About wzl (twitter: @wzl_)

Gamedev, Software engineer, wannabe artist and musician.



Ludum Dare 37
MiniLD 48
Ludum Dare 26
Ludum Dare 25
MiniLD #35
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21

wzl's Trophies

wzl's Archive

Pong-out, because i hate bricks.

Posted by (twitter: @wzl_)
Sunday, June 17th, 2012 4:25 pm

Here’s my minild entry, creatively named pong-out.

Flashpunk is really awesome for LD’s i must say. Lots of fun, easy and fast.

You can read more info about the game on it’s http://www.ludumdare.com/compo/minild-35/?action=preview&uid=5751 entry page.

or play it directly:



It’s like pong… with a bit of break out, and maybe some r-type.


There’s probably going to be a post-compo version with lots and lots and lots and lots of improvement and new features and eye candy and shizzle and dizzle. Oh, i will also fix whats broken eventually. :p

Unterholz and it’s implications

Posted by (twitter: @wzl_)
Tuesday, April 24th, 2012 12:00 pm


I’ve thought about what i’d need to do if i were to continue development. How to optimize the performance, increase the depth of the game and other stuff you might want to know about.
If you’re interested, you can read the full post redwatergames.blogspot.com.



If you haven’t played it yet, you can do it here.
If something doesn’t work, please leave a comment with your system specs and os.





Posted by (twitter: @wzl_)
Monday, April 23rd, 2012 3:46 am

Unterholz was made in less than 24 hours so it lacks a bunch of features (i.e. gameplay). The basic idea is to manipulate the elements to transform the environment so new lifeforms can emerge.

The only life form emerging in this build are just two types of plants though. Little creatures spawning in the lakes, climbing on plants, or looking for shelter in dark crevices could be added too.

It was interesting to work with pixel water, or cellular automata as it is apparently called. However it is very poorly optimized and can run into performance issues quite quickly if you keep pouring rain. Further performance tweaks would require me to rewrite the whole system, which i might :p

Currently, the environment is only absorbing water. Upon absorbtion there is a chance for a plant to grow out of it. Continuous watering will help the plants spread.

More environmentally changing features could be added like wind, storms, snow – which can melt -, thunder – bursting plants inflames – and other hazards that influence how life developes.


Here’s the source to the framework i’ve been using, it’s the same i’ve used the last two times:
Flow Source

Go play and rate Unterholz here.


I’m errrrrrrrrrrrrrr…irresolute

Posted by (twitter: @wzl_)
Tuesday, April 17th, 2012 6:30 pm

I’m IN, or i might not be.

Depending on how well the theme voting skills turn out to be this time around i will create a bombastic entry, or none at all.



No effort was made in creation of this post.

Diggydig – Timelapse & Post-Mortem

Posted by (twitter: @wzl_)
Saturday, December 31st, 2011 9:11 am

Hey peeps and thanks for all the lovely comments you made on DiggyDig so far! 😀

First I want to explain a couple of things here as reply of some of the comments:

I apologize that it is so crash prone, again. My engine is not very stable and i experiment a lot with it. I try to improve that while i work on it, but it is quite difficult to get it to work properly on different machines with all the different hardware configurations. In that respect, ludumdare is the only wide scale test i have available right now, so i am using your feedback to improve this piece of software so it will eventually end up working alright. LD 21 was already a great help there! Thanks for all your input on it.

Thanks for the praise on the game mechanics. It is certainly not unique, but rather borrowed from minecraft/terraria and taken to a slightly different direction. Getting the mechanics work properly actually took most of the time, so i only had a couple of hours left to create the content, which you can observe in the timelapse.

The limited amount of time, i think i had around 6 hours left, is of course the cause for the lack of game depth, versatility, actual content, and everything else basically.

The physics are very hackish. I never coded collision with rastered terrain before, so i am happy that it works as well as it does.

Post Mortem

What went right:

  • I got the mechanics and gameplay to the degree i wanted to. I was not expecting to make a stellar entry either, instead i just wanted to fiddle around with this idea.
  • Although loading times are terrible, i was able to get a quite big world created from a number of bitmaps. This was actually an important proof of concept, as i plan to use this technique to improve on the concept.
  • The music was quickly hacked into like an hour before the deadline. It is not too shabby, so i’m fine with it.
  • The overall appearance is not over the top, but okay. It could certainly use more polish but you can see what it is supposed to be.
  • I had awesome food.

