Posts Tagged ‘adventure-game’

Posted by
Tuesday, April 19th, 2016 7:18 am

Ludum Dare has taught me to build small games

Posted by (twitter: @talecrafter)
Thursday, March 12th, 2015 12:10 am

I have a new resolution that goes like the following:
Create a new game every week. Work on it from Monday until the end of the week and upload it somewhere, so other people can play it and give feedback.

I have mostly created small games in the past. At least those that I finished were of smaller scope. Right at the beginning when I took the path of the game developer, I knew that I had to take small steps if I ever wanted to see the light at the end of the tunnel. Still, there were projects where I saw more into them, felt more in tune with, wanted more out of it. What happened was they got a life of their own, they grew, ideas nurtured and attracted other ideas, the scope became bigger. All that without having a clear focus, being on my own and still not having perfected all the different fields of the craft.
On the other hand, I had good success with game jams, Ludum Dare in particular, feeling the rush of adrenaline and getting so much done in such a short timeframe.
Two weeks ago, a new thought entered my mind: What if I could take the timespan of a week, a game idea like from a game jam, but more time to spend on polishing it up and creating some kind of content, and still have some free time left in the week to do some other stuff besides creating games? This is of course no new radical idea, other people have done it before or are doing it. But in every creator’s heart is his/her wish to start the biggest work yet, craft his greatest idea, the magnum opus. I have countless ideas for games that would take years to create.

So it was not easy to give in to the thought of just one small (or even tiny) game every week. But two weeks in, I can feel that this decision was right. I am learning things on the fly, I am motivated at the beginning of the day and I do still have some free time for other stuff.

So, onwards, and to glory. 😉

I will post all my games here:

And would love any feedback on my first one, a short adventure game:

Screenshot_2015-03-08-08-51-27 – Windows, MacOSX, Linux
Google Play Store – Android
Windows Phone Store – Windows Phone

Would also like to talk with you about game making on Twitter:

Alma’s Post mortem; she was born dead

Posted by
Sunday, August 24th, 2014 4:20 pm

Usually I don’t write these; I don’t think people care about what I say much — it isn’t like I am going to win. But… here it is in case someone would like to know what a noob, first timer Ludum Dare participant thought and learned during this event.

Just a small plug for the game

It was 4:00 AM my time when the theme was announced. I was pretty tired and I knew that this is the “real” Ludum Dare (not just another mini one) 6 hours prior to it. Seeing, that I didn’t know much about the competition I ran through the website checking the rules. I generally knew that I needed to make a game within 48 hours. What I didn’t know and surprised me (as well as aggravated me) was that I had to make my own arts and sounds – crap!

Seeing that I have no art skills (aside from 6 years ago having a modeling hobby and it was strictly ArchViz related) it was near impossible I could get anything looking “good”. Not only that, but I am no musician either and have no tools to do that, I had to search for a random generator.

Anyway, with 6 hours prior to the competition I did a few things that I think were leading to a good start in general:

  1. I started dumping ideas into a notepad file. While the theme wasn’t announced, I could generally come up with ideas that could pretty much fit all themes (adventure game with puzzles a la Memoria, double jumping mechanic platformer, etc…)
  2. I determined what engine I am going to use no matter what — I picked Construct 2 as I have been using it for quite sometime. While in general that was a good move in general, it turned it out to be a bad choice (more on that later).
  3. I started immediately searching for music generators and I found a really cool and easy tool here.
  4. The decision was to enter the competition and not the jam. Though it didn’t come immediately.

Let’s start with number 4. At first, I wanted to actually get into the Jam. After all my art was failing me; I was trying to draw some stuff on paper and it didn’t work out in the 6 hours prior to the announcement. I panicked and I started looking into /r/gamedevclassifieds and /r/INAT for any Ludum Dare posts. I even went to the Ludum Dare Reddit part. Not sure why but the posts there kind of gave me that vibe that I shouldn’t do the jam. So I decided to do the competition.

I decided to stay up rather than go to sleep and wait for the theme. That was good since a lot of people in the IRC chat was saying that it looks like Connected Worlds would be the theme so I started scribbling some notes about Alma; an adventure game that is controlled like The Walking Dead starred by a young (8-10) year old girl that uses her environment to create her own adventures through imagination.

The time came and I found it was Connected Worlds indeed so I went with Alma’s idea  and I hit the bed.

