I just compiled all of the songs from my various Ludum Dare entries into a single soundtrack. You can download it for free HERE !
Archive for the ‘LD #17 – Islands – 2010’ Category
I‘ve been meaning to get around to another Ludum Dare since the first one I did, LD17 “Islands” in 2010, where I made “Wow, Islands and Stuff!!”. I haven’t had the time since though, but this time, I’m finally back! I’ll be participating in the Jam so I don’t have to release source, as I’m utilizing a sound library for my engine that’s currently only a private release. I’ve been working off-and-on on the reusable game engine for the past few months and I’ll be using this LD as an excuse to get more work done on it.
Here’s my obligatory work area post:
Edit: here’s my own LD25 minisite. http://hinchy.us/ld25/
Been thinking about this for a long time, but now is the time to make it.
Island Warfare is going to be a massive multiplayer web based game where people battle over islands.
Sign up on the website for email/rss/twitter development updates.
The plan is to get Energy Island Konquest up and playable on Kongregate…
The aim is to get it looking like this…
This is what I like about LD it gets you to build up your game development skills and push the boundaries of what you can do!
This is it in the game so far still a WIP thought!
Roller-Derby 20XX: Mega Islands of Awesome (my April 2010 Ludum Dare entry) has been rebuilt from the ground up, sponsored and released under a shorter title “Roller Derby 20XX”.
I always intended to revisit this game post-compo but it took many months before I actually did anything about it. The talented musical stylings of Amon26 and exquisite pixel-artistry of Paul Veer made the game come to life. As for me, I rewrote a lot of the code and tweaked the controls significantly from the original release.
Actually going through the process of releasing a game, finding sponsorship and distribution was hugely rewarding. I learned so much that will put me in a stronger position if I decide to do another sponsored Flash game. Financially, Roller Derby 20XX was a break-even proposition. I was able to pay the artists and FGL’s 10% cut. Which is fine. The experience was far more valuable to me than any monetary gains.
Ludum Dare has been a life-changer for me. I don’t have much free time and I’m not disciplined enough to spend an hour or two on game development every day. But I can free up a weekend and know that I will have something prototyped after 48hrs. Sometimes these prototypes are worth expanding on.
I recommend to anyone: take one of your compo entries, polish it up and throw it up on Flash Game License. Just experience what it’s like to go through that process.
Total investment in Roller Derby 20XX: About 150 hours. Value gained from the experience? Priceless.
Ludum Dare number 17 timelapse is uploaded!
No, that’s not a typo. I never got around to editing the video from my LD17 attempt. So I had a little time left this evening and thought I’d get it up today. Go me. This is going to be a two part video becuase I did take a lot of footage. I seriously did try to crop it all under 15 minutes but couldn’t crunch it enough. So, after I upload the second part to this, I’ll upload my LD18 timelapse. Does anyone know what I do with the screenshots Chronolapse takes? Is there a program or utility I can use?
(please note I juu-uust uploaded it so the early views may have quality sufferings)
So my colour game is pretty much done.
Sadly i wont have time for making a tutorial level, so here goes:
- Walk with WASD
- Look with Mouse
- shift to fire colour beam
- space to lob “droplet” enemy into the air
- Choose fire color with Q, 2 and E to get Blue, Green and Red respectively.
kill enemies by firing a beam of matching color into them. shoot both eyes of the “walkers” to destroy them. shoot your beam through an enemy of a any color to mix the two colors and thus being able to take out other colors than your standard Red/Green/Blue. When in doubt of color mixing, look at the paddle you for guidance.
The goal is to defend the big flowerish thing in the middle. the “droplets” wont hurt it very much, so don’t worry TOO much about them. They’ll hurt you though. go close to the flower to heal. take note that you’re draining its health by doing so. The big “walkers” will take a huge bite out of the flowers health if they get a chance.
- Win: www.zigs.dk/resources/files/unity/colour_win.rar
- Mac: www.zigs.dk/resources/files/unity/colour_mac.zip
- Web: www.zigs.dk/resources/files/unity/colour_web.html
Can somebody confirm that the mac version works? Any comments, rants, horror stories welcome.
- graphic cues
- bug hunt
probably not gonna have time to do music, to be realistic.
Edit: I’m also in need of a name…
Having converted my PC XNA LD17 game to the Xbox 360 via XBLIG, I next used it as a learning experience for Flash. With flixel I’ve now got a browser version (with some improvements to the game, such as medals) so everyone who wanted to judge it during LD17 but couldn’t can now see how little they missed out!
Last April I entered a game into Ludum Dare for the first time. After some redesigning I started from scratch and fixed a lot of problems with it (although I still have a lot more work to do). Although it no longer has anything to do with the LD#17 theme of “Islands” anymore, I’m happy to say that it’s still fun (and even more so than before). I don’t have a version to release yet but I’ll be documenting my progress on my new blog, twentyonepixel, so head over and check it out!
My entry into LD17 got tarted up, fixed a bit, had sounds added, was lengthened a tad, is more girthy, and has just come out on the Xbox 360. It’s in the Indie Games section now so thought I’d pass on the information. There’s an 8 minute free demo, so all those who couldn’t play my entry because it was XNA can now not play my entry because it’s on Xbox!
