About Joozey (twitter: @https://twitter.com/Joozey)

Averagely knowledged in Java, C, C++, C#, *COUGH*PHP*COUGH*.
Averagely skilled in Photoshop, 3DS Max, Flash, Gimp
Used engines/frameworks/SDKs: 3D Gamestudio, Ogre3D, DevkitPro libnds, Android SDK, Mosync, AVR.
Used IDEs: Eclipse(CDT), Code::Blocks, Programmer Notepad + Makefiles

Entries

Joozey's Trophies

The Cherokid Award
Awarded by EdoMiyamoto
on May 10, 2016

Joozey's Archive

Post Mortem: Pretty Smooth

Posted by (twitter: @https://twitter.com/Joozey)
Sunday, April 17th, 2016 9:07 pm

couldbeworseI look back at this scrum board and think: could be worse :). Had to cut somewhere. I was already rushing the ending. So, the audio got dropped. Sadly.
But I’m super proud to actually have a finished story driven game from beginning to end with working game mechanics. Really surprised by how smooth the dev process went this time.

Went scrum style, with 4 ‘sprints’ of 8 hours. 16 hours of sleep (that was mandatory). Roughly: idea & setup, storyline & basic mechanics, detailed features (powerups, level loading), finishing story.

Streamed the whole process on twitch, was a new experience too. Had fun doing it. Mostly talking to myself, but that’s okay. Good verbal practice, and actually helps keeping focus. Definitely wont be the last time.

 
Would love to hear some feedback :).
Entry: Shapeshifters

First day

Posted by (twitter: @https://twitter.com/Joozey)
Saturday, April 16th, 2016 6:32 pm

-4 – 0 hours: setup workspace
0 – 8: sleep
8 – 9: in bed thinking of a game
9 – 12: setup game, work out main storyline and mechanic
12 – 16: specific features, bugfixing, tweaking
16 – 24: more features, more bugfixing, wind down, prepare sleep

Tomorrow: shapeshifting stories, sounds, levels and more.

THE RESULT:

Post Mortem – YOGO Chance To Destroy The Universe

Posted by (twitter: @https://twitter.com/Joozey)
Monday, December 16th, 2013 2:38 am

This is the second time I join a Ludum Dare competition. And the second time I spent a short day on it because my saturday was already taken by other obligations. Nevertheless I was able to submit something functional! Plus, I learned a whole deal in those 14 hours.

What went right
– Java! I hadn’t really made a full game before in pure Java (without any additional libraries), but it went rather well
– Using voice, that was a new one too. It’s not perfect, but I enjoyed implementing a bit of actual speech for the intro
-Some Java features I hadn’t had experience with, now for sure I do :). Mainly audio and Graphics2D
– I managed to keep my code fairly tidy. Of course, no comments at all :) and only at the end did my code go a tad messy, but overall I’m happy I kept the project nicely structured. It saved me some headdaches, I’m sure.

What went wrong
– I tried to stream to Twitch, but couldn’t get it to work on my Linux system
– Like my previous LD, I wasn’t able to make an actual ending. I should start earlier on such important things next time
– Kept pondering too long with a concept that was difficult to make, and even more difficult to make fun. K.I.S.S. applies here!
– Last minute failure to export… should have an emergency prototype out much earlier to ensure I can pubish my game at all

Really enjoyed this competition again. Back to life now, and I look forward for the next challenge. But first… I guess I’ll spend my time playing all your wonderful games :)!

YOGO Chance To Destroy The Universe — Progress update

Posted by (twitter: @https://twitter.com/Joozey)
Sunday, December 15th, 2013 11:02 am

I originally had a whole different concept in mind, but it wasn’t feasible, nor fun. So I changed my gameplan from an RTS to an Action genre. I practically started working on it 4 hours ago, and I think I made some nice progress.

So far there is a universe to fly through and items to pick up! Now on to assembling the destructive device that will put an end to this crazy universe!

ld28_you_only_get_once_chance_to_destroy_the_universe_dev1

We already started? Ah, still a day left!

Posted by (twitter: @https://twitter.com/Joozey)
Saturday, December 14th, 2013 4:29 pm

I knew I had only Sunday, so I did some prep. Now it’s time to get things rolling. ‘Multiplayer’ RTS Space Game in less than 48 hours! You Only Get One Chance To End The Universe >:)

Probably a bit too ambitious but eh! No Risk No Fun.

/join LD#28

Posted by (twitter: @https://twitter.com/Joozey)
Friday, December 13th, 2013 12:26 pm

I’m in too with a great idea!This will be my second LD. Only got part of Saturday, but should be good to go the entire Sunday.
Too bad the compo starts in the middle of friday night for me, but I came up with an idea that works for a lot of themes so I took my head start today to compensate for saturday :D.

I’ll be using Java and Gimp this time.

Good luck everyone!

The Plague v0.2

Posted by (twitter: @https://twitter.com/Joozey)
Tuesday, January 8th, 2013 10:01 am

My dearest fellow gamedesigners!

Although the submission deadline has passed I haven’t left my project barely finished. It was still in a state where a continuation of development was possible (although the spaghetti-mess in the code seems to be increasing by a power of two with every additional feature), so I continued implementing what I had in mind but did not came around creating before submission deadline.