What went wrong:

  • I couldn’t fall asleep on thursday, therefore overslept on friday, and was screwing up my sleeping rhythm just before LD.
  • The theme. I was raging all night after the anouncement, and the day after about this ludicrous theme. I was thinking about making a game actually fitting the theme, before i realized it is just too generic to actually make a game of it. Same as Escape was, but this is getting offtopic. Anyways, only got started with the actual project some time saturday afternoon, so i wasted a lot of time actually not working.
  • I spent too much time on the tech side of the game. It was not so bad this time because i was trying to get something done i planned to do anyways at some point, but i really  should get more gameplay done next time.


I will use the next month to play with this prototype.

I will :

  • add dynamic lighting and normal maps to create a denser atmosphere.
  • create a 2d Ragdoll animation thingy for teh awesome moves like i already started with as you can see in this basic proof of concept:

  • add different kinds of terrain materials, and an actuall surface
  • add physics (actual 2d physics) for bridges, elevators, traps, and more
  • if the january is still not over by then, I will start experimenting with smooth particle hydrodynamics, or an approximation thereof in an attempt to add realistic 2d liquid simulations. I am not sure how well this will perform, but man, that would be wicked to have 😀

I am not sure in what direction i will take this to be honest. This has an aweful lot in common with terraria, which i don’t like. Don’t get me wrong, i love terraria, but i don’t want to basically remake it. So i will just keep working on this and see what i can make of it. While i have a few hints, i am not fully certain about it.

Thanks for reading, and all your precious feedback!

with love


No title is a good title

Posted by (twitter: @wzl_)
Saturday, December 17th, 2011 2:59 am

After getting to bed a short while after the theme was announced i thought about some ideas. Alone,…alone… isn’t almost every protagonist in a game alone? What makes the game themed alone? locked up in a cell? I dont know. I’ll just go with my gut instincts. Although the idea i had is probably not feasable in the given time frame.

However, getting up at 9:30 and…

Too tired, gotta . reach . hat

…making breakfast…

nom nom for more coding power

and after a cup of coffee i’m ready to go.

I will mostly listen to some web streaming, di.fm liquid if the playlist is awesome, and the soundtracks from the humble bundle.

If you’re interested in following my progress, you can do so at wzl.3ln.eu (we’re fucking 3ln!).
It is a kind-of-live stream with 0.3 fps, but fullHD %)

Power Preperation Complete! – Next up: LUDUM DARE 22

Posted by (twitter: @wzl_)
Friday, December 16th, 2011 5:16 pm

After Feasting at my parents place

Nom nom nom

I finished preparation on my work place and everything else:


Also HATS, because HATS. And i hide a kitten beneath it.

Awesome weekend is Awesome!
[+1 Kitten]

Seriously though…

Posted by (twitter: @wzl_)
Thursday, December 15th, 2011 4:30 pm

I just had to do this


Posted by (twitter: @wzl_)
Thursday, December 15th, 2011 4:01 pm

for kittens




LD48 Voting system improvements

Posted by (twitter: @wzl_)
Wednesday, December 14th, 2011 5:44 pm

As the Compo seems to be getting increasingly more attention and entries, the voting process is getting longer and more difficult to manage.

How are you supposed to vote, or which game are you supposed to vote? Usually, with this amount of games you’d look for screenshots or names that catch your attention. But not everyone has decent graphics or is creative when giving his baby a name, that doesn’t make their games any less play-worthy.

We were briefly discussing this on irc, and i came up with the idea of batch-voting for the entries, in a similar fashion as the theme votes are being made. Every hour a list gets accumulated by games that 1. have not been voted for by you yet, 2. a good amount of games which didn’t receive that much attention 3. a number of games taken randomly from the remaining.
you will only be able to vote games from within that batch(this is only true for the voting list you can request, so you still can vote others when following direct links to the submission page), and to get the next batch you’ll have to wait for the refresh.
This will also ensure that people will be able to spend more than a minute playing your game, before throw it out of the window just to quickly get their hands on the next, because they have to wait anyways, they might just aswell spend it playing your game.

If you’re a diligent voter, you could *unlock* a view-all- entry list when voted 25% of the entries.

This is just a quick idea to get more fairness in the voting progress of such a huge submission pool.

[x] Check checkbox


You guys have any other ideas or suggestions?