It costs less than a dollar to buy.
My game got 15th place on 204 entries. “Yay”, mesays.
And 4th in Innovation, Community and Theme.
So close to a medal! Thank you so much for your votes, and comments.
About the comments, they are very very positive, and this is extremmely rewarding. You all point out very clear downsides, that I am going to list here.
You big enthousiasm gave me the will to rewrite the game. Take your comments in account, try to make it better. More optimised, more fun, more functionnal, more beautiful. It might become my first full fledged game. And that would be nice.
Controls are awkward
True. As I wrote, I designed them with a gamepad in mind, and that was probably a bad idea. First because everyone doesn’t have a gamepad, and second because as it’s been pointed out, mouse controls would be a lot better.
Also, there are far too many controls. Moving, rotating, zooming camera is already 8 buttons. Could be reduced by suppressing the “strafe” left and right controls and probably still be functionnal. Given the height of the hills, we certainly need camera rotation, to reach “behind” them.
In the same vein, the “beacon” and “boat” shortcuts might be removed. They allow for faster play, but are confusing at first.
However, mouse controls were a lot harder to implement (I’m still not sure how to do the inverse transformation to get from screen to heightfield cell), so I went for buttons.
Solution: go for mouse control, as in classic RTS. Mouse to select buildings, mouse buttons to bring up menus, mouse at the edge of the screen to scroll. Mouse wheel to zoom. Maybe mouse in the top corners to rotate?
With of course keyboard equivalents for the poor chaps who still one one button mouses… Wink wink nudge nudge. And good old RTS keyboard shortcuts.
Gameplay is a bit confusing
Some of you mentionned this, and the fact that 3 pages of manual is too long. I can understand that, especially when you have 204 games to grade. Guilty as charged. When I decided to make a strategy game — with different types of buildings, each with its specificities — the game became inherently complex. And not “casual” anymore like many of the LD entries. That’s a choice that probably rebuked many players, and a risk to take. On the other hand, the only remaining ones were the most perseverent, and they seemed to find the game worth the effort. And graded well. Thanks again!
Solution: as suggested, inside help could be useful, as well as tooltips, maybe even tutorials. And pictures in the external manual.
Shading is a bit off at night time, menus sometimes disappear under water, aiming precision is not great, beacon rings should be visible at all times, colors didn’t get unanimity, etc.
Obviously, in a limited time competition, some polish gets left out. Especially since the technical part was quite challenging to me. All that would be corrected/improved in a post compo version. Notably, I would like to:
- replace my lousy 3D icons by 2D, maybe have a HUD à la Warcraft, or just a bring-up menu.
- use 2D sprites as well for the dezoomed view, instead of OpenGL square dots.
- more eye candy. My lightnings are a bit lame, the uniform water is not that nice. could use a sky in zoomed views. Maybe more gimmicks on the land so that it doesn’t look so empty.
- sound effects.
- longer music, maybe different themes.
- different environments, colors themes, etc.
No one commented on that, but I was thinking about it in my postmortem. Although many of you found the game enjoyable as it is, my intention was in fact to make it multiplayer.
- cooperative mode. 2+ players share the same ressources (max number of stuff) on the same map, and try to save as many people possible, together. Allows for more micromanagment and interesting strategic interaction.
- competitive mode. 2+ players share the map and people, but have their own ressources/buildings. In the end, the winner is the one who saved the biggest number of people.
- versus mode. 2+ players play on totally independent games but with an identical starting point. Other players can be displayed as “shadows”. There is no interaction at all between players, the point is to see how many people is saved by each player, given the same map.
Now I’m not sure a solo campain would be interesting. There are few types of buildings, one type of guys, and the point of the game is to control them indirectly. There wouldn’t be heros, or real stories behind.
Of course, there could a be a series of tutorials, introducing the buildings one by one. Or I could radically change the whole thing and add lots of unit/building types, and make it a full fledged RTS with military and bloodbaths and whatnot. But that wouldn’t really uphold the original concept.
I could, later, make a wargame out of this, in a sequel. But for now I’d just like to remake *this* game, since you seemed to like it so much.
I’m not really sure what i mean by “rewrite”. Of course, the LD code is pretty much unusable. Globals everywhere, fake OOP with ugly shortcuts, last minute patches that became core functions, etc. Also, it’s written entirely in Lua, and performance is probably not excellent. That means I should probably move the computation intensive parts to C (or a C based language such as Objective-C that I happen to know): heightfield generation and altitude interpolation, drawing calls, etc.
Sadly I don’t really know where to put the limit, and I haven’t really experimented yet with C-Lua communication and design. For now my library is mainly a wrapper that makes low-level functions available to Lua, and everything from low-level to logic is in Lua.
Might be an interesting challenge. Might also be one of these things I get sucked into and in which I roam around for ages in technical desperation.
The good things
You mentionned awesome, fun, damn cool, interesting, great visual style, atmosphere, “perfect” music, great feeling of doom.
Mission accomplished. Thank you a billion times.
Stay tuned for a possible remake, and see you during the next LD!