About locknic (twitter: @locknic)


Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26

locknic's Trophies

locknic's Archive

Love when cool things happen unintentionally

Posted by (twitter: @locknic)
Saturday, December 12th, 2015 6:27 pm


Early brainstorming – I’m (possibly) in!

Posted by (twitter: @locknic)
Saturday, December 12th, 2015 2:51 am




Doing some super rough brainstorming. Kinda have a fun and cheeky idea of making some simple business sim game about running a game jam site. Won’t be anything too complex, but I am horrible at making UI so this could be really hard for me. Definitely gonna have a rough time coding with my broken hand, plus with finals next week, but I am determined to try at the very least. I am not really sure I can finish this game, but I think this time I want to try something harder instead of going for a 2 button action/rhythm based game and go for something a little more challenging.

Good luck everybody!

Some concept art

Posted by (twitter: @locknic)
Saturday, June 20th, 2015 12:12 pm

Hey LD friends. Just received some concept art of possible character designs in my new game.


Going to be announcing more about the game soon once I experiment and prototype the gameplay a bit more (it’s pretty unique).

Follow me on twitter if you think you might like updates! @locknic

I finished! And it’s actually kinda fun!?!?!

Posted by (twitter: @locknic)
Sunday, December 7th, 2014 11:28 pm

Woooh. Finally done. Very tired, but will rate some games before I head to bed. I actually managed to finish the game with a reasonable degree of polish and gameplay. That’s a win in my book.




The driving can take some getting used to, but the drifting is so satisfying once you know how to use it along with the power ups to manoeuvre. I would love to have put in more power ups like rockets or saw blades, but a rule of Ludum Dare is to run out of time.




#indiesvspewdiepie Looking for Artist & Musician partners

Posted by (twitter: @locknic)
Tuesday, November 11th, 2014 1:32 pm

Hello, my name is Dominic, and I am primarily a programmer. I am an experienced game jam participant who has taken part in and completed 5 Ludum Dare compo jams in the past. See them on my website: http://www.custardgames.com/

I am looking for two partners who want to enter the #indiesvspewdiepie jam on gamejolt. At this point, I can cover all the programming, but need sombody to cover the art and another person to cover the music/sound effects. While each of us specialise in our main tasks, I am hoping for partners who will actively be involved in designing the gameplay and levels.

I am looking for a commited and reliable team who behave professionally and will not back out at any point. I will personally be developing for the whole 72 hours aside from sleeping, eating, etc. Please send me some examples of your past work, it helps a lot if you have entered any game jams before.

Feel free to contact me via twitter @locknic or email me at: dom.mortlock@gmail.com

Sudokil Devlog #1- Hacking/Scripting type game

Posted by (twitter: @locknic)
Friday, November 7th, 2014 11:57 am

Here’s the first video showing off the work I started on a new project nicknamed Sudokil. The game revolves around having to use the command line interface to type commands into the game. Through the CLI, you are able to navigate a file system full of scripts and entities using UNIX like commands. Using the scripts, you can control various entities, devices and machines like robots, doors, cameras and computers.

At the moment, I have made the base game engine in Java using a few libraries including libGDX, Artemis Entity System Framework, libgdx-utils, and Apache Commons CLI. I use a few complex design patterns like the entity component system or the service locator. The engine constructs the map, entities and filesystem based off a number of JSON files I feed into it, meaning that I don’t need to touch code to edit the map and entities on it. At the moment, I have to construct these JSON files by hand though, so my next steps in development will include making a level editor and improving the command line interface (features like auto complete when typing, and actual entity/variables editing)

I made a bunch of GIFs showing off some of the features so far. (Click to enlarge)

Controlling a robot using scripts

Controlling the camera using scripts



If you want to read more about this devlog, I wrote a longer post on my website: http://www.custardgames.com/sudokil-devlog-1/

Almost 24 hours in

Posted by (twitter: @locknic)
Saturday, August 23rd, 2014 4:23 pm

Almost 24 hours in, and I have most of it running! I managed to get some decent feeling platformer physics, a way to change worlds, and lighting.




Next, I need to decide on character art, and design some levels with puzzles in them. Things are going well so far, but I think the level design is what will make or break the game. Good luck everyone!

Finally did my LD28 timelapse video

Posted by (twitter: @locknic)
Sunday, July 27th, 2014 3:31 pm

Hi guys! I know this is really late, but with the next LD coming up, I wanted to get my backlog of chores done. I put finally edited and uploaded the timelapse video of my development during LD28. Hope you guys enjoy it, see you in less than a month!



Website: http://www.custardgames.com/
Facebook: https://www.facebook.com/CustardGames
Twitter: https://www.twitter.com/locknic

What I have so far

Posted by (twitter: @locknic)
Saturday, April 26th, 2014 10:17 am

I’ve decided to join the LD compo again, and am pretty optimistic with what I have so far.