I woke up the next morning and started immediately on papers leaving the engine and all of that. I made the level progression (quire different from what you see in the game. It was supposed to have longer levels with much more content and conversation as well as 3 cut scenes) along with some of the conversations as notes. On top of that I made some squiggly looking graphics on paper.

I started with the graphics since it is the worst thing and I thought if I finished early I could always “polish” it. What I didn’t notice, is that it was already 12 hours into the first day. So I started experimenting with Pexyl Editor and Photoshop. 2 hours later I had Alma and the guard. Once I noticed the time, I dumped everything down just throwing whatever I could think of as “art” done in either Photoshop (throwing shapes and gradients) or the editor in Construct 2.

The thing I learned, art isn’t quite hard to make, it just needs patience, iteration and an eye to look for details (which are a lot of things I didn’t have the time for).

It is when I started combining the art and forming the conversations that I saw the problem of Construct 2. That engine was amazing for arcade games, platformers, shoot em ups, etc… but to create conversations that are simple or 2-3 choices… it is a nightmare and a lot to account for. I ended up scrapping all the choices but one meaningless conversation choice and I don’t know why I add it and didn’t take it out.

Not only that, but it isn’t quite fluid in handling items being looked at and not in inventory or items in inventory and being looked at and not used. You have to set a lot of variables and deal with distance and things got entangled in a mess fast. I thought of changing and perhaps learning Visionaire Studio but decided against it. What I did was limit the interaction with items as much as possible to 3 states:

  • Item isn’t in inventory and far and being looked at.
  • Items isn’t in inventory and near and being looked at (picking the item up).
  • Using the item to solve the puzzle (which means you just need the item in the inventory).

From that point, I was 1 day into the competition and I had work the next day so I had to sleep. I went to sleep, woke up, did nothing and head to work. Fortunately, work ended early so I came back early but I was tired and didn’t have the capability to do anything so I was sleeping/eating till the time I would have returned home had it gone the normal way.

With that, I scrapped pretty much everything that wasn’t necessary and started to transform the game into what you saw now. Instead of cutscenes showing Alma’s imagination using the room items to change them into things that can be interacted with in her imaginary world, I just made transition between levels with really, really simple puzzles.

Once I was done, I threw a background music in and through IRC I received feedback they showed me a little edit that worked nicely. I edit theirs even further (so as not to break the rules) and I used the concept they showed me rather than the exact thing.

I strapped everything together and uploaded while hoping for the best (not being murdered by people whose eyes are bleeding from the bad graphics).

I have to say this was beyond any fun I had with playing games. I have already made little games before (nothing major) but none came close to this fun. I have met a lot of wonderful people and chatted with them (if even for small talk and not much). I have learned a lot of things and I am ready for the next Ludum Dare (at least I am more ready than before). Here are some of the lessons I learned:

  • Sleep. If you don’t sleep, you aren’t concentrating and hence making more bugs that you’ll end have to fix.
  • Theme or no theme, come up with a list of ideas (preferably 5+) that are generic in the most part and can be used in any theme then tailor it when the theme is announced.
  • I should learn to do simple art. Yes, I am no artist and yes, I haven’t done art (3D) in years, but it would be great to get into that again. Not for the competition but if I can learn the minimal amount, I can have textureless models and someone can do that (instead of hunting down for an artist).
  • While I don’t really like learning a lot of engines (which I ended up doing through the years, I can use Game Maker, Stencyl, Construct 2, a bit of Unity with Playmaker). I really need to start learning to program. I noticed a lot of people using Lua and it is close to C# (which I know its basics — damn trying to be a Jack of All Trades). That way you have a literally empty canvas to work with rather than limitations of an engine (either that or I need to learn Visionaire Studio too XD).
  • Prepare ahead. Since I didn’t know about Ludum Dare until the last 6 hours, I wasn’t able to do much. But if I knew before that, I would have hunted down some tutorials, reference images, etc… following the “think of general ideas” kind of thing to match the ideas I thought of.
  • Have fun. The essence of this competition is to have fun, so have fun. Even if I couldn’t submit something I’d be glad of my progress, an international event I participated in creating something and I did my best and learned a lot.

