rigging character sheets Pamela sends to me. I got a little too caught up playing with the punch, and probably wasted some time just tweaking it. However, it’s starting to look and feel marvelous. Here’s a quick tap to the face.

Additionally: Here’s an abrupt disruption to a nice slumber party.

Hopefully before the end of the night I’ll have inventory, changing, and rooms implemented so we can begin focusing on the narrative for tomorrow.

Throwing Punches!

Posted by (twitter: @20c109)
Saturday, April 16th, 2016 1:37 am

After some brainstorming, we abstracted the idea of shapeshift to changing identities, and then to espionage. The basic idea of the game is that you’re using costumes to blend in and sneak up on others to take their clothing, so you can sneak up on more people.

 

Here’s some basic attacking:

Welcome back, operator 20c109.

Posted by (twitter: @20c109)
Sunday, August 23rd, 2015 7:00 pm

 

After 48 hours of social obligations and attempts to keep a regular sleep schedule, I have finished my entry, HOST.

BEGIN NEW MESSAGE
===================
Welcome back, operator 20c109.
Please be aware, your employment is currently under review due to inability to meet scheduled objectives, as well as excessive physical and emotional damage to hosts.
Today’s host objective is GO TO WORK.
Falure to meet this goal with all hosts will likely result in termination.
——————-
END NEW MESSAGE

Your superiors are monitoring you, do not fail to meet your scheduled objective.

 

 

Play Now!

 

 

 

Alrighty… Let’s do this!

Posted by (twitter: @20c109)
Saturday, August 22nd, 2015 9:00 am

So after grumbling about the theme, indulging in social obligations, and sleeping, I’m now starting this Ludum Dare 12 hours behind. I’m also doing the Compo instead of my usual Jam. Woo!

I’ve got a rough idea, but it requires a lot of creative writing, which I’m not so good at. Oh well, no better way to get better than through practice!

The basic idea is you have control of a person, but they do not know. Your goal is to cause as much minor issues in their day (spilling coffee, minor fender-bender, etc) without keying them in on the fact that something is amiss. If they do become suspicious, and find you out, you lose!

This will likely be a text-based type game played from a “console” in your web browser.

Kerbam!

Posted by (twitter: @20c109)
Sunday, April 19th, 2015 11:25 pm

Less than 24 hours to go!

I wish I were polshing, but instead I’ve just finished the last mechanic.

It’s a good’n though…

Morning update

Posted by (twitter: @20c109)
Saturday, April 18th, 2015 7:39 am

We’ve got a plan!

After what was probably the longest time we’ve spent brainstorming over a theme (an hour and a half), we arrived at our plan.

The game is a puzzle platformer (woo originality) in which the player uses a music gun to play tapes that have effects on the world. Each tape allows for different parts of the world to be interacted with.

We’ve got some sketches!

Check out this rad character sketch!

Char copy

 

I love this style we’re going for.

We have gameplay!

It’s not much yet, but after a few hours work, I’ve almost gotten movement just to where it feels very nice and fluid. I’m going to have to just stop tweaking soon, so as to stay on schedule.

 

 

Chrome Version 42 got you down?

Posted by (twitter: @20c109)
Wednesday, April 15th, 2015 7:10 pm

Don’t worry, me too.

If you don’t know what I’m talking about, here’s the TL;DR.

Chrome recently released an update that disables NPAPI, which breaks plugins like Unity Web Player and Java.

But, there’s some hope!

I put together a quick Unity Web Player Template that alerts users of Chrome 42+ of this issue, and suggests the alternative options of using another browser, or downloading the game.

If you’re planning on releasing on the web player this weekend, I highly suggest you check it out, and modify it to your needs. :)

Download Link!

Ludum Dare – Level 8 – Challenge Accepted

Posted by (twitter: @20c109)
Monday, April 6th, 2015 9:52 am

The Saga Continues

I first entered Ludum Dare 25, and since then, I’ve not missed one.

LD32 will be my 8th consecutive participation!

I’ve found that games are made best with friends, so not only am I in… We’re in.

Who are we?

We are the dream team, comprised of 3 people:

  • Noah Ratcliff (@fussycashew) – Myself – Programmer, theme complainer, and tea drinker. Most likely to be found doing the latter.
  • Pamela Pizarro-Ruiz (@smallestpamcake) – Artist, supportive friend, and queen of terrible puns. Will art for noodles. This will be her  5th time participating in LD.
  • Dylan Browne (@bansheetweet) – Musician, composer, and game name generator. He didn’t chose the thug life. This will be his 2nd time participating in LD, after his amazing debut soundtrack on LD31’s OMNI. Pamela and I are super happy to have him on the team yet again.

What are our tools?

Noah

  • Visual Studio 2012 with Unity 5 for development.
  • Notepad++ for text like things.
  • Paint.NET for occasional asset tweaking.
  • GIMP for demo GIF making.
  • FFSplit for streaming.
  • ChronoLapse for time lapsing.
  • Aroma H20 X-Press Stainless Steel Electric Kettle for tea making.

Pamela

  • Photoshop Elements 8 and her trusty Wacom Intuos4 for artsy-type things.
  • Probably Starbucks Bottled Coffee of some sort for productivity.
  • ChronoLapse for time lapsing.

Dylan

  • Ableton for musics or something.
  • Reason for musics or something.

(Dylan’s work is that of great mystique)

We like people.

I’ll most likely be streaming our progress on Twitch, so keep an eye out for that, if you’re interested.

Also feel free to follow us on twitter, I follow back all gamedevs, if I haven’t already followed them.

I love interacting with devs, and seeing their games progress as time goes on, so feel free to send me a link to your stream, and tweet those progress updates!

 

Best of luck to everyone next weekend! I can’t wait to see your games.

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