You play as an Eskimo, running away from the evil pepsi consultant. You will have to keep your speed up by avoiding obstacles and getting power ups in order to escape from him. You can also dive to go under water, and run flipped along the axis. Underwater, there will probably be less obstacles and such, but you move slower, and the movement controls are tweaked.

I hope I’m not breaking any rules by pixelising a googled image of the infamous pepsi consultant.

Good luck everyone!

Last chance to vote – The Naughty List

Posted by (twitter: @locknic)
Monday, January 6th, 2014 6:48 am

Hey guys, I had a great Ludum Dare. I really enjoyed making my game, as well as playing others. I just thought I’d make a final post to see if anyone might want to try my game out.


Have you ever wondered what Santa does to the people on his naughty list? Apparently he sends elves to kill them! Defend yourself from the waves of elves, but remember, you only get one arrow!


Dissociation post-mortem

Posted by (twitter: @locknic)
Wednesday, August 28th, 2013 2:45 pm

It is a few days after the competition now, so I’ve had some time to rest and reflect about my performance over the weekend. Although I am not entirely happy with the outcome of my game, I am very proud that I managed to string together a functioning game with an actual goal. I would have loved to have more time to implement all the features I wanted, but I guess every LDer runs into that issue.

javaw 2013-08-28 04-16-26-89

Play the game | Ludum Dare

I managed to render my ridiculous timelapse video after having a lot of trouble. The biggest lesson I have learnt this weekend is not to record a time-lapse in fraps because 10 hours of footage is about 500 GB of data. Sadly, this meant I only managed to record about half of my work over the weekend, but it is symbolic enough none the less. I’ve compressed about 12 hours of footage into a few minutes, but I had to render multiple times so it really screwed up the video quality. Oh well, I have learnt from my mistake. In the future, I will use fraps to automatically take a screenshot every 10 seconds or so, and instead use the image files to compile the time-lapse.

Click here to watch the video

What went wrong:


I spent way too long fussing over how neat and reusable my code was, that in the end I was very short on time. I managed to program all these brilliant tools for making maps, characters, and weapons, but because of the lack in time, I couldn’t make the assets to actually use the tools. I ended up with only a few building variations, 3 characters, and 2 weapons. It really doesn’t take long to add variety to the game because of all the infrastructure I coded, but because I didn’t have time to make any art assets for them, the tools proved to be useless. I really should have just hard coded everything. That way I would have been able to focus more on the art, and actually make some sound effects and music. Next time, I will definitely try to manage my time better.


The theme was actually another reason I ran out of time. I decided to do a more ambitious project in hopes of using the theme in a more interesting and unique way. I originally planned for you to play as the good personality, trying to keep your other personality out of trouble by hiding weapons from him, or taking pills to try to suppress the amount of control he has over you. Unfortunately, I realised I was running short on time and had to change the rules so that you play the psychopathic personality that is obsessed with murder. In the end, the theme felt very tacked on, and not an essential part of the game even though the whole game was planned around it.


Because of the lack in time, I really skimped out on the art. I didn’t have time to texture the buildings, floor and doors. And I had to design the characters as just emoticons so that it would be faster to make. I really want to focus on this more next time.

Music and sound

As I said before,  I didn’t have any time to make the music or sound due to the lack in time. To be honest, even if I did have a few hours, I’m not entirely certain I would have been able to make any. I have absolutely no experience in any sound software, and was very unprepared.

Mental stamina

On the first day, I should have gone to sleep much earlier. I spent a good amount of the day doing proper work, but I started to slow down near the end. I started day dreaming, getting distracted and making bad decisions due to being tired and having worked on the game for so long. I would have been much more productive if I went to bed a few hours earlier and woke a few hours earlier the next day.

What went right:


I personally felt that I had done some very solid coding. The game is relatively bug free, works as intended, and has some very reusable classes. I spent too much time on coding properly, but that did mean it came out quite nicely. I might pull out some of the stuff made in here to keep for later as some basecode.

Blog posts

I think constantly forcing myself to step away from the coding to write a development log about my progress really helped me. It gave me a good break, and allowed me to take a step back and evaluate the choices I was making. This helped me slow down, think more about what I was going to do without just rushing into a decision that would have turned out badly.


I managed to get a few people to play the game and give me feedback. This helped me find a game breaking bug that I could not replicate on my own computer, but I managed to fix that. I got a lot of great suggestions, and I wish I had time to actually use them, but I didn’t even have enough time to fill in my own stuff.


In general, I thought development went well. I spent a total of about 25 hours of pure development (taking out breaks, etc), which is quite a lot in 48 hours. I also felt quite productive in that time, even though I might not have been producing the right things.


