About soulrot

Software engineer, currently employed at a company that utilizes gaming-related technologies.

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Ludum Dare 33
 
Ludum Dare 29
 
Ludum Dare 27

soulrot's Trophies

Member of the Surf Ace Club
Awarded by goerp
on May 8, 2014

soulrot's Archive

We have only about 8 hours left..

Posted by
Sunday, August 23rd, 2015 4:53 am

.. And we currently don’t have a lot of gameplay yet!

LudumDudu33Progress

The curved dotted line is a debug-trail and will not be in the final game (but may be re-added as DLC)

We are going for a platformer, with some shooting mixed in.

Because we are using our WIP custom Java framework, just like last time, progress is quite slow, but at least we can expand and improve our framework this way!

Hopefully we will make a huge amount of progress in this final sprint, because if we do I have high hopes that we will be able to end up in the top 10 of all categories. A man can dream, right?

Oh, and check out the beautiful wallpaper Oxysocks made: Wallpaper

Participating for the fourth time

Posted by
Sunday, August 2nd, 2015 4:40 pm

Ludum Dare 33? I’m in!
This will be my fourth Ludum dare. The first time I worked solo and gave up somewhere on the second day. The second and third times were together with a friend, Oxysocks, who will again be joining me for LD33.

We will be using our own humble Java 2D game framework that we have basically extracted from our previous Ludum Dare entry, after which it got improved and extended a bit.
The sprites will probably be created using photoshop/GIMP/paint.net/inkscape.
Any other tools are not determined yet, but those will probably be mentioned in a first-day post.

I am really looking forward to the theme voting and of course the jam itself! Good luck and have fun everyone!

Game submitted: Surf Ace

Posted by
Monday, April 28th, 2014 1:10 pm

SurfAceLogoSmall

Surf Ace has been uploaded, Check It Out: Surf Ace
The game was made with Java, so the actual game is a .jar file. Java is obviously required to play the game!

Surf Ace
In Surf Ace the player plays as a surfer (and three of his pet-cats ;)) that has to dodge hostile fish (coming from beneath the Surf Ace) and birds. If he survives long enough he will get the chance to defeat the ultimate evil and stop the hostilities of the fish and birds once and for all!

In-game

This game has been created by two developers in three days and it turned out a bit more ‘simple’ than we had initially hoped, but we did accomplish our goals for this Ludum Dare:

  • Develop a full game
  • Build a small framework that can be used in future game development projects
  • Have a great game development weekend

so we are satisfied with our creation!

We are looking forward to playing the games of the other participants and we hope you will give our game a try as well!

D&D: Dashes & Dead(eons)

Posted by
Sunday, April 27th, 2014 3:09 am

SurfAceLogoSmall

Last night we have given our surfer (Surfer Steve, for friends) the ability to dash forward every X seconds, a skill every surfer must have mastered in order to become a Surf Ace. Using this skill will give Surfer Steve enhanced visuals, as seen below:

LudumDare29SecondWIPScreenshotDash

Not only does this allow him to traverse a certain distance a bit faster, it also gives Surfer Steve the power to slap those pesky fish in their face to disable them without taking damage himself. Wonderful, isn’t it?

A second, not so wonderful but very essential thing we have added is Surfer Steve’s mortality. For a day Steve got to experience Life as an immortal god of the board. Fish could harm him, sure, but he could never die, causing Steve to live in eternal pain when his healthbar had gone empty. Now he will not have to suffer any longer: an empty healthbar means the end of his life. To convey this message to the player, OxySocks has created a new image for this situation as well, just like he did for Dashing. The image below shows his amazing art:

LudumDare29ThirdWIPScreenshotDead

And that is that for now! We hope everyone is (still) enjoying themselves creating amazing games. We know we do!

(Lack of) Progression

Posted by
Saturday, April 26th, 2014 6:22 am

After about 4 – 5 hours of coding and creating some first-class pixel art we would like to present our WIP game in which

  • you can move forward
  • and backward
  • and have to ability to kind-of-jump!
  • (As you can imagine we are getting a lot of e-mails from well-known, big money publishers that simply love our original concept!)