I took all your feedback in consideration, redesigned the visuals and implementing most of the suggestions, and here we are at version 0.2! So thank you for everyone who played my game during the voting weeks, and I hope you all enjoy this next release.

And you can download it here!

Features list:

  • Two new minion types: shadow beasts and skeletons
  • Three new enemies: pest doctors, villagers (they run away from you!) and wolves
  • Zoomed in the view so the pixelart graphics are better visible on high resolution screens
  • Press CTRL around a claimable area to assign your swarming minions to that area, and stand in the middle to recollect them
  • Updated colours to match better (not my strongest point) and made some more graphical details

The most important feature not implemented: a winning condition :-). Just conquer all you can and create a large minion army!
Unfixed bug: claiming castles is often bugged, try to stand on the exact middle of the square that appears when pressing CTRL.

Kill any enemy to convert it into a minion. Some enemies are too strong, find the weaker ones first. Your minions by themselves are also quite weak, try to create a lot of them first and then swarm the villages.

I would gladly see more of your feedback!
Have fun playing.

Also, screenshot:

The Plague screenshot version 0.2 (update after the contest).

The Plague – Post Mortem

Posted by (twitter: @https://twitter.com/Joozey)
Monday, December 17th, 2012 2:33 pm

Seems like it’s common to write a post mortem here! This was my first LudumDare experience, I know nothing about this community, but I really like the spirit here. You go ludumdare community!

I had theoretically 24 hours, practically 12 hours to work on a game. Saturday afternoon I began sketching an idea in the train home, and shortly after arrival I began coding, line after line. Swearing the bugs away, one by one. Cutting the cool ideas away, implementing the more poor ones just to get SOMETHING finished before the deadline struck.

And there it is, The Plague. A game where your objective is to breed an army of minions as big as you can, and flood the entire land with disease (yes, the purple stuff).

What I did well:

  • I really did finish a game within 12 hours!
  • Came quickly and on time with alternative solutions for gameplay when I realised my original idea would take too much time.
  • My pixelart isn’t THAT bad, is it? ๐Ÿ˜€

  • Animations in pixelart are pretty easy.
  • I ran against the limitations of the middleware I use, but solved the problems with some creative solutions.

 

What could have been better:

  • My inability to pick proper matching colours without fiddling for hours.
  • Run short on time to implement algorithms to check any sort of winning conditions.
  • Too few sounds, would have liked to add background music too. But I am far from a musician.

What I learned:

  • I learned that sounds can do a LOT to your game.
  • It’s hard to not make a sound become annoying due to repetition.
  • I can trust my creativity when it comes to technical problem solving.

Now on to play some games from fellow developers! ๐Ÿ˜€

Ha! Finaly workinzzzzzsnorr

Posted by (twitter: @https://twitter.com/Joozey)
Saturday, December 15th, 2012 8:26 pm

There are tiny creatures moving over my screen and I’m all out of wake. See you tomorrow, and good luck with the remaining hours everyone!

Littlebit bigger pic: http://www.joozey.nl/LudumDare/25/ThePlague/progress3.jpg

progress3

The world is taking shape

Posted by (twitter: @https://twitter.com/Joozey)
Saturday, December 15th, 2012 5:47 pm

1:30 AM for me, perhaps I should take a nap… but I’m scared of the dark…

The world is now generating fairly random, and I can easily expand it with more if I have time left. Patches of trees and areas of houses are randomly distributed over the screen within certain borders of my algorithm. I call create_areas(…), and give some information about how to distribute the areas over the screen, about how many, what spread, about how many objects per area, and which tile base to use (to show houses, or trees, or mountains, or tall grass…). It’s a nice function to work with.

progress2

 

Here’s a TODO list (with MoSCoW):

  1. Create roads between houses within their area [W]
  2. Draw the player [M] animate him [S] and make him able to move[M]
  3. Draw art for the innocent surface dwellers [M] with animation [S]
  4. Draw our evil minions [M] with animation [S]
  5. Player can infest a creature/human to create a minion [M]
  6. Battle system [M]
  7. Battle behaviour for Minions [S], Humans[M] and Creatures [W]
  8. Player can conquer an area (forest, village, …) to get bonus creatures [W]
  9. Particlezzz! [W]

 

Phew… I don’t know… 22 hours left…

One day in, time to start!

Posted by (twitter: @https://twitter.com/Joozey)
Saturday, December 15th, 2012 12:12 pm

Today, I made a plan and a bit of art and code. Hadn’t had much time today so not much progression, but still got all night and sunday to go!

The idea is to steer an evil force over the lands and convert it into an undead wasteland, where your minions suffer under your command, fed by the energy that flows from the putrefaction of dead organic lifeforms scattered about, released from their once free and happy lives they suffered from.ย Well, in my head it already looks cool.

progress1

LD25.registerParticipant( Joozey );

Posted by (twitter: @https://twitter.com/Joozey)
Friday, December 14th, 2012 1:51 pm

My first participation with a LD competition. It will pretty much be a create-a-game-on-sunday for me, so that will be even more a challenge. Maybe I wont make it, maybe I will, I’ll see! I’m very excited to pick and work out an idea for the theme.

I’ll likely aim for Windows 7/Vista using 3D Gamestudio as it’s a great tool for quick prototyping. Maybe Android, or maybe even NintendoDS? (could add the emulator with the game). I’ll see what fits best to the idea and what is realistic to finish a game with.

Tooo the coffee machine!

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