About Serilyn (twitter: @bitgriffin)

Independent Game Developer in Woodinville, WA

Entries

 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 23
 
Ludum Dare 18
 
Ludum Dare 17
 
Ludum Dare 16
 
MiniLD 13
 
Ludum Dare 15

Serilyn's Trophies

Serilyn's Archive

Multiple Personality Quest PostMortem and Web Build

Posted by (twitter: @bitgriffin)
Wednesday, August 28th, 2013 3:32 pm

First off, I have a web build up so if you’re not on windows or just don’t feel like downloading anything, go here

Multiple Personality quest is a roguelike where you switch characters every 10 seconds. There are four characters, with different strengths and weaknesses and powers.

 

The Bad

Overambitious Idea

While the game was really fun to make it was a bit too much to squeeze into the compo and almost too much to squeeze into the jam. I didn’t get as many skills for the characters as I’d like, as well as pretty much no time to balance combat.

Game Balance

Game balance is way off. It’s ok at level 1, at level 2 you get a bit powerful, at level 3+ you get way too powerful, especially if you get over level 5 since I MEANT that to be the level cap but forgot to actually cap it (Which is why you see your character have an “Unknown Sword” or some such when you hit level 6+ Oops). It’s actually possible to finish the game at level 8 and the boss is fairly trivial by then.

This also takes away some of the differentiation of the characters. Who cares if Geoff is a kickass healer if you never need to heal? Who cares if Chloe can root if you one-shot everthing?, Who cares if Dirk has really good armor if nobody else ever gets hit anyway? Who cares if Gloria can teleport if she can one shot everything twice over. (Well I guess you care if it gets you around the dungeon faster :p)

 

The Good

Gameplay

While the balance is way out of whack past level 1, I think the gameplay idea is pretty solid and with some tweaks could become a pretty fun game.

JSIL

I’ve used JSIL for my javascript ports for the last 3 LDs and each time I use it it seems better and better. Porting this time around went really smoothly.

The Jam

I like how the Jam can be a good fallback if you have too much idea and not enough time for the compo. At the end of the compo period, what I had wasn’t really a playable representation of what I wanted, but I had the extra day to get it working and that made all the difference.

Saving Graphics for Last

Since I had to strip out so many features to fit my coding into the allotted time, this resulted on more code time and no wasted graphics work, since when I started on graphics I knew exactly what I needed and no more than that. If I had done graphics first I probably would have a bunch of dungeon, armor and potion graphics I didn’t use.

If this game sounds interesting to you. Go here and play it.

 

Declaration of librariness

Posted by (twitter: @bitgriffin)
Friday, August 23rd, 2013 10:10 am

My personal library is located here.

Tools I will use:

  • C#/XNA
  • JSIL for cross compiling C# to javascript
  • Photoshop for graphics
  • Possibly tiled if I want a prebaked map
  • Possibly autotracker if I want to be lazy with music.
  • Audacity for sound effect editing.

 

Personal Library Declaration and pleeease let it not be islands.

Posted by (twitter: @bitgriffin)
Friday, April 26th, 2013 6:56 pm

Per the rules, my personal library is located here.

I will be using C# and XNA, but cross-compiling with JSIL to make a javascript build.

I’ve already done islands (LD17), as well as exploration (LD16), so I hope I don’t end up with deja-vu.

Post Mortem for Guardian Angel Devil

Posted by (twitter: @bitgriffin)
Friday, December 21st, 2012 2:57 pm

 

Guardian Angel Devil is a solo jam game Play it here

The original game idea popped in my head when I saw the theme “Guardian” during voting, and when “You are the Villain” ended up the winner it came up again with a nice twist at the end. The idea is a take on the “chosen one” trope, as in the hero, Blake, is a young farm boy and he is the only one who can retrieve this evil artifact from the dungeon. Since you, a small demon,  are the villain, of course, you pretend to help him since he’s clueless, because you want to take the artifact for yourself after he retrieves it. You have cards you can play to provide various effects on the battlefield and Blake does all the dirty work of fighting.

