I’ll be using Illustator, FL Studio, and Stencyl.
Posts Tagged ‘journal’
Day 1 additional decryption:
After landing at GamesJam Microsoft we built safety base first, using two coaches and chairs as perimeter fencing.
We had enough food rations, including soda, pizza, chocolate bars and tea.
All needed modules was installed quickly: two high tables and one low, power filter, computers and other tools we needed for our mission.
Research and development plan was made and posted up to window.
Other expedition diary data under decryption now.
And you may support our expedition if you rate our game =)
Jam Entry: Houston, We’ve Got a Problem
Previous part of expedition diary:
Expedition diary: information bulletin for new astronauts
Like yesterday, a little too tired to write a “real” post, but we’re done with our entry !
So it’s called Goblin Crown Fever and it’s about goblins, ghosts, greed and time.
So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! 😀
If you feel like doing so, feel free to check it out PS: I’ll definitely keep working on this one post LD!
Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared 😀
While you’re here, you can check out the current version of it.
First gameplay video, with maps being loaded at runtime from lua files. A hand-built map editor soon to be made.
For the first time ever my LD has gone extremely well – I have a few hours of leisurely polishing before the end and I plan to make them count 😉
Probably the reason things went so well is that there are literally no sprites in the game, so that chunk of time could be used for music and programming instead.
Despite the lack of graphics assets I think the game looks pretty nifty though!
Another GIF after the “more” 😉
So, here we are for the Jam for now (the next post will be animated, we swear on the Goblin King head)!
We successfully save the player movement and shots and the ghosts replicate them. They are blue, like blue blue, but it works!
We have music, most animations, a lot of placeholders and most of the game flow/logic/loop.
Gameplay tweaks, more sprites and sound effects: here we come!
I chose to use UE4 and, having never built anything with it before, I got very frustrated with the whole thing and quit.
I knew from the start it was going to be difficult learning a new tool under the pressure conditions of Ludum Dare, but I didn’t really feel like using Unity again, so I ignored mt better judgment (I event tweeted about hubris before the compo started!)
But good news! The tantrum sleep I got has renewed my determination and, even though I still don’t know how to do what I want to do, I realize I still got two hole days to make whatever I manage to make and it doesn’t matter as long as I learn something and don’t quit again.
What a fantastic theme!
At first I was completely and utterly stumped for ideas, but I slowed everything down. Thought about what I wanted to make and tailored it for the theme. Progress started off slow, I forgot to save at all during the first 4 hours and lost a ton of work when Unity crashed. Luckily I quickly got back up to speed and can now gladly say that todays progress wasn’t wasted.
I had some stupid brain fart moments today, in particular I got really really hung up on a very simple character controller. I learned that in the first few hours of a Game Jam, I’m working my best as far away from a computer as possible. This is something I guess I could work on or accept and live with. More experience will be the final judge of that.
By this .gif it should be pretty evident that I’m working on a Top Down Shooter of some kind, I really don’t myself in what direction development will take further from the above. I do plan on actually making some models and decent artwork tomorrow now that the basics are done.
Anyway, sleep time.
Why did I do this? I don’t know, I just wanted to.
This was my first Ludum Dare and actually first game ever. I had a blast developing and playing my game, so I thought I’d contribute a small write-up of how things went.
What I used:
- Code: Haxe (language, targeted Flash), HaxeFlixel (library), Flashdevelop (IDE)
- Art: Paint.NET
- Sounds: bfxr
- Music: Autotracker-Bu
What went right:
- Theme/idea — I loved the theme and was inspired to draw from Italian author Italo Calvino’s short story “The Distance of the Moon” (from Cosmicomics) for my game. The premise is that the moon comes extremely close to the surface of the Earth, and all you need to climb onto it is a boat and a ladder. If you aren’t familiar with it, then you may recognize La Luna, a Pixar short that was based on Calvino’s work.
- Central mechanic — I wanted something arcade-y, so skill-based and fast. Something fun. While brainstorming, I remembered an old DOS game called Night Raid (maybe Night Raid 2?), where you shoot bullets from a little bunker to stop parachuting dudes from landing and invading. This fit brilliantly with my initial idea: instead of shooting bullets, you launch dudes (hence the game’s name) from the ladder, who have to jump the gulf of space and use gravity to land on the moon)
- Programming — I’ve been working on a hobby game in HaxeFlixel (nowhere near done), and I know programming already, so this was not too challenging for me. No bugs were found, as far as I can tell.
- Music, sounds — the content generation tools recommended by the Ludum Dare community are amazing! They create assets almost instantaneously, which helped my game feel way more polished. Autotracker-Bu is next to magic, and I actually plan to sit down and peruse its source thoroughly.
- Art — I am not a pixel artist. I decided to embrace my programmer art, and use a simple style (again, reminiscent of Night Raid). I stayed consistent in my style, so I think I pulled it off — the best part is of course the dudes themselves.
- Juice — though I could use more juice, all the extra little things worked well. The pretentiousness of juxtaposing a Calvino quote on a Flash game works well on two levels: it heightens the silliness of “Dude Launch” and serves to set up the setting and theme of the game. Other little things include the particle emitters (explosions), level transitions, and the multiple game modes.
