Yep, after hours of coding and even more hours of creating juice, I did not finish my project. I did not create a game in 72 hours.
I did, however, create a game in 120 hours. For rushed programming in Notepad, I’m quite proud of it.
It’s amazing how much this competition taught me. For the past year, I’ve started several games, but not a single one of them is finished.
I realize now that I never finish games because I focus too much on juice and small details. It’s the same reason that I did not finish this game in time. I spent the first half of the competition working on sound and images (most of which I did not even use) when I should have been working on the core mechanics of the game. Looking back, I realized what a terrible mistake that was.
I now plan on participating in July’s MiniLD; however, this time I will be creating my game’s mechanics before making juice.
I started by brainstorming the game, not really that it worked, i ended up changing the idea while designing the art…
It went from a combat RPG to a dungeon crawler, i think the idea is way better, as procedural generation is always fun, and I had been planning to make a dungeon crawler, so it was fun to make!
The prototype phase:
It went really good, i managed to get a prototype with most features working by the first day, i just got into the work, and tried to keep away from the “Idea fairy”! That worked nicely, and i managed to not went from a dungeon crawler to a platformer game! (Like what happened to me on the last LD… BitGun was really meant to be a dungeon crawler…)
The development phase:
With the prototype as the base I started to implement features like better graphics, proper AI, and most important, the level generation. I tried to make a ‘Binding of Isaac’ like dungeon exploring game, not a game like the good old ‘Rogue’, as i found generating dungeons a bit to hard.
The generation is simply done by placing props around the room.
I also made the music, this time using orchestral instruments instead of 8 bit waves.
The Final Phase:
The hardest part of game development, refining the game. I ended up adding new gameplay features in this phase, ‘the shadow’, basically a re-textured ogre that moves a bit faster, and the kitten, which, if you have played the game, you know it attracts ogres and ‘shadows’. It was easy to implement both the kitten and the shadow, but I should have done it during the development phase, as i had to rewrite some AI.
The publishing phase:
The most boring phase of game development, making screenshots, builds, testing on different computers, and uploading. The game is on Flash, compatibility is not a problem, so building was fast, and easy.
I uploaded the game to GameJolt, and later to itch.io, and found that for some reason GameJolt refuses to work in firefox, so i had to install Chrome, not a big problem, but it was 2 am, and I was really tired…
Everything went quite well, no issues uploading, or similar, just the Chrome thing.
The “marketing” phase:
I don’t think one really “markets” a LD game, i just made some posts on twitter, not much.
I doubt i will continue developing the game “seriously”, juts maybe an update to fix some bugs, or add some features.
It was very fun to develop this game, and to learn a new Framework!
Remember, don’t be scared to try a new engine/framework/language, just give it a try!
Welp, that was it… Now the lighting thingy
Lighting is one of the biggest features of this game, it really adds to the gameplay to not be able to see what’s coming!
I have been asked a lot of times how I did it, it’s quite simple actually!
Flixel has an awesome thing called “sprite stamping”, that does what its name says, “stamps” a sprite on top of another, making all the pixels from the “stamp” sprite attach to the target sprite, at the coordinates you want.
So what you have to do to achieve the lighting effect, is to first create a ‘darkness’ sprite, just a huge black sprite that covers the entire screen, and add it to the scene on top of everything. I recommend setting that sprite’s blend mode to Multiply, it seems it’s the best for lighting.
Then, you would create some light sprites, using a white (circular) texture, and stamp them over the darkness sprite every frame, just after the darkness sprite is rebuilt (Using <sprite>.makeGraphic(), if you are on flixel), to make sure the lights don’t persist. Also, make sure that just before you stamp the lights you set their alpha to something opaque, and then after the stamping set them back to 0.0 alpha, else they may look bad.
I created a bartender simulator for the MiniLD #60. I’ll say the theme is “Exploration” (Ludum Dare #16) since I don’t drink alcohol and know little about mixed drinks.
The idea for the game came to me while watching Bar Rescue. I never recalled anyone ever making a game about mixing drinks. It really is a science, with all the different drink components and measurements for each drink, which I thought would work great for a game.
