Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Archive for the ‘LD #17 – Islands – 2010’ Category

I want to share something with you guys and get your feedback. Feel free to agree or disagree. But before I continue, I just want to say that I’ve participated in 8 Ludum Dares so far, and they’re what I look forward to, I love them. Ok, now I’ll give my little spiel.

After making your game in the 48/72 Hour Time Limit, we get to check out and Rate other people’s games. When rating somebody’s game, we are allowed to give them x out of 5 stars in 8 different Categories. These Categories include: Innovation, Fun, Theme, Graphics, Audio, Humor, Mood, and most importantly, Overall. I’m going to talk more about the Overall category in a minute. Let me just talk about something else first:

As many of you may have noticed, probably for a while now, your results don’t seem very honest. The results you get may seem surprising, this could be in a bad way, or in a good way. You’re either pretty disappointed, or you’re really happy. This is because you didn’t get a ton of votes (i.e.: ~20-70 votes, which is what a lot of people end up getting). Think about it, there were about 2,800 other games out there. Do you think that with 50 votes out of the 2,800 entries you’ll get a really honest evaluation? You shouldn’t, because unfortunately, that’s not the case.

If 5 people rate your game and they all give you a 5 on Fun, the average would be a 5/5. If 10 people rate your game and 8 of them give you a 5 on Fun, and the other 2 give you a 4, the average would be a 4.8/5. Now the game with an average of 5/5 is ranked higher than the game with an average of 4.8/5. But the game with an average of 4.8/5 should be ranked higher because it had similar scores, and more people played it. Now I’m pretty sure that in the end the game’s categories aren’t ranked based on just the amount of stars given but still, I just wanted to give you something to think about. The rankings aren’t all that honest. I noticed that many of the Top Ranked games only had about ~30-70 votes. You’ll see that the games that got the most votes weren’t up there in the Top 100. But they did, however, have more real honest evaluations, while the others with ~30-70 votes were just lucky enough to get a handful of good ratings which therefore gave them higher rankings. The Top 100 are great games, no doubt, but are they the best out of the 2,800? We don’t really know for sure.

Ok, now I’m going to talk about this Overall category. The site says that your game is ranked overall based on your Overall category ratings. Do you think that we should be allowed to rate the Overall category? The Overall category should be based on the other categories rounded up. The site should give us the Overall Rating, not us. Here’s just one reason why: I’ve seen many people give a game great ratings, like 4-5 stars on every category, and then they would give the Overall category a 3. Umm… What? Shouldn’t you base the Overall category on the other categories? If you gave all the other categories 5 stars, then why would you give the Overall category 4 stars? The Average Overall Rating would be a 5, so give it a 5. But since people don’t always do that, let the Robots do the math and give us the Overall Rating, not the Humans.

I’m not entirely sure how Mike (Founder of Ludum Dare; Support him on Patreon!) can make the evaluations more honest because you can’t just have 2,800 people play all 2,800 games, that’s just ridiculous. But it’s just something to think about.

Give me your thoughts in the comments please.

Thanks for listening!

Ludum Dare OST Volume One

Posted by (twitter: @Phantom_Green)
Sunday, January 13th, 2013 7:28 pm

LD OST Vol One Cover Art Smaller
I just compiled all of the songs from my various Ludum Dare entries into a single soundtrack. You can download it for free HERE !

We be jammin’.

Posted by
Friday, December 14th, 2012 5:39 pm

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:

workworldy

 

Edit: here’s my own LD25 minisite. http://hinchy.us/ld25/

October Challenge – Island Warfare!

Posted by
Friday, September 28th, 2012 4:08 pm


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.
Cheers,
Rob

I’m in but I have to get this working first…

Posted by
Tuesday, August 16th, 2011 8:52 am

The plan is to get Energy Island Konquest up and playable on Kongregate…

It’s a 3D version of my LD17 none-entry reworked for the MiniLD28.

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 – Post Compo Release

Posted by
Tuesday, February 22nd, 2011 11:09 am


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”.

Play via Kongregate (English Leaderboards)
Play via MiniJuegos (Primary Sponsor) in “HD”

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.

Because you missed it: Part 1

Posted by
Thursday, August 26th, 2010 11:50 pm

Ludum Dare number 17 timelapse is uploaded!

http://www.youtube.com/watch?v=ut-CXi8UDYg

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)

Colour game

Posted by
Sunday, August 22nd, 2010 1:57 pm

So my colour game is pretty much done.

ARH!! THEY'RE COMMING!

ARH!! THEY'RE COMMING!

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.

Play here:

  • 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.

todo:

  • sound
  • graphic cues
  • optimize
  • bug hunt
  • music

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!

Play it here! Please!

A Blog, and a Game

Posted by (twitter: @kennygoff)
Wednesday, June 23rd, 2010 10:38 am

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!

LD 17 entry “Aah Little Atlantis” out now on Xbox 360

Posted by
Wednesday, June 9th, 2010 4:03 am

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!

Instructions on how to find the demo on a 360 here.

Some screenshots and a slightly wry (sly?) video that deliberately tries to misinform the viewer about the game here.

It costs less than a dollar to buy.

Arks of Mercy: the future

Posted by
Thursday, May 20th, 2010 1:17 am

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.

Polish

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.

More gameplay

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.

Technical notes

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!

Thanks for The Votes!

Posted by
Friday, May 14th, 2010 3:11 pm

Holy Crap

Tuesday, May 11th, 2010 2:44 pm

This is my first ludum dare, and wow, 15th place??? I’m really excited right now. Thanks to everyone that voted for me and everyone else who contributed and made this competition as fun as it was!

Comment Response (Hungry Hungry Castaways)

Posted by (twitter: @kennygoff)
Monday, May 10th, 2010 10:53 am

SonnyBone says …

SOME OF MY CREW STARVED TO DEATH

I’ll miss you forever, Frank!

I love that guy. He was a last minute addition but did add a bit of humor to an otherwise morbid game.
(more…)

About timelapse videos on youtube

Posted by
Monday, May 10th, 2010 8:12 am

People, I was trying to watch some timelapse videos on youtube of Ludum Dare #17 and there is a lot of videos named only “Ludum Dare #17”. It would be nice to use the game name on the video like “Ludum Dare 17 – Timelapse – Gaiadi”.

Thanks, and nice videos 😀

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