About rvmook (twitter: @https://twitter.com/rvmook)

I'm a developer from The Netherlands currently making websites at Firstborn in New York. In my spare time I like to pretend I'm a game developer.


Ludum Dare 31
Ludum Dare 29
Ludum Dare 25
Ludum Dare 23

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Got myself a random island generator!

Posted by (twitter: @https://twitter.com/rvmook)
Saturday, April 26th, 2014 5:17 am

Random generated island

I’m in!

Posted by (twitter: @https://twitter.com/rvmook)
Friday, April 25th, 2014 8:47 am

Third time participating but first time trying to build something with JavaScript (sorry AS3)

I’ll be using:

  • My pre Ludum Dare HTML5-ish boilerplate (hosted on Bitbucket)
  • FLStudio, Bfxr for creating the sounds and Howler to play them
  • Some Adobe software for art or maybe Hexels if I feel like it. And most likely Pixi to render it on screen

I’ll also be streaming at twitch.tv/rvmook


Good luck everybody!

“Hunt Yourself, or something” Post Mortom

Posted by (twitter: @https://twitter.com/rvmook)
Monday, December 31st, 2012 3:00 pm

Here’s a quick Post Mortom for my second Ludum Dare attempt “Hunt yourself, or something”. Rate and play it over here:


One of the first things that came into my mind was you being a werewolf and hiding it from your friends/fellow citizens.

The idea was that you had to convince the people in the town that you’re not the werewolf since they’d probably hang you if they found out. So I came up with a little game were you had 30 days to prepare until full moon. You were supposed to talk to villagers who gave you quests (setting traps, hiring a werewolf hunter etc.). By doing these quests you decrease your suspicion and earn some money but it also decreases your chance of survival once you’re a werewolf. Therefore you should also sabotage the completed quests and buy meat and clothes to help you when you’re a werewolf but by doing that you’d increase your suspicion. Eventually the game would be about finding the perfect balance between completing and sabotaging quests.

Eventually I didn’t get half of my ideas in the game. A few of the elements that didn’t made it into the game were:

  • Different kinds of quests
  • Earning money after completing a quest
  • With money by meat to hide so you can eat it at night
  • After transforming back into human form you’d be naked and had to clothes before the other people in the town could see you.
  • Buy clothes with the money you get from quests

I think people still get the point and I still think the idea is pretty cool but it was far to big for me to complete within 48 hours.
Maybe I’ll try to finish it on a lazy Sunday.

So let’s get to the usual What went right, What went wrong and Next time’ part of the Post Mortom.



What went right

Concept that could easily be broken down
I think I came up with a concept that could easily be broken down. So once I’d finish the core of the game, I could just add the features on my list.

Decided to code quick and dirty from the start
Last time I spent almost my whole Saturday coming up with some sort of gaming engine. In the end (of course) I didn’t even used half the features I implemented. So I decided to not reuse any of the code I was going to write during this weekend and just make it work as fast as possible. Although it was hard to knowingly write ugly code, it helped me a lot getting things done.

More focus on art
This Ludum Dare I tried to spend more time on the art of my game. Last time I kept postponing it until the very end, but that didn’t work out. So this time around I tried to make a few sprites and tiles that looked nice. And since I’m not a designer or illustrator, I’m quite proud of the things I created during the compo.



What went wrong

Choosing the right features in the beginning
Although my concept could easily be broken down, to make it playable turned out to be a pain. I was working on 10 different features at the same time and not finishing one of them until 1 hour before the end of the compo. This resulted in no time for play testing and other ‘cool’ features.

Reinventing the wheel again
After I had my concept I spend the first couple of hours writing a simple game loop, sprite animator, tilemap and that sort of stuff. I’m not a game developer or anything so I’m sure the stuff I wrote is slow, inefficient and unnecessarily complex.

Not proud of my end result
Although coding quick and dirty from the beginning helped me getting things done it didn’t help me enjoy Ludum Dare as much as last time. I created a game that (in my opinion) is better than the last one but at the same time I’m not as proud of my result since it’s just a bunch of workarounds and quick fixes.

No sound
There was just to little time to add some sounds. I didn’t wanted to add some random bleeps and bloops so I choose to focus my time on fixing bugs instead.



Next time

Don’t reinvent the wheel
I think I’ll try to use some sort of engine or platform so I don’t have to worry about the basecode anymore. This way I can focus more on my concept and don’t let my lack of game development skills get in the way.

Less focus on graphics but more on audio
This time I spent more time on graphics next time I’ll try to do the same with audio. In hindsight I think good audio adds more than good graphics. But then again, the graphics shouldn’t be bad either. I guess I know next time what’s more up my alley.

