About Will Edwards

Dreaming of making indie games is, sadly, still just a dream.


Ludum Dare 36
Ludum Dare 33
Ludum Dare 32
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
MiniLD 40
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Ludum Dare 24
Ludum Dare 23
MiniLD 31

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Archive for the ‘LD #23’ Category

One Day Left

Posted by
Saturday, May 12th, 2012 1:09 pm

The suggestion system for rating 20 random posts for me is now chock-full of Windows games, which I cannot play.  If I could, would I anyway?  All that downloading and installing and trusting and stuff… yuck!

So I’ve taken to going down the top-10s people are posting now; if the game was good for them, well worth a look for me?!

And when I go down everyone’s top-10 -type posts for LD 23, almost all of them are WEB playable games!

What does this mean?  Will we be able to work out how rateable things are by their platform choice after voting finishes?  Is there a trend here?

I’ve been stuck staring at Java applets that just show blank and being asked to download Unity players that don’t exist for my Linux OS, and I’ve even borrowed a Windows machine to play a few that looked particularly promising.  But the general Webness is goodness and the right direction!

Haven’t seen any NaCL entries yet though, which is a shame as I tried it myself for a mini once: Afraid of the Dark

My favourite so far is Tondie and Zupe:

Its just so playable!  A complete little platform game.

Something completely different is Tiny’s World

I really loved the music!  I forgave the gameplay, even.  Go listen to it :)

Tiny Civilization is super-nostalgic for me and I’m not even going to try the new colour version :)

My own game is a web game, and I’m rather hoping people will appreciate the pretty graphics and the CTRL-B mode-switching:

The Small World of Professor Strange

(nothing like trying to rustle up a few more ratings before the deadline 😉

Go Web Go!

The Small World of Professor Strange – autopsy

Posted by
Tuesday, April 24th, 2012 1:51 pm

Play it online here

After an engineered launch on Hacker News a few hours ago, Google Analytics tells me that we have had over 9000 players and wasted over 100 hours of their collective time so far! :)  (Yeah, average time/visitor not so high, but hey)

We are super proud of the game.  I am super proud of the game.  I am rather in awe of Mr War’s artwork and the pace he works at.  And he uses MS Paint!  The top-down map for a text adventure gives a spatial feel that works really well.  Anyone ever played a game like it?

Text adventures really bring back warm memories.  And they are shockingly underrepresented in LD, so we tried to remedy that!  We deliberately didn’t want to fall into the point-n-click improvements trap and we wanted an overall Victorian HG-Wells / steam-punk feel to it all.

Back when we were small we used to make text adventures in Basic and later Turbo Pascal with still images in VGA 13h.  I actually can’t remember how we did it, but I imagine it took far more technical planning then.  Nowadays RAM is so cheap we just have big JSON arrays of everything in dynamic languages…

We did a dry run back in the mini 31 in January.  That showed that artwork was our strength but that we were under-resourced programmer-wise (my area) and we completely lacked musicians.

We didn’t recruit any musicians for this LD either.  Tempted?

We prepared the weeks before by acquiring permission from loved ones and deciding the kind of game we wanted to make.  We settled on a text-adventure, using HTML/JS, and the top-down spatial map idea.  I wanted the programmer UI but that didn’t need Mr War, so would have been a solo entry.  Not cool.  And I’m so glad we did the illustrated one; its by far the defining feature of the whole experience.

I didn’t actually know Javascript, so the week before I set about asking on Stack Overflow how to do things like the scrolling that I thought I was going to need.  I got not leads.  I also asked on gamedev about parsing, but the advice there was to use Inform; not what we had in mind!  I settled on super-simple string matching in the end.

This entry was low code high content.  The basic engine – in Javascript – was workable within hours, and by the end of day 1 we were more content oriented.  We panicked a little bit about the actual narrative, and roped in James at short notice to give us some lines.  By the end of day 2 we had 90% artwork done, 90% coding done, but only 60% of the puzzles complete.  You could play the game but not solve it.

Day 3 was of course a Monday – a work day.  It was also the day that my flu kicked into overdrive and I was feeling decidedly groggy.  We didn’t return to the challenge before the evening (Europe-time), just hours away from the deadline.    We managed to get the puzzles complete and get some of the glest community to do play-testing for us.  We submitted in time and went back to our families.

This went super-smoothly.  We ended up with a playable game that can give several hours of fun (if you enjoy slow-paced text adventure puzzle games without bloodshed).

Technically, it has some weak points:

The command parsing is primitive in the extreme.  Its just a list of legal commands.  (You can see them all by pressing shift-space).  I had planned text auto-completion.  Its not the meaning that you have to guess the commands.

The programmer SFW mode doesn’t have the auto-completion I imagined as central to its look&feel.  I experimented with code-like layout of text, but the shortcuts I tried to massage text into code nesting and adding faint punctuation and camelCasing etc made it completely unreadable.  Chopped.  I think with more finesse such a mode could be successful.

The NPCs don’t have the full role we imagined.  We had wanted much more emergent dialogue, and work in how they all knew each other and what a coincidence it was that they converged to retrieve the treasure.  That got cut on time grounds.  And writing dialogue lines is hard.  The NPCs were to have a role in the solution, and be a hindrance, but that never got fully developed.

And we forgot to add the vicar.

With 50+ locations, 30+ items and 7+ NPCs its quite a full enough game anyway?

Oh, a really neat SAFE-FOR-WORK mode too :)

Its mostly finishing the puzzles and adding text descriptions to everything.

You can play on-line already (images load slowly): http://williame.github.com/ludum_dare_23_tiny_world/

Jam text adventure after 2 days

Posted by
Sunday, April 22nd, 2012 3:26 pm

When we last did a mini Ludum Dare we tried to show that platform games don’t have to be made out of square tiles; we used meshed.  Naturally, we struggled to finish in time!

We wanted to go break convention in a different way this time: resurrect the classic text adventure!

That was the type of game we wanted to build when we were small.

We did do a slideware scrolling illustrated text adventure in Turbo Pascal 6 and VGA mode 13h IIRC; so now, 20+ years later, we’re re-entering the fray…

Here’s a video of our illustrated text adventure:

By using a map top-down we get spatial reasoning for the going north/east/south/west etc

51 locations, 27 objects, 7 npcs, and a classic mode (code mode to come) it’s going to be awesome

LD #23 Jam: “The Small World of Professor Strange”


After 2 of 3 days (but who can do a full day tomorrow on a work day?)

(sorry no audio)

Glest modding community are jamming!

Posted by
Saturday, April 14th, 2012 1:58 am

Back in the January mini #31 we tried top prove that platform games don’t need to be made from 2D block tiles!

(Anyone wanting an OpenGLES 2 and file IO wrapper that compiles for Windows, Linux, Mac and runs natively in the in Chrome browser can feel free to use the scaffolding we made for mini #31 – barebones)

This time around we have an overall game concept that is entirely different, perhaps unique, and we’re super excited imagining how we might bend it to suit whatever the LD 23 theme will be!

We might try to make the game play two different ways – sort of almost two games in one.

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