Posts Tagged ‘jam’
“More an Experiment, than an actual game!”
The decision to participate at Ludum Dare (for the first)
I did want to compete in a Ludum Dare before, but I hadn’t time.
But this time I swore myself to take part in it, if I could imagine a setting under the impulse of the moment. – I couldn’t. I disliked the theme.
So I spend the first day of the compo-challenge derping around in various streams and saw a vast amount of people coming up with great ideas.
On the morning of the second day I started drawing planets. They were better than expected, so i showed them a buddy of mine (kuchenkruste).
We both liked the sprites and decided spontaneously to take part in Ludum Dare 30 (Jam).
What went well:
– The sprites turned out to be prettier than I expected. (they’re still far from beeing perfect)
– Writing parallel on the same code with my buddy using Saros (http://www.saros-project.org/) and Eclipse.
> That’s it
What could have been better:
– We startet to implement a render-routine using int-Arrays (raw pixels), after implementing the rendering of the primitives (ovals, lines, rectangles and polygons), we decided to dump that project and use Java2D instead.
– If we were more bound and determined, we would’ve been more motivated.
– Our time management. (Also a lot to do in real life, so that we couldn’t work fulltime on the game)
– If we’d been more organized, we could have made faster progress in implementing the application frame and the drawing
– The fun aspect in the game comes to short, there a not a lot of fun gameplay-mechanics implemented, that we planned to implement
What we’ve learned:
– pixel-pushing (alias working with int-Arrays) is cool (because you learn of how it can be done)
– use Java2D instead of pixel-pushing (you can still achieve the pixel-look) and it’s easier to scale and rotate stuff in
– premake your own engine or library, if you don’t want to use an existing one
– know the libraries you want to use (at least a bit)
– prepare everything you can (which is not forbidden in the rules; eg. prepare a development environment, choose an engine or library (or prepare an own))
– twinkling and colored stars look better than static, white or yellow ones
What i’ve learned:
– Lambdas in Java 8 are great and very powerful!
– tell your family (as long as you live with them), that you have something to do at the weekend and you don’t want to do housework during the competition.
– Before submitting, test the compiled project jar. (For me it turned out, that during development the game used a different font, than as a compiled jar file)
Because we wanted to take part, and not throw away the “game”, we handed it in anyway (approx. half a minute before the time limit ended (and the submission hour began)).
It is more an experiment, than an actual game. Technically it isn’t even an experiment, but an animated and interactive slideshow through my drawn sprites, in that you can connect planets with a kind of leash.
We know that it’s not really great, but hey, it was fun to programm, to participate and we had a lot of fun in skype and during the development.
Have a look on it and please don’t hate on it, we really know it’s bad.
cheers ~ keddelzz & kuchenkruste
I had originally intended to join the compo as usual. But my little Zelda homage proved a little too ambitious for me, but it was so much fun to work with, so I decided to try to finish it for the jam. I did, with 2 minutes to spare!
Here’s the game, “Omnis”:
(only windows atm, more builds on the way)
If you want to wander in a surreal world, try my entry “The Other Sky”. The Ludum Dare version only has 3 levels, but hopefully I could make a better version in the future.
I really enjoyed making this game, but I wished the I could make the levels more intricate. The theme unfortunately induced me to try to make something very ambitious. But other all I had fun.
Rescue Shump – musicm122 – Jam Entry
Rescue Shump : The shump where you don’t shoot anybody.
My First LD48 Entry submitted EVAR!
You: A member of a technologically advanced society, whose sworn mission is to save refuges of other time and space incidents before their world is destroyed.
Safely maneuver an unstable planet and save as many survivors as you can before their world explodes.
#1- Slow Down Time
#2- Dodge Immediate threat
Space – Emergency Brake and pick up survivors
Left and right keys – Accelerate & decelerate
Up and Down keys- Move ship up and down
So I drew a lot of the inspiration from a portion of the pop fiction novel When Worlds Collide. Specifically when they fly a rocket around the world to collect animals and people to survive the explosion of the two colliding planets.
