Posts Tagged ‘Beneath the Surface’

Orbital Burrow Post-Mortem

Posted by (twitter: @MakeAGame)
Sunday, May 18th, 2014 2:21 pm

[My name is Carlos Leituga, I’m a Game Designer, and once again I joined the Make A Game team to create a game in 72 hours for Ludum Dare #29.]




We were a smaller team this time: two programmers, one artist and myself in the same room, while another artist was about 1 thousand Kilometers in a straight line from us, and we could only talk to our musician through email. We couldn’t afford to be too ambitious so… no pressure.

It’s been a while since I did any game design from the ground up. With the exception of two months doing freelance work at the start of this year, I’ve been unemployed for more than a year now and I felt a bit rusty. My focus lately has been shifting from completing older design docs, to learning Game Maker Studio, and then deciding that I should read up more on logical thinking for programming, and at the same time spruce up my memory on an easy to learn language that I was still familiar with, Processing.

This led into choosing Game Maker Studio as our framework, besides the other three local team members having some experience with it, during any design downtime I could jump into the sprite or level editor and help them out. Hell, I could even help search for solutions if we’d get stumped by some of the different ways GMS does things, I can say I’m way too experienced in that.


Take your sunglasses & your coat !

Posted by (twitter: @jacqueslelezard)
Sunday, May 18th, 2014 10:50 am

Get ready to jump on ice as long as you can to survive in this first update !

walking on thin ice update 1 menu

This post compo game contains the following improvements :

– Controls : camera improvements and strafing available

– Gameplay : some ice will gradually spawn and surface to let you survive longer

– Graphics : add anti-aliasing & bloom effect !

Walking on thin ice gamepley       (on the surface, beneath the surface, these monsters will follow you…)

Beneath the surface

Play the compo & post compo here !

Troubling times – How did I do it?

Posted by (twitter: @strong99)
Monday, May 12th, 2014 7:51 am

It’s a couple of weeks after the contest, a few days before the results will be released. It feels about right to add a how-did-I-do-it? post.

Like last time I kept an extensive log on the subject and my progress. I used these tools:

Using my 3d mouse the 3d explorer and a wacom cintiq drawing board as main hardware input.

I started off with the writing down the concept on paper (or word for that matter). The game ended up as a point and click adventure through an underwater base which is near total destruction. I thought up an emotional story about a young girl, trapped beneath the surface of the ocean. As she’s the only person, deep underneath the surface, she feels trapped and alone as she tries to flee her confinement.

Writing down the concept on (digital) paper

After finishing those I went on to create every scene in a story board. I drew my storyboard directly inside the GameCreators editor as it allowed me  to quickly prototype it.

Sketching and prototyping

After I decided the prototype was correct I continued to improve the logic and update the graphics.

The three stages I used to improve the scenery.


What went wrong?

Nothing really went bad, but I did end up with an issue related to the audio. I couldn’t match the mood with the audio, so I had to leave it out. Other thing is I probably used too much time on the scenery. I first thought to draw it all out in 2d. But after I finished all the mockup scenes I decided 3d modelling would allow me to easier set the mood I wanted.

What went right?

After I decided to go full 3d I only needed a few hours to work out the scenes in 3d. It looked good and was easy to import and fit inside the editor replacing the old art.

The thing that really succeeded with my chosen game type was the ease to create storyboards in the game editor I used and transform it to the final game.


To read more visit my LD29 blog.

To play the game visit the LD29 entry


Post Mortem of Under Maintenance

Posted by (twitter: @gamepopper)
Saturday, May 3rd, 2014 1:02 pm

Under Maintenance – LD29 Jam Entry. Select the image to go to the entry page.

So for this Ludum Dare, with the theme of “Beneath The Surface”, I decided to make a game where you work as a maintenance engineer who works between the streets and an underground train tunnel, this is Under Maintenance.

