About peterthehe


peterthehe's Trophies

This is for being an awesome sport!
Awarded by Dizzyman572
on September 14, 2015

peterthehe's Archive

It Started Out With A Brick: Timelapse

Posted by
Sunday, August 28th, 2016 8:11 pm

After toiling away, working busily a day, I present you the timelapse for the development of It Started Out With A Brick – an exciting ragdoll-filled simulator for the evolution of weaponry (from ancient throwing stones to complex stuff like guns that fire guns). Do check it out!

Best of Ludum Dare (on the web)

Posted by
Monday, September 14th, 2015 10:44 am

With just over 9 hours to go, I doubt I can rate any more entries. So, I present unto y’all my list of the BEST LD entries playable on the web. Will’t please you sit and look at them?

Some Knights Left (Fun)

Combover Monster (Humour)

Electro Magnetic Purge (Overall)

The Monster Inside (Narrative)

Corruption-5 (Graphics)

Am I? (Audio)

The Walls Have Ears (Innovation)

And of course, the obligatory link to my own game – Lovers on a Park Bench


Happy playing, and may the rating system be ever in your favour.


Lovers on a Park Bench: Post-Mortem

Posted by
Monday, August 24th, 2015 12:58 pm

“‘Lovers on a Park Bench‘ is essentially a typing game following the story of a square, his ex-girlfriend and a series of intense and very-confusing-at-times metaphors and allusions (they’re pretty obvious). All of this is topped with narration by award-winning robot voice, Stephen Hawking (or whatever Audacity can do to emulate it). “


At about this time yesterday, I had just gotten home, having spent an hour stuck in the rainy gridlocked labyrinth Londoners know as the M25, Junction 14, staying lucid on Classic FM. I hit the power button on my computer and opened up Unity – my game was in an alarming state. I had implemented core gameplay and music the previous afternoon: moving, parsing and all; however, the game that I had envisaged seemed unfeasible. Now, a mere 24 hours later, I’m sitting here; the game finished with an load of overwhelmingly positive comments (thanks goes to everyone who played it :) )

So, here’s a slightly truncated insight into the hours spent throwing this game together.


For any game-jammer, timing is key. The bulk of development was done from 5pm through till 12pm, with regular tea and basketball breaks throughout. Now for some street smarts:

  1. Cola works better than tea which works better than coffee.
  2. Doing exercise helps clear your mind.
  3. Vague schedules work best. With such a short development cycle, it’s really hard to stick to a meticulously planned schedule, trust me – I’ve tried it. My plan was literally: “SATURDAY: Music and art in the morning, Code in the afternoon. SUNDAY: Finish it off”. And of course, even that was thrown off following a surprise trip to London.

The Camera Stack

Unity comes with a handy layer system which allows specific objects to be  rendered with specific cameras. Each frame in LOAPB consists of three layers: Sky, Mountains and Background and Main Camera. The Sky is rendered first with orthographic projection, then the Mountains are rendered with a perspective camera (this allows a parallaxing effect), and finally the foreground is rendered with the level and players.



The Whole Typing Thing

So this took wayyyyyy more maths than I had ever anticipated but all the code is accessible (DisplayStory.cs and Parser.cs) so I won’t go into too much detail. Here’s a quick topological overview of the system:

  1. A lowly text file is parsed, containing a series of sentence fragments, instructions and function calls.LowlyTxt
  2. This is passed to the DisplayStory script which processes each sentence fragment and waits for the respective key to be hit.
  3. When the right key is hit, a text object is instantiated, having  calculated the position of the text beforehand.



The more observant of you may have noticed the sky transitioning to dawn at the beginning of the game. This was a glitch – it was supposed to slowly transition throughout the game. Regardless, it was achieved by changing the y position of a long long long sky strip (made with Photoshop gradients and a dissolve layer).

Sky(this is supposed to be a gif)


Other ‘Interesting’ Points

  • Splitting up the voice recordings took much longer than I had expected – I missed out so many breaks – the last emergency recording-fix was made at around 12:40 MIDNIGHT.
  • The level is procedurally generated. I expected this to be the most code-intensive part of the game but it literally took a mere 10 minutes to implement.
  • This is how I spent 7 hours of development time. (Left: Overall usage of time; Right: Productivity – the amount of time actually being spent on the game – over time).Charts
  • My official LD33 ‘thinking music’ playlist is Spotify’s ’88 Keys’, featuring Chopin, Einaudi and Cyrin.
  • This post is exactly 600 words long.

Coded Universe: Post-Mortem

Posted by
Tuesday, December 16th, 2014 9:44 am


Oh look! A game with programming, snow and hunting! Now here’s a somewhat truncated look at it.

First of all, here’s a link to the game itself: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46596 Play it, love (/hate) it and rate it please :3

I wasn’t able to get started on Saturday because I was busy; on Sunday I was desperately piecing together a draft for an English GCSE. Anyhow, I managed to start working on Coded Universe at 10ish. I came up with a workaround the regular interpretation of the whole game being on “one screen” – those retro arcade games from the 80s – by shoving the entire game universe onto a screen in-game , allowing the player to modify it. Having just walked home from school in the rain, I will spare you a very very very very long write-up of every little thought that popped into my head as I built the game and instead sum it up like this:


–  The parser, which was supposed to take ages to write, took shorter to make than expected, letting me work on the graphics.

– The graphics 😛 . They turned out better than I expected for 8 hours of jamming though some of the animal sprites sparked confusion among players.

– It had music. I didn’t expect to get any music in but I did. THANK YOU FAMITRACKER 😀



–  The general mechanic behind the game confused people. I didn’t have enough time to stick in a tutorial :(  When the phone slowed time, people thought it was lag.

–  The snow fell in a funny way, perhaps I could have randomized it further.

–  The music didn’t fit the mood I wanted to create. Looking over the LD website, I came across ToneMatrix, a wonderful little audio tool which would have been much closer to what I had intended. Nonetheless people seemed to like the mood :3




The mother’s idiolect was actually inspired by a transcript that I was using for my exam.


This is what the level looks like in Unity


This single balance took me about 5 minutes to perfect D:

Coded Hunt: Linux Port

Posted by
Thursday, December 11th, 2014 11:06 am

I’ve fixed the link to the Linux port for Coded Hunt. Feel free to take a look :3

(here’s a screenie before you click)





Coded Universe: Timelapse

Posted by
Monday, December 8th, 2014 11:13 am

Coded universe’s development timelapse is online now 😀

“Coded Universe is a programming game in which you play as a kid hunting for Christmas dinner (the shops were closed). Armed with just your phone, you have to collect your Christmas dinner. BUT, on your phone is Universe Studio 2015 Mobile Edition, allowing you to alter the universe with code, slowing time and moving objects to kill.”

Take a look at the game too if you’re interested:  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46596

Coded Universe COMPLETED :3

Posted by
Sunday, December 7th, 2014 5:17 pm

WEB/PC/Mac/Linux /Source
I’ve actually completed LD31 despite a cold :D.

(here’s a screenie)

In Coded Universe you play as some kid hunting for Christmas dinner (the shops were closed). BUT, on your phone is Universe Studio 2015 Mobile Edition, allowing you to alter the universe with code.

Move – Arrows

Shoot – Left-Click

Show/Hide Phone – Right-Click


Quick intro to the code:

Objects are displayed as ” NAME: (POSITION X, POSITION Y, ROTATION)”. Feel free to alter the values.

[cache: storing page]