Overall, while I wish the game could have come out so much better with all the features that I planned, I am still very pleased that I managed to make a functioning game. I think it can actually be quite fun once you understand all the rules and controls. The competition has definitely given me a kick of inspiration to continue with game development once again, so I hope to use this to be a bit more productive. My next project will likely be the October challenge, where you have to try to make at least $1 by making a game. I think completing a challenge like that will be absolutely crucial to moving up a level in terms of game development.

Working prototype!

Posted by (twitter: @locknic)
Saturday, August 24th, 2013 11:53 am

Finally, a working copy. Nothing fancy so far. A little bit behind schedule. I was hoping to be near the end of programming by this time because I really wanted to focus a lot more on polish and content, but the project was a lot more ambitious than I thought. I also spent way too much time making pretty reusable code when I should have been hard coding it the whole time. Oh well, at least it is pretty easy to add in functions from here on.

Screen Shot 2013-08-25 at 2.37.07 AM

Download it here

Oh crap, this isn’t anonymous?

Posted by (twitter: @locknic)
Friday, August 23rd, 2013 11:31 pm

Confession Bear


Please tell me you do this too so I don’t feel that guilty :/

Sun, food, exercise, and ideas

Posted by (twitter: @locknic)
Friday, August 23rd, 2013 10:19 pm

Being in Singapore, Ludum Dare starts at a perfect time for me (9 am). It’s nice to wake up, get ready and get working on the game right away. Once the theme was announced (10 seconds), I decided to grab some breakfast and head down to the pool for a relaxing brainstorming session.

Lying by the pool

I had a nice time swimming and lying in the sun, which really helped me relax. This helped me forget about any distractions, and let me just zone out to do some proper thinking. In about an hour and a half, I managed to make up my mind on what I wanted to do, and most of the specific details about gameplay. This is going to be an ambitious one.

If you are interested in my concept for the game, or what I am having for lunch (:P), check the blog post on my site. http://custardgames.com/2013/08/24/sun-food-exercise-and-ideas/

This is where the magic happens

Posted by (twitter: @locknic)
Friday, August 23rd, 2013 11:47 am

Ludum Dare 27 starts in 6 hours, so I’ve decided to do some preparations. I cleaned up my work area and get ready for some game development, but more importantly, this obligatory workspace post.

Custard Games Workshop

This is where the magic happens. Out of all that expensive hardware, I value my keyboard the highest. I absolutely love having a mechanical keyboard, the sound, the touch, everything!

It’s been a few months since my last game, which was LD26 ASTEROIDS! (the side-scroller). I’ve learnt a lot from that experience, and I hope to improve using that knowledge. 48 hours is not a lot of time, and I want to have as much of it as possible developing the game. I live in Singapore, so the competition ends for me on Monday morning 9 am. I decided to take the day off from work so that I can be developing to the last minute, and also cleared any plans for the weekend.

From the last Ludum Dare, I learnt that mental stamina is absolutely vital. I cannot sustain developing for 48 hours straight, and I need to look after myself to keep my brain juices flowing efficiently. This means getting a decent amount of sleep, not overdoing on the caffeinated beverages, not just eating a shit load junk food, as well as getting some exercise to keep blood flowing. Hopefully the weather will be sunny, so I can spend time by my pool thinking and getting some sun.

Looking back at my last entry, I realised that if I want to score higher on theme, I should interpret the theme more literally to get the votes. Different people have different opinions on the interpretations, but it would be safer to follow the general consensus on the matter. Currently, the most likely theme seems to be “10 seconds”, but people are often surprised at what theme actually gets picked in the end. If it were picked, I think most people would go with a variety of mini games lasting 10 seconds each along the lines of McPixel and those kinds of games. I personally have no idea what kind of game I would make if that theme comes up, but that is half the fun!

I hope to do a lot better this time. My goal is to get the coding done quickly so I can focus more on adding some content and polish to the game. I will hopefully do a timelapse style video showing the progress, but if I don’t manage, I will definitely be documenting the development on my website (http://custardgames.com).

I’m in!

Posted by (twitter: @locknic)
Thursday, August 15th, 2013 10:12 am

I took part in the last LD, and I had an absolute blast. I came in #416 overall, considering it was my first time taking part (and my second game ever), I was VERY pleased with the results! Check it out – http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=9841

I’m excited to try and get a better ranking this time. In hopes of having more time and being more prepared, I am taking two days off work (the Friday before and the Monday after) since I live in Singapore, and the competition timings conflict with my job and sleep patterns.

I’ll be writing the game from scratch in Java. I hope to get the programming done quick, and focus more on adding additional polish and content in. Good luck everyone!

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