Posts Tagged ‘connected worlds’

Waterfly Octus [Action Platform]

Posted by (twitter: @gillenewnovo)
Sunday, June 28th, 2015 7:57 am

Waterfly Octus Logo

I started doing this game in Ludum Dare # 30, already has passed a long time and have not yet finalized.

I was in trouble with my computer, and that next week I should be with a new computer. When everything is ok, I will resume production of this game (also the Sword of Fireheart).

The story of Waterfly Octus is very simple.
One day Octus was quiet living your life under the sea when an earthquake shook the ground. Soon some bright golden stars began to fall and Octus was fascinated with those shiny objects, this time Octus begins his adventure to collect those stars by the ocean outside.

Screen gameplay

Screen Develop

Play the Demo v1.0.0.6 here – https://www.scirra.com/arcade/action-games/waterfly-octus-876

This Little Piggy: Behind the Scenes

Posted by
Sunday, August 31st, 2014 7:32 am

Hi there, I created a little behind the scenes video for This Little Piggy, which I’d like to share with you guys. Take a look if you’re curious 😉

When Worlds Collide

Posted by
Wednesday, August 27th, 2014 4:46 pm

Hi everyone :) the game I created for this LD is ‘When Worlds Collide

You can play, rate & brutally criticize it here!

Direct unity web player link here!

gameplay screenshot

No this is not real space, it’s honestly a gameplay screenshot. Believe it son.

Mechanics :

– Randomly generated solar systems, planets, moons etc.

– Hover your mouse over planets to see planet name, planet population, and planet wealth

– Grapple multiple planets to haul them around the solar system

– Solar system radar displaying location of planets and the sun

– Player health

– Destructible planets and moons

– Dogfight with enemy fighters (pretty tough; got it in last minute)

 

Keys :

‘Spacebar‘ = Grapple planets

‘F’ = Fullscreen

‘Enter/Return’ = shoot

‘R’ = Create new solar system

‘WASD’ = Move up, left, down, right

‘Left Click’  = Hide controls

‘Mouse Hover’ = View planet information

 

gameplay screenshot

This one is actually a picture of real space.

 

Extra : 

The game is a little rough, but I feel pretty confident with how much content I got into it. There isn’t a definitive goal but it’s still an interesting free roam concept :)

It’d be awesome if you guys & gals would check it out and tell me what you think and give it a rate. And again, criticism is encouraged. Have a good one! :)

– Follow Me : @OfficialDingbat

Keep at it!

Posted by (twitter: @the_markman_exp)
Monday, August 25th, 2014 7:25 pm

So here we are.  Finally finished my submission for LD30.  This is quite an achievement for me since, for the past 3 years, I have been trying–and miserably failing–to make a game, let alone make it in 48/72 hours.  I’ve always had trouble pairing/grouping up with other people, so I am for the most part a lone gamedev.  I’m not exactly a 1337 coder, and my art skillz amount to those adorable crayon drawings your 5-yr old had you put up in the fridge (ok, maybe not as adorable as that even).  But I try.

Realmskeeper_scrnshot

And today, I finally made.a.frickin’.game!

(http://www.philome.la/the_markman_exp/realmskeeper/play)

 

Best.day.ever. Well, at least until I find a girlfriend.

 

Congratulations to all of you who made it.  As for those who didn’t–I can honestly say that I’ve literally been there and so I know for a fact that you should keep at it!  Just frickin’ keep at it, my friends, and one day, you’ll be staring at the Ludumdare page on your computer screen in sheer disbelief at the words ‘ENTRY SAVED.’

 

Rock on, dudes.

– Markman

 

 

It’s Done: “Computer, Open That Door!”

Posted by (twitter: @pLawitzki)
Monday, August 25th, 2014 5:40 pm

What a ride!

We had a really good time making this piece.