What (almost) went wrong:
- Controls? — I say with a question because the whole point of the game is the wonky QWOP-like controls. If the ladder was rigid and the boat had pixel-perfect movement, what would be the challenge? Still, some people complained about it, though many more “got it” and loved it. Another person requested key-remapping, which I think is also a little much given this is a Flash game (can you remap QWOP keys?) and a game made in 48 hours.
- UI / feedback — no one commented on this, but I feel it was a failure. If I had more time and skills at designing UI, I would’ve presented feedback to the user differently than just have “debug”-type info splashed in the upper screen. I think a bar at the bottom tracking dudes left would’ve been better. Also, dudes could’ve changed color to reflect their velocity, so players could better understand why they died or not.
- Time — simply put, I went up until the last hour working on polishing my game, removing comments from the code, packing it all up, hosting it. Putting things like music (!) in at the last minute was risky but I am so glad I powered through and kept working. Next time I’ll have better pacing.
- Scope — originally, the idea was to have dudes walk around on the moon then attempt a return. After the first couple hours of day 1, I knew there was no way I could get that to work. Thankfully, having dudes explode when they hit the moon or sea was fun enough by itself, so I had a better-scoped game than I realized! The lesson here is: pare your game down to the lowest level of workable gameplay and make it really good.
Overall, I’d say my game was successful. I set out to make a simple, weird, funny game that people found both amusing and fun. Most of “what went wrong” didn’t really go wrong — it almost did. In fact, it came out way more polished and bug free than I would’ve anticipated. But most important of all: the players. The feedback from players has been positive and most have embraced the ridiculousness of the game and controls. It’s really satisfying putting a game out there and seeing others enjoy it.
Thanks to all players and your input!
Thanks for being a really great community. Looking forward to more Ludum Dare compos/jams in the future!
P.S. – my favorite comment on the game: “Very creative and intuitive control scheme. This could be expanded into a full game with a bit more story, obstacles etc. It’s really fun as it is and there’s something strangely beautiful about seeing a host of little naked dudes caught up between the moon and the sea – Calvino would have approved. “
First off, this Ludum Dare has been a lot of fun. It is fortunate and unfortunate that so many people have participated. The good side is that you get such a vast array of talents all coming to the same place. The unfortunate side is that you can’t play all of the games. The ones I have seen so far have been awesome. Great job everyone!
So Musical Trade Routes… It was a little crazy putting this thing together. I am sure everyone feels the same way about their own games I am actually shocked at the positive feedback I have been receiving. All of the cool stuff that people seem to like were afterthought things that I threw together in the twilight hours of the competition. I wanted to make my game have an abstract approach to the theme – so far most have not noticed it. I wanted to connect the worlds of poetry and music together. As I knew this would be an abstract theme, I placed in a more obvious connecting trade routes between worlds.
With only a couple of hours to plan on day 1, I could not think of anything to do with this theme. I came up with some views on how to address the theme and posted them around, but that was the extent. I went to bed a little sad that I would not be participating. When I woke up the next morning, I decided to start looking into linking poetry and music and to make a little space game, just so I would have something to submit. The plan was to work on planning each for a few hours and then see which seemed like a better path. As I continued doing both, the idea of a piano ship evolved. I quickly made some piano music and did my best to make a flight simulation. I had never done either one before, so I am extremely happy with how they came out, even though it is not perfect.
I then began to create planets. I was going to leave half of them unnamed and just white circles. Before moving on I convinced myself to just finish naming and coloring so I could say something was done. I threw in some lines between the planets and made it so each planet (0-9) would display its own lines to connecting planets. I finished up the day by making a “difficulty” variable that I assigned to each planet.
Sunday morning I woke up and just started banging out some poetry. Haikus seemed like the easiest way to go. All I need was 120 syllables and all ten planets were done:
I started working on enemies, but just quickly made some meteors. I decided to get done the space combat system. Simplest solution was random spawns based on the difficulty variable. I felt this would make it more interesting because it might interrupt whatever song people were playing and create a new song entirely. I got a chance to play test it quite a few times, so difficulty was adjusted here and there. A few of the polish things that I was hoping to add were a hard mode, music playback and a sonnet. Those who have played it might not have realized that the title screen was a sonnet
Music playback – This has been a favorite for most of the people who have played the game. At the end of each level, you get to hear the music that you played while in flight.
The poetry – Not many have commented on the poetry, but I am actually happy with how it came out. Also at the win screen, you get to read the planet’s Haiku while your own music is playing in the background.
Enemies – I wanted so bad to have a lot of enemies, space ships, curving asteroids, other music coming in. That would have been so much fun.
Free Piano – I added this in post-comp. I received feedback early on that a more realistic piano would have been better. In the post comp, I added in more key sets for playing and opened the option for multiple key strokes at the same time. I have not taken the time to make a music playback for free-piano mode, though.
Graphics – I am not an artist. I know the graphics were not fantastic.
