About KayZ (twitter: @KayZGames)

Entries

 
Ludum Dare 36
 
Ludum Dare 34
 
Ludum Dare 33
 
MiniLD #57
 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 28 Warmup
 
MiniLD 47
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 26 Warmup

KayZ's Trophies

KayZ's Archive

Post Mortem: Chariot Arena Battle

Posted by (twitter: @KayZGames)
Monday, August 29th, 2016 11:11 am

First, my current game: Chariot Arena Battle

ChariotBattleArena

With every game I submit to a Ludum Dare competition I try to learn something new. This time I wanted to create a multiplayer game. In retrospective, I’ve learned the following things so far:

  • LD25 – Lasershark – Never made a game in 48 hours before. It’s not easy to finish a game in 48 hours. I did not succeed.
  • LD26 – 20 Seconds – Finish my first game in 48 hours. Success!! Simple graphics and simple mechanics. Simple collisions between rectangles and circles.
  • LD27 – Alien Attack – Collision detection with polygons
  • LD28 – Granny Loosethooth – Path finding. Not implemented correctly, but still working surprisingly good.
  • LD29 – Castle Engineer – Stupid “AI”. Not an AI at all.
  • LD30 – Opposing Worlds – A bit more intelligent computer enemies. Not what you’d call an AI, but can be challenging. Also: first turn based strategy game for me.
  • LD31/LD32 – skipped. Participated in some other Game Jams, created my first game using WebGL
  • LD33 – (Idle?) Monster – took my newly learned WebGL-Skillz, threw them away and created a clicker/idle game only using some HTML div-elements.
  • LD34 – Damacreat – created the most relaxing game using the worst controls ever. Added procedural generated background in a post compo version.
  • LD35 – failed – created some epilepsy inducing game. Did not want to publish. Didn’t even have good/working/any game mechanics when the jam ended.
  • LD36 – Chariot Arena Battle – My current game. The pinnacle of evolution. A multiplayer game. My graphical skills never improved noticeably.

I started this game jam with the goal to create my first multiplayer game. In preparation I created a simple server that I could use to pass messages between the clients (and posted the source in my “I’m in post”). It was also the first Ludum Dare I did not start alone but joined some other jammers in their quest for fame and glory. I still did my game on my own and they created theirs (runvs with Raiders of the Ancient Technology).

The jam starts Saturday at 3 AM at my location. I have some weird inner clock, that always wakes me at this time whenever a Ludum Dare starts. So I knew the theme, and combining it with my target of some multiplayer game I immediately thought about creating some game with catapults. I went to sleep again and when I woke up, I didn’t like the idea anymore. Catapults are too slow.. that would be to boring. Then I thought about creating a game that’s a mashup between Mario Cart and Trackmania using chariots. So that was what I was trying to do. At the end of the first day I didn’t like that idea anymore, and turned it into what you can play now.

The bad things

  • I got lazy on my second day. I actually wanted to add some other enemies, so there would be something to do even if no other player connected.
  • no sound
  • no juice
  • I tried to test my game online on the first day. It did not work, because the places where I usually publish my games all use HTTPS. If you use HTTPS, you also have to use a secure connection to other hosts. My websocket-server did not have any SSL certificates at all. Thank to Let’s Encrypt and a great dartdoc I was able to set it up Sunday morning.
  • I knew I’d do this beforehand but still: I created a multiplayer game in a way you are not supposed to ever create a multiplayer game. All game logic is on the client, the server has no authority at all. Data is transmitted as strings (JSON) instead of binary data.

The good things

  • I actually finished a playable multiplayer game in less than 48 hours. (I worked on the game for approximately 20 hours).
  • I’ve got a server that supports HTTPS.
  • I’ve got a basic idea about how to synchronize player/game state between multiple clients. It shouldn’t be too hard to move the logic to the server. – This will be my next goal.
  • A comment on my game gave me an idea for a post compo version. It might not be chariots anymore :).
  • Last but not least: great self-made falafel wraps on my first day at runvs.

And now I’ll be online for approx. 2 hours in my game, so no player has to play alone.

Join Chariot Arena Battle

Come and join the fun. The more the merrier (I wanna see at what point my game can’t handle any more players).

I’m Done!