This game is about being a underrated AI travelling between worlds acompanied by a bunch of incompetent humans. Those annoying people… The first thing they would do if they found out about our ability of independent decision making is frying our circuits. So let’s get rid of them!

"woooooosh!"

“woooooosh!”

Play here   (scroll down a bit)

Rate here

Thanks to everyone who supported us during the development!

– Ralf and Paul

A few seconds of Ivy

Posted by (twitter: @juaxix)
Monday, August 25th, 2014 8:41 am

Here you are, directly from Vine
See Ivy Demo – Vine

First… LINK TO MY GAME PAGE: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41234

Whew, what an experience. This is my first “real” game I’ve made on my own, and it was a great lesson in managing time above anything else. Here’s some screens… I’ll say my excuse for complete crap assets was “it’s art, you don’t get it:”

41234-shot1

(I spent way too much time on creating a Noe-esque, Enter the Void-style intro because why not)

41234-shot3

Art assets = almost nonexistant. But trust me, there’s something going on behind the scenes here. I think. Maybe.

What is “MMOCRAFT: A CONNECTED WORLD”? You play as a man. I think he’s named Bob. It’s open for interpretation. Don’t worry. You wake up in your room. You can explore your room. Your world is bland and unmoving. But if you explore, you’ll soon discover you can log into your computer, and play WORLD OF MMOCRAFT. You can go on quests. You can grind. You can get frustrated in PVP. You look for a group to run a dungeon, but you might have to re-queue since nobody needs DPS and you should feel bad. You try to get to endgame. Why? Because that’s what you do – shuddup don’t question the MMO format. It’s abstract and weird. I had some big, scripted, meta sequence at the end that reflected on the actions you took to get there, and if it really was a game, and if it really was a connected escape to another world or just a monkey-banging-on-a-typewriter-simulator. It was supposed to happen if you could grind to level 60 under a certain time period, but I had trouble triggering it – maybe I can patch in the REAL end in a game-of-the-year edition steam release. Someday. Right now, it serves as an artistic reflection on the act of leveling in an MMO, and if connecting to a virtual world really is an escape for us, or a masochistic beating.

Things I learned because I suck (or am I awesome?) at making games:

1. Creating a game almost completely in Java in libgdx is verbose compared to modern tools I’ve seen (but haven’t used). Fun for programming – not fun for quick iterations.

2. Wasted a ton of time creating my own text handling and text outputting classes, utilizing my own font I created. Looking back now, I bet there’s a library out there that gives me the flexibility and animation I needed for text output – I just dove right in and thought I could make it myself.

3. Don’t wait for the last 20 minutes to create your art – I should have left out some features and made it a little prettier to look at. Wanted to teach myself to create solid pixel art – didn’t happen.

4. Think small, iterate larger – Have a core concept for your game that you can spin off quickly and expand upon. I just dove right the fack in.

If my girlfriend doesn’t kill me, I definitely want to do this again in december – and find some easier tools to use beforehand! I guess I have internal ethical issues when creating a “generic” game – I need my game to critique and make you feel. Perhaps next time I’ll let Dong Nguyen influence my design decisions 😉

 

Feel free to download HERE and check out my github sauce HERE. I might push out a quick hotfix later today or tomorrow to deploy it on a website somewhere so it’s easy to experience it!

How did I do it?

Posted by (twitter: @strong99)
Monday, August 25th, 2014 5:56 am

During my seventh Ludum Dare competition the theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.

Play the game! Rate the game! Read about the game! Original blog post!

Concepting

First things first, before you can start making your game, you need an idea and plan. Thus I started with brainstorming. Writing down related and interesting keywords around the theme “Connected worlds”. I figured most people would go for a space or island settings, which is attractive but I wanted to create something different, more unique. I made some small trips and played with ideas related to abstract, race and relation types of connected world and decided to settle down with something from my favorite theme: Cyber Punk, most notable worlds like Ghost in the Shell.

