About Kalakian (twitter: @Kalakian)

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Time to get started

Posted by (twitter: @Kalakian)
Saturday, August 23rd, 2014 5:42 am

Ok, I’ve kinda already started with getting the basic idea sorted, but now it’s official that I’ve started 😛

The tools I’ll be using are:

Design

  • A big whiteboard, with lots of space for scrawling ideas on
  • The try-it-and-see method

Coding

  • Unity3D (in 2D) with Visual Studio 2012 for the C# scripting
  • GameMaker: Studio as a fall-back cos I’ve not used Unity much

Graphics

  • Corel Paint Shop
  • Blender 3D

Sound

  • Audacity (Sound Effects, recorded using a cheap microphone and whatever I can find that sounds about right)
  • OpenGameArt.org and Unity Asset Store (or YoYo Marketplace) for music, if I’m going for the jam (otherwise there will be no music)

Time-lining

Not doing any elaborate time-lapse or streaming or anything like that.  Instead, I’ll just be making the odd post on Twitter, Facebook, here, and on the project page at https://server.kaldev-games.co.uk/projects/ld30. My project site is hosted on an Azure VM and there’s supposed to be updates this weekend, so it may be down for some time (meaning I can’t post, and you can’t read).

 

Idea so far

A resource management game where your planet acts as an arbitrator/peace-keeper between 3 other worlds that have a limited peace with each other. Mainly gonna be textboxes and stuff since I’m quite new to Unity.

 

Good luck everybody, and have fun!!

And, rest

Posted by (twitter: @Kalakian)
Sunday, December 15th, 2013 4:27 pm

That’s me finished, and submitted my game for the compo. I didn’t get a lot done, but I had fun, and quite chuffed with what I did manage to do.

It’s only really at the proof-of-concept stage, but go check it out!

The idea is that you only get one of your 5 senses at a time, and must navigate and solve puzzles with limited feedback. 3 of the senses are in place, and they are demonstrated, but no real game as yet.

I could’ve continued on for the jam, but I’m just going to try and sleep, and probably end up thinking of loads of ways to improve the project.

Good luck to all of you still going, and have fun everyone!

So much for day 1

Posted by (twitter: @Kalakian)
Sunday, December 15th, 2013 1:40 am

And so, my day 2 begins, and I have a hell of a lot of work to do.

I really didn’t get much done yesterday, even though I was working at it for ages. Spent most of the day tweaking a couple of features rather than moving on to the next ones, and I never really had a plan either.

Here’s roughly how it went:

  • Spent a couple of hours trying to get an idea I was happy with, which wasn’t easy given the non-theme (it’s a mechanic, not a theme). I didn’t want to do a roguelike or endless runner as they were too obvious and likely to be loads of them made, and my other ideas were far too big.
  • Took about an hour and a half to create a player sprite. Nothing fancy, just a single 32×32 frame, but I suck at art and I just couldn’t get it to a point I was happy with.
  • The rest of the day was taken up with creating a basic environment for the player to move about in. Again, this took way too long as it’s just a single screen with blocks around the edges (2D top-down). There were a couple of points that I focussed on far too much:
  1. When the player hit the blocks diagonally, he tended to stick. I’ve had this problem a few times on other projects, and stupidly decided that now was a good time to get it sorted. I eventually got the player sliding properly though, with just the occasional stickiness on the top wall.
  2. I wanted to implement darkness and have the player’s vision limited. This is quite easy to do in 3D, or even in 2D with other toolchains, but I had never got it working satisfactorily in GameMaker: Studio. I have now though! The bit that really took the time wasn’t the actual implementation, but getting a torch/vision shape that I was happy with. I started with a circle, feathered at the outside, and then struggled for ages trying to get a decent arc shape that was both bright enough and didn’t have hard edges.

So, after about 11 and a half hours of work, this is what I managed:

Torchlight

It’s not much, but I did have fun, and have learned some new stuff in GameMaker: Studio, so not all bad.

Today, I’m going to do things a bit more like I usually do:

  • Create an issue list of things for me to work through.
  • Implement basic functionality for each of the desired features, rather than polishing one or two.
  • Try and get a proof-of-concept or first playable build.

I may need to make this a jam entry rather than compo as I doubt I’ll have much by the end of today, but I’ll see how far I do get first.

Anyway, time to get to work!

