About Stoney (twitter: @Stoney_FD)

Hi, I'm Stoney, I'm a twenty-something full-time indie developer from Germany. (Probably most generic bio info ever, but I'm not sure what else to write. :D )


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Intent of participation

Posted by (twitter: @Stoney_FD)
Friday, December 5th, 2014 2:44 pm

It’s been a long time since I actually finished something at Ludum Dare. I’m fully motivated this time though, since I told a lot of people that I’m participating this time and they are expecting something by the time LD is over.

Technologies and software I’m going to use:

  • Coding: I’m not completely decided on that one yet. It’s going to be either Unity3D or my own JavaScript game development framework Lyria with WebStorm and maybe CoffeeScript or ECMAScript 6 using the 6to5 transpiler
  • Graphics: Blender for modeling and 3D stuff, GIMP for texturing and 2D
  • Audio: SFXR for sound, GarageBand for music
  • Normally, I would also shoot a desk photo, but I haven’t cleaned up my desk and it’s like a layer of gamepads and headphones over a layer of tablets over a layer of keyboards. So it’s too messy, but if I get that a bit cleaned up and if there’s sunlight, I might try to take a photo later on.

    October Challenge accepted

    Posted by (twitter: @Stoney_FD)
    Wednesday, October 9th, 2013 10:05 am

    So, Christmas is practically around the corner, right? Well anyway, I’m going to making a Christmas-themed game. It’s going to be called “Christmas Market Manager” where you get build your very own christmas market, build booths, get customers ,get rich and build the very best christmas market in the whole world. (Sorry, this sounds more like a marketing pitch than anything else.)

    From a gameplay point of view it’s going to be like a very much stripped-down version of “Theme Park”, you have simple grid where you can build your booths on and you can use buffs (like some kind of Santa Clause who attracts new visitors) to attract new visitors. You do have some loose goals in the game like “Get 100 visitors”, “Make X amount of money” and so on.

    It’s acutally something I’ve been prototyping for a long time and I’ve always tried to release a few weeks before christmas, but either real life got in the way or I totally forgot about it. I already do have a few graphics and some music available, so this should make the job a lot easier.

    Here are some screenshots of the earlier prototypes:

    This is the first prototype which I did a couple of years ago made with JavaScript and Raphael.js



    This is another prototype for iDevices which I made with Objective-C with the excellent Sparrow Framework



    From the technical perspective, I’m going to use CoffeeScript and my own game framework for JavaScript the web, which I’ve been in some projects for the last 1 1/2 years. As much as I would love my game to work on mobile devices, I do have some features in mind which would not work that well on the Android browser (like day-night-cycle, snowflakes and a couple of CSS3 animations which look really nice).

    For the moment I’m concentrating on making it work on browsers, putting it up on Kongregate by the end of month and getting $1 through ads.

    Joining in for the fun

    Posted by (twitter: @Stoney_FD)
    Saturday, August 24th, 2013 3:34 am

    Today I woke up around 4:00 AM to see what the theme was, then back to sleep to let my brain work and get some game ideas.

    The game idea I’m going for is something similar to a turn-based strategy game. A few years ago, some friends on mine and myself had a Battle for Wesnoth game session at university. Waiting for everyone to end their turn was pretty boring as you can’t actually do anything while someone else it’s their turn. So I changed the turn limit to 30 seconds, which is pretty low if you have about a dozen units on the field. It was definitely more action-packed, but in the end you couldn’t move or attack with a few units because the time just ran out. One of my buddies then totally lost it and began to rant on for a couple of minutes how that’s not a strategy game any more.


    So I’m building on that experience and going for a turn-based tower defense. The defender has 10 seconds for planing his or her defenses while the attacker has 10 seconds to attack the base. First, it’s the defenders’ turn, then the attackers’ and so on.


    As for graphics style, there will isometric graphics of course (as that’s pretty much the only thing I’m good at art-wise) and I’m thinking of having the game look like a tabletop/board game.


    As for tech, I’ll be using:

    • JavaScript and CoffeeScript
    • Lyria game framwork (homegrown)
    • A bunch of third party-libraries like jQuery, Handlebars, Grunt, Stylus, etc.
    • Blender for 3D art, GIMP for 2D art (which mostly breaks down to cropping and/or resizing images ūüėČ )
    • There probably won’t be any sound or music, but if there is, I’ll be using SFXR and GarageBand


    I’m curious to see how it’ll work out in the end. I’m not really working at full capacity at moment as I’m currently in Cologne at gamescom and have a very limited time slot to make the game in between the drive home, finding some time to work at the game in the hotel and dodging spotty wifi connections.


