About Magdev


Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26

Magdev's Trophies

Magdev's Archive


Posted by
Tuesday, August 26th, 2014 11:34 pm







//  u  r  a  noodle  \\


nOODLE???? NOODLE… NOODLE NOODLE NO O   O       O                         O’]☼









Taquito Tower: The Burrito Galaxy Bean Saga 30X6

Posted by
Tuesday, August 27th, 2013 11:58 pm



I had to force myself to start writing this so it’s all fresh in my head, 2 lazy u kno? Post-mortems are important though. They help you reflect on your experience and really solidify what you want to do better next time, and they’re immortalized into the internet so you can read ’em over whenever you want. I’ll try to keep this more concise though.


This is my 7th game jam, and my 5th completed game. Wowow. I’m ready to start a bigger game soon, and I’m looking forward to seeing how it goes. This game jam was also my second collaboration, and my biggest collaboration yet. Mush did pretty much all of the graphics (aside from the burrito sprite, I know burritos more than anyone else would), and Kfaraday did the music.


What went wrong:


-Planning/scope: I’ve done lots of game jams lately, most of them being 7 days long, so when starting this game, the scope was pretty messed up, even though I’ve done 2 LDs before this. I planned on a procedurally generated dungeon crawler, with modular dungeons.  The dungeons modules were read in from an image containing blueprints for a bunch of 16×16 rooms, and would piece them together. That part alone actually went pretty well, despite taking quite a while to implement. Right when I finished it and it worked, I sat back and thought, “Wait, since you only have 10 seconds to explore, how the hell is the player even going to see all this shit?”. I realized this the next morning. Nothing else was implemented, just the dungeon thing, so I stripped out all the junk and made it only use one module per floor. After some messing around and cleaning up, it worked out. At the same time though, I wasted half of day one, which would have really messed up the project if I were doing the 48 hour compo this time.

Aside from that, the game overall was a bit too ambitious. I wasn’t able to put in much character progression in the game at all, which it really could have used. I quickly made attack damage go up for each five burritos you’re holding, to make things a little more interesting, though I don’t think many people will really utilize it, also bombs spawn after floor 14 which is ok I guess.

Another thing this really impacted was my sanity. I knew this probably wasn’t going to get finished if I didn’t pull an all-nighter on the last day, and pulling all-nighters is THE WORST. You’re tired,  you just want to stop working and pass out, but you can’t or your game won’t get finished, then that shitty feeling is attributed to your game, then every time you play it or open up the source you’re going to feel kinda shitty. It has happened to me lots of times. Really try to keep your scope sane, or you won’t be for very long.


Not familiar enough with the toolset (again): I thought I learned my lesson from using Unity for my 7DFPS, but NOPE! Even though I learned a lot about Unity over the last few times I’ve used it, I know I could have done many, many things way faster if I knew the toolset better. Like damn, I pretty much learned how to implement an actor system which is integrated with GameObjects while doing THIS game jam. Guys, please don’t do that. I’m crazy and dumb. You can learn different tools any time you want, you don’t need game jams for that, what you DO need game jams for though is to learn more about game development itself, design and scope and gameplay, not “OH GOD WHY AREN’T THESE GAMEOBJECTS BEING DELETED UGHHH I HATE UNITY HOLY SHIT”. If you don’t know your tools super well, crack open a book on it, read through some sources or something. I plan on reading  through a Unity book ASAP if one exists.


-Etc: The rest of the issues mostly came from scope, but I’m not sure I 100% if I like the weird semi/turnbased system. It’s a little hard to understand from the surface for some people, like rapidly tapping the slap button or the eat button, not knowing it’s sort of a turn based system and the turn executes every second. It was kind of like that for Room, where people would mash into enemies as if it were a normal turnbased roguelike, and never realize attacks happen per turn automatically when you’re adjacent to an enemy.


What went right: 

-The game was finished: Does this even count? I guess it does. It’s my 5th finished game jam. Aw yeah. That’s 5 in a row. I wanna do MOOOORE.