Sod it, I’m taking a break

Posted by (twitter: @Kalakian)
Saturday, December 14th, 2013 5:30 am

Hardly got anything done so far, but it’s lunch time, so I’m taking a break.  Really hate this non-theme, but think I have an idea I’m happy with now. Details to follow …

Also, here’s a sprite.

player

Sleep is overrated

Posted by (twitter: @Kalakian)
Friday, December 13th, 2013 12:51 pm

Of course I’m in for this one … best way to spend a weekend! (since I have no life)

The tools I’ll be using are:

Design

  • A big whiteboard, with lots of space for scrawling ideas on
  • The try-it-and-see method

Coding

  • GameMaker: Studio (most likely)
  • or Unity3D (if I specifically want to do 3D)
  • or C++ & SDL (doubtful, but I have an in-progress framework, so maybe)

(Gonna wait and see the theme and my design, and choose an appropriate toolchain)

Graphics

  • Corel Paint Shop
  • Blender 3D

Sound

  • Audacity (Sound Effects, recorded using a cheap microphone and whatever I can find that sounds about right)

Time-lining

Not doing any elaborate time-lapse or streaming or anything like that.  Instead, I’ll just be making the odd post on Twitter, Facebook, here, and on the project page at https://server.kaldev-games.co.uk/projects/ld28

Good luck everybody, and have fun!!

Finished (well, I am anyway)

Posted by (twitter: @Kalakian)
Sunday, August 25th, 2013 1:49 pm

I’m quite knackered, so just submitting what I’ve got now.  I managed to get the basics done so you can setup a chain of dominoes, then watch and see how many of them fall in the 10 seconds following the initial push.

There were a few extras I wanted to get done, to polish things up a bit, but I’m happy with what I’ve got, so it’ll do :)

Domino Dare V0.2.1 - Toppling ...

Domino Dare Submission

It’s kinda playable

Posted by (twitter: @Kalakian)
Sunday, August 25th, 2013 8:38 am

I’ve uploaded a new version of “Domino Dare” to Dropbox, which you can play online (Unity player).  It’s kinda playable.  You can now setup your own domino chain and knock ’em down, plus you can switch back to the Editor to tweak the layout, and try again.

The main thing missing now is the 10 second timer for when the dominoes are falling.  The aim is simple: get as many dominoes to fall in those 10 seconds! It’s doubtful that I’ll get a more elaborate scoring system done, even with the extra day for the jam, so I might just submit to the compo (once the timer is in).

I’ve got so many ideas for how this could be improved, so I might just push this to the front of my project queue, and continue working on it post-jam (after a day or so of playing games).  Could be a fun time-waster for commuters to play on a tablet (maybe phones, especially if I implement zoom).

Domino Dare V0.2.0

 

Domino Dare

Posted by (twitter: @Kalakian)
Sunday, August 25th, 2013 12:20 am

Start of day 2 for me. I’m already shattered, but I’ve not finished my coffee yet.

Today should go a bit smoother since I have a list of things to do, and I’ve started the day by coming up with a name for my game! Ok, I actually thought of it last night, but my PC was off by then.

My game is a Domino Toppler, and it’s for Ludum Dare, so it shall now be called “Domino Dare”. Now to get back to work …

My story so far …

Posted by (twitter: @Kalakian)
Saturday, August 24th, 2013 12:04 pm

Not the theme I was hoping for, but I suspected it may win, so I had some basic concepts ready.  I’ve now settled on quite a simple idea, a sort of domino rally style game.  The aim is to get as many dominoes as possible to fall during the 10 seconds following the initial push.  There’s probably not going to be a time limit for setting up the dominoes in the editor, but I’ve not got around to that bit yet, so we’ll see.

I was uncertain what I was going to use for development, but Unity3D seemed to fit this idea the best, with an in-built 3D physics engine, and because 2D wouldn’t have done it justice.

Anyway, you can’t place the dominoes yet, just watch them fall in my first build (playable online): DominoGame V0.1.0 (Proof of Concept)

Now to get to work on a basic editor …

Aye, Let’s Do This

Posted by (twitter: @Kalakian)
Friday, August 23rd, 2013 3:41 am

Me, miss a Ludum Dare? Of course not, I’m in for this one!

