Posts Tagged ‘kitten-challenge’
Just submitted my game with about an hour to spare. Managed to stick some simple analytics grabbing people’s scores and posting them to a DB so I can see just how unbalanced and easy my game is
It was pretty cool for my first ever LD, definitely will do another one some time. My only gripe was that I had ideas for several of the themes but not Evolution and couldn’t think of anything for hours (but that’s my fault anyway hehe).
p.s. I also completed the kitten challenge
AS3, FlashPunk, FlashDevelop, SFXR, Gimp, and GarageBand for iPad (no loops) are my weapons of choice
I won’t have a the full 48hrs due to other commitments and and I’m fairly new to Game Dev so my game will probably be something simple and smal
What went right:
- Git helped me keep everything in order, and even supplied me with a gource! In a Jam, as opposed to compo, git would have been perfectly, but in retrospect, it’s a little superfluous for a compo. I would still do it, as it is really only a few extra minutes of my time, and gives me something to roll back on if need be.
- Being well rested makes a world of difference. I got three or four more times more done on Sunday when I was well rested than I did on Saturday in only double the time.
- Know your tech – using love (love2d.org) was pure awesome, as I knew the API and I knew Lua.
- Bring your own tech – I prepared for this LD by asking myself, what are libraries that one would normall find in games? These are the ones I used from the ones I brought with.
- Build scripts for all OS’s (This was a blessing. When I was done, all I had to do was run two scripts, and I had the *.love, *.exe and *.app ready to rock and roll). Sure, mine only work on linux, but they output to everything!
- Love Menu: There is nothing more wasteful than re-writing a god damn menu system. I wrote this one a long while back, and have used it multiple times. It looks good, and is fully scriptable. Build one giant view object, and let the library do the rest.
- Bar lib – Again, another common element, this code ended up being a one-liner in my main.lua, but it saved so much time and looked so much better than just a random solid green bar.
- Timelapse yourself. It stops you from screwing around much
- Minimal scope is the best scope. Remember, you can always add more later, but you can’t release a game if it isn’t a game.
- Make sure the art you make can be made quickly, and with high quality – I have recently discovered that I can actually push a lot of awesome pixel art out, as long as I only use two bit graphics (4 colors) So I open up GIMP
- Don’t waste time generating! Making some crap from scratch when you don’t need to is probably a big waste of time! ALl you need is a few cases to make something seem random, why does it actually have to be random? I used this fractal world generator five times, http://donjon.bin.sh/world/ and used that as the map system.
- Forget performance, call it a feature, not a requirement. You won’t believe the shortcuts I took to make this happen, but in the end it goes back to knowing your tech. I wouldn’t have had any of these issues if I had know how to do isometric tiles correctly. Reducing the framerate should have come later.
- Stop bitching, and get working! Seriously, I saw so many people wasting time on IRC bitching about the theme. The themes LD gives are so vauge, you can do just about any thing you want. Oh, folks, stop naming your game “Tiny World” please.
What went wrong:
- Know your tech. Working with isometrics was a god damn horror, and caused 95% of my framerate and mouse issues. Use concepts you are used to. This is not a time to learn new tech, this is a time to produce a game you know how to make. In retrospect, I should have made this game in straight 2d tiles.
- Plan more! I should have planned for another hour or so. I found myself making the game up as I went along, and when I started noticing I was making assets and code that were out of scope, and then later removing them, I had to sit down with my notes again, and decide what the hell I was actually going to do
- Make your machine ready for you. Have your stuff built, make sure it’s up to date, and stable. I had about fifteen minutes to rebuild love 0.8.0 from tag on ubuntu 10.04 (and keep in mind, it doesn’t build if you are running 10.04, so you have to do some hackery)
- Kittens don’t let you code much. They seem to think everything in your monitor is real, and your keyboard is for sitting on.
What this showed me is to participate even if you don’t have time! I did this entire game in 13.5 hours.
After 72 hours of development (including skipping school Monday), I have finally finished by Jam entry. You can play and rate it here. Overall, I am very pleased with how this LD went down. I wasn’t expecting Tiny World as the theme, so when I was looking down the theme list I neglected to pre-think of a game idea – but it didn’t really matter. My brother, who also did the game’s soundtrack (download link on game page) helped me do a lot of brainstorming to get a good idea, think up pun-ny names for the abilities, narrow down the feature list and expand it again, and in general was a fantastic second opinion on making game design choices. I am proud of how the game turned out.
I’ve learned a couple things:
-Happiness is intrinsic to success. Last LD I gave up on the last day of the Jam because I was depressed and couldn’t handle the constant solitude and sitting involved with a 72-hour game jam. I was going to do the 48-hour Compo this time for that very reason, but I went back to doing the Jam because I wanted to include my brother’s music. Everything ended up better than last time: since he was hanging out in the office I had occupied, I wasn’t so lonely (ironic considering LD22 was Alone). I also was oddly optimistic Saturday and Sunday. It’s important to be happy and make a game that makes you happy – I’ve seen a lot of people now give up because they didn’t like their entry.
-The small changes make the big differences. The difference between the finished-looking product I have now and the clearly-in-development game I had two days ago isn’t much about the features I added – it’s more about the small graphical niceties. For instance, the background: it was just blue, but then I made an image filled with blue-ish noise. I let you know when the camera was scrolling and, as a bonus, looked kind of like a microscope. That similarity led Lectvs to comment that it looked thus, which gave me the idea to add the scope graphic – something that made it look even more like a microscope. The great Notch once said the difference between a prototype and a finished game is about ten thousand particles, and that was true of this game too – particles added to the aesthetic quality. Similarly for the change from armor being a tint to a shield-like graphic. Small things like that, or sweeping menu transitions, make a game look professional.