The customers arrive at the bar in waves, and you must make the drink that they request before their “happiness” meter runs out. Right now it’s just a number above their head. The idea is that if you will get bigger tips for making the drinks quickly and correctly (to be implemented). If you are slow, the customer will leave angry and leave a complaint, which will be reflected in you “Yalp” rating at the end of the game.
I created the customer models using Make Human and I created the bottle model in Blender. I used the Playmaker addon for Unity3D for most of the game logic, however I did write a few scripts for handling more complex logic.
I would like to develop this game further by letting the player buy things for their bar using the money earned from tips. I would also like to add many more drinks and more models for the bottles with different texture mappings.
Fuuuuu ! After a long week-end, we finally finished our entry for the Mini LD 60 ! It’s a small thing where you play as Grumpy Cat and you need to slice every kittens in the map without getting… err… loved by the kittens. Anyway !
Ultramom is a puzzle-platformer in which you play a mother with superpowers trying to defend her baby. The theme for this game is “10 seconds” from LD #27. I started with the “Guardian” theme from LD #1 but changed when it was time to make levels.
There are currently 3 levels you can play as well as a tutorial.
This is my second game jam ever – my previous one was about a year ago ! – and so far both have been really fun. This one was especially instructive since I made this game using Unity, which I only started using about two weeks ago. I used my own engine for all the previous games I’ve made and I have to say, using a professional engine like Unity feels a lot better. I’m looking forward to using it some more.
Anyway, I hope you enjoy it ! If you decide to try it, please leave a comment if you have anything to say about the game, whether it’s positive or negative. Anything is appreciated ! Good luck, and have fun.
I’ve just finished my entry for Mini LD 6O! Play it here! Inept Island
I chose the theme Island, from LD 17.
Hello guys. My name is Tanner Daniels, 16, and Dubstep Producer. I’ve tinkered with game development the past 4 years of my life, and its actually where I found my love for music. I originally only made music for my games, but the priorities switched. I’ve participated in five Ludum Dares before, but have only participated in one other Mini-LD.
About the game
INEPT ISLAND is a fast paced reflex based game where you are required to jump from faulty grounds to more faulty ground. In this game, you play as a vacationer on a inept island. You must use lightning fast reflexes to avoid falling into the sinking parts of the island. Do not fall beneath the water line! Collect coconuts to buy items, hats, and upgrades!
This game features a multi-itemed shop, which you buy stuff with from the coconuts you collect. I worked hard to make this operational shop and monetary system in less than 48 hours. I feel pride in the way the islands terrain works, I find it very unique and innovative.
Since I am a dubstep producer, I would like to capitalize on the two songs I created for this game. They are both addictive complex songs that I love, and I hope you do too.
What this game features
-A fully functional shop and monetary system
-unique and innovative gameplay
-Awesome perks and power ups!!!
-A guy in a bathing suit
These are just some of the many awesome features of this game
I had fun making this game, and I hope you have fun playing it. (Note, I’m pretty bad at art, but I hope my audio makes up for it (:. )
I was pretty late to start, but with all the hype managed to come up with
an idea and complete my game today in just about 12 hours. It was really a fun experience
just as the full Ludum Dare compo was, and I can’t wait for the next one.
Everything was written in LWJGL/Java/Slick2D, and a friend of mine helped make
some nice sprites for the enemies.
Now it’s time to have some more fun playing everyone else’s games!
I’ve been a gamer and a bass player for some time.
Recently, I geared myself to be able to record and mix small demos, destined to be used by indie game developers. It is my dream to be part of a gaming project, big or small.
So what I did, to reach a broader audience of developers, is to create multiple short demos (around 1min30sec) with various moods and sounds. Hopefully, one is going to fit your needs or the needs of a developer you know. Feel free to listen and comment on any of those little demos. If you are interested in one, we’ll arrange something. Like me giving you the song for free
Notes on the music :
– Those are demos; they are rough sketches of moods that I suggest. Before making their way into a game, I consider they still need work.
– All songs have between 6 and 8 tracks, 80% of them being electric bass, with various effects. The other 20% are guitar tracks from a friend of mine or MIDI tracks played on my keyboards. Basically, home-made apple pies.
– Most of the songs don’t make sense in common ‘verse-chorus’ logic; they are built to quickly deliver a mood.
– Often, the beginning of a song only serves the climax, around the last third. So if you don’t like the first seconds, jump to the mid section and listen until the end.