About Jesper Oskarsson (twitter: @jesosk)

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Ludum Dare 30
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 23
 
Ludum Dare 20
 
Ludum Dare 19

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Jesper Oskarsson's Archive

Post-compo version!

Posted by (twitter: @jesosk)
Monday, August 25th, 2014 5:38 am

Congrats to everyone who submitted a game for the compo and good luck in the last few hours for the jammers out there! 😀

I submitted my compo version last night, you can find it here: PLAY

 


Also I’m streaming me working on the post-compo version as well as rating some games here:

http://twitch.tv/jesosk

 

The Warehouse Connection

Posted by (twitter: @jesosk)
Sunday, August 24th, 2014 8:24 pm

 

It all started when I was moving some boxes around the ol’ warehouse. I discovered some kind of glowing statue in one of those crates marked “fragile”. 

Suddenly the statue started altering its color, like some kind of code. 

There was someone on the other side…

 

The Warehouse Connection is a cooperative multiplayer game for 2 or more players. Each player plays in their own unique room where the only thing that connect them to the rest of the players are the mysterious statues. They have to work together to get further through the game.

 HOW TO PLAY: 

  • For optimal experience, get a friend or two on Skype to play with. (Only the first 4 levels can be completed solo)
  • Approach statues and use the left mouse button to interact with them.
  • When the gate is glowing, walk through it to get to the next level.


If you can’t find someone to play together with, add me on skype: jesperredien

 

PLAY

 

shot1

shot2 shot3

shot4 shot5

Good morning! (Technically afternoon)

Posted by (twitter: @jesosk)
Sunday, August 24th, 2014 4:43 am

third.gif

 

Managed to figure out level loading and placing some random structures yesterday night!

Things still to do:

  1. Procedurally generate puzzles
  2. Publish a first version
  3. Fix up menues, handle connection errors etc…
  4. Add more animations and fluff 😀

 

Also just started streaming again!

Finally networking!

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 3:31 pm

second2.gif

 

Yay! Networking is working!

Decided to go with Photon and the free plan. I hope 20 simultaneous connections are enough…

Anyway, I’m on to do some gameplay now! I want the levels to be procedurally genereated… first I have to make changing the levels work though.

Follow my progress at my twitch stream!

Food n networking stuff

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 11:33 am

2014-08-23 19.04.44

 

Got some food!

Also I’ve had some problems deciding which networking solution to use as I want it to be as easy as possible to play the game.

I think I’ve settled with Photon and running my own dedicated server which allows up to 100 simultaneous connections.

Also I’m back on the stream!

First progress GIF!

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 5:51 am

first

 

So I got a first test scene and some animation going!

Anyone have any tips on improving GIF quality btw?

Got an idea!

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 4:35 am

So 2 min of brainstorming produced the idea I think I’ll go with! Fastest brainstorming ever! Good theme I guess…

So it’ll be a multiplayer game where every player plays in a different world, but they are connected so they have to work together to solve puzzles and progress through the rooms.

2014-08-23 13.27.19

Breakfast and streaming again!

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 3:59 am

Yay good morning everyone!! 😀

Here’s my breakfast:

2014-08-23 12.39.05

 

The bagel was actually kind of dissapointing… never buying a ready made breakfast in a super market again. :(

Also the STREAM is up!

 

Now to come up with an actual game idea…. connected worlds huh?

Maybe a multiplayer game where the players play in individual worlds but they interact somehow… kinda like Journey but every players’ world is different?

This is literally the first idea that came to me just now so let’s see 😀

 

LET’S JAM!!!

I’m in!

Posted by (twitter: @jesosk)
Friday, August 22nd, 2014 10:59 am

ZOMG LD 30! time flies!

This time I made a promise to myself to make a multiplayer game so this week I spent some time looking at the Unity multiplayer features!

I’ll also be streaming from a stable connection this time, for everyone to see…

Anyone else doing LD here in Berlin?

Wish me luck!

Checklist:

  • Office – Check!
  • Twitch Stream – Check!
  • Github Repository – Check!
  • Music playlist – Check!
  • Unity – Check!
  • Food & Snacks – Not Check (Will have to get something later)
  • “I’m in” post – Check!

