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Feed the Monster Postmortem

Posted by (twitter: @shank_shore)
Monday, September 14th, 2015 9:39 am

1Thanks to all of you who tried our game and all who will try it in the future, this has been our first Ludum Dare and we plan to try again in the future. Sorry we’re a bit late in writing this but we did want to get it out before LD came to a close.

Steve (programming/project management)
I’ll keep this brief (quite frankly i’m still tired from working on the game non-stop for 3 days). I personally wanted to use this jam to get to grips with controller support in Gamemaker. Other than a few issues with the analogue sticks, this was pretty straightforward and will allow me to quickly implement controller support in our current project Shank Shore (turn this into an indie db link).

The first day was brutal, Im used to working with one artist sending me content at a steady speed – for LD33 we had three and they were on fire that first day, I could barely keep up adding the content!

I would have liked to add many more levels as we had a lot of obstacles that were built but not fully explored in terms of level design/progression – next time I would probably bring in a designer as i optimistically thought I would have time to build/design extra levels.

It was a lot of fun and despite a few unfortunate bugs, im very happy with the end result, the graphics the guys put together gelled well despite the artists not having worked together before, the music was perfect (as is always the case, thanks Caz/Morgan!) and Ross knocked it out the park with the story and despite not having done it before, the SFX (it was so perfectly miserable and rainy in London on the final day, got a great rain loop recorded!)


Ross (Story/SFX)
This was the first Ludum dare event I’d ever heard about, never mind been asked to take part in. Novels and screenplays have always been my main experience of writing and although I studied a games writing module back in University alongside film, I’d never done anything with it and it was safe to say didn’t remember much of it either.

The guys wanted to go with a type of film noire style detective platform game, which matched my area of interest perfectly. The theme “you are the monster” gave me scope to go dark with the narrative, explore the deeply rooted emotions of a character and focus on their inner monsters rather than an obvious outward image of one. As well as that, the “detective” genre provided the right amount of narrative as well as enough problem solving game play, to make you think that little bit more.

Throughout the three day process getting involved in more than just the games writing side of things was refreshing, designing a level and playing your character through it on screen was exciting. Sound effect recording and editing was something I’d never done either and was basically executing it it on prayer but it all seemed to come together at the end.

Despite being completely shattered by day 3 (and most definitely heading towards a caffein and sugar induced coma), it was a hell of lot of fun and the game looks great. I’d do it again for sure. Cheers for having me. Ross.


Dave (Art/Animation)
I wanted the player character to be simple in design, mainly because of the time limit and the sheer amount of graphics that we needed to produce . Having the player control the ‘Private Eye’ was a true design blessing.

Designing levels was a lot of fun and something we all got involved in, we even had a few that didn’t make it in the final game. Lots of laser levels and a dark level that I never even sent to programming.

Day three was the absolute pits! I had churned out pretty much everything I needed to on the first two days. I was essentially on call, waiting to be told what was missing.

Looking back at it now, I think the DT’S (Delirium tremens, Alcohol Withdrawal) mechanic is a great idea that really needed to be refined. It was great idea that me and programming had based on where the story was going at the time. The main problem was that we were working too far away from each other to test and refine it.

All in all, I’m very proud of the game . In this short amount of time we all did a great job, and I learned a lot about design decisions and gut feelings. The rest of the art team did an amazing job, the music was fantastic and the story was top notch pulp drama. I hope you enjoy the game as much as we enjoyed killing ourselves making it….I’m Off to watch The Lost Weekend, Bye!


Its Alive!!!!

Posted by (twitter: @shank_shore)
Saturday, August 22nd, 2015 11:05 am







We are in!

Posted by (twitter: @shank_shore)
Friday, August 21st, 2015 10:13 am

Humanatee Studios are going to put our current project on hold for a few days and join Ludum Dare 33

There will be 5 (maybe 6) of us, and we’ll be using:

  • Game Maker Studio
  • Photoshop/Illustrator/Flash Professional CS5.5
  • Whatever software/hardware Caz can get his hands on in the music studio

Good luck everyone, remember to sleep and take care of yourselves!

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