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We Rule The World

Posted by (twitter: @WhiteLlama)
Sunday, January 12th, 2014 8:00 pm

To slow?

Hello to all you programmers! I think I might have been a little bit slow this weekend. Honestly I was not, but the idea of the game that had grown in my head got bigger and bigger in such a short time. The last LudumDare I could stay focused on what I really needed. This time some things were just different.

First of all: I forgot an appointment, not any appointment at all, but the birthday party of my grandma. I used that gap of some hours for brainstorming and getting ideas. Which worked very well by the way. This was on saturday. On Friday I already started with the old core-engine of the game “We Rule The World”. The basic concept behind the idea was, to get in control of the whole world by growing your influence all over the world. It looked nice in the first place:

"We Rule The World" old concept

But after some hours of testing I realised, that it was…. more or less…. ugly as hell, and the performance was also not the best. So, my decision to completely turn the style of playing the game was made by me on saturday noon.  The concept of ‘tiny’ triangles that shaped the continents of the world was forgotten quicker than I thought and was replaced by the concept of national capitals influencing the world’s population.


The basic idea

And that’s not all. By the given theme “Conspiracy” I formed a gameplay that felt in my head like a mixture of “pandemic or plague inc” and some sort of realtime strategy game with the mystical charme of  the Bilderberg-group or Rothschilds. The aim of the game should be to gain influence all over the world by installing systems to get in control of the population of each country – or at least enough – let’s say 90% to win the game. Not every system is being liked by every nation. Or do you like surveillance-systems? National capitals should also influence each other by connections between them. Not every nation is connected to others, but if they are, a dangerous cocktail of fast growing connections and wrong trusts starts to run riot.


New style

The new style of the worldmap satisfied me completely. It was simple, not to much effort to get to this result and easy to display in the game itself.


Coordinates & data: hell on earth

The hell on earth is really non-generic data. No wonder they came up with crawlers, searchbots, etc. to get rid of this hell. Really, I lost about 2 or 3 hours by putting some data: Capitalname, Coorinates, Countryname, Population, Density of the Population from wikipedia, in my game. And all I reached was maybe the half of the data I needed for the game. There were still about 150 or more capitals missing.

This was the reason I came to my friend Andrian, also a very clever programmer and data-specialist who had certain experience in writing scripts that can catch data from websites, hyperlinks and their content inclusive. He offered me his help and wrote a script in about an hour which worked perfectly good and could also put the data in the right order and forms! I finally had 212 National Capitals in my game…. but I still missed so much time.


Ideas, concepts, Icons and Texts

I got another helping person, Hamster2K ( Also on twitter @Hamster2k) who helped me very much this evening. We brainstormed about concepts of the gameplay and ingame systems, that would make the game believable and much more realistic in an abstract sense than I planned it to be. Thank you very much for this Hans!

I made Icons for the systems by the given information he searched before and put in the funny, intelligent descriptions of the systems, so that it looks really really nice at the moment.

"We Rule The World" Selection

"We Rule The World" Shop



I don’t want to say, that I give up. Of course I don’t want to. But I think the time might be to short to finish the project with the concentration and abandon it now deserves. I’m still working on it( http://www.twitch.tv/thewhitellama ) I thinik for at least an hour or so until I go to sleep.

The MiniLD was more a practice for me than a competition. Fixed limits of time and an appointment to stick to. It was more a practice to get used to the fast thinking, programming and organising and to get the right feeling for the LudumDare comming in April. But at least: I’ve got a new really really interesting game, that is almost finished to work on. And I got to know some interesting people during the MiniLD. These facts make it hard to say no to the next Ludum Dare 😉


Thanks for taking your time reading this article. I hoped you liked it. If you wan’t to know what happens next, just follow me on twitch or twitter. I will work on it.


The WhiteLlama

Christian Ringshofer

The Play With Time

Posted by (twitter: @WhiteLlama)
Monday, December 16th, 2013 10:51 am

I also finished my first Ludum Dare last night and I am very happy, that the most of the other gameinventors who played my game enjoyed it, like I did when creating the game ( I also enjoy it playing/testing 😉 ). The Only thing I have to say: time was very short. So much to do: Programming, making graphics, thinking, animating… and there are still other things to manage: eating food, drinking enough water to concentrate, going to toilet. Sleeping – of course. Even if it was a little bit hard to sleep with this much pressure in the subconscious. And at the end there has to be a fully playable game.