I wanted to get back into Ludum Dare because of how much I enjoyed LD27, however I was travelling out to see friends on Saturday so I had very little time to do a compo entry.  However it didn’t stop me from working on a simple game, so I decided to put as much energy I can during my free time to bring you this busy micromanagement platformer. As such I appreciate giving your time to reading my post mortem, which includes a timelapse and tweets among other stuff and see how I managed to fit social events and my job into this Ludum Dare.


About Theme use

Posted by (twitter: @VanMerwan)
Friday, May 2nd, 2014 12:53 am

Our first jam

Posted by
Wednesday, April 30th, 2014 10:48 am

Well this was unexpected


This is my first completed Ludum Dare jam and this time I did the incredible choice of teaming up with some friends.

Me and Samuel (Blixt Gordon here on Ludum Dare)worked tirelessly on the game for the first two days on the game Surf Ace. I have heard that finishing a Ludum Dare

game was something really hard and that we should keep the ideas streamlined and simple. F**k that we thought lets to a game where

you can not only surf and flip (which to be honest, would have been awesome!) but also catch fish on a spear and then ride it.

“Oh brains you are fantastic creatures” – Me

I had my hesitations about the completion of this game up until the last day when one of our friends came to record the hilarious sound effects and another friend

helped out on the fiddle to create the track for the game. This all took place in the last 5 hours so you can understand my concern.

The last hours was by far the best part of the development when we had the game ready and just played around with the details.

That is, right until we figured out there is no tutorial to our game and the controls are unique to our game so it was a must.


As you probably have figured out by now it went splendid, we got a good game out of it and most important. We had an awesome time making it!

If you have read until now, here is a potato for the long post (had a lot to say I guess).


Sincerly mrhill






Depth Beneath – How deep does it go?

Posted by
Tuesday, April 29th, 2014 1:43 pm

There’s a hatch they said. They never said why, they never said who. Just an ominous hatch, perhaps a pit lies below. Bottomless? You bet. Danger? Of course. Will you survive? Probably not. Is it worth it? Only the brave can know. Enter the Depth Beneath.

Hello all, armmimic and chenstopher here. This is our first Ludumdare both together and individually. Actually, to be truthful, this is the first game armmimic ever finished. We had a lot of fun figuring out what we were going for and how the endgame will look like. We were completely unprepared (aside from snacks) and armmimic had no idea how to use Unity. Three days and a combined total of 29 hours of sleep, (chenstopher slept half the amount armmimic did), we had a game. We hope you enjoy, the guns are super fun to use and the action keeps on coming. If you can, please let us know how far deep you went in the Depth Beneath!



chenstopher: Handled a lot of the code and all of the art.

armmimic: Handled the code and most of the sound.

Play Tiny Haunt!

Posted by (twitter: @rojomojogogo)
Monday, April 28th, 2014 7:23 pm

Whew!  My entry for LD29 is up as of a couple hours ago.  It’s a sandboxy physics game where you play as a poltergeist defending your castle from invading knights.

Go play it!

Tiny Haunt screenshot

If you leave a comment of any kind it’s very likely that I’ll end up playing your game sometime in the next week, so keep that in mind!  I’m sure that goes for a lot of the other developers as well.


I may do a postmortem later in the week.  For now it’s time to chill out with some whiskey and play some games!

Play Tiny Haunt


Posted by
Monday, April 28th, 2014 6:28 pm


Sewer Rat Racer
AaaYeah Finished..submitted with 51 seconds on the LudumClock… 😀

my first actual finished LD game…the soundtrack recorded live/jammed from beneath the surface..

Alamagordo: Post-mortem

Posted by (twitter: @csanyk)
Monday, April 28th, 2014 6:04 pm

I almost didn’t submit a game this time around. For some reason, I couldn’t get my creativity going. I thought that Beneath the Surface was such an excellent theme, too, with great potential. When they announced it, I started trying to think of a game that would happen underground, or under water. But all I could think of was the setting, not what you’d do there. My brain was being an enemy to me.

