Posts Tagged ‘craftstudio’
Hey everyone ! Here is the post mortem of my game Linked Colours.
As always, you can click here to play and rate it.
WHAT WENT RIGHT
Idea and development
As last time, I had the idea pretty quickly and stick to it. Thankfully I didn’t encountered big design issues and if I doubted that I would be able to create many levels, random generation came to my rescue, so I didn’t even needed to create levels manually other than the two tutorials.
In addition to Daneel, the framework for CraftStudio I created and which is the base of all of my projects, I was able to borrow quite some code from other projects of mine, so that I could focus on gameplay instead of reinventing the wheel once again. Having so much code already ready is what made me enter the Jam and not the Compo as the previous times in the first place.
But having an extra day prove very useful as even with a simple idea and lots of ready-code I hadn’t much at the end of the second day in term of gameplay (but visuals where almost final).
Let’s say it with some pomposity: linked colours is the best-looking game I have ever created in my entire life, so far ! Look at this beauty ! I am not even an artist, or am I now !?
Well, not quite, but it’s what I am most happy about, the game looks really great, especially compared to my previous games (improvements, yeah !).
At the end of the first day, I wanted to add a level editor so that anyone could have created levels. I have one almost working for another game but I ditched the idea even before beginning the second day, where I worked mostly on visuals. Instead I spend some time working on random generation, and it did go surprisingly well.
The generation is pretty simple : on a 5 by 5 grid, it picks a square, then picks a color, then finds another square nearby and sets a color the previous one can connect to. It repeats that until there is no more colorless squares on the grid. Then it picks the squares that are not connected to any one and change their color so that they can connect to a nearby square. Then it finds squares with 3 or more connections (3 is rare, 4 in really unlikely to happen, 5 or more never happens) and sets them as squares with a required number of connections.
And that’s it, and it produce pretty nice levels, with actual mixed difficulty. I just wished I had time to tweak it a little and have some variations in the grid.
- 9:30 to 10:15 am (45min): background V1 and splash screen.
- 10:30 to 11 am (30min): title scene.
- 11:05 to 11:35 am (30min): work on UI (icons).
- 12:05 to 12:40 (35min): ?
- 5 to 6 pm (1h): end level screen.
- 6:30 to 7:50 pm (1h20): color gradients.
- 9:10 to 10:10 pm (1h): color gradient, background V2
- 10:40 to 12 pm (1h20): various.
Total time: 7h (9h yesterday)
So, today the visuals have been vastly improved and the gameplay has been refined a little, but I still don’t have more content.
That will be for tomorrow, I hope I will be able to have a random level generation.
I planned a level editor but I ditched the idea even before starting the day, maybe for another time…
Play the game in Chrome and tell me what you think !
Bon courage to those who rush to submit in the coming hours, and all others !
So that’s the beginning of the second day for me, here is what I did yesterday :
- 7 to 9 am : wake up, think
- 9 to 12 am (2 h 15 min): basic gameplay
- 1:30 to 6 pm (3 h 30 min): more gameplay, level selection
- 7:30 to 12 pm (3 h 10 min): first two tutorials, web player build
I took the not-very-original route again and set out to create a puzzle game where you have to connect all the coloured dots together.
Complication comes when you can’t create connections as easily as you would want.
So far, you can play to the first two tutorials in your browser (use Chrome, CraftStudio’s webplayer loads slowly in Firefox) here : https://dl.dropboxusercontent.com/u/51314747/CraftStudio/Ludum%20Dare%2030/index.html
I said on the game’s page that I planned to work on a level editor today but I will work on every thing else instead !
- Title screen
- Better UI and graphics
- Last tutorial
- Level !
- Sounds ?
See you tomorow morning ! Bon courage everyone !
I missed two Ludum Dare since the last time but thankfully I was able to took time to participate last week-end !
I understood the theme quite literally with a mining game. Snake Driller is a Sake-kindoflikebutnotsomuch mining game. You have to drill the deepest before the time’s up, sometimes going sideways to mine interesting blocks or dodge those you can’t drill. You can also buy upgrades for your drill in a store to drill more types of blocks or drill faster.