My first thoughts were like: “Oh – my  god!”

How am I going to manage the time? What should I use my time for? Graphics, just programming (little graphics), planning, ideas, music? I also had no idea what to do in the first place. Maybe some people who watched my stream on twitch saw ( not heard) me talking on skype and teamspeak, getting over and over new ideas and discussing what to do. But as I started to do the first graphics I got the flow and could bring up all my energy to finish this more or less raw, but still playable and enjoyable game!


What I did right or wrong

The right decision was to chose the libgdx for my game!

First I focused on graphics (maybe a failure, because in the end I nearly ran out of time! :/ ).  I submitted the game ONE minute or maybe less before the submission was over! And it was really, really exciting and close. After I found the style, how the game should look, I started to rig and animate the character. Then I created the skin for the enemies. By the way: Thanks to the creator(s) of Spine who made this great and simple animation tool for rigging and animating characters and menus! It made it very easy for me to make thos smooth animations.

Unfortunately I got stock by loading them and bringing the characters to life… for about 1 hour. There went the first part of the time I was missing in the end.

After I got them finally to work ( maybe my own way of doing it… let’s say by work around the actual problem of it) I started to implement the first raw test-map for the game and the mechanics for the jump’n’run… and I got stuck again! Unbelievable!

I tried to deflect me from the problem with glitching collisions or sometimes no collisions by eating, playing the piano, eating, going to toilet (where some good ideas came from :D) and lost this way much time again. But finally made the collision ( also with a workaround which is even quite nice!). But I still had so many things in my mind, which were to do during the next 12 hours: the exit of the map, different screens (levelstart, levelend, decisionscreen), variable attributes for upgrades, random map generator. 12 hours: such stress! Ultra.

The less time I had, the more rougher the code was going. In the beginning everything was fine. Nice OOP. In the end some bugs appeared and every snippet of code was just like it came out of my hands and not my brain.

The Core of the game: The decisions. They were actually the last thing I implemented. I think this was a huge mistake! There was not much time and not much concentration left (2:30  | GMT+1) and they should definitly make sense!  You only get one of the displayed upgrades after getting through each random generated level:

You jump 2 times higher than before BUT You jump 3 times lower than before.

Doesn’t make any sense, heh? Well…. I had to get through this last thingy, but I finally made it…. somehow….


Thanks to all people who supported me while programming: Thanks to my girlfriend Julia, who supported me whereever she could and delivered some food :3 Thanks to the guys of the endless-aerospace teamspeak who always had some nice ideas! Thanks to my coworkers who skyped with me and motivated me to finish it!

I hope I may be proud as everybody else who made it this far during the compo!

I enjoyed programming/designing / animating, did you too?


Everybody who’s interested in what I am creating usually or who wants to see what will happen to the project after ludum dare can follow me on twitter: WhiteLlama






Posted by (twitter: @WhiteLlama)
Sunday, December 15th, 2013 8:56 pm

First Ludum Dare! And my first game that I finished!

The idea about it? I saw that nice site on the internet: willyoupressthebutton.com. So, why not a decision you have to make after each level. But not everythings good for you. There’s always a bad aspect aswell and if you chose the wrong one, you gonna have a really bad time while surviving and getting rid of the mad coworkers, which follow you around when you are next to them.

Why are they mad? Who knows? But maybe it’s your cool newly dyed blue hair or the fact that you got a way better job than they’ve got. They have to keep all the levels clean. You got the key. For now… 😉


I going to keep improving this game, even after finishing this Ludum Dare. Don’t miss any news about the game and other projects, by following me on twitter: http://twitter.com/WhiteLlama

Thanks for taking your time! And enjoy !

Please check the Game and don’t forget to rate 😉






First steps done

Posted by (twitter: @WhiteLlama)
Sunday, December 15th, 2013 3:10 pm

So, my first Ludum Dare is still in progress, but the first steps are already done. Finally! After I went blank / badly stuck this morning I luckily found my work balance again. Now I’m coding a map generator, which will create random maps. Well, time is runnig, so I better hurry up now. But I can say the work I’ve done yet has totally been worth it. By now it makes fun to play it!

Here are some screenshots. Hope you like it.





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