About alyphen (twitter: @alyphen_)


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
MiniLD #51
Ludum Dare 29
Ludum Dare 24

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Here, have a wallpaper

Posted by (twitter: @alyphen_)
Friday, March 20th, 2015 10:05 am


Ā 1920×1080

Might give it a better shot at some point, but this is something for this afternoon.

Progress report/engine mechanics

Posted by (twitter: @alyphen_)
Saturday, December 6th, 2014 5:19 pm


Quick preview of some engine mechanics.

The game all takes place within one room, and various characters will be introduced, both via the computer and coming to visit. It’s set in the late 90s, where Erica, a double agent for a hacker group and a government agency, must make choices as to which causes she truly wishes to support by making various choices throughout the game, and prevent people who want to kill her from realising her associations.

Your choices will determine the path you take through the game, eventually ending up in different endings, much akin to how visual novels work.
Some of the biggest inspirations as of yet include the play Journey’s End, in which the entire play takes place in one place, and characters develop based on certain events, The Matrix’s late 90s sci-fi setting, Memento XII from Ludum Dare 23 and it’s small rooms where you make choices, and aforementioned VN mechanics.

A lot of how the game plays out from here will depend on my storytelling skill, other than that there’s very little to do left other than question options and a few more character images for different characters.

I’m in!

Posted by (twitter: @alyphen_)
Thursday, November 27th, 2014 5:36 am

This will be my third LD, the first two were LD24 (Evolution) and LD29 (Beneath the Surface).

Getting hella hyped in IRC, very excited about being able to participate again.

Language: Most likely Java, though possibly Haxe, JavaScript, Ruby, or Python (or a combination of all of those, who knows.)

Frameworks: Depends mostly on the idea, with Java, libGDX is tempting, though other options include pure Java2D or JavaFX. With Haxe, OpenFL or HaxePunk. With JavaScript, plain canvas probably, or possibly MelonJS or something. With Ruby, RubyGame, or write a basic enginge in Java and then interface with JRuby to get the benefit of Java’sĀ  superior GC. With Python, PyGame (though it would be my first time doing gamedev in Python) or Jython with a Java engine.

Honestly, this is largely dependent on my mood on the day.

Editor: IntelliJ IDEA & Atom

Graphics: GIMP

Music: MuseScore or GarageBand

My top list(s)

Posted by (twitter: @alyphen_)
Monday, May 19th, 2014 8:50 am

Okay, I played a lot shortly after the compo, but after the first few days, as usually happens, I was swamped by various other activities.

Regardless, here’s my top five:

1. Epsilon Adventure

Quite an interesting exploration game full of puzzles.
2. Broken Heart

A beautifully stylised entry, quite emotional and moody atmosphere.
3. Like a Bird in the Sea

Very enjoyable questing system, along with a depleting oxygen level when you were beneath the surface. Nice level design.
4. Beneath the Memories

Amusingly narrated and brilliantly executed short storyline
5. Iceberg

Fast-paced puzzler, simple design and ugly as hell but fun to play.

1. The Stairs

Classic RPG-style game, a lot of content for an LD game.
2. Defy Hades

Platformer in which you obtain various powers which you use to your advantage (or not) to complete levels. Looks & sounds beautiful.

3D space shooter, quite an impressive entry.
4. Charly’s Psyche

Surreal… I don’t know what to call it. Weird and wonderful, nonetheless.

5. Obolos

Beautiful and relaxing.


Also check out my game, Descent šŸ˜‰

Descent: A post mortem

Posted by (twitter: @alyphen_)
Monday, May 5th, 2014 3:43 am

Firstly, sorry for neglecting to write a post mortem last time I entered in LD24, after the first couple of days of voting I kind of disappeared and didn’t come back till recently.

Secondly, if you haven’t played Descent, have a look over here

Here are some screenshots:




A little bit about the game:

Descent is a sort of odd game. I didn’t really know what I was going for, I just sort of went along with what I was doing to see what came out of it. I ended up with a sort of paper plane/flappy birds cross that was much moodier than either, and centered around exploring underground caverns.

You play as a sort of droid, and you’re meant to pick up various treasures. At one point I planned to do a short cutscene at the start whereby a couple of archaeologists launched you down into the cave, but I decided against that idea and instead to focus on the mechanic itself.

What went well:

The controls.

I managed to develop a pretty unique control system, and it’s quite an interesting thing to play with and get used to.

The graphics.

It’s a very simple style, walls and corners are smooth, and there’s a static lighting effect. The text somehow seems to add to the feel of it.

The mechanic.

The end result is not really something I’ve seen done before.

The menus.

I got these done incredibly quickly, and they don’t look half bad. There’s a considerable amount of options to explore, including enabling/disabling music, sound effects and lighting, and changing the difficulty.

The plugin API.

Would do again. This was less work than I expected, and includes a decent system for plugins to hook into. It was also a lot of fun to do.

The map editor.

This made map creation considerably less difficult, and also allowed me to release something that other people could use to create maps.


What didn’t go so well:

The controls.

Although it’s a unique system, perhaps because of this, a lot of people disliked it and how it handled. A few alternatives I’ve been thinking about have been pressing a key gradually steering you towards a point or using the mouse and clicking where you wanted to go (which I couldn’t get to work within the 48 hours). I’d like this to be a modifiable thing in the menus somewhere. Meanwhile, if someone wants to make a plugin to switch the PlayerController, feel free šŸ˜‰ just might need to use reflection to do so

The map loader.

