Ludum Dare 30
Ludum Dare 29
Ludum Dare 27
Ludum Dare 25
October Challenge 2012
Ludum Dare 24
Ludum Dare 23
About gritfish (twitter: @gritfish)
Chased a Dragon
Awarded by gritfish
on May 29, 2012
Anyone who hasn’t entered yet, you’ve got a weekend left to make a game and have a chance at winning $1000, or tons of other stuff!
It’s over at http://www.publicdomainjam.com
I announced the Public Domain Jam a month ago as a reaction to the over-use of some themes in the indie game scene, but since then, I’ve been flooded with nothing but enthusiasm from people over their love of works in the public domain.
One developer has planned to make a game based on Kalevipoeg, an Estonian folk tale with some similarities to America’s Paul Bunyan. Another has planned a game based on the story of Lysistrata, where the women of Greece withhold sex from their husbands and lovers to force them to negotiate peace and it all goes hilariously wrong. I can’t wait to see what other stories will turn up.
I’m happy to announce that the Public Domain Jam will now be boasting a $1000 prize for the highest rated CC Zero game!
This will be the first game jam on itch.io to support the releasing of games, their source code and assets under the Creative Commons Zero (CC Zero) waiver. This means anyone is free to download, remix and reshare those games.
Nicky Case, creator of indie game “Nothing To Hide” and organiser of the Open Game Art Bundle, has donated the prize to support the creation of games like these, and their release under the Creative Commons Zero waiver.
The Engine Co. have also joined us in supporting open development, and are offering free Loom Turbo subscription (the premium edition of their cross-platform game engine, valued at $500) to the winning entry of every rating category (best art, best sound, best use of theme, etc.), and are giving a free month of Loom Turbo to anyone who wants to use it in the jam.
Finally, the top 100 games overall will receive a copy of the Kenney donation pack, a bundle of free to use art and sound assets.
A message from Nicky:
“If I have seen further, it is by standing on the shoulders of giants.”
By quoting Isaac Newton, I’m borrowing his shoulders to make a point:
The future is a remix of the past.
Many creations build upon the old & familiar to make them new & unique. Games especially. That’s why we need to have a stronger public domain, a stronger creative commons, for the artists of tomorrow to learn from the artists of yesterday.
I love open art. I organized The Open Game Art Bundle, and am open-sourcing my upcoming indie game, Nothing To Hide. That’s why I’m also hosting a $1000 grand prize for the best CC Zero game to come out of this game jam! I want to support artists who not only borrow from the public domain, but also give back to it.
Recent copyright laws make it harder for us to build upon the past. Creativity is shrugged off, given a cold shoulder. The Public Domain Jam won’t jumpstart Renaissance 2.0. But it’s a step forward. Taking a stand, standing upon the shoulders of giants.
Now let’s make some games.
For more info about the jam, Public Domain and Creative Commons Zero, check out http://www.publicdomainjam.com.
For some inspiration, or just goofy ideas of what might come out of the jam, take a look at @PDJamBot on Twitter.
To get in touch with Nicky or myself,
we can most easily be contacted via email or twitter:
Whether it makes a buck is up to you, I guess.
Technology: Flash / Air for Android
Started: 18 months ago
Launched: 12 Hours ago
Android Play Market Link:
Free Demo on the Android Play Market:
Mallow Drop is a unique puzzle-platformer for mobile that draws its inspiration from the sliding-across-ice puzzles found in many classic games, and ‘traffic jam’ style sliding block puzzles.
Mallow Drop started as the physics sandbox for Gritfish’s game engine, ‘Boxy2D’. As more objects and physics ideas were toyed with, the sandbox became more game-like, and was eventually given sprite-based graphics and adapted into a larger mobile puzzle game based around altering the gravity of the game by rotating the phone.
SCOPE CREEP AND TIMELINES
Mallow Drop suffered from the ‘first game syndrome’ of a scope that was way outside my ability to produce. The actual production occurred in several jam-like bursts of energy spread out weeks and sometimes months apart. The lack of continuity led to needing to re-aquaint myself with the code base several times. The level design stage (which I had wrongly thought would be simple and quick, once the engine worked) took about 3/4 of the total time, including several rewrites of the game engine in order to make the game work better with the eccentricities of the level design needs (the way the game plays requires large amounts of level geometry to be interesting, which quickly hits some performance problems on low-end devices. This is why I’m not going with iOS just yet). In the end there were about 115 working levels, which were culled down to 100 for the final game.
THE RENDERING ENGINE
Prior to Mallow Drop, I’d never worked with sprite sheets, tile maps, or really any kind of graphics in flash beyond basic MovieClips. I started by making one big spritesheet with basic artwork, and copying regions of that into the MovieClips on the stage. Later I added in functions to draw larger objects, and adapted the rendering class to even parse CSV data taken out of the tile maps I made with Tiled. When we did Lighthouse for LD #23, we even plugged in 3D transformations and re-rendering separate to the objects the sprites were attached to.
