Archive for the ‘LD #00 – Indirect Interaction – 2002’ Category

Status update (LD catchup – LD0)

Posted by
Saturday, March 26th, 2011 5:10 pm

Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).

I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.

Edit: In fact, it might be quite a while  until I do any of it. Chances are that I won’t even start within the next two weeks.

Mikhail Rudoy


And now the link to the semi final version – HERE

Uhfgood’s LD Catch-up Screen 4, and demo swf.

Wednesday, March 23rd, 2011 11:41 pm

Well here it is… the next screen.  This time with rocks!  And a demo


Demo here:


Tomorrow I hope to add some sort of gameplay, I guess with time running out, I’m going to make it continually speed up and allow you to hit the rocks thereby restarting.  Or something like that.

Ideas (LD catchup – LD0)

Posted by
Wednesday, March 23rd, 2011 6:31 pm

I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:

1) Rube Goldberg machines

I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).

2) Hit men

If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.

3) The butterfly effect

I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.

So there you go. I’ll keep thinking and what happens, happens.

Mikhail Rudoy

mrudoy’s LD catchup

Posted by
Wednesday, March 23rd, 2011 3:45 pm

It seems that Uhfgood has started something. In his post here, he stated that he would be catching up with everyone who has been here from the beginning of LD. He will spend 3 weeks, 2 hours a weekday making games for each of the LDs that he has not participated in.

I will be joining him.

I intend to work through all the themes just as he does, but I will do it slightly differently. First off, I won’t limit myself to any specific period of time per game. If it takes 2 months, then OK. If it takes one weekend I’m happy with that too. I will try not to turn the games into full blown projects; they should still be on the level of something completable in 48 hours + idea development time. But if they do get blown out of proportion, oh well. Similarly, if I fail at making some specific theme, then that’s too bad (but I’m moving on).

I will be using Flash, and if I turn out anything presentable, I will try to sell it or get it sponsored. Therefore, I will not publish my source code. In addition, since I’m hopeless at art and music, I will not strictly follow the whole “everything made by you during production” rule that we have for LD.

Now about themes; because I draw a complete blank on some themes, I might deviate a little in a direction that my brainstorming brings me to. For instance, I am not sure whether I will be able to find a game idea for LD0 so if I come up with something in the process of figuring this (the fact that I can’t come up with an idea) out, I will make that something despite being off theme. I will keep you updated on every game I am in process of making for this LD catchup, whether on theme or not.

I will be putting the games up on… well actually I’m not sure where I will put the games, but when it gets to that, I’ll let you know.

And another thing. I intend to start completely from scratch at the start of each LD, but this decision might change.

In fact, any of this might change. We’ll see how everything works out, and I’ll post my thoughts on LD0 Indirect Interaction soon.

Mikhail Rudoy

Uhfgood LD Catch-up Screenshot #3 now with tilemap!

Tuesday, March 22nd, 2011 11:47 pm

Well it took the whole two hours but I finally got a tilemap up and running. The tilemaps in this game are going to be dynamically generated. but at least we have something resembling a river. The first one is the regular screenshot, the second one is an error. I’m using Flashpunk and apparently the tilemap seems to be getting created correctly, or at least the map array is.

Uhfgood’s LD Catch-up Second Screen Shot

Monday, March 21st, 2011 11:47 pm

This time I added two basic “bank” rectangles (just to show where they are) until I decide what will go int he background. And two cloud images (which are merely two colored rect images, I’ll be updating the images in the coming days). You can actually move this left and right but it doesn’t do much other than that.

Uhfgood’s LD Catch-Up First Screenshot

Monday, March 21st, 2011 10:19 pm

I had to actually “re-learn” flashpunk a bit here… but I finally got my first screeny up. What I came up with for indirect interaction is a game like Toobin’ where you navigate rapids in an inner tube. But since you can’t directly control the player, I decided that you would use the winds to change your direction. But instead of an inner tube I decided to use a raft, maybe like Huck Finn traveling down the Mississippi River and you have to navigate things like sharp rocks, whirlpools, waterfalls, dangerous crocodiles and the like. Although I haven’t set up a definite plan for that yet. What you’re looking at is a rough raft graphic (just a brown rectangle) on a blue river (although I plan to change the blue because that’s too much of a sky blue.)

Uhfgood’s LD Catch-Up

Sunday, March 20th, 2011 5:04 pm

Most of the time I don’t participate in LD’s because I’m usually busy on the weekend.  So I thought why don’t I have my own LD compo.  So I asked some of you how much time you spend on average… so it’s pretty common to be somewhere in the neighborhood of 25-35 hours of actual dev time.  (Dev time can include planning time).  So I thought how much time can I spare per day, and the answer comes back to me, 2 hours.  Okay so then I ask myself how long, and then answer comes right back to me, 3 weeks.  Actually this was through careful deliberation.  I figure about 30 hours is a good roundabout figure and something I could actually manage if I were to participate in an actual LD.  Of course this presumes using up most of my available time, and 2 good 8 hour sleeps.  I was thinking about also trying on weekends (but this was when I was going to do 2 weeks).  So here’s the plan:

I will go through each LD theme and build one game in about the same time as it takes to do an actual LD compo by spending 3 weeks per game, and 2 hours per night starting around 9:30 pm – 11:30 pm pacific time.  I will not be doing mini-ld’s at this time.  I will more or less follow the rules of LD.  By essentially making everything from scratch, except I will probably use a premade helper library.  I’ve decided I would do these games in flash so I can immediately put them onto IndieFlux in the games section.  Originally I wanted to use the lua-based LOVE engine but instead realized that flash may make it more readily accessible to people.  I’m thinking of actually porting it to LOVE later but we’ll see how this goes first.

And… that’s… it…

Thanks for your advice thus-far (those who I’ve talked to in #ludumdare).  I’m going to start tomorrow (Monday, March 21st, 2011) with the beta ld which was 24 hours, and thus I will do one week (about 10 hours, hope I can make something by then).  (Indirect interaction).  So see you then!


Magnetic Fields

Posted by
Sunday, December 9th, 2007 9:45 pm

Oh no! All your pocket money fell down the sewer! What now?

Just flip out your favourite magnet, tie it on a yarn and try to retrieve all your coins. The coins are attracted by the magnet. Wouldn’t it be easy to have common sewers like everybody else…

Can you retrieve all your money?
One rule of the contest is to give away the sourcecode. It’s inside the .zip with the binaries.

Duh, forgot the link:Click me!

The menu/title screen Carefully place the magnet

Castle Smash

Posted by
Monday, November 26th, 2007 10:47 am

LD48 #0 was a 24-hour competition with the theme “Indirect Interaction”. To celebrate that, I created Castle Smash, an RTS game where you have no control over your units. You just make buildings to create them, and decide where to build bridges. Their “AI” tells them what to do. Yes, it’s a lot like Majesty, which I had not even heard of at the time. This is a 2-player (at the same computer) game, with no single player option at all.

Castle Smash

Fun Game

Posted by (twitter: @mikekasprzak)
Monday, November 26th, 2007 12:00 am

Ludum Dare Zero (Beta, 24 hour), theme Indirect Interaction. My game, Fun Game. Contrary to the name, Fun Game wasn’t a fun game. In fact, it wasn’t anywhere near a complete game. The idea was to (hahaha) create a virtual pet game in 24 hours. Genius idea I do say. I did complete a bunch of art, and had a … sort of working user interface. All in all, not too bad a stab at a 24 hour game… just nothing worth mentioning.

Fun Game

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