Posts Tagged ‘balls’

The eyes like Sentinel occupy the highest place in the body

Posted by
Wednesday, December 17th, 2014 1:33 pm

For a postmortem of our Sentinel I wanted our entire team to express their thoughts and feelings about the idea, the process and the result of a great game we made. So here I want you to meet the Game Designer, the Artist, the Programmer and the Animation Artist:

Game Designer

That evening I was watching Game Awards 2014 and waiting for LudumDare jam theme announcement. I was puzzled when I saw that “game on one screen”, it seemed  too vague and uncertain. I began thinking, researching and surfing references for inspiration. Meanwhile, I was  listening to the music that was written for LD # 31. Accidentally I discovered a screenshot of a game where the view and perspective have suggested the idea of a game we could do. The wounded knight would be the backbone of our game, and the sword would speak with the knight and the player. The remaining features  of the gameplay were drawned upon me in the morning when I was half asleep on my way to the office.


Right after I heard the idea of the game, I imagined clearly the whole picture of dungeon, the wounded knight in the center and crowds of monsters. I started estimating the time for drawing all the elements and thinking about  the animation. We were lucky that we had another artist, she helped us so much. It would be extremely unpleasant  to realize that we do not have time to cover the entire scope of work (without her).

The best feature of the game is that it lasts no more than 4 minutes. This greatly simplifies the task. With this in mind the game needed only one location, a couple of mobs, a knight and a sword. I was also on to preparing some special effects. Luckily I was acquainted with Unity long before Ludum Dare, so the effects were made in no time. While I was preparing background , special effects, and the main characters, other artist was preparing monsters and their animation. In between painting, I overlooked the line-up of game elements and coordinated the common style in artwork.

Working with the team was very interesting. Due to involvement into another project, I had to work at an accelerated pace. I have to admit , I was not satisfied with the results in artwork. But, all in all we did it well! And the game came out even better than we expected in the beginning.

For me the project is decent for a two-day work. Not perfect, but worth being proud of. It’s a finished game, and it’s fun to play.


Most of the classic games actually do not contradict concept of “game-on-one-screen”. So the jam theme directly hinted: make an Arkanoid, Tetris, or text adventure. But we thought that there would be plenty of games in these genres. Eventually we settled on an idea of slasher in which the hero was limited to one screen, because he was not involved in gameplay :-) And the effect of crowding and lack of a screen is achieved by narrowing the circle of enemies.

The most difficult part of the game was to make the movement of a sword. Not that Unity physics is hard, but to do an accurate and comfortable sword swinging wasn’t as easy as it seemed. The sword was either too slow and boring or too easy to swing. But as soon as we found a middle ground it became clear – it would turn out cool.

It took time to make a narrowing darkness around the hero and it seemed rather difficult to make the intro with two light spots. The final decision turned out not very flexible, but it worked almost immediately and looked great!

Animation Artist

It was the third jam in which I participated. The third and largest! All discussions began with an idea, we talked about how each of us imagined the perfect game. At some point I felt nervous that the common idea would not found. And just at that moment the Game Designer came out with his great idea about a warrior and sword. The idea is so wonderfully coincided with the music he chose, it was so strong and sincere! We rushed into work, it was fun, and I felt pleasant confidence the team and our work) We were in a well-equipped room and we were making a game together, that’s a great feeling))) It’s a special feeling of unity and closeness of our acts and thoughts, I felt excitement and joy! In the end of the first day of our brainstorming and developing I ran home to fall asleep, wrapped in thoughts about the day. The next day, on Sunday, we met again to work and discuss the details, which was fascinating! Then the difficulties with monster’s animations began. I was limited to a certain canvas size and could not get a result that would satisfy me. Fortunately the friendly support of my team and their invaluable advice helped me find the final result. Everything turned out great! That was amazing experience! I’m happy we made it in time, and all of us were proud of our work)

It is impossible not to appreciate the opportunity of participating in jams like Ludum Dare! It’s a miracle that we can get together with friends over the weekend and create a game that will please and inspire many people. Working as a team with your friends means to be confident that the process will bring a lot of fun, and the result will be as good as possible. I found out about this jam just hours before it started. I am very glad that nevertheless I attended and received an unforgettable experience.


Wait, there was another guy.. But he didn’t show up, so there’s only a line in closing credits for him

Please let us know what you think of our original game:

We also have the facebook version with leaderboards and ‘Endless Mode’:

// Team ‘Dostoyevsky Balls’

Ora Bolas! – Post-Mortem

Posted by
Monday, December 8th, 2014 6:21 pm

This was my first Jam, and also my first game made with PlayCanvas. I could say I was one of the few people who liked the theme as soon as it was released (“Entire game on One Screen”). I’ve found PlayCanvas just few weeks earlier and was very excited to check its potential. The Jam theme came in good time to make me try the game engine (one screen is all we need to try new engines!). And at the end, I was extremely happy with the result. PlayCanvas is now my primary choice for the next games.