PostMortemShot

The Good

JSIL:

I wanted to make a web game, and was about to use silverlight again when I heard about JSIL. It meant I could code in XNA but then export it to Javascript. I spent some time porting my silverlight tile engine to XNA that played nice with JSIL, which wasn’t too hard as long as I found workarounds for the methods that JSIL hadn’t implemented yet (Particularly having to read xml tile maps with an xmlReader because XDocument and XmlDocument weren’t implemented.)

Juicyness:

This came from a video that someone posted before the compo. Even though I didn’t manage to animate combat attacks, a simple particle effect and sound effect worked pretty well to make the game feel more finished, and took far less time than animating each frame.

Gameplay:

There are three different ways to finish, and all are possible. Plus it plays out a bit differently each time depending on which cards you get.

 

The Bad

Use of time:

By the end of the compo I only had a fairly generic RPG with the villain walking around and the hero equipping items and attacking, so I ended up entering the jam. I think I may have been able to squeak by on compo time  if I had planned a little more efficiently. I plotted my time out fairly in depth to see where I was using it and this is what happened:

Ideas: 2 hours  compo

Art: 4.5 hours  compo (about 2 hours thrown out)

UI Programming: 4 hours compo

Level Design and programming: 7 hours compo/1 hour jam (Some of this was unused)

Programming walking around the map: 2 hours compo/ 1 hour jam due to JSIL issue

Programming combat: 4.5 hours compo/ 1 hour jam

Programming items and equipment: 2 hours compo

Programming/Drawing cards: 4.5 hours jam

Sound: 1.5 hours compo (very good bang for the buck)

Conversations: .5 hour jam

If I could do it again I could have saved some time on art by deciding my style better in the planning stage. I also could have shaved some time off level design by only implementing things in the maps as I went. There was a bunch of tile flags in the final room that went unused because I didn’t have enough time to implement the cutscene I was planning. I also wouldn’t have bothered making JSIL builds until after the compo ended because it was really just a port. I lost a bit of time implementing something and then finding out I’d have to do it a different way to appease JSIL.

Bugs:

There are a pile of gameplay bugs (Not breaking and most of them work in the player’s favor) mostly due to the rush at the end to get 23 different card types working.  I think some of them might only be in the JSIL port but I haven’t had a chance to look into them.

GUI:

This game had quite a bit of GUI work and not very good base code for it (I intend to rectify that in my library before the next LD). And I didn’t have time to code proper window backgrounds so the text is a bit hard to read at times.

If you haven’t done so yet, Play it here

Time for bed ZZZZZ

Posted by (twitter: @bitgriffin)
Sunday, December 16th, 2012 1:41 am

In my game you play an imp who is impersonating a guardian angel helping a rather clueless “Chosen One” retrieve an artifact, so you can take it from him after he gets it. The demon will eventually be able to spend resource points to play “fate cards” and interfere in the battle so the hero will win, because otherwise he’d die because he’s really weak and doesn’t know how to do anything. I have very very basic gameplay in, as in the hero can battle monsters but the interference of the imp isn’t in yet. It’s written in XNA but also translated to javascript with JSIL so it runs nicely in the browser (After fixing some bug weirdness with how JSIL handles TryParse). Also: Gratuitous goats on the starting screen.

DemonAngel1goat

Declaration of Base Code and In-ness

Posted by (twitter: @bitgriffin)
Friday, December 14th, 2012 6:03 pm

I’m planning on taking part in LD this time, having skipped the last one because I didn’t like my idea much. I first thought I’d  use silverlight again, but still not many people have silverlight 5 and silverlight 4 has a lot of limits. My husband, Spridios on LD, clued me in to JSIL which can convert C# to javascript and has XNA support, so I spent some time converting my tile engine over to JSIL compatible C#. There are a bunch of inconsistencies and things not supported in JSIL’s implementation of C# but it works well for what’s implemented.

