About Jedi (twitter: @coderTrevor)

Just an indie who makes a lotta games. Soon, one of them will become super-popular ;)

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Saved My Bytes Award
Awarded by MadGnomeGamer
on May 14, 2012

Jedi's Archive

WTF? AAAARGH!!!! I Fell Asleep! :*(

Posted by (twitter: @coderTrevor)
Monday, December 17th, 2012 7:28 pm

OH NOOOOOO!

My attempts to increase my productivity have gone horribly wrong!

The tincture only put me to sleep! I just woke up with my head on my desk (and not feeling too refreshed).

So, it looks like there’s only one complete level of Super Goatling Poacher 2013. At least I woke up in time to submit what I had! (Thank God for that submission hour!)

I was really hoping to get in a complete game on time this Jam. Oh well. As is my wont, I’ll be updating this post-compo anyways, clearly identified as such with a separate link. :)

To everyone that completed your goals: Congrats! 😀

I think I’m close

Posted by (twitter: @coderTrevor)
Monday, December 17th, 2012 6:44 am

I am realizing that my main difficulty is coming from lack of focus. I’ve determined that this must be a result of my underlying, animal, base instincts which plague all modern men. There exist dark urges which served us in ages past but have no place in modern society.

I think, however, I have found a cure.

I believe I can separate and remove the darkness from myself. This will leave me as a pure, focused individual, allowing me to progress rapidly on my Jam game.

I believe the formula is perfect but there is no time for clinical trials. If I succeed, the implication for all mankind will be immeasurable. I am willing to face the consequences of personal injury if I fail.

The tincture is ready. It is time.

-Dr. J

Trudging along nicely

Posted by (twitter: @coderTrevor)
Monday, December 17th, 2012 5:02 am

Goatlings Poacher now has bombers, an interface and win and lose conditions! Plus a very snazzy in-game use of the +1 goat icon, if I do say so myself. 😀

Story: The Goatlings live in a complex hive-mind-society. You take advantage of their organization to poach them.

Gameplay: If you’ve played Lemmings, you know the drill: Goatlings just walk back and forth until you get them to do otherwise. Bombers don’t yet affect their surroundings.

goatlings 2

goatlings 2a

Here is a Unity web build:

www.magiccarpenters.com/ld25/goatlings/a2

Some Linux users have expressed concern over web builds; I will make platform builds when it’s done!

 

 

Goatlings playable alpha

Posted by (twitter: @coderTrevor)
Sunday, December 16th, 2012 5:02 am

After shelving a hentai game, I started this today. I’m pretty happy with it so far, though it has a long ways to go.

Story: The Goatlings live in a complex hive-mind-society. You take advantage of their organization to poach them.

Gameplay: If you’ve played lemmings, you know the drill: Goatlings just walk back and forth until you get them to do otherwise. At this point, there is only one assignable-role and one control. Left-clicking a Goatling will make him a blocker.

There’s just the one level and an infinite supply of goatlings at the moment. No win or lose conditions yet…

Goatlings 1

Playable here: (Unity web)

http://www.magiccarpenters.com/ld25/goatlings/a1

 

 

On second thought…

Posted by (twitter: @coderTrevor)
Saturday, December 15th, 2012 5:20 am

After reading some of the responses to my NSFW and not OK for minors post about a hentai game I posted HERE (NSFW), I’ve decided that no matter how nicely I step around it, I’m going to have an impossible time balancing “Villain” and “Totally-consensual and non-offensive-sex-acts.”

I think even if I take the long-standing-in-hentai-tradition theme of rape out completely and just try to make a funny hentai game, some people will still be offended and I will lose ratings. I don’t want that.

So, I’m taking the community response to heart and shelving this idea for when it isn’t for a contest and when people who don’t like it are less likely to encounter it.

Does this mean I’m out? HELL NO!

I have loads of time before the Jam ends! 😀

God help me… (NSFW!)

Posted by (twitter: @coderTrevor)
Saturday, December 15th, 2012 3:18 am

So, after about four hours of brainstorming, I had one and only one, SIMPLE idea for a game involving the theme. And that’s to make some kind of hentai game, one of the really reprehensible ones. If you are a minor or are at work, stop reading now. If you don’t know, now might be a good time to read up on hentai games before clicking further:

(more…)

How in am I?