    Our game, working title “Surf Ace”, follows a young, adventurous and famous ace surfer. During his surfing trip he encounters dangerously high waves, hostile animals that attack from ‘beneath the surf ace’ and other obstacles that might mean the end of the surfer if he does not manage to dodge or defeat them in time.

    First publicly released screenshot:
    LudumDare29FirstWIPScreenshot

    As you can see it is not much yet, but to be honest we did not manage to come up with an interesting and/or original idea, so we decided to go with something relatively simple and potentially humorous. After all, the most important thing for us is to have fun during the development of the game!

    Hopefully we will be able to post something more interesting, something more fun and especially something more finished at the end of the day… Progress is definitely slow this time.

    We will Once Again participate!

    Posted by
    Wednesday, April 23rd, 2014 1:36 pm

    After having a lot of fun creating a game for Ludum Dare 27, OxySocks and me (unofficial teamname “SoulSocks”) are going to participate in the Ludum Dare 29 jam! Our previous entry was created with Unity using very basic 3D graphics, two things we did not really have extensive experience with. This time we wanted to use something we are more comfortable with, so we are going to build a game ‘from scratch’ using Java. The largest advantage is that we, both being programmers, can build a back-end that perfectly suits our style and needs, so we can spend more time writing the game and less time fighting an engine we do not fully understand.

    The Tools

  • Programming language: Java and its (awt/swing) libraries. We are currently building a small library/framework that we will be using during the jam
  • Used libraries: libtiled and TinySound
  • Level editor: Tiled
  • 2D art: Photoshop, Paint.net and perhaps a bit of GIMP
  • Sound effects: Bfxr? Not sure yet
  • Music: Abundant Music? Not sure yet
  • We are looking forward to reading your development blogs and playing the final game results!
    Good luck everyone and most importantly: have fun!

    And… DONE!

    Posted by
    Monday, August 26th, 2013 3:41 pm

    We (OxySocks and Soulrot) just submitted our first Ludum Dare game, “Ten Seconds Second“. It is a puzzle(?) game in which one of your units has to reach the exit of the level within 10 seconds. Yes, very original. You don’t control your characters directly though. You give them waypoints in the ‘planning phase’. When you are done with that, the units will execute your plan and hopefully your ‘runner’ will reach the exit alive and in time.

    It has been an incredible amount of fun to create and we are both proud of our accomplishment, even though the game is missing a few planned mechanics and is lacking the (audio)visual appeal of some games I have seen in the past few days. Next LD we will probably bring an artist who can take care of that aspect!

    Now it is time to get some rest and play some other entries to see what kind of creative interpretations and games all you amazing people have come up with!

    Late ‘our setup’ + ‘progress’ post

    Posted by
    Saturday, August 24th, 2013 5:25 am

    OxySocks and me finally started working on our project about 3 hours ago and we’ve been quite productive so far:

    LudumDareSetup

    Noticed the monitors? Yes, very productive indeed:

    Anyway, the “10 seconds” theme was definitely not our most favorite theme of the final voting round, but we will manage. Like most people we had to go for a ‘you have 10 seconds to play the game’ type of game. It can probably best be described as a mix of Strategy and Puzzle.

    I (we) are in

    Posted by
    Monday, August 19th, 2013 6:19 am

    This year I will be participating in LD27, which will be my second Ludum Dare. Last year I worked alone (and failed miserably), this time I will have classmate and friend OxySocks working with me. Which of course automatically means we will be participating in the “Jam” version of LD.