So I stayed up until about 6 AM Saturday morning, and still hadn’t thought of any good ideas. My best idea of the night came to me when the Neil Young song, “The Needle and the Damage Done” popped into my head, and I briefly considered making a game about heroin use and damaging the skin beneath the surface. If I wanted to do that right, I needed to make a chiptune cover of the song, and I still can’t do music properly. One day…

So, I put that idea aside, and then nothing else came to me. I slept in until around 11:30, and spent most of the afternoon sitting around, waiting for inspiration to hit me, but nothing happened. I dicked around on the internet, reading stuff, and started reading all these articles about the New Mexico landfill dig, where they were trying to determine if the legends of massive amounts of unsold Atari merchandise being buried in the desert were really true. Turns out, they were true! I found the story fascinating, because why would people still care  that much that they’d dig around in a land fill trying to find that stuff. It’s not as though E.T. was a rare and valuable game. To me, the story wasn’t fascinating, it was people’s fascination with the story that was fascinating.  It seemed to be getting a lot of coverage in the media.

I still didn’t have any ideas for what would be a good game, and by around 5 or 6, I had given up and resigned myself to not producing anything this time around, and felt pretty down about my failure to come up with any good ideas. I had a relaxing Saturday evening, went to bed, had a pretty normal Sunday, and then, around 7pm it occurred to me that the land fill dig was happening beneath the surface of New Mexico.  Beneath the surface…

Beneath the surface…
Beneath the surface…
Beneath the surface…
neath the surface…
the surface…

And I got this visual in my head of the pits in the E.T. video game, and connected that to the landfill, and immediately realized that there was a potential game in there.  Digging in the Alamagordo, New Mexico landfill, in a pit from the E.T. video game, searching for the secret stash of E.T. videogames. I knew exactly what I wanted it to be, not really a challenging game, just an idle time waster that paid homage to the legend and the events of the weekend. I had less than 2 hours before Compo deadline, and knew I’d never make it, but this would need to be a Jam entry anyway, as I wanted to use graphics and audio sampled from the E.T. video game.

Unfortunately I was already on my way to spend the evening with friends, and I didn’t get home until close to 11pm.  By 11:30, I had just gotten started, and I worked through the night until 6:30am, and which I had most of the level laid out and working.  Movement and collisions were very buggy, but the game was basically playable by this point.

I took a power nap, worked Monday, and then cranked out bugfixes until I got everything working right.  All told, the game took about 10 hours to build.

I used that time rather well, struggling only a little bit with the bug fixes, and all I really needed to fix those bugs was to step away from the project and return to it fresh — once I did that, it was fairly easy to redesign the code that handled movement and fix the problems I’d been having in the wee hours of the morning earlier in the day.  Throughout the project there was very little re-work, almost nothing thrown away, and everything that I built was done in such a way that it doesn’t feel like a mess.  The project code is actually pretty decent. Almost every LD48 that I’ve done so far, I’ve struggled with some stupid error in a feature that should be very basic and easy to do, and ends up sucking a lot of my time away from the project, but this time, I worked effectively from start to end.  Only, I had just about 10 hours of work put into the project over the entire weekend.

The game itself, well there’s nothing much to it, but it does feel somewhat like one of those terrible shovelware titles that caused the Great Crash of ’83.

So, there it is, an homage to terrible games.  Since that’s what it is, it somewhat excuses it from itself being a fairly terrible game.  At least the programming is fairly decent, …beneath the surface.

Well, play it and see what you think.


Linux Version

Posted by (twitter: @BlueberrySoft)
Monday, April 28th, 2014 9:36 am

Added a Linux version, let me know if it’s free from mouse troubles.

