Ludum Dare 29
Ludum Dare 28
Ludum Dare 26
Ludum Dare 23
October Challenge 2010
Ludum Dare 18
Ludum Dare 15
I'm Dave Evans, aka HybridMind and I've been participating here since Ludum Dare 11 back in April 2008.
Ludum Dare is largely responsible for getting me back into my childhood dream of game development and I started my own game studio in January 2009 called Hybrid Mind Studios. I currently focus on making fun and original games using Flash and Unity.
My Ludum Dare Games:
LD 11 - Minimalist - 2008: MinMo - 32nd out of 71 entries.
LD 14 - Advancing Wall of Doom - 2009: Fleedom Flies - 19th out of 123 entries.
LD 15 - Caverns - 2009: Angry Caverns - Tied 10th out of 144 entries.
LD 18 - Enemies as Weapons - 2010: AVOIDAL - 14th out of 172 entries.
LD 23 - Tiny World - 2012: Shorted Out" - 520th out of 1072 entries.
LD 26 - Minimalism - 2013: Squeezed Out! - 369th out of 1609 entries.
LD 28 - You Only Get One - 2013: Race the One - 908th out of 1284 entries (#2 in theme!)
LD 29 - Beneath the Surface - 2014: In the Black - ???
The "I came back to the entry more than twice" Award
Awarded by SuperDisk
on May 7, 2013
Silver Star for Prototyping goodness
Awarded by Tyler
on August 21, 2010
Flash Prototyping like Flash!
Awarded by zlash
on August 21, 2010
The Johnny Carson Memorial Award for Excellence in Commentation
Awarded by Doches
on September 14, 2009
The Patient Tranquilty Award
Awarded by GBGames
on April 25, 2008
This was my 6th year doing Ludum Dare and I had a really great experience. I made a game called In the Black–which ended up being very different from the kind of games I’ve made for Ludum Dare in the past.
I decided to go all out this time and setup a livestream of my development over on my Twitch TV channel. It was fun having different people stop by during the weekend and say hello and chat a bit. Plus, it helped make me more comfortable with being on camera–which I really don’t like all that much–it worked out pretty good! I also recorded a timelapse video of my development where I compressed 30+ hours of development down into minutes.
Since I have been pondering game design ideas involving stats and narrative recently, I knew I wanted to make a game that made use of something similar. These kinds of games are a new genre for me as a creator, but I’m mostly pleased with what I ended up with at the conclusion of the 48hr competition.
Once the theme Beneath the Surface was announced, I knew there would probably be a lot of games involving mining or digging. I wanted to do a game about mining as well, but take an approach that I felt would likely be fairly unique. I decided that the role the player would perform in my game would be managing a mine from afar through dialog choices, rather than have them actively going down into the mine. In fact, my game was going to display the action entirely in story.
I determined that the game would take place in a small mining town placed roughly in the old west. This would also fit well with me wanting to write a banjo tune or two for the game. I play clawhammer banjo and have wanted to feature some of my music in a game for a long while now. That worked out really well.
The premise of the game is that you have been sent out west by your boss to get the town’s failing mine operation back up and running profitably. You have 10 weeks to earn $10,000–or else! The fun of the game was designed to come from wrapping the simulation stats in narrative and choices. So, even though you are tweaking numbers to achieve a profitable balance, you’d feel more like you were making story based choices.
What Went Right
I had my game idea pretty early on. That is always a major benefit in a short competition timeframe like Ludum Dare. I was able to quickly create a design document that detailed a first pass on the stat system. Initially the game would track stats on three things, the mine, the workers, and the manager (the role of the player.)
The mine attributes were profit, danger level, and efficiency and the worker attributes were fear, happiness, and unrest. Lastly, the attributes of the manager were going to be greed, compassion, and ruthlessness. Each week of the game, the player would get to focus on a particular area to make their choices about how to manage the mine.