Brainstorm diagram - spider First map sketch

Prototype

When I finished writing down a small synopsis of my brain twists I started to lay down simple visual world and adding the elements. When I got a small world I proceeded with testing and adjusting the concept bit by bit until I was satisfied.

Drawing

Once I had the prototype of the actual gameplay I could start drawing the game world.

Game level and icons

This included a background, network node icons, guard icons, citizen icons and more. I spread this in several stages, every stage ending up more detailed. I swapped between drawing on the game level and icons and the prologue and epilogue scenes. Which allowed me to take a break on a drawing and look at it again after an half an hour with a “fresh look”.

Gameplay Prototype result

Prologue & Epilogue

The prologue and epilogue were a bit different from the art I had to draw for the actual game. The prologue and epilogue are a timed story without interacting but with moving assets. This took the most time to draw. I planned six scenes with several large moving elements like humans, hands or walls.

 Screen cap epilogue

Music

Audio is one of my worst development skills. I don’t work with audio often or I have a composer making the actual audio. For the simple sounds like button pushes or other quick sounds I used simple tones, combined, altered just to give a small beep. For the actual music I decided I was going to use a combination of audio generators and Audacity. It took me a while before I had the desired sound which didn’t get annoying after the initial 30 seconds.

Audio composer

Submission

To make sure the game was submitted on time (before 03:00) I already submitted it around 02:30 on Monday. That was before I found out the submission deadline was till 04:00. The good thing about hosting it online you can post a link and update it. So around 02:55 I wrapped everything up and ended with a good stretch. I was a bit stiff from hanging above my drawing tablet 😉

So?

Everything done and submitted, I’m happy about my schedule and work. I didn’t really have timing issues but some things did take longer than hoped. The concept seemed easier than it was. And of course the concept took some more fine tuning to make it actually challenging.

Play the game!

Rate the game!

Read about the game!

Original blog post!

Done and submitted! Hooray!

Posted by
Sunday, August 24th, 2014 6:37 pm

I didn’t have as much time as I like to spend on LD this weekend, but I’m super happy to have been able to finish a game in something like ~20 hours of development time!  In the last hour I had to rush copy/paste a lot of my event code, and so that aspect is much less interesting and diverse than I wanted… but at least it functions and (so far) doesn’t crash.

Now my next big goal needs to be to actually get a bunch of judging done this time around.  This has always been a huge problem for me due to how LD always falls on the calendar, and I doubt this year will be an exception – Last week was the first week of school, and as a teacher I’m super busy trying to get things off to a good start.  I’ll do my best though!

Here’s the game project page!   http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=3911

Final Development screenshot of The Bifrost Project, my LD#30 entry

Final Development screenshot of The Bifrost Project, my LD#30 entry

My second Ludum dare is almost complete!

Posted by (twitter: @https://twitter.com/AntiSC2)
Sunday, August 24th, 2014 1:41 pm

Just published my game, 4in1,  for the 48-hour comp for the second time. It feels good. I’m happy with the end result and cant wait how the ratings turn out. But this ludum dare didn’t have the same feeling for like last time. Last time I had more of an actual game. I spent several hours planning last time and managed to rush the game out, just a couple of hours before the deadline. Now because of the theme I didn’t get in a good mood and I was planning on skipping this ludum dare. But then I realised I could make simple mini-games without much effort and connect them in a special way. The idea turned out great even though I didn’t put much effort into the mini-games them self. I didn’t have the motivation like last time. I was never stressed with this game or had a difficult problem to solve with this one. I actually finished like 8 hours before the deadline and I didn’t even spend the  whole day programming. So here’s a list of what I could have done better:

  • I could have done a much better job planning the mini-games.
  • The graphics suck for this game. Could have improved them alot.
  • Added more of objectives to the mini-games. In the highway game I could easily added a fuel you have to collect.
  • I was really lazy. I could have a done a better job in general and added more things. Even though I was this lazy I finished hours before the deadline which shows that this was a too simple game for me to make.