It was different this time

Posted by (twitter: @pLawitzki)
Monday, April 28th, 2014 5:35 am

I don’t know why, but this 29th LD48 compo felt quite different from the previous one. Last time I was psyched and went on a game making rampage. I was full of joy and remember it to be my best two days of 2013. This time I felt somehow depressed half way in the 48 hours. I had difficulties to conceive a concept that fits the theme, I found myself procrastinating and I was very close to scraping the whole project and starting from scratch with 15 hours left (glad, I didn’t). It got better towards the end and I’m really glad I finished.

Maybe I was overconfident at the start which led to some disappointment when I found myself struggling. I also started working before I had a clear vision of what kind of game I wanted to make. I had to interrupt my work several times in order to come to the point at which the precise mechanics of the game were clear to me. I think these are the things I can learn from this competition.

This is my finished game, Water Temple, which I’m less proud of then I hoped I could be:

[play and rate here]

Water Temple

Water Temple

However, I really enjoyed it towards the end when I realized I would finish something in time.

Have Fun!


Crusader of the 1-Hour Ludum Jam!

Monday, April 28th, 2014 1:44 am

I wasn’t initially planning on making a game jam game, and this hardly counts at all compared to the immense amounts of hard work and awesome talents being submitted to this event, but as a crazy spur-of-the-moment idea I decided to start on a project an hour before the initial submission deadline. Obviously this meant I wasn’t going to be able to make much from scratch assets-wise, (TurboSquid is a life saver in that respect) but it gave me an excuse to experiment in Unity and throw together something super quick for the sake of putting out something silly and dumb, and I think I achieved that goal, at least to some extent. If nothing else I figured out how to submit and share a game project publicly on the web, so I can’t say it hasn’t been a learning experience!

Either way, I hope you guys enjoy my little project for this year’s Ludum Dare! I call it, “The Search For Sting’s Desert Rose Beneath The Surface! (feat. Bananas)” You can check out video of it here or play it right here on the site!

Greedy Explorer

Posted by (twitter: @edlago)
Sunday, April 27th, 2014 1:23 pm

Hello people.  My small game for this ludum dare is done.

Greedy Explorer Gameplay

“Beneath the surface is where the gold lies”

Greedy explorer is a puzzle/sokoban game with 10 levels where you play as an explorer who want’s to get all the gold nuggets around the caves. Beware the enemies and avoid being trapped.

You can play the game here:

I did this game just for fun with puzzlescript  and with the help of some friends (because pixel art in 5×5 is damn hard). Enjoy the game and any other thing you can catch me on twitter to talk about game dev in general.

Cheers and see you in the next ludum dare :)


Almost There! Beneath the Sea

Posted by
Sunday, April 27th, 2014 11:34 am

I think this is my last preview before the final version.


Check it out the preview of Beneath the Sea here!

What is done:

  • Intro, Menu, Credits, Level, Preload and Ending Scenes;
  • All game mechanics, including spawning of weapons and creeps;
  • All sprites for monsters, ship, weapons, buttons, and background;
  • Musics;
  • All UI indicators;
  • Score system (integrated with kongregate);

To do (just minor adjusts and tweaks):

  • Add SFX
  • Change the colors of the game;
  • Upload to kongregate;
  • Tweaks to get a better gameplay;

Dreaming Of:

  • Add more types of creeps;
  • Make environment dynamic (moving clouds and oceans);
  • Add boost packages to make the ship faster.

Lunch Time!


Progress update

Posted by (twitter: @namco_)
Sunday, April 27th, 2014 6:41 am

I couldn’t do anything on Saturday as I was busy with freelance work that took far longer than I anticipated but I did start doing a mind map and thought about what I could do. So here’s what I managed to cook up in terms of ideas using a program called Freemind:


Started early this morning with a mind to do just one level as that is all I’ll have time to do today. The game itself is called Gold Hunter and is a clone (of sorts) of Lode Runner, with the object being to collect the gold and avoid the enemies (Troggies) who can smell you but cannot see you.

Here’s a screenshot of the game (no sprites or level assets yet) running:


And here’s the latest shot of the mockup of the part done level structure:


Just taking an hour off before I get back into it! :)

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