    The tools we will be using:
    Engine: Unity, writing scripts in C#
    2D art: Photoshop
    3D art: Blender
    Sound effects: Bfxr
    Music: Abundant Music

    Since we are both programmers I doubt the art will be anything more than programmer art, although OxySocks is definitely a lot more skilled than I am when it comes to (2D) art assets.
    I’m not sure if we will even get to adding sounds/music either, but we will see! :) It’s good to have at least a tool available in case we need it.
    Oh, Γ‘nd we are not too experienced with Unity. My knowledge is ‘rusty’, I haven’t used Unity since LD24, and OxySocks has only started learning Unity for this jam.Β  If we are not able to finish a game at least we’ll have learned quite a bit about the engine, I guess.

    Yeah, so. I hope it will be an enjoyable weekend for both us (even though we are ‘Jamming’ we will probably only have 48 hours due to personal schedules) and the rest of you participants!

    I give up

    Posted by
    Sunday, August 26th, 2012 4:46 am

    I still have 10.5 hours left to finish my game and normally I wouldn’t give up so soon, but my preparation was insufficient. I thought I knew how to use Unity after 2 weeks of casually testing stuff but now that I’m creating an actual game things are not working the way I thought they would. The biggest problem is replacing my placeholder cubes. I can’t seem to figure out how to ‘update’ the mesh without breaking a lot of things (I don’t even know why things are getting broken because they don’t seem to be related to the mesh I’m replacing anyway). I know such problems are part of software/game development, but I just don’t see how I can finish my game in time with all these problems.

    I have learned a lot though, this was my first game jam and I most certainly will be back next time. And I’ll be better prepared.

    Oh and my game was about the evolution of videogames. You start out with a game of pacman (in a custom level though) where you have to eat all Space Invaders cabinets, after that your player character evolves into Mario who has to kick the pacman asses (because pacman is ‘outdated’) in the same level, but with gravity and stuff so you get some platforming action. When you’ve cleared the level Mario evolves into.. well something first person πŸ˜‰ And then you get to play a first person shooter, also in the same level. There you have to shoot the Mario’s/Nintendo systems to show them that first person 3D games are the ones that will survive, not the crappy 2D platformers :) The idea was to eventually, if there was time left to implement it, let the shooter part play as a ‘horde/wave’ game with ‘Evolution Points’ (upgrade points) to see how long you can survive.

    Oh well, I guess a “this is what I have learned” post will follow later this week. Good luck to everyone who’s still busy developing!

    Why am I even trying :/

    Posted by
    Saturday, August 25th, 2012 6:30 am

    Wahey an update (my first one)!

    Things… aren’t looking too well. My game concept isn’t original, probably not even fun (which is kind of essential for a game right?) and I think I won’t be able to finish even half of the planned content. I have some collision issues which I can’t seem to fix, I don’t think I have the time to create the essential art assets and I feel the urge to just stop working on this project and call it quits, but I made an agreement with myself that I would finish ‘something’ this weekend. So I’m still going to try to make at least a part of the game I had in mind, even if it’s boring to play.

    Mandatory screenshot of the game in its current state below. Yes, I know.

     

    Oh and wow most of you guys have posted some interesting looking screenshots! Looking forward to playing your final product, looks like there are some great ideas out there.

    I guess I’m in.. but not really exactly officially.

    Posted by
    Saturday, August 11th, 2012 4:19 pm

    Hey all,

    I’m not sure if I’m doing this right, this is my first time writing a post here. Anyway, I wanted to participate in the upcoming LD jam with 2 friends but it seems that I will be the only one left to join this game development party. So I considered joining the compo. After some thinking I thought it would be better if I just make a game according to the rules of LD without actually uploading anything, since I’m still not sure about how all this works (for example, are blog-updates obligatory? Do I need to do anything special to join, I keep seeing all these “I’m in” blog posts?). This is going to be my first LD anyway so I doubt I will even be able to finish a game, I’m quite the perfectionist so progress on personal projects is usually slow. I also feel kind of intimidated because it feels like most of you people are professionals, while I’m merely a student that has never finished a game project. Maybe I will ‘officially’ participate next time if all goes relatively well this time, we’ll see πŸ˜‰

    So yeah.. good luck everyone and have fun doing what you love to do! πŸ˜‰

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