About rasmusrn (twitter: @rasmusrn)

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Won’t make it – but had fun!

Posted by (twitter: @rasmusrn)
Sunday, December 15th, 2013 12:49 pm


I’m afraid I won’t make it this time. I knew this already yesterday. Partly because I knew I didn’t have enough time to realize my idea. And partly because I just enjoyed working on technical and artistic things more than actually building game play.

I built a rather elegant (if I may say so myself) 3d engine from scratch using WebGL and Javascript. I’m rather new to 3D so I’m pretty psyched I managed to do this is such a short time. It has all sorts of neat little features, for example batched rendering of static meshes. So even though it would have been cool to actually finish my game, I’ve had a great weekend. Who knows, maybe I’ll use my engine for LD29.

Can’t wait to play all your games šŸ˜€

trees

 

First day almost over

Posted by (twitter: @rasmusrn)
Saturday, August 24th, 2013 2:17 pm

Before entering the compo I knew my game engine lacked a features here and there. Unfortunately it lacked more than that so I’ve spend too much time improving it instead of focusing on my game.

But it isn’t that bad because I like fiddling with engines anyway.

So, I haven’t got much of a game to show but I have made a cool spaceship:

spaceshipVideo/animationĀ here.

Hope to be able to turn this into a game before the deadline :)

 

Getting ready for LD for the second time

Posted by (twitter: @rasmusrn)
Friday, August 23rd, 2013 2:09 pm

Last year I entered Ludum Dare for the first time. I had a blast and I’m proud that my first game got a 38th place overall! šŸ˜€

So I’m very happy to be able to join the competition again.

I the last few weeks I’ve written a new Javascript/HTML5 framework (it got a physics engine and everything). Its based on a entity/component structure heavily inspired by Unity. It’s not quite done, but its done enough (I hope).

The framework is called Voy and is available from Github.

Happy developing! Can’t wait to play your games :)

Postmortem, Globe Hacker

Posted by (twitter: @rasmusrn)
Monday, December 17th, 2012 8:42 am

This was my first ever game jam. And surely, it won’t be the last one.

Several months ago I decided to devote the entire weekend to this competition. And I’m glad I did. If you are going to do something, you might as well do it 100%. And I think I did. I hope to be able to do the same thing next time.

Also, I’m glad how I managed my sleep. My plan was to get just enough sleep that I’d still be able to think clearly and creatively. For me this was around 6,5 hours.

The result was 48 productive and intense hours. Last night when I submitted my game (with 1,5 hours remaining) I was VERY exhausted. In a good way. I had the feeling that I really pushed the envelope and had given it everyhing I had. I love that feeling.

After around an hour of idea brainstorming I had a favorite idea: A game where you play a hacker who wants to take over the Internet. I imagined the gameplay as a mix of Uplink, Galcon (by Phil Haynes) and another game I’ve made myself, Takeoff.

During the entire period I took screenshots of the game as it developed.Ā In the beginning I focused on getting something playable as fast as possible. Here’s one of the first screenshots:

Screen Shot 2012-12-15 at 15.54.02The first day I ended up spending several hours struggling with a path finding algorithm. I’ve implemented several path finding algorithms before (even the “hard” A* :)) but only with respect to grids/fields. For this game, I had to do it for graphs.

At some point I considered changing the gameplay altogether because I couldn’t get it to work. But I gave it another shot and it paid off.

Then I started working on the graphics. I took inspiration from the dark blue colours from the hacker gameĀ UplinkĀ and came up with this:

Screen Shot 2012-12-16 at 12.14.46

After implementing it I wasn’t really satisfied with the big numbers. Why use when you can use figures? And the numbers didn’t convey the total capacity of each “mainframe server” (the circles).

So I came up with this:

Screen Shot 2012-12-16 at 22.10.24I made the sounds with my own voice and a couple of Audacity filters. The sounds are OK but I don’t think they fit well with the desired mood of the game. But I figured it was better than nothing.

I made the first draft for the music on the first day. I wasn’t quite satisfied. I blame my tool: GarageBand. It’s just a toy – but it was all I had. I especially struggled with GarageBand’s string instruments and their way to slow attack rate. The next day I listened to what I’d made. With a fresh mind, I suddenly had ideas on how to improve it. I’m satisfied how it turned out.

I also spent some time making special ambient music for the menu screens, but due to the time constraints, I decided to scrap it. It wasn’t important.

Then I wrote the story and implemented the menu system. The latter was rather borring, but I know it had to be done in order to make the game feel complete.

Lastly, I made the splash screen. I decided to throw in a photo of myself to make it a little more personal :-)

Overall, I’m really happy with both the product and the experience. Today I’ve been flattered by the positive feedback I’ve gotten. Thanks!