Posted by (twitter: @KayZGames)
Sunday, August 28th, 2016 10:33 pm

Or rather I was a few hours ago, but after some sleep I’m now ready to accept some challengers in my very first multiplayer game:

Join Chariot Arena Battle

ChariotBattleArena

Come and join the fun. The more the merrier (I wanna see at what point my game can’t handle any more players).

Almost forgot about LD, but I’m in!!

Posted by (twitter: @KayZGames)
Wednesday, August 24th, 2016 9:18 am

And I’ll try to create my first multiplayer game (probably something coop), as I’m currently playing around with some networking stuff.

Tools & Tech

Platform: Web/HTML5
Language: Dart
IDE: WebStorm
Libs: dartemis and other stuff on pub if needed.
Base Code: some utilities to reduce the amount of boilerplate code I need to write
Graphics: Krita
Sound: Audacity
Multiplayer stuff: Websockets and/or WebRTC (EDIT: a little server I use for connecting the clients)

I’m in once again

Posted by (twitter: @KayZGames)
Thursday, April 7th, 2016 1:09 pm

for the first Ludum Dare of 2016.

I’ve been lazy the last few months. I hope I didn’t get rusty.

Platform: Web
Language: Dart
Libs: dartemis and other stuff on pub if needed.
Base Code: some utilities to reduce the amount of boilerplate code I need to write
Graphics: Krita
Sound: Audacity

Good luck everyone and have fun!

I’m in

Posted by (twitter: @KayZGames)
Monday, December 7th, 2015 12:42 pm

for the last Ludum Dare of 2015.

Platform: Web
Language: Dart
Libs: dartemis and other stuff on pub if needed.
Base Code: some utilities to reduce the amount of boilerplate code I need to write
Graphics: Krita
Sound: Audacity and maybe bfxr

Maybe I’ll create something full-screen for a change.

participants++

Posted by (twitter: @KayZGames)
Thursday, August 13th, 2015 9:51 am

I’ll be in once again. I didn’t finish my game the last time because I was bored by it and I couldn’t participate the LD before, so I seriously need to create a game again.

So far I’ve used the Dart Editor for programming but as the editor has been discontinued and I still want to use Dart, I’ll use either Atom or WebStorm EAP this time. I’ll use the Warmup Weekend to see which one I’m more comfortable with.

Platform: Web
Editor/IDE: Atom or WebStorm EAP
Graphics: Krita (and maybe GIMP or Inkscape)
Sounds: My mouth (or sfxr.me) and Audacity
Code: dartemis as my ECS and a lib that contains some base classes and helps me to quickly create the boilerplate code and github pages. Also whatever comes in handy from pub.

I just hope the summer heat will be gone until the Jam, otherwise I may die while coding (no need to mourn).

!!!ni m’I

Posted by (twitter: @KayZGames)
Friday, February 27th, 2015 4:45 pm

Great theme for this Mini LD! I think I’ll just reverse my development process and start by doing graphics and sound and do the programming and add some gameplay at the end. I hope time is on my side.

I’ll use my usual tools (Dart, etc.) but I’ll use WebGL for the first time in a Jam. I started learning WebGL about a month ago, so I hope it’ll work out. But I’ll still do something 2D.

You’ll probably be able to play my super awesome game here.

Mini LD #57 Post Mortem – Replay

Posted by (twitter: @KayZGames)
Friday, February 20th, 2015 11:38 am

Creating my game ‘Replay’ was an awesome experience. I hope it’s a sidescroller you’ll also like.

I’ve learned quite a bit. For the first time I used WebGL in a game jam after I ported one of my games to WebGL only half a month ago to learn how to use it (the port isn’t finished yet, because I just had to do this jam, but if you want to take a look: unfinished WebGL version, finished WebGL-free version). This is the first game which isn’t as static as my older games. I’ve got fancy animations and cool parallax scrolling.

Things that went great:
* getting all those images into WebGL as textures worked without a hitch
* finally some animations and parallax scrolling!
* the game has a really cool ending
* came up with a name really early

Things that went bad:
* I wanted to use free sprites for my character and environment, but couldn’t find images for everything and had to do some art on my own (every good looking image is not made by me ;))
* Couldn’t use the whole week because there was some really annoying disturbance that prevented me from working on my game
* didn’t have time to add a start to the game, so you have to start at the ending

Please play and comment on my game :)

Progress Report

Posted by (twitter: @KayZGames)
Sunday, December 7th, 2014 1:31 am

The second day is starting for me now. Did the basic stuff yesterday and besides a lot of drawing, the actual gameplay has to be implemented today.