Language:

  • C#/XNA
  • Javascript

Libraries:

Tools:

  • Photoshop for graphics
  • Tiled possibly if I need complicated maps
  • OpenMPT for music
  • Audacity

It’s been a while

Posted by (twitter: @bitgriffin)
Friday, April 20th, 2012 12:00 am

I haven’t participated since LD#18 so I figured I should join in for the 10th anniversary. I’ll be going with Silverlight this time, and some basecode that I haven’t touched 2010, other than updating it to Silverlight 4 tonight and making sure my test project worked. So this’ll be interesting.

This is my basecode , basically an empty silverlight app and a library with some tile classes that build on top of this library: http://writeablebitmapex.codeplex.com/

 

Framework Declaration

Posted by (twitter: @bitgriffin)
Friday, August 19th, 2011 6:17 pm

This is my messy/buggy framework (I always seem to find a bug to fix in it every project I make)

I will be using C++ with Ogre. Assets will be made with Blender and Photoshop.

This will be my first LD since LD18 so I hope to finish something this time, and get sound in which I have never managed before.

Framework Declaration

Posted by (twitter: @bitgriffin)
Thursday, December 16th, 2010 8:50 pm

I will be using C++ with Ogre, CEGUI and OgreOggSound (If I can get sound in), and my framework. Photoshop and Blender will be used for assets.

Say hello to my little friend

Posted by (twitter: @bitgriffin)
Sunday, August 22nd, 2010 5:16 pm

The player now has a skeleton companion and clicking him will let the player control him with the mage on AI. The peasants seem way too weak now.

Lich3

Still lots more to do so this will end up being a jam game. Maybe I’ll have time to fix the sound library compilation or find a new sound library.

It’s a witch! Burn her!

Posted by (twitter: @bitgriffin)
Sunday, August 22nd, 2010 3:29 pm

Lich2More a mage than a witch but there’s now combat!

First real screenshot

Posted by (twitter: @bitgriffin)
Sunday, August 22nd, 2010 12:52 pm

Finally got past my compiling issues and got stuff on the screen. The sound library wouldn’t cooperate so I’ll probably have to submit with no sound, though this is looking like it will run out of time for the compo anyway

Lich1

Meet the heroine

Posted by (twitter: @bitgriffin)
Saturday, August 21st, 2010 5:31 pm

I stupidly decided to update my Ogre installation and have had hordes of problems getting CEGUI to compile with the new Ogre so while compiling over and over I worked on graphics.

This is the heroine of the game. She is on a quest to become a lich and uses the bones of her enemies to make skeleton pets to help her on her quest.

LichHeroThis is a rendering from Blender because right now all the “gameplay” I have is the title screen I made before I tried to update ogre. This may end up running till Monday and be a Jam game =\

My Desk Shot

Posted by (twitter: @bitgriffin)
Friday, August 20th, 2010 6:58 pm

IMG_1000Freshly cleaned! I could barely see the bottom of the second monitor before because of the pile of books…

LD History and Framework Declaration

Posted by (twitter: @bitgriffin)
Thursday, August 19th, 2010 10:36 pm

Here are my previous Ludum Dare Games

LDHistory

I’m most likely going back to my 3D roots for this compo. I will use C++ with Ogre, CEGUI and OIS. I will be using my framework that was used in LD16 which is here.

Strategy guide for Voyage for the Queen

Posted by (twitter: @bitgriffin)
Wednesday, April 28th, 2010 8:21 pm

I thought this would be helpful since there is no in-game tutorial and the game may be a bit complex. The compo page for the game is here.

General Tips

The queen will randomly select a trade good to retrieve for the quest. If she asks you to get 5000 gold coins then reload. You will need to visit around 100 islands to finish and you will get bored.  Bananas might also get tedious (around 26 islands) if you are in a hurry to vote.

More after the jump.

(more…)

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