Get something playable within the first 12 hours
Both of my Ludum Dare attempts ended with me rushing to add some core features at the last minute. Next time I hope I can get something playable within the first 12 hours. Skip the nice graphics, audio and whatnot. Just get it to work. After that I have all the time in the world weekend to add additional features and polish where needed.


Let’s just hope I can keep those promises, either way I’ll see you guys next time!

Somewhat halfway there

Posted by (twitter: @https://twitter.com/rvmook)
Saturday, December 15th, 2012 7:32 pm

I think I’m in a bit over my head here. But it’s getting somewhere now. Tonight I’ll check how I can scale down my concept a bit…

Anyway, here’s a little screenshot of my progress.


Not much there, but I still have 24 hours right?


Just for the record

Posted by (twitter: @https://twitter.com/rvmook)
Friday, December 14th, 2012 12:28 pm

I’m in for my second Ludum Dare. I’ll participate in the 48 hour compo and will try and create a game  (or something somewhat playable) with Flash.

I’ve set up a Github repository where you can check out my base code and progress if you’re interested. I’ll try to post a few updates throughout the weekend.

Either way, have fun everybody!

I’m in (at least, I’ll try)

Posted by (twitter: @https://twitter.com/rvmook)
Thursday, August 23rd, 2012 3:41 am

I’m really looking forward to participate again. Unfortunately I have some other stuff to do on Saturday so I only have Sunday to work on the game. So let’s hope I come up with some brilliant  stuff on Saturday so I can put something together in a few hours…

I’ll be using AS3 with Flashpunk, Photoshop for graphics and Bfxr / FruityLoops for sounds.

My first Ludum Dare entry

Posted by (twitter: @https://twitter.com/rvmook)
Wednesday, April 25th, 2012 5:24 am

Haven’t really got time to post an update since the end of the compo. But here it is. I finished my first Ludum Dare and with that my first game.

Unfortunately I came 1 hour short to fix a crucial bug which would have allowed me to have multiple levels. Now it’s just one level and lasts for only 30 something seconds.

But hey, if it’s only 30 seconds long it means you can easily play it now right? 😉

Go and play it now!


I’ll try to post a real post mortem this weekend. For now back to judging work!


First playable version is here!

Posted by (twitter: @https://twitter.com/rvmook)
Sunday, April 22nd, 2012 1:56 pm

A got sort of a playable version ready. So it’s finetuning from here on.

I think I’ll add some sounds first and if there’s time some more levels.


You can play it over here:


Game logic implemented

Posted by (twitter: @https://twitter.com/rvmook)
Sunday, April 22nd, 2012 3:31 am

I just implemented the game logic. Now it’s time to add the scoring mechanism.

Play it at:



End of day one

Posted by (twitter: @https://twitter.com/rvmook)
Saturday, April 21st, 2012 5:32 pm

Didn’t really get done what I planned but I’m still fairly confident I can make it wrap things up tomorrow.
Hopefully I can also find the time to add some sound and cooler graphics.

The latest version can be played here:


Basic engine done

Posted by (twitter: @https://twitter.com/rvmook)
Saturday, April 21st, 2012 7:58 am

14 hours in, now it’s time to implement some logic and other fun stuff.
After a couple of hours without internet I finally got the chance to upload a new update.


Like last time the source and a playable demo can be found here:


And when my internet connection doesn’t fail me, you can also watch me here:



Slowly making progress

Posted by (twitter: @https://twitter.com/rvmook)
Saturday, April 21st, 2012 2:39 am

This morning I started working on a tile based setup. So far I got a easy adjustable map plus some camera movement. Hopefully adding characters will go a bit smoother.



The source and a playable demo can be found here:


If you want to see how I made it , you can check out the stream:



Let’s go!

Posted by (twitter: @https://twitter.com/rvmook)
Friday, April 20th, 2012 10:49 pm

Just worked out my idea and I’m ready to start.
So that means my stream is up!


My setup

Let's do this!

All set for the weekend

Posted by (twitter: @https://twitter.com/rvmook)
Friday, April 20th, 2012 3:08 pm

All preperations are done. I got my project setup ready to go and I think I have a pretty solid gameplan for the upcoming 48 hours of madness 😀

For those who like to follow my progress I’ll be streaming from twitch.tv/rvmook and I’ll try to post an update every 6 or 8 hours on my website.


And just to make sure I don’t break any rules, here’s my base project:


I’m in!

Posted by (twitter: @https://twitter.com/rvmook)
Friday, April 13th, 2012 6:07 am

This is my first time participating and I’m really looking forward to it!

So here’s what I’m going to work with:

  • Language: AS3
  • Framework: Going to figure that out during the Warmup Weekend
  • Graphics: Photoshop and Flash CS3
  • Sound: Also something I’ll try to figure out this weekend

Hopefully I’ll have a small game running by the end if this weekend so I know what I’m up for next week.

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