Archive for the ‘LD #21’ Category
About 6 months after coming 6th in Innovation in Ludum Dare 21 (web version of the game is here), I made a new version of Flatland as a team project, as a part of starting up our new studio. We made, marketed and released the game in 96 hours (over a 3 week period), fixed it up a bit, released it again, and then won an award for best writing in an Australian game. We also got a lovely write-up from Rock, Paper, Shotgun about the game.
In all that time, I didn’t post anything here, because, well, yeah. No real excuse. Suffice to say, none of this would have happened had it not been for Ludum Dare.
6 months after all of that, we’ve decided to release Fallen Angle for free! There’s a plethora of options for playing the game on our website (torrents, kongregate, and direct download), as well as a bunch of special extras we’ve put together for the occasion (including a 60-page e-book chronicling the entire development experience, a soundtrack and making of videos). Check it out, and please let us know what you think of the game!
Well. I think I’m as ready as can be. I’ll be able to answer that after the weekend. Going to me trying to relax this evening and resist staying up into the early hours to see what the theme is… but we’ll see what happens.
Just want to say a big thanks to my family who are being really supportive and arranging their lives around me this weekend so I can take part. Thanks guys xxx.
Here’s where it will all be happening.
A few months ago, I proposed a quite vague idea about a new “cartography” module for the upcoming LD23. Web Cartography is more and more used because of its curiously innovative and interesting aspect.
Now you may ask: “What’s the damn connection with Ludum Dare” ?
With the increasing popularity of the event, we see more and more game proposed for each LD session. Also, the initial idea was to realize a cartography of the submitted games.
To have a better visualization of the whole game submissions. Take a look to statistics in an original and interactive way.
- Which games are available for a specific platform? Multi-platform?
- Which games have more votes, coolness? (main nodes) => Imagine a visual helping tool for voting.
…and numerous other possibilities. (Why not something more realtime-oriented based on database snapshots?)
Proof of concept:
Using available public data and python scripts, I extracted and classified data concerning each game entries of a given Ludum Dare composition (platforms, ratings, creators,votes…). I’ve written a small web application displaying large directed graphs, generated from these data sets.
You can find my work over here: http://cboissiere.com/projects/ldviz/
Don’t be afraid by the messy aspect of those graphs, it’s mainly because of the huge size of the data sets. And don’t forget it’s still experimental =)
And of course, the source code is over here: https://github.com/cboissie/LD_Viz
Tell me more:
It’s basically two kind of graphs:
- WordCloud: We extract each words from all game titles. The words used together in a same title are linked to each other. For instance, if you click on the “TINY” node, you will see all the words that were used conjointly (like “WORLD”, or “PLANET”). The size of the node is proportional to the word occurrence.
- MultiPlatform: In this graph, games and their respective platforms are linked (Windows, OSX etc…). The size of a platform node is proportional to the number of game ported on this platform.
- You can change anytime the dataSet (between LD21,22 and 23) and the graph type.
- Zoom with the mouse wheel.
- Click on a node to see its immediate neighbors.
- The “Start algorithm” button apply a “Force Atlas 2″ algorithm to the current graph (see http://en.wikipedia.org/wiki/Force-based_algorithms_(graph_drawing)). You can stop the execution of the algorithm by clicking again on the same button. This algorithm will place the nodes in a more convenient way, give it a try!
Here’s a quick web app prototype for visualizing interactive graphs of game entries from old Ludum Dare compos. You can see two kind of graphs: Word cloud (most used words for a specific theme) and Multi-Platform (Game names associated with their respective platform(s)). http://cboissiere.com/projects/ldviz/
Feel free to contact me at clemzbox[at]gmail[dot]com or via Twitter.
I recently finished and released a Post-Compo version of Untitled from Ludum Dare #21. In Untitled you are stuck inside an Abstract painting, and need to reach the bottom to escape. There are Abilities and Traits that you gain for selecting a color, as well as score pickups to be had.
Hey guys, you may remember our game, / ESCAPE \, from Ludum Dare 21. Many of you seemed interested in a mobile version of the game, and now it’s here!
Kongregate has chosen us to be their first ever published iOS/Android game. We did most of the work porting the game to the device, but Kongregate was very accommodating about integrating the new API and offered us some amazing deals when it came to advertisement! Hopefully we’ll see more games with Kongregate login/badges in the future!
It’s not really a post mortem, well it sort of is, but not for the game I made this Ludum Dare. That’ll come in a while after I sort out my thoughts on it. I might do a technical post mortem first.
It’s about my previous ld game(again, sort of), which has been my first proper contact with game-making after a long long time. As if I put it (making games) on a shelf and forgot about it for many years and let it collect dust and cobwebs. It’s something I can do that makes me happy regardless of the end result. It’s something I can do that takes nothing and time and makes something, and at the end of the day I can sit back and look at something which wasn’t there before.
And you guys are to blame for me finding it on that shelf.