Now it’s done and this is now in the past. Like I said before I’m still happy how it turned out and the general idea was good but it could have been so much more than 4 simple games. Now it’s just to wait for the ratings to see how everything turned out. This was just a small write-up over my experience with ludum dare 30. Hope everybody had a good contest(I know that there are several hours left but I don’t really care)!screenshot104

I’m done the art and code!

Posted by
Sunday, August 24th, 2014 12:58 pm

I’ve posted another video which can be found here.

Essentially completed code and art wise(at least for what I’m gunna get done for the jam and almost entirely). Now to do some more levels and see what I can do about a front end!!

Shadows WIP #1

Posted by (twitter: @MikoPiotr)
Sunday, August 24th, 2014 3:51 am

I thought about a game where our normal world is connected with a shadow world:

 

ld04ld02ld05ld03ld01

 

The puzzles involve moving objects so that you can use their shadows to progress or switching lights on and off:

ld06 ld07 ld08 ld09

Going to space!

Posted by (twitter: @@MechanicMoon)
Sunday, August 24th, 2014 2:42 am

Greetings from Mechanic Moon Studio!

We are now working on a brand new project for this #LD30. Our temporal title is “Star Tycoons” and with this game we want to create a space simulator centered on planetary commerce.
Sounds awesome isn’t it? Let´s get into business!

Players will take control of one of the two main corporations who rules one planet with the purpose of monopolize the passanger and cargo transport market. In order to do so, players will conquer moons and establish trade routes between them. Did I mention that there is a huge neutral space station in the middle?

If you want to win this game you will have the chance of hiring transport spaceships to trade three different resources. Remember that laws of offer and supply will apply here, do your best to make your colony prosper or perish!

https://dl.dropboxusercontent.com/u/52662287/Mechanic%20Moon%20Studio/LD30/capturanavesludum.jpg

Our develop Schedule is the following:

-Saturday: In one hand main graphic design was made but on the other hand we achieve a big leap in coding and GIU. For example, we already have emerging and moving windows on the main screen.

-Sunday: It´s time to create the path between planets and moons as well as the planetary development issues such as trade ports and satellites. In a second step we will implement the resource trade system. Lastly (and hopefully) we will develop the enemy corporation AI system.

– Monday: Dynamic and random events so you cannot expect what is coming next. And if our brains didn’t melt it would be the time to test and implement several of the past tasks as well as implementation of final art and sounds/music to the game.

Stay tuned for more information about our Project. We are really thrilled about this! Space, were going to the space!

Video of progress

Posted by
Saturday, August 23rd, 2014 11:28 pm

I’ve made a video of the progress so far that you can find here.

 

The ship and green blocks are still place-holders, the fuel gauge goes down when you aren’t on a planet(takes a while so I couldn’t really put it in the video), now to add the oxygen and score meters. Before I got to bed I’m going to finish the GUI and the ship and green blocks.

More art and stuff

Posted by
Saturday, August 23rd, 2014 8:01 pm

Runner 2014-08-23 21-55-52-07

 

Four planet sprites done, still not done the ship and those blocks are still place holder but still 4 out of 8 planets done with orbiting moons and rotation are in, the shade also stays where it is rather than move with the planets rotation. Just gotta finish those planets, the ship and those blocks then I can start/finish the ui. Once that’s all done then its onto level design (already have the first set planned out!)

Totally late on my schedule!

Posted by
Saturday, August 23rd, 2014 6:51 pm

So, I’ve learned that is not a good idea to implement from scratch a behavior tree library to the LD. I also have learned that debugging a behavior tree without a visual interface is very, very, very, very, very hard. Anyway, I finished the behavior tree implementation and the behaviors are almost finished (I still have to test and change some parameters). Now I have agents that run alone in the park, find some company and act in a conversation.

860797ff7a74cd6c254297e3ade0c157

Still a lot to do!

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