About wilbefast (twitter: @wilbefast)
Ludum Dare 29
October Challenge 2013
Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
This last fortnight has been hectic for me, leaving no time at all for playing Ludum Dare games. I made an effort yesterday evening though to play, comment on and vote for 20 games.
However my coolness rating is still 0% :'(
Edit: looks like this was a bug: I talked to the organiser who reset the server, and I jumped up to 45% coolness. Here are my results
Did this happen to anyone else?
Does anyone know how coolness is actually calculated?
I was up late voting for games on a work night
so I feel a bit cheated
On a more positive note, here are my top three of those are played this jam. This may well not be your top three: I only played 20 remember
It’s party time
“Kraken Pool Party” is a game about a schizophrenic Kraken. Each player controls a different tentacle: may the most tentacle-y tentacle win
As predicted the game looks nothing like my mockup
A lot of the initial features didn’t meet the cut, but since we applied McFunkpants‘ rolling MVP philosophy we were able to fall back on our most recent working version about 30 minutes before the end of the jam (at 2:30AM French time) and submit with no stress
To be precise the game ends after a fixed time rather than when the Kraken is killed by the enemies. The enemies don’t even attack, and no sailors fall into the water (so there’s nothing to eat). We did manage to implements all the important features though (moving, grabbing, smashing, throwing, title, score screen, etc): it’s a complete game albeit a limited one
So this kind of agile, iterative development strategy can work extremely well, it just means spending a lot of time and energy guiding the project, and a considerable amount of discipline (because we all want to implement all the features)!
Looking forward to playing your games
Beneath the surface, the Kraken awakens!
The game will probably look absolutely nothing like this (click to zoom):
The Kraken can block projectiles and smash ships, and move itself around my grabbing the sea floor. It can also pick up animals and sailors and put them in its gaping maw of death!
We’re using Unity 3D because we’re lazy.
… than “you only get one” in my humble opinion. Then again the theme always leaves me cold to begin with I’m going to be focusing on making an interesting non-violent game first and a “you only get one” game second though I think.
Time for our post-mortem
I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!
So what happened?
Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:
The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course )
What went well?
The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game
What went badly?
For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.
Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…
The TAW (Thomas, Antoine, William) team is in
Yesterday I started laying down some OpenFL base code I don’t know what kind of game we’re going to make, but I’d like to have some scene- and object-management logic down before we start
You can find Gaeel “we’re in!” here. As for the TAW team, read on to find out a little more who we three are specifically
EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour
As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:
Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game
I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements
Looking forward to playing your games guys, I really love RTSs – let’s revive this genre
Good new everyone
EGGZ is a real-time strategy game with eggz in it…
I was really happy to hear that there’s a 7 Day RTS, because I really love RTS game – it’s a pity more indies don’t make them!
Anyhow, we held this friendly multiplayer oriented game jam called the “Funky Future” last weekend, so I decided to make a single-screen competitive RTS controlled with the keyboard (or a gamepad) and with no elimination. The game was basically finished last weekend, but I’ve been tweaking it and doing bugfixes since then.
The Paris “Computer Human Interaction 2013″ game jam was very… different. Researchers are odd people, not at all like most jammers.
Anyway, we played around a bit with a heart-beat monitor. Or rather I made a prototype which worked with the keyboard using processing (first time, but pretty easy to pick up) while the others got the Arduino to work. This evening I’ve polished up the keyboard version a little to submit as my compo entry.
Yeah sue me: the game logic is all mine, with no external code or assets, and done in 48 hours. It’s also plenty minimalistic, and not unintentionally
Not like this entry is going to win any medals, but I thought I’d put it up anyway: failures are just as important as successes, they teach us what not to do next time. As for what exactly it is that I shouldn’t do next time… well I think I may have to sleep on that
There are still a few places left at our Montpellier event in Southern France, so if you’re in the neighbourhood go here and sign up!
Although I’m one of the Montpellier organisers, I’ll actually be in Paris for the LD participating in the CHI 2013 conference’s Game Jam – funny how there things pan out. But apparently the organiser of this event may be tagging along with the LD theme, so I won’t have to miss out after all. It’ll be my first time straddling multiple LD events in different cities so hurrah, and stuff
Our little association Baptême du jeu (originally a Facebook group) has teamed up with Kawenga to organise our second Ludum Dare real-world gathering ^^ Here’s a teaser poster (awesome pixel pirate by PixelBlock):
We’re charging 7€ for food (a jammer jams on his stomach), and if you’re not already a member of Kawenga you’ll need to sign up for a year’s membership for another 8€. You can sign-up here. We only have about 50 places, so don’t dilly-dally
We were interviewed on fight4game during Ludum Dare 25, and the footage has finally been edited and released: I’m afraid it’s all in French, but you get a decent look at the room were were in
I can’t seem to embed youtube videos, so here is a direct link.
I want to point out for those who do speak French that I was exhausted (this was taken Saturday morning: remember that in France we start at 3am) and that French isn’t my mother-tongue – sure, I repeat myself a lot, but considering the circumstances I think it went pretty well