WHAT WENT RIGHT
We had a lot of fun learning Lua and how to use Craftstudio with this one, postmortem coming soon on our social things.
(involves inexperience with craftstudio killing us)
Thanks to the Craftstudio group skype chat and Elisee for answering our calls for help!
PaperCoaster is our group Ludum Dare jam entry for LD #26 made by 10 people with CraftStudio!
A game about drawing rollercoasters on paper… how minimalist is that?
You can play & rate it here:
There were at least 8 other games made with CraftStudio for this Ludum Dare edition, which is awesome! I’m trying to gather them all over at the CraftStudio forums.
This time I choose to reproduce Harvest: Massive Encounter, an already minimalist tower defense game that I enjoyed a lot. I wanted to built a resource management game for a while already, so this LD’s theme was the perfect occasion. Its certainly minimalistic on the inspiration side, but I really wanted to built this one and that was all the motivation I needed.
I tried to reproduce most of the mechanics : rock harvesting, energy production, energy propagation along the nodes (the feature that makes the game very cool and interesting to me) and building construction and functioning using energy.
It’s clearly unfinished and unbalanced, but it’s playable.
Move with arrows, place buildings with the mouse – click on them on the left then on the map (discard with right mouse).
Note that you can not reload the game, you need to exit it and launch it again to reset the level, sorry about that.
Still, I am pretty happy with it. I only worked like 25h on it and lost about 5h trying to fix bugs directly due to my inexperience with the the software and game dev in general.
The good thing is that I feel like I have leveled-up !
It is made entirely with CraftStudio that you can still try for free for a couple of days.
Depending on your OS, you may need XNA or Mono or -I am not sure what- to play.
You can try the web built, but it does not work for me (stays stuck during initializing scripts).
Thanks and GG everyone !
This is an experiment for me as it’s my first compo. My first Ludum. Pretty much my first time ever putting these tools together and hoping that I get a working product in the end.
I need to challenge myself, as I haven’t had a glimpse of construction for a long time. In light of recent events in the love department, I figured what a better time then any. As I try and figure out who the hell I am as a single entity, I can try and learn some great tool sets. Some great quick problem solving. And code!
I am a first year New Media/Web Design student at BCIT in Vancouver and only just started playing with some of these code tools. I am thinking of just using CraftStudio and PyxelEdit for my project. It’s going to be a rough and bumpy ride, but I’ve got a great friend (my brother) walking me along this path. He’s done the compo before so he is quick to ease my worry as well as fuel my fear.
Never before have I contemplated that I could even be capable of this kind of thing. I’m a writer, and that’s all I thought I could muster. This weekend is going to be REALLY fun. I look forward to getting to chat with some of you and playing your game!
please, no potato.
While we’re all waiting for the next Ludum Dare… Dan Dias will be hosting a CraftStudio-centered game jam on March 22-25 (72h, in team or solo)
Info, sign up and theme voting here:
For those who haven’t heard of it: CraftStudio is a project of mine, it’s a real-time cooperative game-making platform based around 3D boxes and pixel art (it costs 15 € during the alpha, runs on Windows & Mac with Linux coming soon). I’m furiously working on the beta version but the latest alpha works very well already
Just realized I hadn’t posted this timelapse of our jam entry recorded by Toinane (thanks!) here yet:
The first 16 minutes show us working an infiltration game (first 24h), but then as we realiezd we weren’t going to be able to do something fun and complete in the short time left, we decided to switch to a simpler, more directly fun project involving a dictator shooting tourists hogging his beach. You can start watching at 16:45 if you want to see the second project directly.
The software we used to work together in real-time is called CraftStudio (I’m the developer of it), it’s a blocky, pixelarty 3d game-making platform with a strong focus on being easy to use for people of all backgrounds / ages and featuring fully collaborative editing tools over the Internet.
If you haven’t already, you can play Beach, please! here. It’s fun, I promise.
We finally settled on a title: our game is called Porté par le Vent which is French for… “Carried by the wind”.
You can play it now! (don’t forget to tell us what you think in the comments and/or rate it, thank you!)