I was going to use either Flash or Unity or this game. They are both amazingly fast to prototype in. Largely my decision to go with Flash had to do with wanting to make everything from scratch for the competition. Old school style! The plugins I use a lot of in Unity are not free and I wanted to be able to provide the full source for my game, not a hobbled version. Using Flash solved this for me as I could create everything I needed.
Since the game was going to be mostly text, I knew I had a lot of time saved up that wouldn’t be used on art. That was going to be needed because I’m fairly slow at writing still and I labor over it.
The basic dialog system and main game flow were finished pretty quickly during the first full day. I knew how all the infrastructure would work. The tech was finished! Now I just needed to finish the design of the actual stats and how the player interacted with them.
With only 6 hours remaining in the competition, I was almost ready to admit defeat and throw in the towel. I can’t believe how close I came! I talked myself down though and compromised by taking a walk to get away from the computer. Even though I only walked for 30 minutes or so, and even though I felt I had no great epiphany during my walk, when I returned to my workspace I suddenly saw what I had to do in my mind’s eye. I came up with a brutal triage plan and changed the design by cutting almost half of the existing system out! This simplified and clarified things greatly and I was able to get the system coded and working well enough to actually play and balance it. Finally, I was on the right track!
As far as music goes, this was the easiest time I’ve ever had with the soundtrack on a Ludum Dare game. I’ve been playing banjo about eight years now or so and have never actually used any in one of my games. I play a lot though and it is almost always my own original instrumentals. I just love to compose tune after tune. All the time spent coming up with tunes on the fly made it fun to sit down near the end of the competition and create a tune I felt fit the old west town quite well. Here is a video of me playing the main soundtrack from the game just for fun!
What Went Wrong
As I mentioned above, nailing down the specifics of the actual gameplay stats proved incredibly challenging. As long as the stat design was foggy, I couldn’t effectively code what was supposed to happen. You need to understand the system you are trying to represent with cold hard logic after all! I was struggling with the scope of designing and balancing three areas (mines, workers, manager) that had three attributes each. Plus, I wasn’t certain as to how the attributes affected the other areas. I was worried that some of the stats were actually just inverses of the others rather than uniquely on their own axis.
I got held up a long time by having profit be a stat. Initially I had wanted to make the game more abstract and so instead of tracking money and expenses (which yields profit) I attempt to track just a profit type variable. The problem with that became apparent for most of the prototype’s development. It just didn’t make sense in my head. I kept wanting to think of it as a usable number. It took me too long to realize I needed to change this.
I ran out of time on wrapping as much of the system in narrative. I wanted to further obscure the number in the game beneath well written dialog. I’m happy with what I managed to wrap with words, but I could have done much more.
I ran out of time to add more random events and flavor text based on game state. I really wanted to have a chance to incorporate more random events that provided choices for the player to respond. These events–and how the player handled them–would further shape the mine.
I’m very happy with the game I got out of this Ludum Dare. I also know that I came so close to quitting, yet somehow held on and turned it around into a game that was still very playable–even if it wasn’t my original full realization. It seems that people have been really positive about it so far too with the majority of the players being able to successfully complete it! It is also encouraging that the players have been really enjoying the music too!
Here is my Ludum Dare game page for voting and feedback. If you leave me feedback, I will leave you feedback on your game! Thanks for reading and playing.
I’ve now implemented the choice dialogs so you can decide to focus on either the mine, the workers, or the town each week. Each focus has 3 further choices you can make which alter the stats in the system.
Well, I’ve been going about 14+ hours today so I think I’m going to wind down and then go to bed. I’ll see if I can’t wrap this thing up tomorrow in time for the compo deadline. I hope so!
The dialog system is coming along pretty nicely. I’m trying to get over my fears about writing. It is the thing I’m always most nervous about and the slowest at. Ludum Dare can be good therapy in trying things you’re scared of though so I’m just going to plow on ahead.
Each one of those dialog options slightly affects your personal stats. This is early in the game, but every little action shapes your history and relation with the town.
Bored or taking a break? Stop by my livestream and say “hello”. I could always use a friendly distraction–even during the compo! It’s been nice having folks drop in and out.