    Posted by (twitter: @Stoney_FD)
    Saturday, April 27th, 2013 1:02 am

    Well, to be honest, I’m not really happy with the theme. The obvious thing would be to do minimalistic graphics, which I’m not really a fan of, so I’ll be going the route of minimalistic gameplay.

    So far my ideas are:

    • The Quest of The Minimalist: You control someone who wants to be less minimalistic and you constantly have to juggle with his¬†materialistic¬†possessions.
    • A strategy-like minimalistic game: You can only build a few buildings where each has a different purpose and you have to rebuild your whole settlement depending on different situations
    • RPG-like minimalistic game: Something similar to Canabalt, but instead of jumping you have to fight monsters.

    Obligatory deskphoto

    Posted by (twitter: @Stoney_FD)
    Saturday, April 27th, 2013 12:43 am

    Here it is. Don’t mind the dust :)


    I’m in

    Posted by (twitter: @Stoney_FD)
    Monday, April 22nd, 2013 2:02 pm

    Well, it’s Ludum Dare time again, which means I’m in, naturally.

    My weapons of choice:

    • Language: CoffeeScript
    • IDE: Aptana
    • Framework:¬†My self-made Lyria framework
    • Graphics (2D):¬†GIMP
    • Graphics (3D):¬†Blender
    • Sounds:¬†Garage Band, Audacity, sfxr
    • Other tools: Stylus, Require.js, Node.js, Grunt, Handlebars or Jade templating engine, TexturePacker

    I’m hoping for enough time this week-end to actually complete a game, no interruptions and me not getting sucked in by trying to constantly improve my framework. :)

    I’m in

    Posted by (twitter: @Stoney_FD)
    Friday, December 14th, 2012 12:21 pm

    I has been a bit since I competed in Ludum Dare and even longer since I last completed a game during a week-end. I’m actually really looking forward to this now. :)


    Still brainstorming…

    Posted by (twitter: @Stoney_FD)
    Saturday, August 25th, 2012 3:45 am

    So far I have following game ideas:

    • A fighting game where you control a creature and have to other creature, to ensure the survival of the fittest
    • A RPG, where you evolve into a cyborg by choosing different implants and you have different interactions with NPCs depending on your implants (and/or your perception of the world changes depending on the implants)
    • A strategy game, where you help evolving a town into a big metropole (Or some devation of this, evolving from a town from the Stone Ages to the near future)

    I’m in

    Posted by (twitter: @Stoney_FD)
    Friday, August 24th, 2012 1:11 pm

    Even though I probably don’t have enough time this week-end, Ludum Dare is something I can’t miss. Well, I haven’t been able to finish a game for at least the last five times, but hey, the past is the past. :)


    Code/Framework/IDE: Either Haxe + NME with FlashDevelop or JavaScript with my own framework (which is a weird hybrid between a game framework and a web framework) and Aptana Studio 3

    Graphics: Blender 2.6 as usual, with some GIMP

    Sound/Audio: GarageBand + sfxr + Microphone if needed

    Other tools: TexturePacker, ImageOptim

    Brainstorming & desk photo

    Posted by (twitter: @Stoney_FD)
    Saturday, April 21st, 2012 4:03 am

    I have to say I really like this theme. So many game ideas, so much room for interpretation. :)

    So the idea I came up with is a sandbox strategy simulation where you are the god of a tiny world. (See how elegantly I put the theme into this sentence.) You can’t influence the world directly, you have to give the villagers resources and control the¬†weather¬†for the world to grow and flourish. (So my game will be very similar to Grow.)


    And here is the obligatory desk photo:

    Another attempt at Ludum Dare

    Posted by (twitter: @Stoney_FD)
    Friday, April 20th, 2012 3:01 pm

    I didn’t do very well the last few times at Ludum Dare, but I have high hopes this time. :)

    I’m switching things up a little and I’m doing a HTML5 game. While I’ve been doing web projects and HTML5 stuff in the past, I never did something like that for Ludum Dare before:

    Time to start over

    Posted by (twitter: @Stoney_FD)
    Sunday, December 18th, 2011 6:27 am

    After spending half the night with some Horde3D issues, I have decided to start over. While I’m being able to render the 3D scene, the 2D stuff on top of that is rendered without textures. It’s probably something trivial I missed and I’m still baffled why it doesn’t work now, because it did work in the past.

