Posts Tagged ‘golf’

Golf Heist music

Sunday, April 19th, 2015 10:27 am

Well, I made some music for my game in Musagi. I started out thinking kinda stealthy, but ended up more with jazz/rock. Should be fine, though.

Might just still be able to finish a game in time for the compo. If not, I’ll definitely have something ready for the jam.

Golf Heist dev log 3

Sunday, April 19th, 2015 5:34 am

golf cart

Well, here’s what I’ve got so far:

  • Decent golf physics and controls
  • Mediocre lighting (after messing with unity for hours)
  • Shitty terrain
  • Shitty golf cart (after wrestling with blender UI for hours)

I think I really underestimated how long it would take to create models and environments. Working in 3D is really so much more complicated than 2D. Right now I’m not really loving the visual style, but it would take too much time to write shaders, make textures, make models, etc. It also might be pretty challenging to do some of the stealth mechanics that I had planned.

I’m seriously considering starting over in 2D. Keeping the golf heist idea, but rebuilding it top-down, probably with pixel art graphics. I’m gonna work on some music for an hour or so while I think about it.

Golf Heist dev log 2

Saturday, April 18th, 2015 8:19 am

golf line


Hit spacebar and you launch the ball! Also, it draws a line where the golf ball is gonna go before you hit it. Also made some GUI, although it’s not functional yet.
Next I’m gonna add actual power/direction/accuracy controls, and hook it up to the GUI.


Warp Ryder Cup Postmortem and Timelapse

Posted by (twitter: @Mach60KAS)
Tuesday, August 26th, 2014 5:20 pm

4 Ludum Dares down, many more to go! I managed to “finish” my “game” within the 48 hour window this time, and I didn’t stress out anywhere near as much as I have for previous events. I’ll take that as a sign of consistency. As always, I’ve learned so much over the course of this past weekend and I’ve had a great time to boot! Anyhow, shameless plug for my own game here to accompany the obligatory postmortem.


Tools and Software

  • Sublime Text 2 was used for all JavaScript / HTML / JSON / CSS once again. Thankfully, I had enough common sense to not use it for map editing this time around.
  • Adobe Photoshop CS6 was used for all graphics, sprites and tilesets.
  • Tiled was used for map editing and design.
  • PxTone was used to write any audio.
  • Firefox Nightly and Google Chrome for testing.

What Went Right?

  • Experience in programming. Over the course of the past year, I’ve been programming far more regularly – so I’ve noticed myself writing far, far less mistakes and being able to more efficiently debug those I do make. Naturally, this means less time stuck in a rut, moping over the sorry state of my code!
  • Having past code and engine work to refer to. Having past examples makes for a great starting point to start working while you come up with any ideas, and allows you to iterate on the design of any underlying systems. Besides, I always love coming up with better solutions to problems than I could have thought of before!
  • Swapping over to a dedicated level editor. I have no idea how I got by manually editing a CSV list of tiles last year and calling it ‘level design’, but Tiled was a breath of fresh air. The JSON export is probably the single greatest feature I’ve ever used, and the interplay it has with JavaScript is far more intuitive than interpreting XML. Being able to actually draw levels was a godsend as well, I have to say I’m never going back from using Tiled after this.
  • Once again, Canvas and JavaScript were great choices. Apart from differing support between browsers, I love the ability to put up a single version of my game that most people should be able to run. Couple that with JavaScript’s ease of use and you have the perfect game jam toolkit.

What Went Wrong?

  • I kinda lost my drive to work on the game for a while. Unhappy with the state of my game at the time, art and gameplay alike, I lost most of my drive to code for a large portion of Sunday. Had I not done that, I could have implemented a few more features before the deadline (including, you know, scoring). Urgh.
  • Cut features lead to seemingly meaningless design decisions elsewhere. Considering the game features only golf as far as gameplay mechanics are concerned, having to walk around everywhere seems rather stupid. Unfortunately, I didn’t have time to implement any enemies or aliens, or even proper entities so little artifact design choices are littered everywhere.
  • Harsh choice of palette. As much as I enjoy working with limited colour palettes, this time I had an awful lot of trouble coming up with graphics that weren’t trash. Ideally, I should have created far more colourful structures around the map to help create contrast and allow the generally flat blues of the asteroids and walkways to stand out more.
  • Sprite design? Still not my cup of tea.

Stuff I Enjoyed

  • Working with new tools and file formats. Although it took a little while, working with new programs like Tiled was a very interesting experience, and I’m certainly glad to have spent some time working it out! It was fun integrating someone else’s map format into my own engine, I’ll admit.
  • Painting nebulae for backgrounds. Photoshop’s ability to map an image to a given colour table was amazing, and allowed me to go wild with a nice set of brushes on my tablet while still keeping in my 8 colour limit thanks to automatic pattern dithering etc.
  • Writing music, for once. It was kinda meh, but I totally do not regret writing some music for a change. I have enough oddly silent Ludum Dare projects as is.

Thoughts for Next Time

  • Be more positive. I really need to not get too hung up over the current state of my game, knowing full well that additional time and effort will almost always make it better in the end!
  • Pick a colour scheme, but don’t be afraid to deviate. Sometimes, 8 colours can be just a little bit too stifiling.
  • Reel in my ambition. I hate having to cut features as the deadline draws near, but at the same time I still like seeing my original idea transform and evolve as compromises have to be made over the event.
  • Come up with a more ‘fluid’ game idea. I love fast movement and freedom in games, so I want to make something far more unbounded next time.
  • JavaScript forever. Seriously, you can’t make me use your fancy ‘engines’ by this point.
  • Consider time management. Then again, I never really benefit all that much from excessive planning and so on. So this probably wouldn’t be all that good for me.

Again, if you’ve spared the time to read through all this then thank you very much! This is more for myself to crystalise any knowledge I’ve gained for surviving game jams, but it’d be even better if this ends up helping any of you folks out there. Now, get back to rating all those games!


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