For some reason, this took longer than expected. The end result wasn’t bad, but I had to go through numerous hoops to get something that worked. Glad it’s there, not so fun to implement though

The difficulty.

A lot of people have been complaining about this – while I can clear the included level in one run on normal difficulty, collecting all of the artefacts and scoring 600+, not everyone can do this it seems. A lot of people got stuck on the initial couple of rooms. Which is a shame, as the music develops a lot as you continue on. I’ve been thinking about making easy “snap” to each direction, change normal to the existing easy, hard to the existing normal, and insane to the existing normal with one life. (Also, hard and insane are pretty much impossible currently)

The music.

Although a lot of people liked this, I wasn’t happy with it personally. It was fairly randomly bashed together, and wasn’t really something I enjoy listening to most of. There are nice sections, but I don’t enjoy the overall feel of the piece.


Anyway, look forward to joining in again some other time. I’ll try and make LD30, but no promises.


Web porting done

Posted by (twitter: @alyphen_)
Sunday, April 27th, 2014 4:16 pm

You can now play Descent at http://lucariatias.github.io/ld29/

After a few headaches with Java applet security, as long as you have your java set to allow unsigned applets, it runs.

It doesn’t quite have all the features of the standalone version, but at least it’s working.


Posted by (twitter: @alyphen_)
Sunday, April 27th, 2014 2:54 pm

I’ve finished my game in time for the compo – I’m actually pretty pleased with what I came out with, after starting late I didn’t expect to come out with that amount of content.

You can download the finished game from http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=14242 – play it and see what you think šŸ˜‰

Here’s a little sneak preview:



End of the first day.

Posted by (twitter: @alyphen_)
Saturday, April 26th, 2014 5:27 pm

So, after starting 12 hours late, I got something alright done.

General movement mechanics are done, tiles are done, map editor is done, collisions are done, losing the game is done.

All that needs to be done now is a basic text box that tells you what’s actually going on, perhaps some menus of some description, finishing the music, and some more object & level design.

The game is generally focused on exploration – you control a robot to explore caves to find different treasures, evading touching the walls.As you continue to explore, the music should progress in complexity, as should the caves, which should gradually become harder to navigate. The further you get from the initial start point, the larger your score should get.

I’ve considered doing a proper event system & plugin loader, so you can expand upon the game fairly easily. I’ve done similar things before, so it shouldn’t be too hard to implement.

Well, I have another free day tomorrow, so it should be fairly easy to get most of that done in time.

Movement, collisions, objects!

Posted by (twitter: @alyphen_)
Saturday, April 26th, 2014 9:37 am

Okay, I have something working.


Belated “I’m in”

Posted by (twitter: @alyphen_)
Saturday, April 26th, 2014 6:10 am

Well, I don’t have the full time to do something, but with the theme announcement I was in two minds as to whether to do something.

I haven’t participated since LD24, and I’ve learnt a lot since, so I’ll be using:

Language: Java

IDE: IntelliJ IDEA

Graphics: GIMP

Music: MuseScore

Other tools: git, maven, standard stuff.

I plan to make something simple, but easily expandable, so that I end up finishing the mechanics quickly and level design can finish when it wants to.


Posted by (twitter: @alyphen_)
Monday, August 27th, 2012 8:51 am

Here is my timelapse.

Thanks for being awesome everyone! This was a great experience, and if the next time is in hols I’ll definitely enter again.

Making timelapse

Posted by (twitter: @alyphen_)
Monday, August 27th, 2012 3:53 am

Well, after failing to livestream I said I’d make a timelapse. Which is exactly what I’m doing. I’ve gone through the screenshots and removed ones of say, facebook, or my screensaver. There’s just over 1000 of them.

I’ll stick in the video once I’ve exported it.

Finished! (FINALLY)

Posted by (twitter: @alyphen_)
Sunday, August 26th, 2012 4:33 pm


It’s now 12:30. I need to get some sleep.

I’ve ironed out pretty much all the bugs I spotted, and the game has a “proper” soundtrack!

I’m hoping all those particles will cover up how bad my art skills are ;3

At the moment, I’m happy to call it “complete”. Sure, it could do with some better sprites, online multiplayer, better saving, maybe even achievements, but it works and it’s fun.

Tomorrow morning, I’ll get on my Mac so I can get to work porting this. I’ll see if Winetricks manages to support SuperSound alright.

Finishing touches…

Posted by (twitter: @alyphen_)
Sunday, August 26th, 2012 2:59 pm

Just writing the last few pieces of music… they’re 8 bar loops and I’m writing the entire game’s soundtrack in minor keys.

After that, I’ll stick some credits in and get it submitted. Nearly there, and 3 hours to go!

I’m not doing achievements, they don’t feel like they’d fit any more. Online multiplayer’s a complete no as well, especially given the time, but I might add that after the competition’s ended at ome point if I can be bothered.

The main game is done!

Posted by (twitter: @alyphen_)
Sunday, August 26th, 2012 12:57 pm

Yay, I have something playable and somewhat done now.

So, I’ll polish and add features and gimmicks until midnight, then publish!

Boss fight!

Posted by (twitter: @alyphen_)
Sunday, August 26th, 2012 11:26 am

The boss fight’s pretty much done!

Now all I need to do is the final scene (the ending) and then all the little tweaks and gimmicks I can fit in.

Aiming to submit around 2 hours before the deadline.

Dragon boss fight

Dragon boss fight

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