About schizoid2k


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34

schizoid2k's Trophies

schizoid2k's Archive

I’m In

Posted by
Sunday, April 9th, 2017 9:02 pm

This will be my 4th LD.  Looking forward to it.

Most likely will be doing the Compo, and I will be using:

  • Unity
  • Photoshop, Paint.Net
  • Audacity
  • bfxr, Otomata

There is a slim chance that I may use Corona instead of Unity, but it depends on the theme and whether I decide to do a 2D game.  Not really sure… I have to be in the right mood.

Bat Cave – Post Compo Bug Fixes

Posted by
Friday, December 16th, 2016 1:37 pm

I released a Windows and Mac version of Bat Cave to address some bugs that some schizoid2k LD37 Update 3people found.

  • Shooting and jumping keys changed to something more standard.
  • Fixed bullet hell power-up.
  • More accurate collision detection.

This version, as well as the original submission, is available.


LD37 – Bat Cave Post Mortem

Posted by
Thursday, December 15th, 2016 10:37 am

Bat Cave is a simple shooter I created for Ludum Dare 37, and this article attempts to document what went right, what went wrong, and some general thoughts on the entire weekend.


Looking through the list of potential themes Friday evening, I put together some ideas. Bat Cave was hashed out and was my choice for a few themes, including “One Room”, which was ultimately picked.schizoid2k LD37 Update 3

Once the theme was decided, it was time to get to work. I spent a lot of time the first day working on designing the room and testing collision detection. Not sure why this took so long, but around 3:30am Saturday I had working collisions, and decided that was it for the evening. Saturday morning rolls around, and it’s time to work on some art, and get to coding. Sunday was spent finishing up the game, tweaking options, and adding sound and title screen.

I used Unity for this compo, and the actual coding went rather well. I like to use my simple object pooler script to handle the management of game objects, and I created some controller scripts to handle the audio, game management, and enemy management.

What Went Right

  • I released a playable game!
  • “Keep it simple” is definitely the way to go.  Since you have only 48 hours, don’t bite off more than you can chew… if time permits, you can add some features. For me, I had a couple hours left and added the scrolling background, looping bats, and audio manager. I also wanted to add a “boss” character, but time ran out.
  • I now know the difference between stalactites and stalagmites!

What Could Have Gone Better

  • My art skills are “meh” at best. I did manage to animate a bat though. I wanted to draw and animate a person instead of the gun turret I used, but I was spending too much time on it and it was not anywhere near what I would consider good enough. While I think the art is good for this game (other may disagree!), I need to keep this limitation of my skills in mind for future compos.
  • I did’t think the entire game through, and I realized some issues while developing:
    • I wanted the power-ups to be lowered down a mine shaft and have the player pick it up to use. I don’t think I would of finished that, so they just randomly drop at some interval.  If you look at my time lapse video, you might see a mine shaft in the game for quite a bit of time before I decided to remove it.
    • Once a stalagmite forms, it was impossible to shoot any drips coming down since you had to be under the stalagmite, and that would cause instant death.  I decided to add a bomb to remove stalagmites, and I also allow the player to jump/shoot over smaller ones.


Another successful Ludum Dare for me… I had a great time developing and releasing Bat Cave, and even though there were moments of doubt, I continued on. I hope that this game rates higher than my previous two entries… time will tell.

My Timelapse Video

Posted by
Monday, December 12th, 2016 10:33 pm

I put up a timelapse video of my development of Bat Cave.

My Game – Bat Cave

Posted by
Sunday, December 11th, 2016 10:28 pm

Another successful Ludum Dare… my 3rd. I hope you check out my game named “Bat Cave” and will consider rating once voting starts… I will do the same for you.

Next up: A Post Mortem blog entry and a Timelapse video!

Great at times, frustrating at times, but I had a blast!

My Progress – Update 4

Posted by
Sunday, December 11th, 2016 1:30 pm

There’s only a few hours left, so I am going to stop adding features and start tweaking and bug fixing on my game, Bat Cave.

