About Solifuge (twitter: @Dahold)


Ludum Dare 34
Ludum Dare 33
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
MiniLD 50
Ludum Dare 27

Solifuge's Trophies

"Spyro Does Not Approve" Award
Awarded by mohammad
on June 13, 2013
Dragon Puncher Award
Awarded by hitchh1k3r
on May 25, 2013

Solifuge's Archive

Time Surge!

Posted by (twitter: @Dahold)
Tuesday, August 27th, 2013 3:23 pm

Project Link!

Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!

Hitchh1k3r: Lead programmer
Naali: Director, assistant programmer, puzzle design
Solifuge: Art, game design, puzzle design
Tlynn: Writing, themeing, puzzle transcription
Willfor: Music

Special Thanks:
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!

Time Surge: Home Stretch

Posted by (twitter: @Dahold)
Monday, August 26th, 2013 1:49 pm

Streaming our final push! http://hitchh1k3rsguide.com/projects/livestream/

Scrambling to implement as many of the puzzles we planned out. Hoping to get at least 8/10.

Time Surge: Final Countdown

Posted by (twitter: @Dahold)
Monday, August 26th, 2013 3:37 am


Lost a day worth of Programmer Time yesterday, so we had to hit this project with the Simplification Stick a few times. Moving into the last day, we anticipate getting done with about 6 of 10 planned Puzzle Rooms, but we’re still working hard to implement as many as possible. Things are shaping up, though; the gameplay is turning out to be a little bit Pipe Dream, and a little bit Ghost Trick.

Running Man

Yes, his arms still need to be animated. I’m considering that a stretch goal at this point, though. :3

Project Specs, Workspaces, and Livestreams!

Posted by (twitter: @Dahold)
Saturday, August 24th, 2013 10:04 am

Dual-Screen Livestream!

Project Specs:
* Code: Java, LWJGL, Slick-Util, Eclipse IDE
* Tools: Graphics Gale, FruityLoops, Awwapp Web Whiteboard

Team Workspaces!

A lot can happen in 10 seconds

Posted by (twitter: @Dahold)
Saturday, August 24th, 2013 12:39 am

Day 0 complete! Sleeping time.

Not much to show in the screenshot department, but we’ve got our rough concept all fleshed out, and will be working out the puzzles, art, and engine in detail tomorrow. Here’s a quick synopsis of what we’re shooting for. Not sure if we can do everything we want to do with this, but we’re giving it a shot!

The game is a Puzzle RPG set aboard an Orbital Research Station which, over the next 10 seconds, will be destroyed. Luckily, the player (a Space Janitor) has somehow become unstuck in time by the event, and can use this power to try to prevent it! If, of course, they can figure out what exactly went wrong. A lot can happen in 10 seconds!

The gameplay takes place in two phases. The first is a slow-paced exploration/puzzle-solving mode, where the player becomes unstuck in time, with events around them frozen at the start of the event. They can move freely, investigate the ship as it existed in that moment, interact with objects, and set up events Rube-Goldberg style, to try to prevent the disaster.

The second phase is fully automated, as the player flees toward the escape pods over the course of 10 seconds, witnessing the events they’ve tweaked taking place as they run across the ship. Time gradually slows down as they run, until it finally stops. They then rewind, and return to the Frozen-Time phase at the start of the event, where they can try to solve the problem once again. This repeats until they’ve solved the mystery of the Temporal Anomaly, and prevented the destruction of the station!

We Be Jammin

Posted by (twitter: @Dahold)
Friday, August 23rd, 2013 3:49 pm

We’re in!

We're in!

* Hitchh1k3r and Naali are our Javamancers.
As seen above, they are literally Computer Wizards.
* Tlyn is our dedicated writer and creative mastermind.
I’m not sure if she’ll be writing with that pencil, but it’s possible.
* Solifuge (thats me) will be doing art and game mechanics stuff.
And also apparently writing blogs! I am now part of the Blogosphere.

* Willfor (not featured above) will also be guest starring with us.
And he’s bringing some sweet tunes with him!

This will be our 2nd Ludum Dare Game Jam. Our first project can be found here:
Small Tale

Small Tale

We’ll be using Java again, and as with last time, we’ll be putting together our own engine from scratch. As a warm up, we did a little practice game last weekend; a very silly hybrid of the Japanese boardgame Go! and the Lights Out handheld puzzle game, involving Whales and Snails in space. We might make a public release once the Jam is over… I rather like it!

Snails Vs Whales

We’ve run into a few hiccups over the last few days, including general busy-ness, and our lead programmer having oral surgery, and being ever-so-slightly medicated right now, but we’re feeling pretty good about it. At least I am. And I’m writing our team’s blog posts, so the rest of them are going to have to go along with it!