THE SOUND AND MUSIC
Mallow Drop’s sound and music were provided by my colleague and collaborator Matt Hamm (@brainfed). I think he did a great job, but I know he had difficulty ‘letting go’ of the tracks, and letting them be ‘finished’. His words below:
I started with mostly “chiptune” tracks but as the game, and the art specifically, evolved so did the music. The only track that’s remained relatively unchanged is “Beep Boop”, which is the music for the science levels and I always liked, even though it’s quite short. The others were all slowly expanded upon until they became what they are now. I think Trees best represents what I was trying to do, blending chip arpeggios with recorded and sampled instruments.
GETTING IT DONE
I think the biggest challenge in getting the game done in time for the October Challenge was the huge amount of dev time that’d already gone into the project. The scope was far too big, and took long for a first game. But the rewards have been worth the investment. The 18 months I worked on this game now and then in my spare time have left me with:
A working, stable engine that has been used for 5 game jams so far in puzzles, platformers, and top-down zelda-likes.
A sprite rendering system that has allowed me to make flash games that’ll run on a phone.
Knowledge of tools and techniques that were way outside my previous experience like tile maps, quad-trees and object pooling
A massive lesson in scope and project management, both in terms of taking an axe to dream features in order to make it polished and stable for release, and in terms of stepping back, and seeing where the real problems that need addressing are.
Most importantly, learning that you meet the best people making games. I can honestly say that no group of people I’ve met is more interested in each others work, or more honest critics, as game designers and developers.
Well, in addition to making Mallow Drop, I’ve also started doing some rough video game reviews at http://www.treadmillgamer.net (My xbox and pc are hooked up to a treadmill, and it kinda changes the way you play games a bit – you can read all about that on the site). Game-wise, we’re looking at taking ‘A Theft of Colours’, the game we did for the ‘contrast’ mini LD game, to a full release.
I started out with really quite over-the-top expectations for this mini LD. I’d planned out a game with 10 levels, with cutscenes in between telling a story. But in the end I only really got started on Thursday/Friday, and only had a working level by this afternoon. So this is the stripped down, gameplay only version of the game I’d planned to make.
There’s something about the old EGA palette that just takes me back to playing Alleycat/Commander Keen (I can’t even look at that blue/purple combination without drifting off), and I made it a little hard/tricky to try and get that feeling of nostalgia to shine through in the gameplay as well as the graphics.
Matt (@brainfed) provided music, and although he initially struggled with getting the ‘french’ sound, I think he came up with a great ‘sneaking’ theme, and two other tracks that I’ll work into the game when I finish the rest as I originally intended it. Josh (@joshuatreee) helped out too, providing in-between frames for the walk cycles, and the Eiffel tower painting. Both were great collaborators to bounce ideas off, and we might go into LD24 as a team.
This is my third Ludum Dare game, and in each one I’ve hit a massive memory management stumbling block on the last afternoon. This time, entire levels failed to unload properly, which resulted in the game running faster for some reason. Eventually I fixed it, but on the way created one of the funnier bugs I’ve caused making games – A second player would spawn in, standing on the head of the first one. You could then knock this unresponsive doppelganger flying into the oncoming guards. Matt and I both enjoyed playing around with it, so I make work that mechanic into something else down the line.
Play the game here. We’d all love some feedback, and I’m really keen to hear if any colourblind people are able to play the game and if they have any problems with the colour mechanic.
Fly around. Eat sheep. Burn soldiers. Be a dragon.
I was perhaps a bit ambitious on this one – I ran out of time for menus (both beginning and end), but for one day’s work I’m pretty stoked at the game play.
Instructions are on the page. Be warned, the game will just start without waiting for a click or anything.
As per my LD23 entry, music and sound effects have been provided by the awesome @brainfed.
Our LD Jam game “Lighthouse” is nearing completion – levels are still generated randomly so there’s still a bit of tweaking to do to get the difficulty right, but we’ve both played through completely and think it’s doing pretty well.
The main mechanic is that you can spin the segments of the room, almost as though you were on the inside of a rubik’s cube – The side projections spin as well, and it’s something I really wasn’t sure I could pull off, but the rendering all came together really nicely this afternoon.
I’m no artist (my bad programmer art was something I really hated about my Molyjam entry “Every Night I Dream I’m Better“, but i’m pretty proud of how the overworld is looking. The music done by for this is so good though we wanted to share it while we get the gameplay gameplay bugs fixed before the time limit. You can listen to the tracks here: http://music.brainfed.net/