Well, back to work!
Finally got a rudimentary dialog system implemented. It can support up to 3 different options per screen. Also working on the general game loop / week phases. There is a status update portion, a player choice portion, a random event portion, and a (potential behind the scenes) week over portion.
I’ve never built a data driven dialog choice system before so of course it is taking longer than I expected. I’m trying to stay calm though and enjoy the ride. It is fun to solve new personal problems of code design and I’ve been wanting to take a crack at some dialog stuff for awhile, so I’m succeeding there for sure!
I also continued to flesh out the design of the game stats. Currently I’ve got the following systems in:
I am considering not exposing the actual values to the player, but communicating them via the narrative text during the game.
I think it’s time for dinner here soon. I’m starving!
So I spent a few hours last night thinking about the theme and how I might make a game that’s a bit different from what genres I normally work in. For this game I’m going to be trying some narrative elements and trying to get some stat driven gameplay working.
For In the Black, you play as the newly appointed manager of a failing mining company town. You have been tasked to get the mine profitable again in a fixed number of weeks. How you choose to do that will be up to you. Do you go for profits at the cost of blood? Can you find another way to balance the worker’s safety despite your bosses greed? Will your own greed take over? I want to let the player answer these questions and more through a variety of dialog driven events.
I will attempt to track some different stats:
- There will be stats on the mine itself, like “danger level”.
- There will be stats on you, like “greed” and “compassion” perhaps.
- There will be stats on the worker population too.
I’ve still got to define these systems but I think I can do something with this that might be interesting.
I’m going to be using Flash because I realized that some of the Unity plugins I use aren’t free so I couldn’t distribute them with the source. I’ll be writing everything from scratch this way using Flash.
So, that’s what I’m working on for this Ludum Dare. I’ve got my live stream up and running at http://www.twitch.tv/hybridmindstudios/.
Stop on by and say “hi” if you’d like!
For the first time in a long while I’ve got the weekend completely free so I’m going to make the best of it.
This is my six year anniversary in participating in Ludum Dare. My first was April of 2008, LD11!
I got my home office all setup and ready to go. Not sure yet if I’ll be using Flash or Unity. It will likely depend on the theme. I’m hoping to for getting some good inspiration once the theme is announced.
If I’m lucky I’ll be able to use my preferred music program below.
I might also mess around with game genres that I haven’t typically explored in the past. Maybe something that involves writing, choices, dialog. Could be a fun experiment! We’ll see though.
Oh, I’ll also be streaming the development over on my TwitchTV channel!
Well, I hope everyone has a really good time doing Ludum Dare this weekend. I’m going to try and remember to stay as relaxed as possible and focus on having fun.
I made a one button game using only ones in one hour.
I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.
Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.
To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.
Here’s a super quick gameplay trailer:
Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.
If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!
So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.
My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!
I am so glad the theme was one which supported a heavily constrained timeline.
Use the left and right arrow keys to avoid the blocks!
You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.
Here is the compo version of Shorted Out, my first game ever in Unity. I didn’t end up having time to add sound effects or music, but I’m happy with the progress I did make within the time limit. I managed to create four levels at least for this strange racing game.
Basic idea is that you are a lost electron and you have to reach the SAFE-T zone at each level. You use the arrow keys to move and if you short out on anything metal you spark and take a little penalty delay. Tracks your lowest time record.
Here is playable build v04 to check out. Use arrow keys to start the level and move around. Avoid everything silver/metal. Get to the SAFE-T zone marked in stripes. Each hit on silver/metal costs 1 second penalty on your clock. Simple score idea will just be to complete the levels in quickest time. I’ll design multiple risk/reward paths along the way. Having way too much fun with Unity!
Here is another playable build of my Unity game. Arrow keys move. Try to reach ‘safe-t” zone. Nothing happens if you do yet. Got a shitty main menu implemented and got sparks and push back force occurring when you impact any of the silver areas. I’m having a lot of fun with my first Unity game even if the progress is slow, that is kind of to be expected.