About chaotikZA (twitter: @chaotikZA)


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We’re jammIN’

Posted by (twitter: @chaotikZA)
Wednesday, August 19th, 2015 9:08 am

I’m in for the jam along with my cousin and another colleague from work. We’ll be joining the Johannesburg real world gathering organised by Make Games SA on Saturday and Sunday.

We’ll be using the following:

  • Language: C#
  • Engine: Unity 5
  • Graphics: GIMP & InkScape, we’ll likely use some free game art if we can find anything applicable to the game we end up making
  • Sound: BFXR & Audacity, possibly recording some of our own audio

Looking forward to this one as it’ll be our second time using Unity and I’ve done a tech demo or two since the LD32, so we have a much better idea what we’re doing this time around.

Should Finish Something Playable

Posted by (twitter: @chaotikZA)
Sunday, April 19th, 2015 1:57 pm

Looks like we might be able to finish something playable tomorrow after work. All the gameplay elements are basically working, we just need some content (levels) and some more polish if there’s time (sound, particles, parallax scrolling, etc). The sound isn’t really optional polish though, it’s going to make or break our unconventional weapon! Sas has already recorded most of the custom sound effects we need… so we just need to add them in tomorrow!

Here’s what it looks like right now:



We would continue tonight, but we’re both exhausted and I think I’m coming down with the flu so it’s off to bed with us. Fingers crossed that we’re in a fit state to finish tomorrow!

LD32 – Making Good Progress

Posted by (twitter: @chaotikZA)
Saturday, April 18th, 2015 6:36 pm

We’ve made pretty good progress on day 1 / 3 – given that we have very little experience with Unity…

We were lucky enough to find a Western sprite pack from http://shop.software-atelier.ch/ on OpenGameArt, which saved us a huge amount of time badly drawing our own! It’s just taking a huge amount of time to get them into Unity in a usable format, but I’m not complaining – they look great compared to anything we’d have done on our own:



We’ve also started adding some more terrain; the bad guy’s shotgun attack is working well; and our protagonist’s unconventional attack is kinda almost working!



Going to get a bit of sleep now, before continuing in the morning. The plan is for me to start hammering out more tiles and characters. @SasVDWesthuizen will get started with some sound recording as soon as we have all the basic game elements working well enough for me to start building the levels.

In For the Jam

Posted by (twitter: @chaotikZA)
Friday, April 17th, 2015 6:12 am

I’m in for my 4th time (I think). It’s been a few years since my last attempt…

I’ll be jamming with my cousin and maybe some other people from the office.

We were planning to use LibGDX, but after wasting last night trying to get particle effects to scale to my physics world we’ll probably go with something a bit easier to get started with like Unity or Phaser.js instead.

A good idea is a great start!

Posted by (twitter: @chaotikZA)
Friday, August 19th, 2011 10:52 pm

Woke up an 1 hour and 40 minutes ago and saw the theme… To be honest Escape wasn’t one of my favourites (ranked about 8th on my list) and my poor little Espionage… dead last :(!

So I’m going to follow jonbro’s advice and make an Espionage game to celebrate the fact that a theme I suggested at least made it into the final round! It will still fit the theme… after all: getting into a top-secret, ultra-high-security underground research facility is much much easier than getting out!

I had a few ideas, but they all sucked… then I came up with a great idea (hinted at above) while soaking in a nice hot bath… It’s ambitious! Probably too ambitious to do in 48 hours, but what the hell – I want something I can continue working on after LD this time, so I’m going to go for it.

Everything or bust!

I’m a spy and I’m in!

Posted by (twitter: @chaotikZA)
Friday, August 19th, 2011 4:55 am

Ok, fine…

I confess…

I lied about being a spy…


But I am in!

I added the Espionage theme a few weeks back and to my amazement it made it to the final round, so I can’t not be in! This will be my 4th LD and I’ll be using Java with Slick2D and a little library of my own. I’m very excited about the themes, there are so many good ones this time!

Good luck to all and enjoy!

Ancient Arts: Defeat

Posted by (twitter: @chaotikZA)
Sunday, July 31st, 2011 11:29 am

I’m afraid I won’t have time to finish Ancient Arts far enough to submit… too much work and Flixel took a bit longer to figure out than I had hoped.

I’m quite happy with my graphics and animation and hope to come back to this later when I have more time to actually prototype the gameplay!

You can play with the rough prototype at my website.

Here’s a final screenshot:

Ancient Arts menu soldiers fighting!

Menu Combat

Ancient Arts

Posted by (twitter: @chaotikZA)
Saturday, July 30th, 2011 4:19 pm

This is my 4-hour late declaration of intent to join MiniLD 28 and also my first progress update.

I really don’t have time to participate this weekend, but the theme is just too awesome to pass up on!

I’m going to try to do a simple little tribute to The Ancient Art of War. I’m using AS3 & Flixel (for the first time) so please wish me luck – I’m going to need it!

Here’s an early screenshot:

Ancient Arts - Menu Screen

Menu Screen

Lone Tank – Submitted

Posted by (twitter: @chaotikZA)
Sunday, May 1st, 2011 8:22 pm

I got my game submitted about 10 minutes before the submission deadline – that was the longest 80 minutes of my life – phew!!!

Things that went wrong:

  • Initial concept failed, because the art requirements were too difficult for my poor skills…
  • Only managed to come up with another concept 13 hours in…
  • Performance issues about 6 hours before deadline, requiring implementation of more efficient hit detection!
  • Struggled with Java Webstart in-spite of having done a warm-up game as a test before the competition started.
Grid Based Broad Phase Collision Detection Debugging

Almost failed to finish due to having to do this...