-It was a good prototype: The next game is going to be a first person dungeon crawler thing too, so me and Mush figured it’d be good to make a first person dungeon crawler in Unity. LD was a pretty good and productive way to prototype a game. The best part is that since LD is such a big event, it’s great for getting tons of feedback. I learned a lot about what direction the next game is going to be in. I learned that I don’t really like that semi-turnbased system I often use, so the next game will lean either towards full turn based, or full action. If they’re mixed in the game, they won’t be in the same place. (e.g., turnbased battles and realtime movement, or the other way around). One thing that seems to be going well so far is that people really like how everything is synced with the music. I think that cohesion is something I can really use in future games. The only issue is making sure it’s perfectly synced.


-Everything else: Sorry if I seem to be getting lazy at this point. It’s way easier for me to reflect on the things I did wrong and how I can improve them, because most of the time the things that go wrong are more important to take note of, since a lot of what goes right is more luck and experience. Basically everything that went right is all the cool stuff about the game, its awesome mushart/mushgrafix, and the awesome kfaramusic.


Play it here.


Posted by
Tuesday, August 20th, 2013 2:04 pm

My 6th gamejam. Here we gooooo.


I’ll be using C#/XNA. Famitracker for sounds, and Aseprite for grafics.


I’m confident that I’ll finish.

FrogForce Postmortem

Posted by
Thursday, August 1st, 2013 6:51 pm

I guess it’s about time for me to write a postmortem for this thing.

I’m really glad I actually finished this game jam. I’ve done only one other 7-day game jam before, 7DRTS, and I failed. I thought it was a good idea to write my game in C++, a language I didn’t know well at the time. Protip. Don’t ever do that.

Yeah though. This was my third successful game jam game, and it came out way better than my second one. I learned so much. Let’s break it down, yo.


FrogForce was written in C#/XNA. The sounds were made with Famitracker, and the music was made in FL Studio.


What went right:


To my surprise, the pathfinding went really well. I could have and maybe should have designed my game around not needing pathfinding, because I’ve never used it before, but it went better than I could have hoped. I grabbed some pathfinding code for C# and learned about it quickly. Every time I came across a small problem I had to fix with it, I isolated it and focused on it, tried different things, and it was inevitably fixed. One issue was that if you had units selected and right clicked really fast, before the units can move a single tile, they would just stand in place. I had no idea how I was going to fix it at the time, but I came up with the solution very quickly. I just had to make units ignore the first path node (the one they were standing on) when a path was assigned to them.



The graphics also went really well. I designed the units so that everything only needs one sprite. No attack animations, no directions, just a basic roguelike-ish style of one sprite. I added some wiggling and interpolation though for juice (which took like five minutes tops), and as a way to show something is getting hurt. While brainstorming out loud to my devbros in the Steam group chat, and deciding to make everything frogs, my friend offered to make a bunch of frog sprites. Since I designed my initial frog sprite (the one the player controls) to have only a few colors, he was able to whip together ten frog sprites. I was only able to use four due to time constraints though (but you can always mod the Professions.xml file if you want to change the sprites for the professions and see those secret sprites that didn’t make it into the game!).

On the final day, the graphics/polish day, the terrain looked awful. Instead of a dungeon, it was some sort of ugly grass/swamp with stone walls everywhere. It looked yucky, and the progression didn’t make any sense. While experimenting, I came up with a nice dungeon look. Inherently, that made progression make sense, because exits could be randomly placed as stairs to the next level.

I wanted to make the walls pop out a bit more, but I was running out of time quickly, so they’re sort of flat, but I still like how everything came out.



I didn’t want to make the gameplay overly complex. It would end up being hard to understand and take a long time to implement. Actors automatically attacked other actors when nearby. The damage formula is literally something like damage = power * 3. Increasing difficulty was as simple as storing how many floors you went down, and distributing more enemy stats randomly based on how many floors you’ve been through. It’s something like 3 + areasCleared * 5. It was easy to implement and adjust. Remember, keep it simple.



