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SnakeLike Post-Mortem

Posted by
Friday, August 28th, 2015 7:40 pm

So, this Ludum Dare I made a game called SnakeLike, which is supposed to be a cross between a RogueLike and Snake.

You can find it here:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=12883

 

The premise is that you meander around the levels, one move at a time, and can fight enemies and swallow their corpses.  Each enemy you swallow gives you one extra segment, which takes on the properties of that enemy.

View post on imgur.com


Each segment you get from an enemy is capable of attacking to either side, so as you accumulate new segments, it becomes advantageous to surround your enemies, and strike at them from multiple sides at once.

View post on imgur.com


Stronger enemies give you segments with more attack and/or HP, and you can let their corpses run through your body to add on to the end, or else digest them before that to replace and upgrade an existing segment.

View post on imgur.com


So, how did that work out for me? Well…
(more…)

Most likely in again

Posted by
Thursday, August 20th, 2015 6:09 pm

Throwing my potential hat into the ring, here.

I will most likely be using my standard tile-based platformer code base for Clickteam Fusion 2.5, as stripped down from whatever the last game I made was.

www.l-ames.com/logan/base-33.zip

It usually gets the job done.

 

Just an Otter Post-Mortem

Posted by
Thursday, September 4th, 2014 6:57 pm

So, someone asked me to do a post-mortem for my game.  So here it is.
For this Ludum Dare I made Just an Otter Game.

You can find it here:  http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=12883

Not too long ago, I came up with a way to mask separate layers in Multimedia Fusion 2.  It was nothing revolutionary, but it was something I was eager to work into a new project.  I had already begun to think up some ideas involving multiple, overlapping game genres.  The next day I saw that “Connected Worlds” was one of the themes in the voting (and a frontrunning one at that), and figured it would be a good opportunity to put this idea into motion, provided the theme won.

Needless to say, I was happy with the theme choice.
I dove immediately into my idea, starting with tile art.

What I ended up making fell rather short of my original scope, but that always tends to happen.  The final game ended up being a parody of 3 different, overlapping game genres, where the boundaries between them can be manipulated, and the characteristics of things change based on the game they’re in.

Starring an otter, because why not.

HOW IT WORKS

What’s going on here is that the actual game is being handled invisibly, on a base layer.  Then the three games’ layers are drawn above that, each with an addative ink effect.  Everything in the game (player, enemies, shots), has its own object on the base layer, and then a dummy object on each of the games’ layers.

Drawn together, it’s kind of a mess.

Each game’s layer then has a Surface Object (a drawing-based object for MMF2) overlayed on it, which is either transparent, or pure black.  At any given pixel in a level, two of the layers will be blacked-out, and one will shine through its transparent overlay.

Then, there’s a separate Surface Object which keeps track of which layer owns what pixel, with a separate color attributed to each game layer.  This is to determine how an object should act based on where it is.

Simple enough.

At this point, it’s just a matter of drawing the “explosions” in such a way that they’re consistent across layers.  Draw transparent into the to-be-exposed layer, draw black into the other two layers, draw the layer’s attributed color onto the base layer.

WHAT WENT RIGHT

  • The game’s concept implemented as smoothly as I’d hoped.  I managed to get the per-layer masking going quickly, giving me time to work on the individual games’ elements and properties.
  • This is the first time I’ve used a code base for a Ludum Dare, so that freed up a lot of time that normally would have been spent re-coding the same thing from scratch.  I think it was a good idea.
  • I was pretty careless with most of the art, in such a way that I’d hurry through it and hope it would end up presentable.  For the most part, this worked.

WHAT WENT WRONG

  • I should have expected this, but working on and polishing three games takes a LOT of work.  There were a great number of little things that I ended up having no time left to address.
  • In all my brainstorming, I couldn’t think of the best way to have the games interact with one another.  I kinda ended up chickening out with “anything you can do in a game will extend its range”, but I feel there has to have been a better way to handle things.
  • I ended up stalling at the level design phase.  For some reason, I couldn’t think of good ways to make use of what I had just made.  The game suffered quite a bit for this.
  • The platforming needed a lot of work.  I wanted to get the slow-to-accelerate feel of the original Super Mario Bros. down, but I couldn’t quite nail it.  Additionally, if you’re not fully on a platform in my game, you’ll kinda slide off of it.  It was something I was aware of when developing, but something that I couldn’t think of an elegant way of fixing.  But I really should have addressed it.  The platforming became needlessly frustrating because of this little thing.
  • Apparently the first stage is too hard?  I honestly had no idea, though I can think of ways I could have been more lenient.  Maybe I shouldn’t have required the player to have to run to clear some of the pits?
  • I also apparently introduced the theme too late.  I thought the second level would be early enough.  In my last LD game, I think maybe 1 person actually discovered the theme?  So I thought I was being generous here.  But what with the apparent difficulty of the first level, a lot of people were writing off my game before even getting to the theme.  Well, I tried…

WHAT’S TO COME

Like I said, the game fell far short of my scope, and I didn’t really have the time to properly polish things, or even get the hang of the level design.  So there’s certainly a lot of room to grow.  I was kinda sad that I didn’t get to implement the 8-bit RPG layer, heh.
But then, I’m terrible with following up game ideas, so…

Who knows?

In, probably

Posted by
Wednesday, August 20th, 2014 8:02 pm

I’ve never actually made a blog post here, but I figure it’s time to actually use a code base, because I’m kind of sick of reinventing my wheel every time.

So here’s my base:  http://www.l-ames.com/logan/ld-30-base.zip

It’s just a simple tile-based platformer movement with a built-in editor, for Multimedia Fusion 2.  It’s basically my previous LD entry with all the game content stripped away, but that’s a passable place to start.

 

I’ll be using MMF2 for code, sfxr for sound, and Abundant Music (which I only just learned about) for music.

That’s about it.

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