Shoot and avoid the bats.  Shoot the drips coming from the stalactites so they do not build up stalagmites on the ground. You can jump over smaller stalagmites, and shoot the bomb power-up to remove them. Shoot the bullet power-up for 10 seconds of extra fire power.

My Progress – Update 3

Posted by
Sunday, December 11th, 2016 12:18 am

Just after midnight Saturday here, and I am tired. I have a playable cave shooter game. Next up is to add some background graphics, tweak the sounds, graphics (I hope), and game play, and add a few more power ups. I hope to get all of this done in time.

It’s a simple, one room shooter, but for some reason this one gave me a lot of problems. Collisions were giving me a headache. Some features were removed since they kind of sucked once I started working on it. Other features were removed due to time.

All in all, it’s a bit primitive (due to my lack of any art skills), but enjoyable.

schizoid2k LD37 Update 3

My Progress – Update 2

Posted by
Saturday, December 10th, 2016 2:17 pm

Eighteen hours in (minus some sleep), and here is my cave shooter,  tentatively titled “Bat Cave”.

Shoot the drips to prevent stalagmites from forming. Avoid the bats.

Things I still have to do:

  • My abysmal graphics show the game play. I hope to have time to tweak these later.
  • I still have to add power-ups that drop down the mine shaft.
  • Scoring, sounds, music, and other cool effects.

I decided to go with a gun turret as the player. I tried to create an animated person running around, but it didn’t work out. I stink at creating graphics, and was spending a lot of time on it.

My progress

Posted by
Saturday, December 10th, 2016 12:27 am

I decided to write a game where the player is in a cave. This is the “one room”. This idea would of also worked for other themes not chosen (underground, etc).

The first 2 hours were spent on design and moving some Unity objects around to get the coding working. I do suck at art, but attached is a rock-like room that you can consider a cave with stalactites. If I have some time later in the compo, I will revisit the art, but for now, this is the best I can do under the time constraints I set for myself. The stalactites are randomly placed when the game starts.

Next up is to create the player, mine shaft, and some power-ups. The idea of the game is to destroy the drips from the stalactites. If the drip hits the ground, it starts creating a stalagmite and makes it difficult for the player to move around.  Power-ups come down the mine shaft and help the player destroy the stalagmites, or gives the player a special ability to cope with what’s going on.  I think I will add some bats for added frustration!

LD37 - Screenshot 1

I’m In (so far)

Posted by
Sunday, November 27th, 2016 2:17 pm

Hopefully, I am not jumping the gun by saying “I’m In”.  A lot happening on a personal/family level, and I hope to have a bit of fun doing some gamedev.

My tools of choice:

  • Unity
  • Paint.net
  • Audacity
  • bfxr
  • Otomata

My Ludum Dare 35 Results

Posted by
Tuesday, May 10th, 2016 8:37 pm

schizoid2k-ld35Well, the results of Ludum Dare 35 are in.  This is my second LD, and I improved in some areas, did a little worse in other areas, but overall, I am not surprised by the score. As I wrote in my previous Post Mortem, I had a bit of difficulty coming up with a game for this theme, and settled on a simple matching game.

I like what I developed, but I totally get it… it’s nothing great. My main goal for both Ludum Dares was to submit a game, and I did. I got to learn some new tools (I even muddled my way through Blender), and that is a plus as well.

All in all, it’s a great weekend of gamedev. Congrats to all those that participated and submitted a game… you know how hard it really is. Thanks also goes to those that played and rated my game… I appreciate your comments.

Looking forward to the next LD, and I am hopeful that I can improve my scores.

My Ludum Dare Post Mortem

Posted by
Thursday, April 21st, 2016 9:04 pm

Another Ludum Dare in the books! Another great experience, another game released.  My game is called Shape Shifter Match Maker:


Click picture to play and rate my game!