Obligatory workspace post:

2014-08-22 19.29.21

Also here’s an visible link for my

STREAM

Let’s get coding!

Posted by (twitter: @jesosk)
Friday, April 25th, 2014 11:58 pm

image

Final draft of idea done! Severely sleep deprived. Let’s start coding! #LD48 #LD29 #SHLD48 streaming at http://twitch.tv/jesosk

First prototype

Posted by (twitter: @jesosk)
Friday, April 25th, 2014 8:55 pm

image

Paper prototyping! Feels good. 😀 #LD29 #SHLD48 #LD48

First brainstorming session

Posted by (twitter: @jesosk)
Friday, April 25th, 2014 7:50 pm

image

Had a little brainstorming session. Trying to flesh out some ideas. Would like to make some kind of mobile collaborative game.

Also posting this on the WordPress android app. Have to work out a good flow to share things.

Also I’m streaming at http://twitch.tv/jesosk

I’m in!

Posted by (twitter: @jesosk)
Friday, April 25th, 2014 3:46 pm

Has been a while since my last Ludum Dare. This time doing it live at Sony’s Hackathon in Lund, Sweden.

Will be streaming as much as possible from my twitch account.

Tools you say?

Probably Unity and some generators… We’ll see.

 

MatchiMatchi

Posted by (twitter: @jesosk)
Sunday, August 25th, 2013 7:27 pm

So I made a match-3 game. Just wanted to make one to see how much polish I could put into it.

It ended up being a lot of fun, didn’t expect that. :)

Play & rate it here:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=1737

 

I’m in!

Posted by (twitter: @jesosk)
Saturday, August 24th, 2013 3:23 am

Just woke up and I’m in!

Browsing the site a bit and all I can think of is that I know at least one person who will not like the theme haha! 😀

Cimi Mal Postmortem

Posted by (twitter: @jesosk)
Sunday, May 5th, 2013 4:41 am

Had a lot of fun working on this game. Will try to make something out of it after the compo. :) Here’s a summary of my compo experience:

 

What I did right:

  •  I used a mechanic I’ve seen in other games and made it look and feel different by combining it with a cool effect, mood as well as adapting it to a 3D environment. Using an existing mechanic like this makes it easier to create puzzles as there are existing games to take inspiration from.
  •  I spent a lot of time on getting the audio right, which turned out to be time well spent. I’m quite happy with how the game sounds when you are walking around even though it could still be improved a lot.
  •  The visual style ended up looking quite good and saved me a lot of time on creating assets since it’s all animated boxes and point-lights. The game executable ended up very small as well which is just a plus.
  •  Working on the game around other fellow jammers (BytegroveDiamonde) was more fun than doing it alone. I also got the inspiration for my core mechanic from a prototype Diamonde showed me during the compo which I’m thankful for. :)

What I learned:

  •  Guiding the player through the level is key. My entry depended on the player finding their way through the level by stumbling upon the next room. It was made extremely difficult as there were puzzles in between that you had to solve before continuing further, leaving the player confused as to if they were on the right track.
  •  Not every player is an avid gamer. The first puzzle in the game relied heavily on the player having the motor skills associated with these kinds of first-person platforming games. This could be a problem if the player is not an avid gamer which I experienced when having a friend play-test my entry after the compo.
  •  Visual cues are very important to get right. At the first puzzle I made two objects have the same color but with different behavior which confused most players as to what to do with them.
  •  Improving sound effects by having several variations does a lot to having them sound less repetitive and more real. Having at least 3 variations of effects that will be heard regularly seems like a good minimum.

What I’ll improve:

  •  Make it impossible for the player to be confused as to where to go. I’d make the first level a lot smaller and point out a clear goal as to where to go with the only object in the room that sticks out.
  •  Make the platforming parts a lot easier in the beginning to give non-gamers a chance to learn the controls without being completely frustrated.
  •  Don’t have objects that look or behave slightly different. This will only confuse players as to what to do and what is important.

 

Try it out if you haven’t already! :)

 

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