Posted by (twitter: @coderTrevor)
Tuesday, December 11th, 2012 12:28 pm

How committed am I to LD25? How many other things are on my mind?

Is there anyone else, living or dead with the same commitment to their goal?

Yes. This Guy:

 

That is a male of the genus Latrodectus, and he’s about to get him some, at great personal risk.

 

That male spider is me. And the sex he’s about to have with that big-assed black widow? That’s me and my friends Jamming-out an awesome game this time around.

I hope you each find your own resolve, and if you’d like, your own deadly-sex analogy.

Good Luck! 😀

I finally posted my Not-Game

Posted by (twitter: @coderTrevor)
Wednesday, September 26th, 2012 10:12 pm

Oh boy, where to start?

Well, I guess an image and a link is good:

Note that there’s a HUGE WALL o’ TEXT here and an even bigger wall on my submission page but you shouldn’t need to read any of it.

Like I say over there, my very-lofty intention was to make a raw, wild world that users would build from the inside out. A wild land into which a community could band together and start making goals and rules for itself. Admittedly, it has a long ways to go, yet. I’m drawing on many inspirations here; I feel like I have to give a nod to jplur right off the bat.

I’m abondoning the 48-hour framework in hopes that this can maybe, possibly, be lovingly crafted and molded into something that will complete the October challenge. I’m favoring a direct-to-the-public, pay-what-you-will approach (because I hate ads).

For LD24, I wasn’t really able to participate during the actual competition, which really pissed me off at the time. I decided to just post up what I had and dedicate myself to perfecting the post-compo version. Something really interesting happened during this process – I was able to actually respond to feedback and shape my game from something that was getting pretty bad reviews, to something that people seemed to actually enjoy playing!

This is a big deal for me, because it’s the first time people seemed to really understand and enjoy my gameplay. Yay!

So, with the hopes of being able to complete the October challenge, I’m trying to take receiving and implementing feedback to the next level, because the player is always right!

Players can press ‘b’ and leave feedback from right within the game. It’s totally anonymous, too. This is in contrast to the feedback you get on the LD site, which is almost always positive. (LD IS essentially a popularity contest, after all)

Only positive comments are really not helpful, so I wanted to give players a totally anonymous way to slam my not-game if they don’t like it. Because I will need to know if nobody likes it!!!

In addition to incorporating feedback, I’m hoping to incorporate anything else that lets players change their environment and experience, especially things which will give a sense of “multi-user continuity.”

I want it to be a multiplayer experience, even though, let’s face it, you probably won’t run into many other players at this point. To that end, I’m going to add a bulletin board in the game and — I need to think of some other things as well.

Well, what you waiting for?

I’m not reading your damned instructions!

Posted by (twitter: @coderTrevor)
Friday, September 14th, 2012 8:51 pm

This isn’t a postmortem, that’s still on the way.

I’m just sharing the one, big lesson that it’s taken me three Ludum Dares to finally get:

Nobody wants to read instructions!

It’s frustrating when somebody doesn’t understand your game because they didn’t read or understand the instructions. However, when you’re rating other people’s games it makes perfect sense; you don’t want to read a wall of text when it’s time to play a game!

Plinko Breeder is the most complicated game I’ve made to date and it’s easy for a player to play through and think they understand the game but really miss key aspects if they didn’t read the instructions.

After reading some of the comments on Plinko Breeder, I’ve finally realized that this isn’t a fault of the player; it’s just not fun to read instructions!

So, I’ve given Plinko Breeder a total overhaul. Now, I try to introduce players to concepts of the game bit-by-bit as they play. For instance, I let the player discover that they can move the chip by starting them off in totally flat level. This is a more fun and more effective (I hope) way of getting the player to teach themselves how to play the game, which seems to be how most players want to learn!

After that, I do rely on text instructions but I convey them in-game now, and break them up into little, digestible chunks.

 

Before: You can’t control your chip in free-fall, so how many players would even guess that they have some control over this chip, let alone figure the right keys out?

