Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

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About Tritax (twitter: @JDBunnell)

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Ludum Dare 30
 
Ludum Dare 27
 
Ludum Dare 24
 
Ludum Dare 22

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Archive for the ‘LD #22’ Category

Posted by (twitter: @JDBunnell)
Sunday, January 29th, 2012 7:03 pm

After really enjoying the prototype I produced for Ludum Dare 22, I  decided to continue develop on the idea.  After another month of development, I’m happy to announce that I’ve officially released v1.0 of Atlantic Flight One on Kongregate.  You can find it here.  I would appreciate any thoughts and/or criticisms.  Thanks!

It’s changed its mechanics a bit, though the core gameplay is still there.   The original LD22 entry can be found here and a post-mortem can be read here.

 

Atlantic Flight One – More Lessons

Posted by (twitter: @JDBunnell)
Tuesday, December 20th, 2011 6:22 pm

I had a friend call me today and ask why he was receiving an error while trying to play my game – Atlantic Flight One.

Terrible, terrible, terrible error message. :(

I immediately realized that I’d built my game without changing the target profile in the XNA settings from “HiDef” (the default) to “Reach”.  This means that the game suddenly demands a much more powerful video card than it even comes close to needing. Overlooking something this simple means I’ve potentially risked limiting the number of people that can run (and vote) my game. :(

Lesson learned …

Always review your project settings.

If only I would’ve taken 5 seconds to double check these settings when I started the project …

I hope everyone gets a chance to get out my entry.  I really enjoyed the competition and am already looking forward to April 2012.  Hopefully, no one runs into this problem with my entry.

Atlantic Flight One – Postmortem

Posted by (twitter: @JDBunnell)
Monday, December 19th, 2011 7:22 pm

This was my second LudumDare competition and my first successful one. I tried to put something together for LD21, but ultimately had over-complicated my idea and spent too much time on non-essential things. I took hard lessons away from that experience and tried to apply what I learned to this attempt.  All-in-all, I’m happy with what I was able to create and I’m pleased that I was able to finish in time.

That said, I still ran into stumbling blocks this time around. I figured this time, though, I’d publish my thoughts and maybe someone can learn something from my problems.

About Atlantic Flight One

Atlantic Flight One is a short rogue-like. As the lone survivor of the titular plane crash, you must pilot an inflatable raft towards the coastline. Scattered across islands are food, water, and fresh clothes you’ll need to survive the journey back to the mainland. If you allow exhaustion to settle in, or leave yourself exposed to the elements for too long, hunger and thirst can quickly turn into a life-threatening situation.

You can find my entry here. I invite you to check it out and I would appreciate any and all constructive feedback. And, with that, on with the postmortem.

ALONE

Title Screen

What went right

Of all the things that went well, knowing the tools I used was probably the most important. I made use of C#/XNA and GIMP. Having written several games with XNA and having years of C# experience definitely paid off and allowed me to recover from what I originally felt was the end of my chances.

I also made sure – after the problems from LD21 – to pick a game that would not require complicated graphics. A rogue-like game allowed for a simple tileset with no animations. I can’t stress how much this allowed me to focus on the more important aspects of my design. And, allowed me to produce something I feel is interesting and, most importantly, fun to play.

Initially, I’d decided upon an all to complex idea, but more on that in the “wrong” section. After abandoning that, I settled on a much simpler idea. This let me recover some of the ground I lost to the first, failed idea and allowed me to end up finishing early and add in some extra features I had not originally planned.

Lastly, this weekend was fairly hectic and I ended up spending the bulk of Saturday afternoon visiting with family for the holidays. Between this, and the time wasted on my initial idea, I only had about 24 of the 48 hours – and I still had to sleep and be a dad for some of those. Carefully watching my time really paid off in allowing me to finish this time around. If I caught myself being distracted by irc chat, or the internet in general, I’d take a 5 minute breather and come back. Also, every few hours I’d make myself get up from the computer, walk around, and just think about the game. Was it going the right direction? Did I need to change anything? Or cut something? Frequently taking hard looks at my progress let me react when I needed to and feel reassured when things were going smoothly. In the end, I think I managed to get 12 to 14 hours of work in on this game. But, having those hours be focused and planned out allowed me to make each of them count.

What went wrong

I should’ve planned better – plain and simple. I did not participate in the Warmup and went into Friday evening without any ideas at all. That forced me to sit around desperately trying to come up with a game design as quickly as I could and led me to settle on a bad idea. By Saturday afternoon, I’d almost completely given up. My idea was too big, required too much in the way of art assets, and wasn’t interesting to me at all.

I spoke with a friend and he said he always felt isolated when he was on a boat in a big body of water. I instantly felt like it had some great potential to both encompass the theme and provide a challenge to players. I threw out everything I’d done up until then and started over (which felt like a really stupid decision, but thankfully paid off). After some messing around in GIMP, I settled on the graphic for the title screen. I loved it, it rekindled my spirits, and, thankfully, I quickly dove back in. Even just an hour or two spent brainstorming ahead of time, though, I feel like would’ve helped me sort out my initial idea and prevented me from having to scramble mid-way through the competition for a new idea.

Logo Concept

When I realized my original idea was too complicated and I’d essentially wasted hours of development time, I was really frustrated. I spent part of Saturday just angry at myself for not planning better, not realizing I’d designed to big (just like the previous LD), and for basically giving up. I should’ve used that energy to focus on coming up with new ideas and solving the problems in front of me, instead of just complaining and “giving up”.

Ultimately, I came up with a design and plan I was able to finish. Ironically, I finished about 2 hours before the deadline. I decided to add a few features to the design – both of which I feel really helped create a more challenging game – but, pushed my development time up to 30 minutes before the deadline. At that point, I had to scramble to get everything packaged up and ready for submission. In playing through the game today, I’ve noticed a few little things that, while not game-breaking, would’ve been very easy to spot and fix (typos, balancing issues). The next time around, I will definitely try to stop feature development sooner so that I have that time to do a little bit of polish on the game before I submit.

Lessons Learned

Plan, plan, plan. Prototype ideas, do the warm-up, and brainstorm ahead of time. You might not end up using any of the ideas you have, but at least you’ll go into the competition with some planning and scope. Even with the risk of my ideas not matching up with the theme of the competition, I think the chances of having a useful idea outweigh wasting precious development time trying to come up with a solid idea. Also, as I mentioned above, letting myself get discouraged hurt. It caused me to waste even more development time. Time, that at the end, I could’ve spent polishing my game instead of submitting it with silly mistakes.

Ultimately, I had a great time participating in this competition and I’m glad I stuck with it until the end. I’m happy with what I was able to create in 48 hours and eager to see what I can create in LD23 next year.

Lone Survivor suffering from a variety of ailments.

About Tritax

I’ve been coding for the past 27 years in a variety of languages – BASIC, C++, Java, and C#. For the past decade, I’ve worked professionally as a .NET developer creating web applications for a variety of industries. More recently, I’ve been more focused on hobby game development – releasing a small game for the Android market in October. I can be found on Twitter and Facebook

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