At the end, I really hope you all had fun (or for those that didn’t join, that you’ll join) and hopefully I see you guys and more on Ludum Dare 31 with a NOT connected worlds theme 😛


Gods Will Be Watching wants to grow bigger

Posted by (twitter: @Deconstructeam)
Tuesday, July 16th, 2013 9:55 am

Hi Everybody! Do you remember Gods Will Be Watching from last #LD26 “Minimalism”? We got tons of incredible feedback from Ludum Dare and ranked 2nd place in mood and overall! That encouraged us to go for a huge remake and try to take our chances on the commercial scene and become one of those “Success stories”. Since we want to improve our development power and aim to create a really huge polished game for several platforms (Including PC, Mac, Linux and Mobile devices -iOS and Android-), we launched a crowdfunding campaign to get a little push in our way.

We talked in another post here at Ludum Dare about our work on the remake of Gods Will Be Watching. But, along with this crowdfunding campaign we are showing in depth what the game is going to be about. You can check it out here:

Ludum Dare gave us a lot of joy and interesting ideas (Ages of Irving, a torture simulator!), thank you, truly, you helped us to grow as game developers.

Gods Will Be Watching on Indiegogo

Gods Will Be Watching

Posted by (twitter: @Deconstructeam)
Monday, April 29th, 2013 6:17 pm

We finished on time!! UNBELIEVABLE!! For the first time on our ludum dare history, here we are, publishing a game 1 hours before the deadline. Also, we are very satisfied with the results, the “Minimalism” condition really helped us to get the project on time. Gods Will Be Watching is a minimalistic survival/adventure game with multiple ways of completing it and failing. We hope you enjoy playing :)

Have you considered playing Lunar Rain?

Posted by (twitter: @leafthief)
Monday, April 29th, 2013 12:49 pm


Lunar Rain is a short Graphic Adventure set on the surface of the moon. Unfortunately the game is only available for Windows. It was made for the Compo in 48 hours with Adventure Game Studio

The player controls Rain, who has come to HPE Lunar Facility #26 in search for answers to many questions. Surrounded by a great vacuum her only companion is an AI. It helps her get through the days under a black sky, and the nights under thousand silent eyes.
Two months into her endeavor a call from Earth…

I would appreciate if you took the time to play and comment on it, it’s really short. I would especially be interested in whether Rain and the setting are something you’d like to see more of. I’m excited for the character and the setting but since my time is limited I’d like to find out whether people would play it.


Be sure to check the game’s page in the next few days as I am trying to put together a timelapse as well as a gameplay video.


Morgawr – Point ‘n’ Click – Update #2

Posted by (twitter: @xMorgawr)
Saturday, April 21st, 2012 3:33 am

Previous entry:

New update for the point’n’click game.

I have the whole story in my head but I don’t want to disclose anything yet, just in case I change my mind, or even for a simple surprise factor. I’ve finished setting up the base engine, working inventory, picking up items and all that stuff. Entities in the game communicate by throwing messages to each other using Lua (and Angel-Engine), so after I complete the base engine and all the content (images) it should be really easy to rig together based on a simple cause->consequence reaction.

What I’m missing so far:

  •  Combining different objects together
  • Using objects on other objects
  • polish, lot of polish!
  • game art
  • puzzles
  • music

After all of this is done, I would call the game complete. So far I’m mostly worried about point 1 and 2, but again, it shouldn’t be too hard to set up. I’m using recursive structures for data definition in Lua. Pretty neat stuff.


Here’s a screenshot of the “first” room in the game, a simple “unlock the door with the key” challenge. Art is temporary, depending on the time left after I finish the game I may come back and polish it a lot more (I hope so).


Barnaby Bear is All Alone

Posted by
Friday, December 16th, 2011 10:29 pm

So I was going to make a bear-and-apocalypse-themed game earlier this month, but the fact that I could also make a bear-and-apocalypse themed game for LD has not escaped me.  So I’m going to scrap all the one image I had made for that game so far and make this game instead.  Anyway if you’re interested in the original idea or think I’m plagiarizing earlier work read after the cut. :)



So basically an adventure game made in Adventure Game Studio, graphics made in Inkscape, and maybe some music, if I have the time for it, made in Fruity Loops or just recorded acoustically.  The game will be primarily first-person, since animating would take a while and I gotta work tomorrow.

The jist of the story is: All your friends thought the world was ending, so they left on a rocket ship and live on the moon.  They would have brought you, but you just wouldn’t wake up!  Anyway, since you’re down here still and nothing has ended, you should find a way to contact them so they come back, since it’s pretty lonely here now.


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