-Microsoft XNA deployment is unnecessarily complicated. I mean, seriously, Microsoft? There’s so much stuff to customize and fit into big-budget company things where they know what they’re doing, but there’s no simple “Make a .exe out of this, kthx” button. I hope my installer/standalone thing covers all the bases.
-It’s really easy to make something that isn’t a platformer. I went with a top-down game not only because it was what the game idea entailed, but also because there’s no collision engine. It’s really easy to do stuff without having to worry about what happens when it hits something. The closest I have to collision is things running a query for the closest bacterium to a position – nothing really complicated.
Short description from game page – You are a bacterium struggling to survive, thrive, and evolve. Attack other bacteria with a variety of weapons, get a variety of upgrades and buffs, and for goodness’ sake watch out for bacteriophages.
There are 2 references to kittens. Can you find them?
Atom Grid is my first try at a puzzle game, and hot damn it turned out pretty awesome. I managed to squeeze two different modes, 30 levels, online and local highscores into the time limit.
I usually don’t like Puzzles, but I really like how this one turned out.
I wish I could have made the “How To” a bit simpler.
Ogmo helped a TON with making levels. Without it I wouldn’t have this many. It was also surprisingly easy to implement, even though I had know knowledge of XML in AS3 before.
Drink less. I had to run to the toilet every half hour. While we’re on that topic… brb.
Anyways, how about you give it a quick try? Here’s the Entry Page!
Now Listening To: Toosenbo (Won’t Let Go) – wowaka
This is a very short post mortem about my entry Loot Alone.
- I developed more than 22 games (as a contract developer), but this is the first time I took part in Ludum Dare and managed to submit a game to the competition! This was one of my 2011’s goals.
- First time I ever did graphics for a game. All the games I worked before were done by hired artists. I could say I was always scared of doing art, and doing these graphics lighted up a flame inside me, that now wants to make me a better artist.
- I came up with the idea in less than an hour after the competition started and I may consider of taking it further and making a commercial game from scratch with this idea.
- When doing 2D with Unity I always used a 3rd party commercial library. Since I took part in the competition I had to come with a solution by myself, so I ended up learning how to “do 2D” in Unity without external help.
- I liked the concept of a linear comics-style navigation I made.
- I worked only 8 hours, I didn’t use the available 48 hours. For this reason, my entry can not even be considered a “game”. Let’s consider it “an interactive short animation“.
- Due to the short amount of time worked, I didn’t manage to make all the scenes: there are 3 scenes; being 2 playable levels and an animation one. The initial plan to make the game “complete and playable” was to have 6 scenes. So we have 3 scenes that are out.
- The rocket cat was meant to be controllable, so you could kill the dragon.
- In the 8 hours I worked, I coded for only 2 hours. That means there are bugs, mostly on the messages system.
- My lack of knowledge in Unity for 2D without a 3rd party library left some bugs on the graphics, mostly due to scaling.
- The linear comics-style navigation can be confusing, since you can end up going to the wrong side.
First of all, the game:
This game is a text adventure where you control a player waking up in a hostile environment.
What went horribly wrong:
- Theme, I had like 0 idea what to do with Alone (but I can only blame myself, that’s one of the few themes I voted for in the final round).
- I procrastinated way too much while pretending to be looking for an idea.
- I had other things to do that weekend, which I did during the last 5 hours of LD.
- I’ve had to rush making one third of the game’s content in one hour.
What went right:
- Using jQueryMobile for the first time.
- Choosing a text-adventure (time was short, 12h were already gone, so not having to create assets except using jQuery’s ThemeRoller for text/bg colors was great).
- Adding Kittens!
- Choosing a web-deployable framework (makes packaging 100x easier).
Although I wasn’t inspired as much as during previous LDs, I’m happy with what I came up with and I hope the final product will satisfy you, the players !
Not much to say here
What went right:
Simple gameplay idea
Using tools i’m familiar with
Livestreaming, there was only a few people, but they were a great motivation and stress relief
What went wrong:
Making a level editor, should have added a few more features like painting an area and auto-save
Enemies programming, should have optimized this
Download and rate here:
So I managed to finish a game. Not in 48 hours as intended but 72 Well, I thought that might be the case. So I didn’t worry too much when I lost a lot of time doing the cute little character.
So my Jam game is done. Well, mostly done.
It lacks some of the content I desired, but I spent time on making the other 3 levels to polish the game play to what I hope is a lustering shine.
This is my first bullet-hell style shmup, so take pity on me.
My submission for LD 22 is Flod Embarks. You are a little robot with the strange name Fraxtol Flod-Pirno S’nint. You’re lonely and very cute. Somehow you ended up in a part of space that appears most lonely. But can it be true? Are you all alone out here? *sigh* You gather all your courage and board your old spaceship to explore all these thousands of sparkling planets in the hope of finding some cute friends for yourself, somewhere.
There’s not really much to the “game”, but at least it is in its own way something like a complete package… Adding more stuff, I could turn this into a real story based rpg, or procedurally generated rpg. I started very late because of various reasons, one being me not having any ideas. At some point I just started with my half idea and just embarked on this mission to find out where it will take me. With not much of a story or gameplay in mind, only the basic mechanic of flying to planets and visiting them, I tried to put a proper dose of cute into it, at least.