The Experience

This was my second LD and to be honest, I was not thrilled with the final list of themes, so my enthusiasm dropped a bit the day before. Once the theme (Shapeshift) was announced, I drew a complete blank on what game I should make. I spent more than a couple of hours hashing ideas and came up with nothing. At this point I figured I had to do something, so I decided to create some code to take a shape and change it. This was out of desperation, since I didn’t want to waste valuable time just sitting around and hoping an idea would come to me. Once the basic shape shift code was created, I was determined to take that code and wrap a game around it. The result was this game. I don’t normally recommend working like this, but since time is valuable I needed something.

I utilized Unity’s cube and sphere assets, but I needed a third model and decided to use a triangle. My Blender skills absolutely suck, but I managed to take a basic cube and make a pyramid out of it.

So now I have code to change shapes and colors, and a basic game around it.  Time to get going.

I recently bought a Tweening library called DOTween and decided to use that in my game. I didn’t have a chance to use the library before LD35, so this was an added unknown in the development of my game. Tweening libraries are fantastic… you can easily move, rotate, and animate objects with some cool effects. I used DOTween to:

  • Rotate, shape shift, and color shift all the 3D objects in the game.
  • Warp in the additional level objects.
  • Animate the colored backgrounds.

Also new to me was the use of audio tools bfxr and Otomata. Both (free) tools are incredible for creating sound effect and music. Otomata was a gem of a find. I was very pleased with the outcome of the music.

Thoughts On My Game

I am not sure how I feel about my game. It’s not what I expected to develop, but then again, I didn’t expect to develop anything at one point. As I play it, I do tend to enjoy it.

About a day after I submitted the game I had an idea to use the left and right mouse buttons to change the shape and colors. Hmm… I wish I thought of that while I was in development mode. I think that would be better than clicking on buttons.

An hour after my idea for improved controls, I had a brainstorm for a much better game. I am not going to explain it here, since I am seriously considering developing this new idea.

What Went Right

  • I finished and uploaded a working game within 48 hours.
  • Great opportunity to learn and use new tools DOTween, bfxr, and Otomata.
  • I decided to use C# Events instead of linking to scripts via Unity’s “Find” and “GetComponent” (where appropriate) like I did in my previous LD entry. I prefer a loose coupling, but this can get out of hand very quickly if you are not careful. I also prefer C# Events over Unity Events, but that may change after I revisit Unity’s manual for another read-through.

What Could Be Better

  • I had a tough time thinking of an idea… I guess I was very short sighted in using this theme.
  • Better game play is needed. The game does not get harder after the 3rd set of controls warp in.
  • Using multiple new tools during a 48 hour game jam is a little stressful. Glad I did it though, since it greatly improved the game.

Where to Go From Here

Of course, I am looking forward to LD36. In the meantime, I need to decide if I should continue to work on my current project, or shelve that for a bit while I look into developing the new version of Shape Shifter Match Maker. I guess the comments in the review section of my LD entry will help me decide that.

Added a Linux Version

Posted by
Wednesday, April 20th, 2016 5:34 pm

I added a Linux version to my game Shape Shifter Match Maker. I tested briefly, so if there are any problems you encounter, I would appreciate knowing.


My Time Lapse Video

Posted by
Tuesday, April 19th, 2016 9:44 pm

Here is my time lapse video of the development of Shape Shifter Match Maker. I’m working on a Post Mortem and will have that published soon.

My Entry – Shape Shifter Match Maker

Posted by
Sunday, April 17th, 2016 8:27 pm

Shape Shifter Match Maker has been uploaded!

Another great weekend of LD development. Started a bit slow for me, but after finally settling down, I put something together.  I hope you give it a try.

Next comes the fun of playing a lot of games, a Post Mortem, and Timelapse Video!


Update #3

Posted by
Saturday, April 16th, 2016 10:56 pm

It’s about 27 hours into Ludum Dare 35 and what I have is the shape matching game shown in the video below. As I mentioned before, the theme of LD35 was difficult for me to work with for some reason, but what I have is playable. What’s nice is that I do enjoy playing it, and I can see some possibilities for improvements post-LD.

I’m getting a bit tired, so tomorrow (or if I get a second wind tonight), I plan on a bit of polish, some graphical enhancements, and a few UI tweaks.

[cache: storing page]