About Starspell


Ludum Dare 37
Ludum Dare 36
Ludum Dare 34
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 19

Starspell's Trophies

Numb Thumb - Replay Value Award
Awarded by Suese
on December 19, 2012
Reverse Photosynthesis
Awarded by yokcos700
on December 18, 2012

Starspell's Archive

Idea Chosen

Posted by
Friday, December 9th, 2016 10:00 pm

So out of my 17 ideas I’m going with this:

“Survival game where you are stuck in a room with a murderer or monster and you have to move from hiding place to hiding place without getting spotted. You can guess the movements of the murderer by what he says or does when hunting you and during a brief introduction into his murdering methods.”

I have the clearest image in my head as to how I want it to look and feel, and I can think up the most amount of interesting mechanics for it.

Now to design this game up!

30 Minutes – 17 Ideas

Posted by
Friday, December 9th, 2016 9:32 pm

The 17 ideas I’ve come up with in 30 minutes of brainstorming:

  • A platformer puzzle game where you can walk up the walls and ceiling to solve puzzles.
  • An escape from the room game.
  • Side-scrolling beat’em up / destruction game as you play as a giant stuck inside of a single room with your legs and arms sticking out. Auto movement and physics swinging hands.
  • Puzzle game about breaking down the walls of a building in the correct order to create one single room. Like the ball in a box subdivision game but backwards.
  • Survival game where you are stuck in a room with a murderer or monster and you have to move from hiding place to hiding place without getting spotted. You can guess the movements of the murderer by what he says or does when hunting you and during a brief introduction into his murdering methods.
  • 2D version of a find the hidden agent and shoot him game
  • Clue based puzzle game, like Cluedo, where you determine where a murder was committed or a treasure is stashed through logical inferences. Could have solutions and clues generated procedurally.
  • Escape from the person game. Like an escape from the room game, except that a room is trying to get out of a person.
  • Point and click adventure game to discover the origins / history of a room. For example peeling away wall paper to reveal writing etc.
  • Run away from a disaster game (like dino run) where you are trying to get to a bunker, the one last remaining safe room.
  • RPG battler where the players never move from the same room they enter the dungeon and the traps and monsters come to them. Humorous, similar to Darkest Dungeon in set up.
  • Tower defence game of defending just one room from an approaching horde. Could also be a top down wave based shooter / action game.
  • Platformer like 1001 spikes’ tower levels where the entire tower is just one room.
  • Building sim game where you have a limited time to make the most comfortable, stylish or interesting room for a client. Like the fast food creation games.
  • Exploration game where a single room becomes littered with portals. The portals transport the player to the same room in parallel universes and the player manipulates objects in the different universes to progress through the original room.
  • You are stuck in a room with no exit. Other people start spawning in until there are too many people in the room and everyone starts to get crushed. You have to climb the spawning piles of crushed people to escape.
  • Puzzle game where you have an abstraction of a room (or several rooms concentric on each other) on a grid and you have to fit in weirdly shaped furniture and objects into it in a tessellation problem. Could procedurally generate more puzzles.

Now to pick one!

I’m In!

Posted by
Friday, December 9th, 2016 9:02 pm

Really excited to do another LD.

Using Unity, Visual Studio, Bosca Ceoil, Sfxr and Paint.net.

Good luck everyone!

Done and dusted

Posted by
Sunday, August 28th, 2016 8:19 pm

Well I came out of LD36 with a game. It’s not my best LD entry for sure but considering the small amount of time I had this weekend this will do just fine.

Have a play, let me know what you think and all the best to the people still working hard.

The Shattered Beacon

Live, Death and Level Respawns

Posted by
Sunday, August 28th, 2016 11:08 am

Finished health and death support, including animations for dying.

I’ve also refactored the game into separate scenes for the game scripts and levels. Doesn’t take long to do and now I have full support for as many levels as I want. Plus to make new levels I can just duplicate previous levels, change the names and then fiddle with the placement of objects in the level.

Still have a lot on my plate to do but feature-wise I’m reaching the end.

Backgrounds, Platform Tiles and a McGuffin

Posted by
Saturday, August 27th, 2016 10:33 pm

Updated the art for the game’s platforms, added a background and modelled the Ancient Technology for the game. To make the ancient tech. stand out I decided to make it 3D with the rest of the art being 2D sprites.

