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Let’s write a post morterm post, maybe?

Posted by
Tuesday, April 29th, 2014 11:21 am

It’s done. Well, not done done, but it’s as done as it was going to get this weekend. SIBS that is.

We usually gravitate heavily towards high-octane action platformers, and have a lot of base code and resources for such games. However, just like the last Ludum Dare we entered, we decided to push ourselves outside of our comfort zones, and make something different. SIBS was to be a fairly slow-paced arcade game, with some light strategy elements, but due to time constraints and lack of planning, a lot of what we wanted to get into the game never quite got there.
The biggest bummer was the guard AI. I simply did not have time to write robust enough path finding to allow them to follow the player into the tunnels, and didn’t want to rush a half-assed version. Another was player controls. We only wanted the digging movement to be the choppy kind of stagger that is currently in the game, but, again, I didn’t have time to write something that would’ve allowed the player to move more unimpeded through air, while constraining the character to the grid, needed for my digging implementation. So far, these two points have been raised by most commenters as areas of improvement as well. Both of these are clearly due to me focusing too much on the wrong things early on (optimization, visual effects).
That being said, those things that focus was shifted to, clearly worked very well. Most of the praise we’ve received is for the awesome music Ville wrote, and for the look of the game.

I think what this LD has taught us most of all, is that our weak points as a team are clearly time management and planning and pacing tasks. It’s awesome to figure these things out, because that helps us improve both as a team and as individuals. None of us had the time to work on the game throughout the whole jam, but blaming the games shortcomings on that would be a huge cop-out, as there are tons of very polished entries in the compo category by people who had barely a fifth of the man hours that we had at our disposal.
But alas, it was really fun and educational. We learned a lot, got a bunch of new tools in our bag of tricks, and have a game prototype to polish and turn into something finished.

I would personally like to thank my two teammates for their patience and resolve, I could never do this (game development as a whole, let alone something like Ludum Dare) without the two of you, and thanks to your hard work and our mutual support, I’m working every day towards realizing my dreams! Also thanks to everyone that took part in LD29, it was awesome, as usual!

/Aapo

Let’s make a game, why not?

Posted by
Friday, April 25th, 2014 11:49 am

We’re in, baby.

Scheduling is horrible for the whole team, but we’re sure if we pour our hearts into this, we’ll whip up something nice for sure. Something very us, if you catch my drift.

As usual, Java with libgdx (and some bits and bobs), Paint.net and Renoise.

So excited!

We made it

Posted by
Monday, August 26th, 2013 6:01 pm

It looked real bad for a moment, we didn’t implement all the features we wanted, but we made a game! A game that’s actually kinda fun to play, and at least made us laugh (YMMV, we have a terrible sense of humor).

Great jam, congrats to everyone who managed to make it in time, stiff upper lip to those who didn’t; don’t give up, there’s always next time!

Yay for game development <3

madeit

Finally something to show

Posted by
Monday, August 26th, 2013 10:43 am

We’ve made some real good progress the whole time, but this far the game has been pretty… well, boring to look at. Now we’re finally making some progress with the visuals, so here’s a screenshot of the title screen. We’ll try to get some more updates leading up to the deadline, but we tend to cut it kind of close with deadlines, so we might not have the time 😛

screenshot

We took a bit of a cop-out, and made 10 second minigame-marathon, but the game is fun to play, and feels nice and hectic <3

Last morning :O

Posted by
Sunday, August 25th, 2013 11:37 pm

Welp, here it goes. Crunch time, gut check time, time to shine. A smidge over 18 hours to finish the game. Still not much to show, but here’s something at least:

last morning screenshot

Doesn’t look like much, does it? I’m still confident we’ll finish on time, though <3 We thrive under preassure.

Stream limping along as ever. Todays music is from our very first game, ahhh.. I love that astral jazz.

Good luck everyone, if we can do it, so can you!

Morning #2

Posted by
Sunday, August 25th, 2013 12:08 am

I (Aapo, the creepy scarlet-haired programmer dude) woke up about 90 minutes ago and sat down to write some code. I got some good things done, and will probably get some breakfast before I continue. We’ve made a lot of progress in the last 24 hours. We fleshed out the idea we’re going with, Alvar has already done some real nice graphics work. Ville is (I believe) almost finished with a really awesome tune, and I’ve got the gist of the core gameplay nailed down. Stream still going strong, although before Alvar arrives, the webcam will mostly be off the empty livign room 😛

We don’t really have anything to show for our progress yet, but here’s our… “main character”, I guess you could say:
Herr Doktor

Anyway. Good job everyone, keep at it!
To the compo-heroes: KEEP AT IT, FINAL STRETCH.
To our fellow jamians: Halfway point coming up, gut check time!
Yay for gamedevelopment <3

Streamin’..

Posted by
Saturday, August 24th, 2013 1:19 am

Currently we’re still tossing ideas around, we have a few, but none of them is solid enough to commit to yet. You can watch us scratch our heads while tyring to wake up Here

We’re in like Flynn.

Posted by
Friday, August 16th, 2013 8:01 pm

MBB_x1000

Yay. McBurrobit is a 3-man team from Finland. Our special talents lie in cutting it real close with deadlines and lax quality stantards. LD#27 will be our first Ludum Dare (hopefully with many to come). We’re looking forward to testing ourselves and seeing just how far we can come in 72 hours. We’ll be livestreaming at least one screencast (from the programmer desktop) with possibly a webcam and if at all viable, additional screencasts from the artist and our sound man. Our team is:

  • Alvar – graphics artist, working mostly with Paint.NET
  • Ville – musician & sound design magician, Renoise and Synth1 (he claims he uses other soft synths as well, but he’s lying, it’s all Synth1 all the time)
  • Aapo – programmer, working in Eclipse with libGDX

We hope to have a fun weekend (well, weekstart, for us, we’re running from saturday to tuesday due to time zones) and look forward to seeing what everyone can cook up!

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