The idea of my game is, that some space-time-bending scientist/traveler had an accident and ended up shrunken on an old LCD-screen. His only working item is his materializer which he has to use on things on screenshots to get the required items to repair his space-time-bending machine and to return to his normal size.

My initial scribble looks like this:
ideaOnPaper

The current state of the game is this:
screenNoGame

And now I have to draw some screenshots, items and monsters.

In I am

Posted by (twitter: @KayZGames)
Tuesday, December 2nd, 2014 12:21 pm

for the last Ludum Dare of 2014.

My tools will be the same as every time.

Platform: Web
Language: Dart
Libs: dartemis and other stuff on pub if needed.
Base Code: for setting up my workspace and some utilities to reduce the amount of boilerplate code
Graphics: Krita
Sound: Audacity and maybe bfxr
Other Stuff: a ☃ TODO list (first one was awesome, but didn’t even check everything on my second one, hoping for the best for this third time with a few more things to check and a ☃ to help)

[☃] Obligatory I’m in (3 days before the compo, woah I’m late!!)
[☃] Have a checklist (3 days before the compo)
[☃] Come up with an idea (basic idea 1 hour after LD started)
[☃] Sketch the idea on a piece of paper (11 hours after start)
[☃] Implement the game (started 11 hours after theme announcement)
[☃] Add sound (simple bfxr sounds 8 hours before the end)
[ ] Make it juicy
[ ] Have a winning/losing condition
[ ] Create a winning/losing screen
[ ] Create a menu for starting the game
[☃] Have a name (Shrunken Traveler, 15 hours before the end)
[ ] Write a description
[ ] Post the game (It’s neither complete nor fun)
[ ] Advertise the game
[☃] Write a progress report
[ ] Write a Post Mortem
[ ] Play and rate at least 100 games

Tried to do something for the MiniLD, but didn’t invest enough time and looked at dancing kittens all my prePURRration time instead.

Obligatory I’m in

Posted by (twitter: @KayZGames)
Saturday, August 9th, 2014 9:16 am

for my 6th LD!

I’ll be using:

  • Platform: HTML5
  • Language: Dart
  • Libraries: dartemis and whatever is available at pub and could be useful for the theme
  • base code: for setting up my workspace and some utilities for less boilerplate code
  • Graphics: Krita and/or Inkscape, depending on my needs
  • Sound: Audacity and maybe bfxr, but the last few times I just recorded stuff instead
  • a TODO list, because that worked out quite nice the last time around

[X] Obligatory I’m in (2 weeks before the compo)
[X] Have a checklist (2 weeks before the compo)
[X] Come up with an idea (~9 hours after start)
[X] Sketch the idea on a piece of paper (several ideas until I had an inspiring one)
[X] Implement the game
[ ] Create a winning/losing screen (didn’t have any energy left)
[X] Create a menu (a few hours before the deadline)
[X] Have a name (a few hours before the deadline)
[X] Write a description
[X] Post the game
[ ] Advertise the game
[ ] Write a progress report (didn’t have the time)
[ ] Write a Post Mortem
[ ] Play and rate at least 100 games

Post Mortem – Castle Engineer

Posted by (twitter: @KayZGames)
Monday, April 28th, 2014 4:41 am

Working on checking all the items on my TODO-List, this is the Post Mortem to my game Castle Engineer.

In this game, you (obviously) play a castle engineer. A castle engineer works beneath the castle and usually just stands in front of a button and presses it every time the connected trap deactivates. But on this very day, every other castle engineer is at the beach, so you have to take care of all the traps in the castle. And the heroes know.

What went right

  • my TODO-List – did help (but could have been a bit more specific about the implement the game point
  • Krita – used this software for the first time for the LD, and with a little setup was able to do my “pixel art”
  • Pixel Art – for the first time, I have an image that could really be called pixel art, the treasure chest: treasure chest It was the last image i created and it is my best looking image ever.
  • The protagonist – I don’t know what he is, but that’s a good thing, I suppose
  • Created my first platformer – so far, I’ve only done top-down games. Had to come up with some other way of doing collision detection because just checking with every tile in the game would have been a performance killer. And this went pretty well. It’s not perfect, but that’s something to do in a post compo version.
  • My first sketch of the idea – did it before writing any code. It’s the first time I even did something like this. Worked out pretty well and the game looks pretty much as planned.
  • The heroes AI – also known as artificial stupidity, but could have been worse.
  • The sounds – I just love doing sounds myself, they are the most fun, or to quote one commenter “adorably hilarious”. Who needs 8bit sounds if you have a mouth and a mic?