People liked this game of mine for some reason(the ones that understood it) and some made a point to tell me in IRC they remembered and liked if from all the way back then which blew me out of the water. Days later I still can’t believe that happened. So now that said game is on the android market and the ubuntu software center and desura and such I feel that I should give something back to the people who inspired me to keep going.
So what I’ll do is post a bunch of desura keys for that game of mine every day till Chritmas.
Let’s start with 2 for now and see where that takes us:
Hi All !
I just received my Ludum Dare Christmas gift ! The sender is Polm23 who doesn’t know what to send me so He looked at my LD21 submission which is Pastagus Fantasy. A crazy shoot’em up that is a tribute to Parodius and other amazing shmups. So He decided to offer me Gokujo Parodius on Super Famicom ! He also adds a weekly manga pre-publication magazine and some flyers of the mythic retro game shop the well named Super Potato.
His gift is just AWESOME ! Obviously like a lot of people here I’m a retro gamer and so a fan of Parodius games and I love receiving Japanese stuffs ! Fortunately I didn’t have this one and can’t wait any more to play it !
So once again a big thanks to Polm23 ! You are the best ! And here is a photo of what was inside the package.
Test my previous Ludumdare21 entry. LD is a nice combo and good change to make great games in short time. http://www.kongregate.com/games/Ataverti/butterfly-eater
First time I’m doing this. I’m gonna do the LD Jam.
Stuff I am going use:
- Language: C#/Microsoft XNA Game Studio
- Graphics tools: GIMP, Blender(Possibly)
- Sound tools: SFXR, maybe Audacity
This is my first time participating in the Ludum dare, and actually my first time hearing about it. I will be using Unity3D for the game. I want to make a really awesome game, but really anything in 48 hours is amazing. I am really excited to see what I and everyone else comes up with, good luck to all!
Software: Unity, Blender, Gimp
indie(Magazine); Issue #15 was just released, and it’s 90% about Ludum Dare!
Inside the issue:
- LD#21 Wrap-Up article
- Top 3 reviews (compo and jam)
- Interviews with the makers
And there’s still more!
So, Cosmic Heist was my entry for the recent Ludum Dare compo. It was a major success by my reckoning, as it was completed in time. That aside, however, I would like to write a little about how things went.
What went right
I spent some time coming up with a couple of interesting(ish) ideas, but ended up throwing them out before settling on what became Cosmic Heist. When I designed the game that actually ended up being made, I actually cut out tons of things, and cut even more as I developed it. This is one area that I really want to improve (I, like many others, am horrible at the “cutting things until it’s right” part), and I feel I made some good progress during this compo. I was able to reject tons of ideas, some good, some bad, but all non-essential.
I had a decent personal code base to start from, and already knew all about the language, libraries, and tools I used beforehand, so I was able to jump right in.
I left some time for play-testing and bug fixing/tweaking near the end, but ended up not needing very much of it. The game was small and simple enough that it wasn’t too buggy by the end, and my wife and I tested it some as I worked on it anyway. However, I would definitely leave this buffer time again anyway, because it really kept things stress-free.
The menus ended up looking/working/sounding great, and I added a cool animated menu background near the end that I really liked. I’ll probably use some of the work that went into that stuff off into the future in other projects.
The music turned out to not suck as much as I thought it would. That was actually my highest-scoring area in the competition, and I am still somewhat unsure what to make of that. This was my first time really making any music, and I don’t really have experience playing/reading/etc. music either. But it doesn’t sound too bad, so I am counting that as a nice success.
The controls are really fluid, and are my favorite part of the whole thing by far. The way you control the ship is great, and I’m really happy with how it turned out. I actually didn’t spend much time tweaking that, and by implementing everything I needed for it, I had a whole system for various enemy ship movements, too.
What went wrong
The player’s ship is a bit oddly shaped. This makes it hard to see where you are going. I didn’t realize this at all (duh! isn’t it obvious! the ship points in the direction I drew it to point!) until people began commenting on it. Certainly something that would need to be fixed.
Some people kept looking for the shoot button. I didn’t make it very obvious (at all) that there is no shooting in the game. You just pilot your ship, and enemy ships try to plow into you.
There were a couple of features I wanted to get in, but had to cut due to time constraints. I wanted enemy ships to shoot at you, and every level was supposed to start at a shipyard, from which you had just stolen a ship.
There might be a problem with the Linux build of the game, as one person mentioned they couldn’t get it to run. Unfortunately, it runs fine for me, but I only have two machines to test it on, and they are both almost identical in both hardware and software. If anyone has or can test the game on Linux and tell me if it a) explodes, b)doesn’t run at all, or c) runs fine, I would greatly appreciate it.
All in all, as I said, I was very pleased with the outcome, and I even got some people to play my game, so that was really exciting. I hadn’t ever participated or followed LD until now, so I didn’t have any idea what to expect. I honestly didn’t think anyone would even see my game! Thanks to everyone who rated mine. One thing that I regret is that I didn’t have time to rate any games myself. I did play a few, and they were all great. Next time, I want to set aside some time to rate a good number of games.