Feedback is the most valuable thing to have with game jam games, or any game in general, or any THING that you’re creating. I made sure I put aside some time to distribute a demo to people and get feedback on how it played/felt. The feedback helped me a ton. I was told the controls were a bit confusing and the combat was too fast-paced. I streamlined the controls and made combat slower, more intense and heavy-hitting, and added a cooldown to heals. It helped a ton. Also, near the final day, my brother wanted to play my game. I watched him play to see how balance worked out. He played for like a whole hour and he liked it a lot. While watching him play I learned exactly what things I should balance. Heals became useless at higher levels because they healed a constant value, so I made them heal a percentage of unit health. Fly drops didn’t scale at later levels, so it was impossible to keep your units upgraded past ~level 5, so I made flies scale too. It helped me improve the game a lot. Always set aside time for feedback and testing, guys.


What didn’t go too well:


My initial plan for the game was to combine dungeon crawler and RTS, which came out how I planned, but it’s flawed due to time constraints. What worried me a bit too was that my game wasn’t really fun until around the 5th day, because I had to deal with the core RTS element implementation first. Because I only had about two days left (one being dedicated to polish and balance) when I was just finishing up the main gameplay, your units weren’t persistent between floors, because my GenerateMap function cleared all actor/item/tilemap lists, so for each floor you go down, you get a fresh set of frogs at level 1. While this wasn’t a game-breaking issue, the game would have been much better if frogs were persistent. By the time I wanted to do it, I only had one day left, and it would have taken a lot of time to test/balance it, so I didn’t. This hurts the core gameplay quite a bit, but it still seems pretty fun.



Well, it went well enough for me to finish the game on time pretty much. I wanted to give myself a lot of spare time for polish, and spare time in case I mess something up or have to do something outside of dev. It turns out those things happened! On the third or fourth day, I had to go to my mom’s house and hang out/eat somewhere because she was going out of town for a while. On top of that, I initially planned my game to be non-gridbased. Protip, don’t use grid-based pathfinding with non-grid-based movement. It doesn’t work well.


It gave me so many issues that I just changed the movement to grid-based. I had to throw out everything that wouldn’t make sense in a grid-based game, including a cool radius-based attack system that would be very easy to implement and use, where all attacks, even melee ones, were like radius-based AOE attacks. I want to use it for something one day though. Also, I overslept A LOT. Don’t deprive yourself of sleep during game jams, but don’t oversleep either. I slept for around 12 hours for a few days, giving me a lot less time to work on my game.  At least I was well-rested though. I even slacked off and browsed the internet a lot, all while keeping my tweety and tumbly updated with my development progress.

There were a lot of other features I was planning too that didn’t make it into the game. Choosing the map seed, a “campaign mode” where you can choose the amount of floors a dungeon is, then fight a boss at the end, and some more.


Overall though, it went really well. There are more goods than bads. Even though I don’t even play RTS games that much, but I had a lot of fun exploring the genre a bit, while incorporating things that I personally enjoy. I might work on FrogForce more evenutally, to make it more complete and fun, clean up that nasty code, and add the content/features I planned before. Who knows.


Here’s a link to my entry by the way: http://www.ludumdare.com/compo/minild-44/?action=preview&uid=3935

Posted by
Sunday, April 28th, 2013 11:16 pm

Tired of all the encumbering exploration and procedural generation roguelikes have to offer? Agoraphobic?

 Trying not to spoil too much with this gif.


Finished. This is the second LD I’ve participated in, the first one I’ve finished, and the first game I’ve ever completed. Thanks, LD. It was super fun.

I was able to squeeze in a second tier of enemies and a way to win in the last 20 minutes. There are issues with balance and difficulty, but hopefully it’s not game-breaking. I didn’t have much time to test it. If I didn’t sleep in so long on the first day, it’d probably be much more balanced.

Some people are having issues with crashing. I’m pretty sure it’s because of them not having the XNA 4.0 redistributable, which really sucks. I don’t want to make a bunch of people have to install stuff. Maybe I’ll use something else next time so my game will work in a web browser.

Overall though, I’m pretty happy with it. Especially the audio. All the music/ambience/sound effects are random, which gives it a really funky and eerie tone.

All the feedback I’ve gotten has been along the lines of “I DON’T GET IT WHAT’S GOING ON OH GOD”. Pretty much exactly what I was going for. I made sure not to hold the player’s hand too much. There are a lot of little details you can figure out that really help you if you pay attention. I hope there’s a bit of fun somewhere in the game.

You can play it here:


[cache: storing page]