In, too :D

Posted by (twitter: @wzl_)
Tuesday, December 13th, 2011 9:36 am


I’ll be using my own framework again, including jitter physics and ac.al audio lib.

Into Beyond – Change log 7

Posted by (twitter: @wzl_)
Wednesday, November 23rd, 2011 10:25 am

I made some improvements on the appearance of Into Beyond, let me know what you think :)

So it begun: Into Beyond

Posted by (twitter: @wzl_)
Monday, November 14th, 2011 11:52 am

I signed up for 8bit funding, and today Into Beyond got approved and i put it live.

If you don’t know what the hell Into Beyond is you can check my past Journal Entries or watch the videos on my Youtube Channel.

So if you like Shoot’em ups, exploration, space, rock, aliens, planets, stars, moons, asteroids, guns, lasers and all that stuff, hop over to http://8bitfunding.com/project_details.php?p_id=257 and spread the word <3

As always, updates will be posted on my blog at



Thanks and love <3


Into Beyond (actual title) :D

Posted by (twitter: @wzl_)
Monday, October 31st, 2011 8:54 am

As it turns out, i won’t be submitting the game for the october challange. It would just feel wrong to submit a milestone version, eventhough it got to the stage where i wanted to get.
The october challenge though helped a lot getting the motivation up, working continuously on a project, and keeping you posted about updates. It was great fun participating in it, and i don’t think i’d be anywhere near this stage of progress if i haven’t accidentally read about it! So, thanks for hosting! 😀

Into Beyond is a exploration shoot’em up with non-linear level and campaign design. Your only restrictions are your resources. You will travel to different planets, star systems, asteroid belts, space stations and lots more places, to discover loot, new gear, or even new ships. Different places may include different styles to play, so it won’t all be side scrolling action.

The goal is to get this done in the next 12-18 month, depending on resources and people i get to contribute on this project.


Now, for your pleasure, a few screenshots! (Can’t record video currently because Fraps is eating up all of the performance my pc has to offer :|)

All of the assets are placeholders and by no means final.
So for now this is basically a big proof of concept, which worked out quite well, and i am certain that this project may be well received once it is done.

I’m currently looking out for a way to fund further development, so if you have any suggestions, i would appreciate input on that.

I will now continue posting updates on my blog, rather than this journal, so if you are interested how the development continues you can hop over to

or my youtube channel (will receive updates as soon as i am able to record again)

or follow on twitter


Thanks for reading and good luck to the other participants!

SpaceHunter (aka Funky Ship) Tech update

Posted by (twitter: @wzl_)
Saturday, October 22nd, 2011 5:43 pm

Last 2 days i was fidgeting with my shader implementation, and i finally got it to a stage that is totally usable. The Text formatting is not perfect yet, and syntax highlighting would be nice, but i’m still proud of it.

So here’s my first devlog, although i felt a bit awkward talking to myself, but i guess i’m just not used to it.

Earlier today i was playing and recording some guitar, so here’s a new theme for the solar system.

wzl – desolate place

I’ll be refining it, and probably writing some more in the next couple of days

SpaceHunter – all new, but still the same!

Posted by (twitter: @wzl_)
Wednesday, October 19th, 2011 3:33 pm

So this week, as mentioned last time, i started adding some gameplay elements.

I started with a bit of enemy behavior. The floating spheres are now mines, that close in on your position once you get near them. I doubled their hitpoints so they need at least two hits to increase difficulty.
Also i added another enemy type: a beam turret. It aims at you and fire’s if you’re close enough. The aiming has a bit of inertia though, to make evasion possible.

Speaking of evasion: i realised the controls were rather quirky and not very fluid, so i decided to rewrite them and came up with a new control mechanic. Instead of your ship moving up and down you now pitch the nose in the desired direction.
This has two consequences:
Good: movement looks and feels smoother overall
Bad: Evasion is nigh impossible
So i added the [Shift] key to enhance the controls. Pressing it will now keep your current pitch locked (instead of automatically leveling it back to surface parallel) and you can roll up and down, or strafe, if you will.
This adds some nice depth into gameplay and allows some pretty neat dogfighting in this early stage of development already.

Furthermore i added item drops, just for the sake of implementing them. They currently serve no purpose, apart from a rewarding kching sound upon collection 😉


Now without further ado, i present to you: Funky Ship part 5!

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