Things that went well:

  • My most complex and complete game in an LD so far (ignoring graphics / sound) – in spite of the 13 hour penalty due to my theme problems!
  • My base code library performed pretty well (the hit detection issues aside) – also made many improvements in the course of the competition.

All told I feel like a winner! For about a week of work spent on Ludum Dare warm-up and competition I have:

  • 2 good prototype games that can easily be fleshed out into nice games.
  • Massive improvements to my base code library that will help my all my other projects.
  • I had a lot of fun!

Thanks for a great competition and well done to everybody that finished a game – to those that didn’t: keep trying and better luck next time!

Lone Tank: Progress Update 2

Posted by (twitter: @chaotikZA)
Sunday, May 1st, 2011 5:59 am

My game has a name now and I’m making good progress (although I’m starting to doubt if I’ll have something polished / non-prototype by deadline – unless perhaps if I stick to purely vector graphics – tempting). The game now also has :P:

  • Lots of guns (4)! 😛
  • Lots of enemies (2, but with 2 more within easy reach)! 😛

So next up:

  1. More work on enemies.
  2. Terrain.

Here’s a screenshot:

Lone Tank Screenshot 1

A tank with cannon & machine-gun, surrounded by enemy infantry with rifles and grenades.

Breakfast happened in two parts today, something light to start off and something a bit more substantial later:

Breakfast Day 2

Rusks & coffee followed by eggs on toast a bit later.

Taking a bit of a break to work on dinner before the the big all-nighter…

Progress Report

Posted by (twitter: @chaotikZA)
Saturday, April 30th, 2011 3:21 pm

Just a quick progress report before I go grab some sleep (no screenshot because it’s just boxes and lines at the moment):

  • I have a tank that moves realistically enough.
  • The tank has a turret that can be controlled by AI or can follow the mouse for the player.

I still need:

  1. Guns – lots of guns! (I lie, just 2 actually)
  2. Enemies – lots of enemies! (Same lie)
  3. Terrain
  4. Intro, menus, etc…
  5. Graphics
  6. Sound

So as of now I’m very far behind, but I think I’ll be able to accomplish a lot more tomorrow – in theory there should be fewer distractions from working on the game… if not then I’ll switch to jam to polish it a bit more on Monday (a holiday here in ZA fortunately).

Good night all!

Breakfast, Supplies and a Concept

Posted by (twitter: @chaotikZA)
Saturday, April 30th, 2011 1:21 am

Breakfast? CHECK

LD20 Day 1 Breakfast

Supplies? CHECK

LD20 Supplies

Concept? CHECK

My concept I’m going to start fleshing out now is to do a tribute to Gauntlet where the player that plays alone gets a special item to help with the difficult levels that are designed for 2 players (tying in to the theme). This is probably more than my poor art and sound skills can manage, but its the best idea I can come up with that actually seems like fun to me – so here goes nothing!

Starting design work and timelapse capture now…

My chaotic little workspace

Posted by (twitter: @chaotikZA)
Friday, April 29th, 2011 11:24 pm

The competition started 04:00 local time and it’s now 08:15 – I’m still half asleep and I have no idea what kind of game to make out of this theme… going to go have breakfast somewhere and stock up on supplies while I try to come up with an idea…

In the meanwhile here’s picture of my chaotic little workspace:

Matt's Chaotic little workspace...

Warm-up Game (and I’m in)!

Posted by (twitter: @chaotikZA)
Wednesday, April 27th, 2011 4:31 pm

I’ve written a little warm-up game to re-familiarize myself with my tools and to make sure everything is working after a few months hiatus from game development due to real-life issues (read work). It’s basically in unfinished, unpolished prototype state, but it’s playable: Java Webstart! Took approximately 12 hours of work and the theme was the first idea that popped into my head that was simple enough to execute in less than 24 hours…

Given how well this little project went I’m definitely in – whether for vanilla or jam will be determined by how much time I have over the weekend or how bad the theme is…

My tools are:

  • Language: Java
  • Libraries: Slick2D
  • Existing codebase: Chaotic Game Logic Library, Jumpers (for both ignore releases and just use SVN trunk)
  • Graphics: GIMP, Inkscape
  • Sound: sfxr & musagi (in the unlikely event that I have time to add sound)

Good luck to all and I’m looking forward to seeing some great games (and hopefully making a decent one for once)!

Airship Traders: Update 2

Posted by (twitter: @chaotikZA)
Monday, October 11th, 2010 5:05 pm

Update number two coming to you at 02:00 in the morning from a dark and (mostly) sleeping South Africa…

I’ve just finished my first pass at more advanced map generation and I’m very happy with the results (actually just very happy that it’s working at all 😛 – this is my first time trying random map generation)! Most of the credit must go to the writer of this article at the RogueBasin on generating cave maps with Cellular Automata… I was looking for inspiration and found that some of the caves generated could pass for outlines of islands, so I adopted the algorithm described there and then just added some additional custom passes to make things look a bit fancier :). All in all I’m quite pleased with the results so far, but still need to add:

  • Rivers
  • Towns
  • Maybe some more terrain types

I’ve also got a basic ship which can teleport around the screen (normal movement going gradually from point-to-point is a near-future todo).

Here’s my latest screenshot:

Cool looking randomly generated map and a semi-functional Airship! :)

Cool looking randomly generated map and a semi-functional Airship! :)

Airship Traders: Nothing to see here!

Posted by (twitter: @chaotikZA)
Saturday, October 9th, 2010 4:04 pm

Not making much progress this weekend and the next two I’m going to be otherwise occupied, but I’ll do my best with whatever time I can get on weeknights…

Just thought I’d share this:



Our cat doesn’t approve of my game development habit :P! Other than that, nothing to see here…

*Edit: Fixed lolspeak…

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