 

 

After: There’s no ambiguity; the player’s chip just sits there until the player realizes how to move it. I don’t even say what keys control the chip; the player will figure it out because I’ve made learning to play part of the game instead of an impediment to it.

 

From now on, I’m going to try to force myself to design every game around this rule:  “You should be able to pick it up and play.”

 
Please give the new-and-improved Plinko Breeder a whirl and let me know how it went!

DONE!

Posted by (twitter: @coderTrevor)
Monday, April 23rd, 2012 6:15 pm

… It’s right! In the nick of time, we submitted our game for the jam! We focus heavily on the mood and artwork on this one… check it out!

(timelapse is on the way…)

P.s. Did I forget to mention that our game features what might just be the most epic cutscene in LD history?

Because you’ve earned it…

Posted by (twitter: @coderTrevor)
Monday, April 23rd, 2012 3:16 am

… that’s why I have to eat all of this: for you.

Congrats on being 10 years old, Kiddo! Wow, I can’t believe you’re already 1111 games tall and still growing!

 

To all of you who managed to finish a game for the 48-hour competition, you don’t need me to tell you how much ass you kick! Kick back and enjoy some of this cake I’m eating – on your behalf – vicariously, through me. You’ve earned it!

If you didn’t quite make it, don’t give up! Join us for the Jam; there will be cake :)

What a difference a few lines make!

Posted by (twitter: @coderTrevor)
Sunday, April 22nd, 2012 9:26 pm

I’ve done very little actual coding work since the last update. Less than 10 lines, easily. However, it made such a huge difference that I wanted to post some more progress!

First, let me throw in some more early-concept artwork, as is my custom after having some bona-fide artists on board:

 

Here’s the updated game that let’s you shoot the pills out of the sky. There’s also a game over condition but no win condition or score yet…

p.s. You change the 3d-target depth with the scroll wheel. Holding Shift changes it faster.

Slow and Steady….

Posted by (twitter: @coderTrevor)
Sunday, April 22nd, 2012 4:19 pm

We continue to make progress on our game, which is shaping up to be of the missile defense type.

Here’s another bit of concept art:

The (somewhat psychedelic) idea here is that you’re so small, someone’s trying to wipe you out with medicine…

Here’s some more progress on the actual game. Click to see it. It still isn’t interactive on the level of a game yet [glad we’re in the jam!] but you can tell it’s coming along…

Creativity flows…

Posted by (twitter: @coderTrevor)
Saturday, April 21st, 2012 7:35 pm

We rewarded ourselves with some tasty sushi. I thought to take this picture just in time, while we could still spell “LD” 😉

Coming Along…

Posted by (twitter: @coderTrevor)
Friday, April 20th, 2012 11:58 pm

I’d say we’re kicking some decent ass this far in!

Here’s some early concept work:

 

Here’s our (non-interactive) game thus far (click to play):

( …in the shower. And she specifically told him not to! )

 
We are throwing our hats in for the Jam! “We,” meaning Brandon Wallace, myself and hopefully, a lot more of my artistic friends that I’ve convinced to pop by (and I don’t yet know if they want to be mentioned by name).

omg, OMG, OMG! Less than 10 hours!!! I’m so excited, I can’t piss my pants enough!

This will be my 2nd Dare, the first time out I made Escape Velocity. It ranked 61/90 for the jam, so, I’m hoping to kick that score’s ass! This team has also had some practice with the last mini-ld. Although we didn’t finish, check-out FrogSplat to get a peek at our style.

What will we be employing for the jam, you ask? Good question! I know how much you care 😉

  • unity, togetherness  I think it’s awesome that so many of us here are embracing unity as a sort of theme-within-a-theme! My team will also sing songs about unity in the key of C# and we will probably read aloud some ancient poetry about unity written in Javaskrit.
  • A blender Mixed drinks will entice some of the more “artistic” types to hang around.
  • www.paint.net     I haven’t visited this site yet, but I understand it’s the best for simple bitmap editing!
  • If I have time to go to the Wal-Mart, I’ll pick up an iNudge, autotracker-bu, maybe an sfxr and some other odds and ends.

p.s. Idling on #ludumdare until I timeout == Community!!!

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