At the start of LD 31, I thought I had no chance to submit to Compo, for being a first-time participant, so my focus was to make a game for the Jam. Firstly my game was about a boy dreaming to be a ant-sized person, running around a tree (represented by that object currently on the center of the game) – an idea from a quick brainstorm with a friend (Ukka). The player’s objective would be to avoid obstacles running and jumping while collecting items in a forever run game. But I’d probably spend a lot of time modeling. And that was not what I wanted. I really wanted to try the performance of playcanvas with 3D physics. So the idea about collecting falling objects came about. I started with primitive meshes, so I’d just need to replace them later (the spheres were meant to be fruits!). But I’ve spent so much time exploring PlayCanvas API that it was to late to replace the primitives. That’s when I decided to make it a ball collecting game.

After that, I needed to make the user interface. HTML5 made it so easy! Few hours later I had the UI working as I wanted. Then it was time to put some objective into the game. To make it reasonable, I’ve setup a countdown timer, so people would enjoy the game just for the time it should be enjoyed. It’s, no doubt, repetitive, and I don’t want people to get stressed. 100 seconds was good enough for me. And then, to finish it, I’ve added the counter (number of balls collected).

The game was still lacking sounds and music. I’d use a song from Robert Del Naja, made specially for LD31, and some sounds from It was all set up, but then I decided to submit the game before the end of sunday. So I removed the sounds/music, and quickly made some sounds with sfxr to put in place. That granted all assets created by me inside the 48h. Hard to believe, but I was ready to join the Compo.

Time to submit! And a indescriptible relief after clicking the Save button!

Ora Bolas!

So, that’s the result: a color-balls collecting game powered by PlayCanvas WebGL engine. It’s really that simple!

It’s something beautiful to watch if you have a nice soundtrack on the background. You can spend a lot of time looking for the balls eternally falling.


Game Specifications, Experience and Feedback

Mechanics: The mouse is the key here. In this game you just need to point the cursor to the balls with the same color displayed on the top-left label to collect them. When you collect a ball, you increase your “score”, which is displayed on the bottom-right label. The game has a countdown timer to challenge the player to collect the maximum balls they can in a specific time. Also, the timer makes the player stop playing before they get bored.

Aesthetics: The game was meant to be clear and colorful. Colored balls are generated randomly and the background also changes color randomly over time. The balls use just RGB basic colors and its combinations (except black, because it looked more like a shadow instead of a ball): Red, Green, Blue, Yellow (Red+Green), Magenta (Red+Blue), Cyan (Green+Blue), White (Red+Green+Blue).

Story: Actually, there’s no story for it. It’s up to you to think why are random colored balls falling in a random colored scene with an unidentified rotating object on the middle of it.

Technology: I’ve used PlayCanvas Designer to setup the scene, PlayCanvas javascript engine to program the game, PhpStorm as the IDE to manage my project code, Blender to model, and sfxr to create the sounds.

What I’ve learned: Everything about Ludum Dare and PlayCanvas were new knowledge this weekend. And I think I just didn’t get so tired because I was extremely excited about learning. I’ve also learned I can really make games in a few time. I like this kind of challenges! It’s so fun! And people really recognize your effort, mainly if they are also game devs.

The Good: Now I can say how exciting is participating in a Game Jam, and I can also say how good is to use javascript to program everything (games, apps, sites, servers)! Now I see that a lot of other devs goes to the same problems and also start at the same point (“How am I going to do that?”). I’m a programmer enthusiast, so it was very exciting to learn the playcanvas API in a hurry.

The Bad: I was not prepared to create sounds or soundtracks. So, to don’t screw up my game, I’ve chosen to leave it without soundtrack. The game without soundtrack loses almost all of its fun. Really, if you’re gonna play, please, prepare some relaxing music and let it playing on the background while you play. You’ll see the difference.

Progress on art

Posted by
Friday, December 17th, 2010 10:21 pm

So I decided to be stupid and make some nice sprites first. Here are the results so far:

I’m thinking it will be a platformer in which the balls change your color if you are a different color from them and kill you if you aren’t a different color from them. Also, which color you are determines which spaces you can go through.

What does this have to do with discovery? Absolutely nothing. And I don’t care one bit, ’cause I have some hot balls. (Maybe if I have some time I’ll add a storyline involving a space shuttle)

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