Also, we’re going to be livestreaming our Programming Team and Creative Team on two separate TwitchTV channels, if folks would like to drop by and watch our development team in action. Until them, I’mma play some games, and get myself psyched up!

Livestream Link: http://www.twitch.tv/solifuge/

Day 3 – Building an engine from scratch is hard.

Posted by (twitter: @Dahold)
Monday, April 29th, 2013 1:31 pm

8 hours left in the Game Jam. Not sure if we’ll get where we want to be in time. On the plus side, I had a good idea for a song for the project while making breakfast. At 4 in the afternoon. Because time has begun to blur together with itself. Time for the final 6-hour push. One way or another, we will turn something in.

Streaming the final count down over here: http://bit.ly/LD26DualCast


Jam Night 2. Day3? Not sure.

Posted by (twitter: @Dahold)
Monday, April 29th, 2013 5:53 am

3rd night of solid LD Jam development going on into the morning. 8:30 AM, teammates off to sleep, roommate already left for work. Having difficulty recalling what life was like before Ludum Dare. Was there ever a time before? Setting alarm in inconvenient location to ring a few hours from now. Intend to pass out on the floor, and get up in time to finish this thing once and for all.

TL;DR. Freaking Game Jams!

Anyway, have a picture. Hope to finish it and 5 more like it, plus a short Norse-inspired tune and some other assorted polish before Submission Hour.

Night 1 – Second (actually) Playable Demo

Posted by (twitter: @Dahold)
Sunday, April 28th, 2013 2:51 am

DEMO HOSTED HERE (Requires: Java)

Tomorrow we’ll make the ¬†fight a proper fight, add some graphical polish, and if we can get to it, the actual Minimalist Role-Playing part. In lieu of other exciting screenshots, here’s a few inspirations for the art style I’d like to emulate if I can get to it:

Also, shout-out to our stream-watchers for their company, their help looking up Mammen-Style art, and for sharing links to traditional Nordic Music!

Morning 1 – No code, more sketches

Posted by (twitter: @Dahold)
Saturday, April 27th, 2013 12:42 pm

Programmer is off at a family gathering, so we couldn’t get any engine coding done this morning. Did some planning to make the boss fight interesting, and plans for reducing the Action RPG to its minimal components.


Posted by (twitter: @Dahold)
Saturday, April 27th, 2013 10:56 am

Rolled out of bed and into my desk chair for Day 1. Going to be departing for a family get-together this afternoon, but after that I shall return, and it shall be HARDCORE DEVELOPMENT TIMES!

Until then, streaming for a minute over at the dualcast page.

Night 0 – First Playable Demo?

Posted by (twitter: @Dahold)
Saturday, April 27th, 2013 2:46 am

Before we pass out for the evening, here’s a FIRST PLAYABLE DEMO for our first ever attempt at Ludum Dare:

(Requires Java)

Yes, the demo looks nothing like the mockup. Yes it is just a Main Menu with dynamically-sized buttons that blink and beep, and a terrible looping honk-song made in about a minute.

But we’re building the entire engine from scratch here, and it’s pretty wee-hoursy. For now, it is time to snooze. MORE PROGRESS ON THE MORROW!

Mockup: Viking vs. Wyrm

Posted by (twitter: @Dahold)
Saturday, April 27th, 2013 1:08 am

But what does this have to do with the compo theme?


It begins!

Posted by (twitter: @Dahold)
Friday, April 26th, 2013 6:51 pm

I’ve been wanting to Ludum Dare for a while, but I can’t code for beans. Seriously. The last time a bean asked me to write a function, I just froze up. Mostly because my beans were talking to me. So instead, I’m going to “compete” in the Game Jam alongside a code-savvy teammate or two, but will otherwise be following the rules for the solo Compo.

We’ll be dual-screen streaming over here, as soon as the theme is announced: http://www.gamefetch.tv/?ch1=hitchh1k3r&ch2=solifuge

Hybrid Compo-Jam Rules are as follows:
1) You can work alone or on a team.
2) All game code and content must be created within the 48 hours (72 if we blow it).
3) Games must be based on the theme.
4) All publicly available libraries and middleware are allowed.
5) All content creation, and development tools are allowed.
6) Source code must be included.

As for the project specs:
Language: Java
IDE: Eclipse (with Saros plugin)
Libraries: LWJGL and Slick-Util
Sound: FruityLoops, bfxr, audacity
Graphics: GraphicsGale, maybe PaintToolSAI
Food: Leftover Chicken Penne Rosa (from scratch; I cook better than I code)
Beverage: Excessive ammounts of Chai Tea.

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