Ludum Dare 31
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Ludum Dare 31
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I’m in this time as well, coming together with the guys at Spielmeister in Darmstadt, Germany.

This time I’m using the same game engine stack as the last time, but it’s grown and is now stable :)

The JavaScript based game engine stack:

The ADK for creating native builds using my JIT runtime with OpenGL bindings:

Tools I’ll use:
– Chromium for rapid prototyping the games in the Browser
– The lycheeJS-adk for creating the native builds later
– Google Music for keepin’ up the coding flow while listening to Glitch Mob!
– Milkytracker for tracking sounds and music
– VIM as my preferred IDE (nothing faster than that)
– GIMP for creating images

That’s it. Let the games begin!

Post-Mortem work on Immune system game

Posted by
Tuesday, April 24th, 2012 6:39 am

Well, yesterday I decided to do post-mortem work on my immune system game RTS game.

Currently, I have only one campaign level – but I did a lot of refactoring in the game logic code.
Let me know what you think about it, any hints appreciated :)

The first campaign level shows you how to use the immune team and the supporting leucocytes, so it’s more kind of a tutorial:

The concept of the game:

You can either play the virus team or the immune system team. You (currently) have two Computer players taking part in the game. One is neutral and controlled passively by the Immune System. This neutral Computer is the one that controls the leucocytes that are controlled by the interleucines (produced by the immune’s globulines) and will attack the cells that are under control by the virus team. The viruses team advantage is that their spawn rate is higher than the spawn rate of the immune system and that they are much stronger than globulines (but weaker than leucocytes).

The immune system player is the one that is defensive, but he can also attack with “Blitzkrieg” strategy and making the virus team busy whilst using his leucocytes bonus.

The virus player is the one that is aggressive, he is the one that has to infect as much cells as possible. The more time he has, the stronger he gets and the harder it is for the counterpart to eliminate the virus player.

Taking further the concept:

What I wanted to achieve is a more realistic RTS game that is balanced and has a tech tree with different units. So, for example, the cell will have different “buildings” inside:
The nucleolus: This is the one that is producing the DNA, splitting and results in “more units” if upgraded
The cytoplasma: This is the part that is the shield of the nucleolus, it will upgrade the health of the cell so that it can take more damage until being captured.
The ribosomes: The research building. Use it to research DNA upgrades (mutations) for your team. For example, this is the place to equip leucocytes with better amino acids; the place to get T-killer or -helper cells as reinforcements. The counterpart (virus team) can research their own upgrades here. For example a by-strength upgrading until you reach Ebola.

(Doomsday) Super weapons:
The immune system team can have fever as a super weapon. It is limited by time (e.g. every 3 minutes) and has the capabilty of completely killing all cells at the game board (excluding the viruses that are currently produced inside the cells). It will also neutralize the immune’s captured cells and remove the leucocytes on the gameboard.

The virus team has the super weapon of upgrading to the T-virus (haha, resident evil and zombies! :D) which is therefore able to attack t-helper cells (like HIV) AND to attack t-killer cells, which are the ones that can completely destroy cells like a “bomber” in a classic RTS game.

Let me know what you think about this concept… and if you have suggestions: They are very appreciated!

Progress on my game (“Immune”)

Posted by
Saturday, April 21st, 2012 3:40 pm

Well, today while riding my Quad to the gathering here in Darmstadt I had the fabolous idea to create an RTS virus vs. antibodies game.

In biology, there are multiple things that create a working immune system. For example, each cell has vesicles that allow the “capturing” of the cell itself and usage for the own team. After you have captured a cell, you can use it for research. If you research and upgrade your ribosomes, they will produce better DNA, so the Nucleolus (if upgraded) can produce more powerful units. The energy required for research is the “classical harvester” – the lysosomes that use oxygen for producing energy (ATP) for the cell.

You can play two different teams:

The virus team, that is the intruder of the body – or the immune system that is the defender of the body. Each team has powerful specials.

For example, the immune system can have support of leucocytes, that will flood away every unit inside the “blood channels / paths” that is not inside a cell. The virus’ team special is that they get spawned more and more virusses over time, they have additionally a higher virus production rate than the immune system. The immune system is slower, but their Globuline units are more powerful than the basic Flu virus units.


So, this is the concept. Gameplay is pretty simple. At the current development state you can select units and capture cells while clicking _inside_ the cell. You can also command them to move around instead, but most use cases are capturing or attacking. Each cell vesicle has a health that is restored after being captured.

The blue team is the antibodies, the red team is the virusses. Default gameplay is being the defender “the good one”, but you can change that in the Settings menu.

Tutorial isn’t implemented by now :)

The screenshot is also available here:


The game itself (may change due to updates) is available here:

Supercool, isn't it?

HTML5 Games, anyone?

Posted by
Wednesday, April 11th, 2012 8:19 am

Hey guys,

I will take part at the ludum dare as well. My name is Chris and I’m the creator of the lycheeJS HTML5 Game framework.

My experience as an artist is equally null – but I wrote already some lil’ games in the past (C, ASM, ATMega hacking :) ) and now in JavaScript.

LycheeJS is a framework that targets real crossplatform delivery. I’m currently developing the compiler for it in my spare time – that is / will be able to translate the crappy JavaScript language into C++ source code using something like sourcemaps. Why is that required? For example, rendering on Android is crappy – so you’ll use a shim (native app) for it, that offers the same Renderer API as the HTML5 Canvas or WebGL Renderer would offer inside the Browser – so you can use the same code there. Well, surely that’s a lot of work – and there are different concepts for shims. Currently, I’m only able to compile to a native Android App using that concept – the iOS one will be developed if I change my mind to use crappy OSX as my development environment -.-

The compiler for lycheeJS is not yet ready to be open sourced, but I think the concept of lycheeJS is straight forward. Feel free to gimme a shout if you have any suggestions or ideas for it :)



Well, enough said. I’ll use the following tools and/or frameworks for the competition:

– my vim IDE ( <3 )

– Inkscape and GIMP for creating graphics

– Milkytracker for creating sounds / music

– lycheeJS for the HTML5 / Javascript environment


If I will need physics stuff I’ll use either my own one or Box2D JS – as I plan to prototype in JavaScript.

Feel free to take a look at an example game that is using lycheeJS – coded within about 6 hours (and spent 4 additional hours on music and sound tracking, fonts and art -.-):


The link to the lycheeJS website is:


Cheers from Germany,

Christoph (martensms)

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