I wanted to focus more on the narrative of the individuals piloting the ship and as the survivors. If I were to build on this I’d add a mode in the game that would allow the player to walk around in the ship and in the world (thinking FF6 in the airship) and delve into the whos, whys and whats of the Org that is indiscriminately saving everyone they possibly can as well as the origin of the ship and its pilot.
Development Issues\Challenges\Wishful thoughts
- I hate that I had to spend so much time on UI stuff. I should build in more ui stuff for any future jams. (Which is pretty much my least favorite thing to do in Game Development)
- I did start to put together enemy planes and the like but didn’t feel I had enough time for a decent AI and I wasn’t so sure I could make sense for something like that in the narrative. At the end of the world who in their right mind would be trying to kill humanities’ last hope?
- I wanted audio but my sound card was being a pain for the duration.
- I totally ignored setting up any sort of parallax
- I wanted a timer and for the falling debris to gradually get worse the longer you played.
- Generally I would have liked to have a valid way to articulate a narrative with dialog.
If anything I think it might make an okay mobile game…. Not really sure I wanna do anything atm though. It was a welcomed diversion and I had a lot of fun. At this point I’ m just happy I have something submitted that is relatively playable.
- No death animation for mountain collision death. The game just ends.
- No end of level
- You can rescue survivors an unlimited amount of times
- When dead and selecting restart game stays paused.
Like prophesied I didn’t have the time to implement any gameplay. Having to work on a Monday tends to get in the way of creative expression and sleeping late for that matter.
Nonetheless I did get some optimization done. While it still tends to slow down when zoomed out and in full swing, it’s an undeniable improvement.
Try it out if you can muster the will to do so. As for the rest, take another Gif(t) from the Gods!
With our game, Melody’s Long Ladder Home (play it here!), complete, it’s time to look back a post mortem of our experience in Ludum Dare 30.
- We – my friend Will and I – learned allot. We learned how to best use our tools (especially Stencyl) in the future, and we learned about the awesome game dev community out there.
- Our live stream was fun and fruitful. We got to interact with interesting people and had a blast doing it. We did over 12 hours of total streaming over three days (which is nothing compared to the 24 hour Extra Life marathon stream we do).
- Our game turned out well. We really like the result, and actually impressed ourselves with it – we weren’t sure what we were going to come up with, but this turned out well.
- Turns out Stencyl has some technical limits, and we kinda pushed beyond them. Namely, we overloaded it and started getting 3-5 FPS while testing. Fortunately the game exported fine and runs smoothly outside of Stencyl.
- Some idiot running our live stream’s video feeds (me) forgot to turn off the full screen webcam for several minutes on two separate occasions. Not really a big issue, but c’mon… that’s a rookie mistake.
- I personally didn’t sleep worth a darn the entire competition, so I’m looking forward to a long night’s rest tonight.
Long story short, we had fun and hopefully everyone else participating had fun as well. See you guys next time!
It’s done! Since the last update, I’ve added a goal (buy all the planets), rebalanced everything to be more interesting, and added a bunch of quality-of-life improvements. (Windows stay on screen, you can rename lorries, etc.) It feels like an actual game now, and I’m really happy with it.
With all my previous attempts I’ve tried to get something done within the 48 hour time frame.
This time though my Sunday was booked ful with family stuff so I wasn’t able to make it.
What amazed me though, is that I’ve never came as far within the 48 hours of a complete game.
All the mechanics are there, it’s just a matter of allowing the player to use them via UI.
There is still some art polish to do, sound and – as stated – loads of UI.
Switching to the Jam and see what I can do with the extra time
Good luck to all and have fun playing and rating!
Our team for the LD 30 Jam is still going strong, 15 hours to go. The game is about – you guessed it – connecting worlds by building bridges. The cultures that live on the worlds evolve based on the resources you provide them access with. Simultaneously, the evil enemy culture is growing without your influence, and your goal is to nurture the friendly cultures to a level where they can defeat it.
Can’t wait to see what everyone else has done with the topic! But first, the UI and controls have to be finished and the game be balanced. Also we encountered some interesting ideas and techniques which might make it into a postmortem.