The tools I’ll be using are:

Design

  • A big whiteboard, with lots of space for scrawling ideas on
  • The try-it-and-see method

Coding

  • GameMaker: Studio
  • or Unity3D
  • or C++ & SDL

(Gonna wait and see the theme and my design, and choose an appropriate toolchain)

Graphics

  • Corel Paint Shop
  • Blender 3D

Sound

  • Audacity (Sound Effects, recorded using a cheap microphone and whatever I can find that sounds about right)

Time-lining

Not doing any elaborate time-lapse or streaming or anything like that.  Instead, I’ll just be making the odd post on Twitter, Facebook, here, and on the project page at https://server.kaldev-games.co.uk/projects/ld27

Good luck everybody, and have fun!!

Quite happy with this one

Posted by (twitter: @Kalakian)
Monday, April 29th, 2013 11:54 am

I lost the first day to an idea that I wasn’t really happy with, progress was slow, and my motivation was disappearing quickly.

Got up on the second day, scrapped the original idea, and had the first playable of a different game in only a couple of hours.  I could’ve pushed myself to get it in for the compo, but I took the extra time and got some more work on it during the jam day.  What I ended up with, I’m quite happy with.

It’s quite simple really. 2D top-down arcade game where you mash the keys, run around picking up coins, and get to the exit. There are some enemies as well, and each level has a timer on it.

Anyway, here it’s here: AYUG V0.3.0 Submission

End of day 2 for me

Posted by (twitter: @Kalakian)
Sunday, April 28th, 2013 2:00 pm

There’s still a few hours left of the compo, but I’m going to call it a night and just go in for the jam.  I lost a lot of time since I scrapped my first idea and started a new one this morning (about 29 hours in).  Still, I’m quite happy with what I’ve got so far, and could probably finish it off in the next hour or two.

I’d rather just get some sleep tonight and get even more done tomorrow … or finish it off in the first couple of hours in the morning, and then slack off for the rest of the day :)

Anyway, good luck to those that are still aiming for the compo submission.

Starting to take shape

Posted by (twitter: @Kalakian)
Sunday, April 28th, 2013 9:44 am

I’m glad I scrapped what I had done yesterday, because I’m progressing better with my “Plan B” game, and back to having fun developing (and testing).

Added an updated version to my dropbox public folder, which you can play online now.

Only 2 levels so far and it’s still quite easy.  Think I might just make 3 or 4 levels, then back to start with slightly increased difficulty.

Plan B, and progress

Posted by (twitter: @Kalakian)
Sunday, April 28th, 2013 3:26 am

I originally decided to go for an on-rails adventure platformer.  I spent all day on it yesterday and made very little progress.

Got up this morning, ditched it, and moved onto plan B, which I put together very quickly, and have the first playable for already!  This time, I’m going for a very simple top-down maze pickup game (like pac-man, but not).

Anyway, I’ve put it in my public dropbox so you can play it right now.

Oh BTW, I’m in

Posted by (twitter: @Kalakian)
Saturday, April 27th, 2013 1:22 am

I usually make an “I’m in” post before the actual dare starts, but better late than never.

The tools I’ll be using are:

Design

  • A big whiteboard, with lots of space for scrawling ideas on
  • The try-it-and-see method

Coding

  • GameMaker: Studio

Graphics

  • Corel Paint Shop

Sound

  • Audacity (Sound Effects, recorded using a cheap microphone and whatever I can find that sounds about right)

Time-lining

Not doing any elaborate time-lapse or streaming or anything like that.  Instead, I’ll just be making the odd post on Twitter, Facebook, here, and on the project page at https://server.kaldev-games.co.uk/projects/ld26

Good luck everybody, and have fun!!

I completed another one!

Posted by (twitter: @Kalakian)
Sunday, December 16th, 2012 2:37 pm

I managed to make it through another Ludum Dare, and with time to spare.  Think 18 was the last one I stayed in and actually submitted something.

Ok, so my entry is quite simple.  You are a burglar, and you must break into a house to steal the valuables, which, for the moment, is just dollar-sign pickups.  There is no sound, the graphics are basic, but the core gameplay is demonstrated.

I had so much fun making this, that I will be continuing its development when I have some spare time (I mean it this time!!!).  I have a list of features yet to be implemented, and it’ll scale right up to quite a large game … eventually!

Anyway, here it is: Burglar! V0.3.0 Submission

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