Character Jumping

Posted by
Saturday, August 27th, 2016 2:39 pm

And the basics of platforming are complete. Now for the rest of the game! 😀

We Will Tackle Game Design… With Science! (or Maths)

Posted by
Saturday, August 27th, 2016 2:12 pm


I have a bug in my input code where I can gain too much velocity on my rigidbodies in a frame. So the best thing is to provide an upper limit on the rigidbody’s velocity. But how to determine what that maximum should be without trial and error? Enter graphs:

2016-08-27 13_08_47-Untitled 1 - OpenOffice Calc

The orange line is the vertical velocity of the rigidbody during play, the blue is the horizontal. Looks like the limits should be 15 for vertical and 10 for horizontal. Thanks graphs!

Character Motion Test

Posted by
Friday, August 26th, 2016 11:42 pm

Time to call it a night for now. So far the animation and physics are going well. Would have liked to get jumping in before taking a break but I’m feeling old :) .

Really enjoying making this game. Hopefully I’ll have time to continue it this weekend.

Let’s Start With a Character

Posted by
Friday, August 26th, 2016 9:17 pm

Usually I start with code with placeholder graphics and then rush to get the art in.

This time I’m taking a different tactic. I’m going to get the art out of the way first, then some basic code, then sounds and music.

Only then am I going to polish things up. Hopefully this will lead to a higher level of quality.

Speaking of which, this is my character for this game:


I’m In

Posted by
Friday, August 26th, 2016 8:27 pm

I’m not around for the whole of the Ludum Dare due to appointments adventures and visitors home invaders.

However I do have a pretty cool idea. I’m thinking about creating a puzzle platformer.

The first level is finding this ancient technology, then the maguffin breaks apart as you touch it causing the screen to split into multiple parts. You have to get around the odd angles it shows you in order to progress, find the pieces of the maguffin and put it back together to make things right again.

Why do I have the most interesting ideas when I can’t be around for the entire competition :_: .

Tools will be Unity, Visual Studio, Paint.net, Sfxr and BoscaCeoil if I get to music (I usually don’t).

And I’m Done!

Posted by
Sunday, December 13th, 2015 10:17 pm

Resonance by Starspell

I’m fairly happy with what I achieved this weekend. I am however disappointed that I didn’t manage to get any audio in. I was looking forward to doing it and in some ways it was the audio that I wanted to spend the most time with to give the game a degree of polish.

Ah well! That’s LD for ya!

Now time to rest before I try to play 100+ games tomorrow.

Tile Serialization Get!

Posted by
Sunday, December 13th, 2015 11:57 am

I’m really happy about this. Yesterday I though I would be having a terrible time getting in the tile serialization it needed in order to quickly prototype levels. And now, just two hours after starting to plan it out, it’s basically working!

Time for a quick break and then to finish the rest of the game.

Remaining Todos:

  1. Turn off freeplay.
  2. Implementation level progression / selection / camera movements
  3. Sound effects
  4. Music
  5. Particle Effects
  6. UI and Menu Screens

Time to Rest

Posted by
Sunday, December 13th, 2015 12:50 am

I’m getting too old for this… and I’m only in my 20s! Need to have another rest, maybe for the night.

Fortunately the core mechanics are basically in place. Hopefully I can bash out a short serialization system so I can use my editor freeplay mode to create all the levels at once (testing them as I go) and then copy the data wholesale into the editor outside of runtime.

So, jobs for tomorrow:

  1. Create the tile serialization system.
  2. Create all the levels at runtime and save the data out into a data file.
  3. Transfer the data file information into the editor objects.
  4. Turn off freeplay.
  5. Implementation level progression / selection / camera movements
  6. Sound effects
  7. Music
  8. Particle Effects
  9. UI and Menu Screens

Sounds a little too much for tomorrow but fortunately the game has a minimalism aesthetic so I may be able to save time in UI and the Menu Screens.

It’s Starting to get Interesting

Posted by
Saturday, December 12th, 2015 9:49 pm

Unity 2015-12-12 19-41-44-12

So I haven’t  discussed my idea yet. The idea is a mixture between The Incredible Machine and A Snowman is Hard to Build. Each level is a box like room with some pieces stuck down and cannot be moved and some which the user can place, move and rotate as they like.

The goal is to direction the coloured projectiles to the correct buttons. These buttons then power the next room. Over time you can see that the whole game is a larger system within systems (hence the growing part).

Originally each room was going to have exactly two buttons (to have both themes) but that’s a little restrictive on design with the game now.

Time for a break.

I have a couple of tiles to finish creating and then the mechanics will be ready and it’ll just be polish and level design – hopefully I’ll finish all of that up today and tomorrow will just be that.

Things are Starting to Happen

Posted by
Saturday, December 12th, 2015 6:42 pm

Unity 2015-12-12 16-34-36-27

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