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Ludum Dare 37
 
Ludum Dare 36
 
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MiniLD #62
 
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I’m the Last One – Post-Morten

Posted by
Saturday, December 31st, 2016 8:44 am

First I started by making quick prototype using scripts I already had from my previous games.
After getting basic zombie AI and player script working I moved to drawing sprites.
Player needed to rotate around, so I had to use 12×26 sprites size insted of my usual 8×8.
I tried to use color combinations I learned from drawing manga.
Player Sprite
I didn’t have any idea how to draw walk cycle from isometric perspective, so I sticked to simple animation.
For some reason I decided to use unity animation system.
Considering how much time I spend on turning off settings that break pixel art animations and setting up animator tree it wasn’t a good decision.
ld37
Then I added two additional enemy types: one that follow player and shoot him when he’s close enough and turret.
Score system was very easy to impement, I wish I spent a little more time on it and add some animations or effects.

After that I drew a simple enemy sprite.
I though that I will differentiate enemies by adding color variations, but it didn’t looked right so every one of them looks the same.
(Another thing I didn’t do for no reason and now I regret it.)
Remembering how sterile my previous games looked I added few things lying on the floor.
If I had some more time I would add script placing them randomly but the deadline was looming and the game still wasn’t fully functional

.LD37Day2
Next few hours I spent on setting up UI panels.
Thanks to TheNumberGuy I didn’t have to struggle with music, so I just generated a few sounds using bfxr.
I playtested game, tweaked few values quickly and uploaded it on itch.io and ludum dare.
I still had some time until deadline, but it was already past midnight and I was afraid I will do something stupid or just fall asleep on my keyboard.

 

LD37FinalGif

What went well:
The game doesn’t have any horrible bugs, everything works and I really like the final look of it.

What went wrong:
Adding a few details would help the game a lot.
I wish I added some kind of shop, bonuses or weapon variation to keep players longer in game.
Also the game feels very ordinary, it is just a top down shooter.
Seeing all of the other ludum dare games I noticed that adding a little twist to game, makes it much more outstanding and interesting.

Conclusion:
I won’t probably continue developing this game but it was a nice opportunity to quickly test my skills, experiment a little and deploy game in small amount of time.

Game Link

Alien’s Curse – Post Mortem

Posted by
Wednesday, August 31st, 2016 9:58 am

Alien’s Curse

 

ld36_2     ld36_3

I started by writing and doodling ideas in my notebook.

After getting general idea of gameplay I began constructing muenu panels, characters and items using my already existing scripts.
Few adjustments and fixes and my gameplay prototype was ready. It didn’t differ much from the final game:
Platformer with mouse aiming focused on fighting with AI.

Day Two:

First I needed to choose game’s style. Quickly I realized that I can’t make decent looking hand drawn sprites in that short time.
I couldn’t make vector graphics matching ancient theme, so I decided to use pixel art.
My first idea was to draw ancient Greek architecture and sculptures as enemies.
It looked pretty nice but I couldn’t find natural sky color contrasting with it
(I must start making colored doodles, my color picking skills still aren’t dependable enough.)

FirstLD36Tileset

I decided to switch to drawing characters, drawing and animating player sprite was much easier than doing tileset.
I looked through my notes and found good fable idea for pyramid expedition game.
After searching for reference images I started doing tiles again, this time it turned out good enough.
I drew few details and tile varitaions and went to sleep.

Day Three:

Drawing the mummy wasn’t very difficult, although I spent some time on research of slow walking animation.
I spent next few hours on polishing sprites and modifying scripts.
Then I started recording sounds (I put a thick coverlet on a small table and recorded under it).
I practiced making music the day before jam, so I didn’t struggle with it as much as in previous jams.
After having all assets done (about 9pm) I started making maps using my unity custom editor.
And then I realized I didn’t test game on target (WebGL) platform.
You know, what’s coming: bugs. Two hours left and two game breaking bugs to fix, it gave me a lot of stress.
Fortunally one of them happened in my previous game, so I only needed to check few files.
Second was my syntax error: I wrote (value<-0) in my health script.
It worked in the editor, but as you probably know some crazy stuff happens when you build Unity3D projects, so it didn’t pass.
I published my game half hour before jam deadline with feeling of relief.
The game turned out better than I excepted and I got a lot of ideas for tools, games and things to practice.

Tools I used:
-Unity3D
-Gimp
-Piskel
-Audacity
-Bosca Ceoil
-GifCam

What went wrong:

-I wasted too much time on graphics
-I started doing levels too late

What went well:

-Adding tutorial makes big difference, I didn’t get any comments like: “X didn’t work”, “I didn’t know what to do”
-Fable wasn’t as bad as I expected

Key Takeaways

-Instead of chaotic testing of different kinds of graphics I should put all possibilities as soon as possible and choose the best one in first two hours
-I should work on levels from the beggining and make them easy to update after adding new content and changing scripts
-The game has only three levels and tutorial and still nobody is complaining about it’s length;
I think that one of the challenges of making game for LD is showing as many game features as possible in shortest gameplay time, since most of people spend only few minutes on playing each game.

It is probably the longest text I’ve ever written in English.
Sorry for my bad writing skills and thanks for reading.

Game Page

Update

Posted by
Sunday, August 28th, 2016 12:16 pm

ld36

gif  (I don’t know why it isn’t animated on page)

Struggled a lot with theme.

Few things to draw left and I will start making maps.

I’m in

Posted by
Friday, August 26th, 2016 3:29 pm

Engine: Unity

Music: Bosca Ceoil

Graphics: I will try to do vector graphics in Inkscape or simple flat colored graphics in Krita.

If I fail I will just draw extremely low resolution pixel art.

Good luck to everyone!

Gameplay Video

Posted by
Wednesday, December 16th, 2015 12:05 pm

Fixed Controlls

Posted by
Wednesday, September 30th, 2015 1:26 pm

I fixed scrolling down game’s page on google chrome, thanks to this tread.

Game

Aliens Update

Posted by
Sunday, September 27th, 2015 10:54 am

I added gun sound,music and fixed few bugs.

gameplayAliens

MiniLD: OpenFL Game Work in Progress

Posted by
Friday, September 25th, 2015 11:18 am

Recently I started learning haxe and openfl. Here are results.

As you can see engine supports collisions, animation and objects system.

My Web Page

New Video

Posted by
Thursday, August 27th, 2015 2:49 am

Finally i recorded my game in “good” quality, i have 1440×900 monitor, so i must record it in 1366×768 resolution in window.

Video

Posted by
Sunday, August 23rd, 2015 9:14 am

Something very bad happens with video, but you can enjoy my little brother’s screams (and my horrible music).

Looks more gloomy, isn’t it?

Posted by
Saturday, August 22nd, 2015 2:14 pm

LudumDare2

Question

Posted by
Saturday, August 22nd, 2015 1:14 pm

Can I use image effects and cartoon shaders from unity package in my game on compo?

Posted by
Saturday, August 22nd, 2015 6:14 am

ludumdare1

MONSTER! RUN!

I’m in!

Posted by
Friday, August 21st, 2015 9:22 am
  • Engine: Unity,
  • Language: C#
  • Tools: Magica Voxel, Gimp.

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