I’d like to thank all (voters, ludum dare admins, players) very much for making this possible :-)

This Thursday, I’ll be giving a talk in our local Javascript user group about my participation in Ludum Dare and Javascript game loops in general.

Like a victorious soldier lying exhausted on the battle field

Posted by (twitter: @rasmusrn)
Sunday, December 16th, 2012 5:49 pm

I did it! With only a few hours left my game is done! I feel like a victorious soldier lying exhausted on the battlefield.

I really impressed with how much I’ve managed to squeeze out of these 47 hours. It’s amazing. I’m really tired and glad. Think I’ll sleep for two days straight :-)

Here’s my submission.

Screen Shot 2012-12-16 at 22.10.24

Starting to feel like a real game!

Posted by (twitter: @rasmusrn)
Sunday, December 16th, 2012 8:48 am

 

It’s starting to feel like a real game now!

Screen Shot 2012-12-16 at 16.45.48

 

Screen Shot 2012-12-16 at 15.24.37

Screen Shot 2012-12-16 at 13.42.04

 

Todo:

  • Music
  • Sound effects
  • Splash screen
  • Difficulty show on victory screen
  • Better “resistance indicator”
  • Story
  • Instruction/explanations

 

 

Day one, status update

Posted by (twitter: @rasmusrn)
Saturday, December 15th, 2012 2:11 pm

My game you’re a super hacker who wants to conquer the world by taking control of the entire internet.

Gameplay is inspired by Galcon and Uplink (both great games!).

I’ve been struggling a bit with the path finding algorithm but I think they’re finally done now.

Tomorrow I need to work on the overall theme and feel of the game. While I think the look is aesthetic it doesn’t really convey the fact that you’re an evil super hacker trying to take over the world. Any ideas on how to do this would be very appreciated :-)

As this is my first Ludum Dare I didn’t really know what to expect. This first day have been a bit stressful but also very exciting. If tomorrow will be just as productive I think I’ll be done in time. Can’t wait to show you all the final game :-)

Screen Shot 2012-12-15 at 22.04.13

 

Phew! I’m finally ready!

Posted by (twitter: @rasmusrn)
Friday, December 14th, 2012 3:15 pm

I had it all worked out. Go to bed early Friday so you could get up early Saturday (Copenhagen time) as the compo started.

It didn’t go that way. The little HTML5 game library that I’d been preparing for this Ludum Dare took longer to finish than I had anticipated. I was really getting worried I wouldn’t make it in time. I just couldn’t get the sprite and animation design just right.Ā But now it’s done* and I’m ready. Hurray!

Here’s my setup:

IMG_5605

The game library is calledĀ CaneĀ andĀ can be found on Github.

I’m really excited. Can’t wait to get started. I wonder if I can even sleep now. I should give it a try. Talk to you all in a few hours.

Good luck everybody!

* Suuuurely, there’s no bugs! šŸ˜‰

My old MIDI keyboard still works!

Posted by (twitter: @rasmusrn)
Sunday, December 9th, 2012 2:55 am

I’ve never made music for a video game before. Actually, I haven’t really made any recording that’ve been used for something “real”.

However, I’ve been playing in a cover band for years so I’m pretty comfortable behind a set of black and white keys.

So as part of my LD warm up I went down in my basement to get my old midi keyboard. I plugged it in and to my surprise it still worked! Well, sort of… Most keys didn’t work, but I had at least 1,5 octave at the upper end of the keyboard that worked. Luckily, the transpose buttons still worked šŸ˜‰

Well, this is what came out.

It’s not great, I know. But good enough considering I made it in two hours in the middle of the night on a partly functioning keyboard and without any experience in GarageBand.

What kind of audio do you expect/hope to add to your game? Depending on my game idea, I consider making sound effects with my voice :)

I’ll be using my good old tool belt

Posted by (twitter: @rasmusrn)
Saturday, December 8th, 2012 2:09 pm

I’ve been making games for the web for the last 10 years or so. Lately, I’ve been playing around with Objective-C/Cocos2d, OpenGL, C#/MonoGame and C++ but I’ve never finished a game with these technologies.Ā Therefore, I got the idea that I’d use Ludum Dare as an excuse to build something non-web.

However, the closer we get the more I’m sure I’ll just fallback to my good old tool belt that I’ve been using for years: HTML and Javascript.

I’ve realised, I’d rather spend my Ludum Dare time actually designing rather than learning various practical things, like how to load sounds in MonoGame. I want to focus on creativity and that’s best accomplished by using tools I know.

Besides, it’s my first time entering a game jam/competition so I really don’t want to make the challenge harder than necessary.

What about you? Are you playing it safe in terms of tech choice or are you challenging yourself with new tools?

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