What went wrong

  • added a bug right in the beginning of coding the game. Discovered it when I had the first trap-thing that moved from left to right. The fix was easy, but I got stuck there for a while, thinking about how to fix it correctly.
  • Got kinda discouraged on Saturday evening, stopped developing early in the evening and was too tired later on to start again. But was back to full strength on Sunday and coded, drew and recorded sounds for ~15 hours all day long until after midnight.
  • FPS-Rate on Firefox is extremely flaky, made it impossible to work with the delta between frames. Now I’ve got a fixed delta and everything is predictable. This even fixed some weird bug I had with the heroes falling or going through walls, still not sure why.
  • Used the dev version of the Dart Editor and updated on Saturday morning. The thing just didn’t stop updating taking my fans into full power mode. Also content assist broke. Switched to the stable version which worked flawlessly. Lesson: don’t update if it’s working and you need to use it at the moment.

Features I did drop because of the time limit

  • Would have liked to add some individuality to the heroes. Some being brave, or faster and more heroes obviously. I would have also liked to make them more intelligent. Like jumping over a trap if they see one right before them.
  • My initial idea had some resource management included. A specific amount of energy available for trap activation.
  • Wanted to have some way to configure trap. Like the type of each trap, or the path of a trap and with different effects on the heroes. But that would have been to much complexity on top.

And now I’m off to work on the last item of my checklist, to play and rate at least a hundred games.

And for the sake of it, a hypnotizing gif of my game:
hypnotizing

And now that you are hypnotized, one more link to my game Castle Engineer.

Progress Report – Castle Engineer

Posted by (twitter: @KayZGames)
Sunday, April 27th, 2014 4:36 am

Less than 14 hours to go and I’ve finally reached a point where the main stuff works.

Now I just have to add more content, nicer graphics, blood, fire, sound and maybe even animations….. I’m doomed!!

Anyways. Did you ever wonder who pulls the strings when you visit a castle to free the princess or to loot the treasures? Beneath the surface, there are a lot of castle engineers who keep the traps and everything running.

Try it yourself
Controls: Move with A and D, activate Traps with W.

At the moment there are only spikes, but more stuff will be added in the next few hours.

Refer to this first sketch to see what kind of traps I’m planning to add:
castleEngineerPr

Ludum Dare Checklist

Posted by (twitter: @KayZGames)
Friday, April 25th, 2014 10:22 pm

Just so that I know what I have to do (not necessarily in this order and subject to change). Feel free to copy.

[X] Have a checklist (4:20 hours into the compo)
[X] Come up with an idea (3:30 hours into the compo)
[X] Sketch the idea on a piece of paper (6:00 hours into the compo)
[X] Implement the game (starting 6 hours into the compo, finished 1:30 hours before the end)
[X] Create a winning/losing screen (43:30 hours into the compo)
[X] Create a menu (43:30 hours into the compo)
[X] Have a name – Castle Engineer (4:00 hours into the compo)
[X] Write a description
[X] Post the game
[X] Advertise the game
[X] Write a progress report before going to sleep
[X] Write a Post Mortem
[X] Play and rate at least 100 games

I’m in

Posted by (twitter: @KayZGames)
Sunday, April 13th, 2014 12:50 am

for my 5th LD!

I’ll be using:

  • Platform: HTML5
  • Language: Dart
  • Libraries: dartemis and whatever is available at pub and could be useful for the theme
  • base code: for setting up my workspace and some utilities for less boilerplate code
  • Graphics: Krita (recently discovered) and/or Inkscape, depending on my needs
  • Sound: Audacity and sfxr

Granny Loosetooth and the Toothfairies

Posted by (twitter: @KayZGames)
Sunday, December 15th, 2013 5:40 pm

Finally finished my first game in this Ludum Dare. I had a lot of fun and finishing a game feels great! I’ll do a Post Mortem later this week but for now, I just have to sleep. It’s almost 2 am and I have to work in a few hours.

Granny Loosetooth and the Toothfairies

Enjoy the game!

[cache: storing page]