Future of the game:
I totally want to continue this project. I think it would do well in the mobile market. I even tried putting it on the google play store (https://play.google.com/store/apps/details?id=com.ceosol.MTR). Its free to download. If anything, at least you’ll have a little music creator on your phone or tablet
I want to add more to the piano, for sure. Maybe you could swipe left or right to go up and down octaves. You could purchase new ships that have different instruments.
A suggestion was also made with the free piano mode that spawn times could be decreased and you would have faster action happening.
Thank you again to everybody who has tried it out. I was so burnt out at the end that I was thinking the game was absolutely horrible. I am delighted by all of the feedback, good and bad. Keep it coming!
It’s finally finished!
Saman is my entry to LD30.
Now that it’s over and done with, I’ll talk about what I think of the process and the finished product.
The gameplay of Saman involves you controlling a rook (a creature made of rocks) who is defenseless by himself. He does, however, acquire gems from the depths and has learned by throwing them into the ceiling, he generates targeted earthquakes to save him from vile creatures that would do him harm. This aspect of the game involves you avoiding obstacles, (much like a classic arcade game) and feeding gems to the overworld.
On the overworld, a blue man is finding gems scattered outside of his home and invests them in things and buildings which will increase his fortune. This portion of the game is an incremental-style game where you spend the gems you collect on things which grow your fortune/score.
Both of these things happen simultaneously and if the rook dies, the game ends.
I hated this theme. Before the competition started I brainstormed some concepts based on what the themes COULD be and I literally left this one blank, thinking this is one out of like 20 possible themes, how likely is it that it gets chosen. It ends up I was in the minority because it seemed A LOT of people picked this. I felt it was not quite as open to interpretation as others on the list, but whatever – I went with it.
After realizing the theme I took a few hours to think about concepts. I threw away things I thought would be over done (platformers with portals, space stuff, etc.) and started thinking about symbiotic relationships or alternate realities. The idea of a spirit world and something taking place in a graveyard appealed to me, but I couldn’t get a strong handle on the direction I wanted to go in. I had a sort of random muppets/fraggle rock inspiration and took that direction with the art style and concept where there are things who dwell underground and above ground, and their worlds interact somehow, but didn’t know much more. I was a fan of old arcade games like donky kong and frogger and somehow wanted to implement those ideas into the game. I also liked incremental games, and some of my other concepts had those as a primary mechanic, so had that in the back of my mind.
This was my first LD48 so I knew I didn’t want to be TOO ambitious, but I also feel I work/iterate quickly so I wasn’t sure where to draw the line. I just started making SOMETHING and tweaked until it felt ok. The last day I woke up around 9AM I think and didn’t stop working until around 2 or 3PM, to finally get something to eat. My eyes were burning from staring at the screen non-stop and I just wanted to get the stupid thing finished – adding sounds and menus at the last minute. I was really burnt out in the end, despite me not really messing up my schedule too badly.
What I’m Proud Of
I don’t consider myself a good animator, but sometimes the animations turn out better than you expect, and some of them for this game fall into that category. I think aesthetically the game is pretty good and the core concept is sound. I’m also proud of the fact that I finished and released something I’m not 100% proud of. I will probably be my harshest critic, and I feel that’s ok and important for moving forward and releasing good content.
What I’m Not Proud Of
The sound and music was very much a last minute thing. I found a sound generator at tones.wolfram.com and was pleased after generating/tweaking some weird sounds. The music I’m ok with, despite it being pretty strange. The sound effects, however, are another story. I used bfxr for the sound effects and was in a rushed panic to get them in and didn’t have a plan to implement volume control. After putting them in and doing some final test runs, I found the sfx so annoying I put a mute button in place instead of replacing them (out of laziness and lack of time).
The concept I came up with was ok, I felt. There is a saying that goes something like ‘there is no such thing as a bad idea, only bad execution.’ I find that to be mostly true, and I’m not 100% convinced my execution was where I’d like it to be, even for 48 hours. I blame this partially on me having no real direction, and trying to add depth where it maybe didn’t belong. The end result is a game where you’re basically playing two games at once. this, thematically, is ok, but in practice is a bit weird. Partially I think this is because it’s not something I’ve seen done before, so there’s no real gauge on what it should look like. For example, there is no reason in the game world that the rook dying would cause the incremental portion of the game to stop – but mechanically there needs to be some incentive to work on that portion of the game and keep him alive. I also feel the two halves of the game should be expanded and have more depth, but 48 hours limits your ability to do this quite a bit.
The story and instructions are non-existent. I had art and a concept built out where the rook was taught by his mother that the gods absorb the power of the gems, and call down forces to stop their enemies. Unfortunately I didn’t have time to really make that part of the game. In addition, there are basically no instructions, other than the controls which you can access as you’re playing. This game has enough depth to where I feel even rudimentary instructions really are necessary, but it’s not something that often occurs to me, as you’re testing your game over and over (and obviously know how to play it). I opted to put some instructions on the itch.io page.
In the End
All in all, it was a fun test of my creativity, but this experience has left me feeling like I’ve released something unfinished, that I’m not entirely proud of – which is the nature of the beast for LD48 hours, I suppose.