    Two lessons learned so far during this LD:

    1. Don’t consume too much alcohol the day before LD starts
    2. Be absolutely certain that your tech works (Also I’m kinda kicking myself now that I didn’t do a warm-up game)


    Anyhow, I’m now doing a game about an adventurer who is exploring a pyramid and he is alone of course. I’m back to making a 2D game and for that I’m using my typical 2D iso look.


    Here is a what I ate:

    Self-made wraps with some salad, onions, olives, cheese, kidney beans, corn, pepper and a spicy paprika dip. I can’t cook really, but I’m quite good at making wraps and sandwiches. (Maybe that means I should work at Subway if being a full-time indie doesn’t pan out. ūüėČ )

    Day 1: Ideas and goals

    Posted by (twitter: @Stoney_FD)
    Saturday, December 17th, 2011 9:39 am

    I was at a party when Ludum Dare started, so I checked a friend’s phone for the theme. I personally was hoping for territory, I had an idea for that, something like a turn-based hexagon-based strategy game. But I’m quite satisfied with the theme. On the way home from the party I came up with three ideas:

    • An experimental art game about a guy who wants to be left alone, but his friends don’t let him only to found out he can never be alone.
    • An RPG where you lose points/coins if you accept any help which forces the player to do things (kill monsters, etc.) alone on their own. This would go as far as losing points if you read the in-game tutorial.
    • The player is sent to a deserted village to find out what happened there (some kind of wild west ghost town)


    What I want to do for this Ludum Dare is to create something 3D and graphically impressive, that’s why I choose Horde3D as a 3D graphics engine. With that in mind, I chose the third idea.

    The atmosphere I would like to have in my game would be something similar to Amnesia or Bioshock. (But I’m pretty sure my skills won’t suffice for that.)

    I began modeling and just finished the Sheriff’s office:

    Cleaned up my desk

    Posted by (twitter: @Stoney_FD)
    Friday, December 16th, 2011 6:37 am

    And by that I mean, I just moved all the stuff from my desk to somewhere else so my desk looks clean enough.



    I originally thought about using some kind of “Double desk” joke, but it didn’t feel right.

    The practical thing about having two desks is, while one of the computers is busy compiling or doing whatever, I can still be productive on the other machine. My white macbook on desk #2 isn’t good enough to run Horde3D, but I’ll find some use for it like posting status updates or tweeting. :)

    I think I’m in

    Posted by (twitter: @Stoney_FD)
    Wednesday, December 14th, 2011 6:02 pm

    I’m planning on participating this week-end. The last LD game I finished was for LD #17, so that has been a while ago. I’m not quite sure yet if I should join the compo or the jam, I guess I’ll cross that bridge when LD #22 starts. I’m not completely decided on my tools either.

    • Compiler/IDE: FreePascal 2.6.0 RC1 / Lazarus 0.9.31
    • Library/Framework: My own + Horde3D (if I decide to do something fancy 3D)
    • Graphics: Blender 2.6 (3D), GIMP (2D), Texture Packer Pro, Horde 3D Scene Editor
    • Audio: SFXR (Sounds), GarageBand (Music), Microphone (maybe)
    • Development OS: Mac OS Lion
    • Other stuff: Xbox 360 Controller
    • Food & Drink: Well, it’s almost Christmas, so I’m gonna trade my usual cola and chips diet in for mulled wine and gingerbread
    Everything except for the food and drink part is not written in stone, but if anything changes I’ll write another post.
    I haven’t done any warm-up game yet, I’ll tackle that one tomorrow. I’m giving myself five hours to make a game and let’s just see what happens. I’ll probably record my coding sessions and put them on Youtube after the week-end. (My internet is pretty slow so it might take weeks to upload that stuff.)

    Giving up

    Posted by (twitter: @Stoney_FD)
    Monday, October 31st, 2011 7:37 pm

    As it turns out, I’m not going to be able finish in time for the October Challenge. My original plan was to sell pre-orders of my game Wolkenwelt by the end of October. Well, in my timezone it’s already November 1st. In hindsight, I didn’t have as much time in October as I hoped I would have. I only had the last two weeks of October for development as I had some important contract work to finish during the first two weeks. It didn’t help that I have been sick since last Thursday.


    Anyhow, I have every intention of developing Wolkenwelt further and eventually releasing it. I needed to push back the pre-order date, but I hope to be able to start with pre-orders by next week, even though the first alpha may not be as feature-rich as I want it to be.

    If you want to follow the development process, you can either visit the official Wolkenwelt site, which has more information on the game and forums or you could follow me on Twitter.

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