Posts Tagged ‘LD#26’

Mini Hero – Postmortem + Walkthrough

Posted by (twitter: @stigmawall)
Friday, May 3rd, 2013 2:33 pm

Vote here

My game is a minimalistic puzzle game where we tell a history of a little boy called Ted, trying to make a better world around him with the imagination.

We receive in our page great reviews, and the most good thing is the surprise of the game be so polished. It’s because we fix in the idea that the game have to be something minimalistic at all, not only in the graphics, but also in the gameplay, and even in the story.

(more…)

Time-lapse *Warning Fast Moving Curves in Unity

Posted by (twitter: @travisirby)
Friday, May 3rd, 2013 12:00 pm

Managed to get my time-lapse uploaded. I think I might have cranked up the speed a bit too much haha. May cause eye strain.. Also cheesy funk music ūüėÄ

Game Page:

www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=22035

 

Seed Life Post Compo Version

Posted by (twitter: @FuzyPinkBunny)
Friday, May 3rd, 2013 5:16 am

I’ve really enjoyed adding to Seed Life.

SeedLife 2 minute demo video

Windows | Mac | Source links

I’ve already received great feedback from friends and LD comments. I’ve implemented some of them:

post-compo additions:

  • Display currently selected seed
  • Reworked how drag planting works (with shift-dragging for straight lines)
  • Better performance on longer runs
  • Can now harvest any type of seed with right-click(watch out, they’ll grow back)
  • Clouds (disperse them with mouse motion)
  • more to come..

future plans:

  • New types of seeds (I’d love some ideas from everyone)
  • Critters that only come out based on your garden
  • feedback wanted

Thanks for a great LD! Keep playing those games.

Essense Post Mortem

Posted by (twitter: @jorjongames)
Thursday, May 2nd, 2013 6:56 pm

essense


PLAY
 :: RATE :: TIMELAPSE :: WALKTHROUGH

Minimalism exposes the essence of a subject, through eliminating all non-essential forms…

Essense is an atmospheric serene first person “puzzle”. Really cool for a relaxing moment before going to bed.

In this post-mortem, I’ll try to explain what things of the development process made me mad, what made me sad, and what made me glad.

mad

I Suck At Making Levels

Yeah, now I know. Usually I don’t play puzzles, so it was a real challenge making one. I was trying to figure out good puzzles to include in the game, levels that would be fun to play. I guess I didn’t chose well, because…

Levels Are Really Hard

I think it’s a problem of¬†communication. I wasn’t able to find an effective way to communicate what the puzzle was about. Sure, you have to grab the red cube, but what’s the mechanic of the level? That and some difficult controls (which I modified now), has led my game to be almost unbeatable.

Power Outages And Plain Bad Luck

I guess the world didn’t want me to participate in Ludum Dare. I have gathered a list of things that happened to me this weekend:

  • 3 power outages of about 2/3 hours each.
  • Computer broke the first 3 hours. I had to waste 2 hours fixing it.
  • Laptop has temperature issues and I couldn’t use it to develop at all.
  • Internet went down for about 3 hours.
  • One of the outages corrupted my Unity project so I had to start again.

sad

Lot Of Time Testing

If you watch my timelapse, you will find that I was spending lot of time testing my game. That surely was one of the reasons why my game is difficult: the more I tested my game, the easier it was for me, so the more I increased the difficulty.

But why I tested it so much? Well because the atmosphere was really cool so I played lot of time to hear the music, read the messages, etc. That’s because I was…

Not Organized At All

So I had to make lots of things, but I couldn’t make a list like my previous Ludum Dare. I don’t know why, I just didn’t think it was necessary. So I wasted a lot of time working on the atmosphere first (I had the music very early on), and not much time in the mechanics.

glad

Unity3D Editor

So one of the wonderful things about Unity3D is that you can extend your editor to make custom tools. I created tools for the logic puzzle and the jumping puzzle, which allowed me to modify them quickly.

Parser

For creating the blocks in the dodge level, I made a parser that reads a simple script, describing how the level should be created. Then Generate creates all the blocks in the corresponding positions.

The first letter correspond of where the block will be coming from,¬†North,¬†East or¬†West. The second letter correspond of what position the block will have,¬†Left, Center or Right. If there’s an¬†X at the end, then a Checkpoint is created instead. The special letter¬†S is speed, and¬†O is offset, both followed by a number.

2013-05-02_2130162013-05-02_224235

Visual Handlers

For the logic puzzle, I needed something to tell me how was the level being connected. I figured I could do it using the Handles class, using a white arrow indicating a floor that turns on another, and a black arrow indicating a floor that turns off another.

Visual clues helped me know what's happening. Click to enlarge.

Visual clues helped me know what’s happening. Click to enlarge.

Unity3D Pro Effects

So with Unity Pro it is really simple to add fancy post-process effects. I added vignetting and reflection, which lot of people told me it was really cool looking. I was about to add more effects, but that wouldn’t be¬†minimal.

Easy Way To Make Music

I used Paul Stretch along with Audacity to remix a version of Four Seasons of Vivaldi. It was an easy and hacky way to have a beautiful dreamy music. I also was worried that it would be against the rules to remix a song, but I asked in #ludumdare and it was ok.

2013-05-02_225504

My first time – A Post-mortem

Posted by
Thursday, May 2nd, 2013 12:57 pm
wordhunter v100 in-game

wordhunter v100 in-game

WORDHUNTER is a twin stick shooter (like Geometry Wars) where you shoot at characters. If you get a word together your multiplier rises. Well, that’s it. Two sentences for two days work. I started late at about 12 PM (GMT+1)¬†Saturday. I had the idea of shooting characters early, but three different concepts to make a game out of it. One being a space invaders clone. I choose the twin stick genre and got started. I worked with black squares and a triangle as temporary art. The explosion was done by hand in Gimp because I wasn’t happy with the results of explosion-generators. Spent some hours with my girlfriends Saturday evening and Sunday morning. Got at coding again at 12 pm. The stress was building up and my head started to tell me that I could just quit, but I wasn’t going to quit as I had a working prototype at that point and I NEEDED to finish. But no game over event, no high-scores, menus or music. I started with the menus, trying to get them right at the first time (which I did), then the game over event. After a (late) lunch I wanted to compile a demo for¬†play testing¬† That’s where the terror started. I used Slick2D before, in other prototypes, but I did never reach the state to actually export a game. In that moment, high-scores were cut and the music fell a bit short. I was aiming to enter the game at 12 pm (because I had to work on Monday) and entered it at 2 am I guess. Cooled down a bit after that. Viewed other submissions and finally got some sleep. I’m happy with the result, well, if you get over that fact that it get’s too hard too soon. And the¬†hit boxes¬†have a slight (8 px) offset to the right. And words are hard to get. But well, it was my first time and I loved it. I already fixed a lot of bugs for a release the next days on my website.

What went great:

  • I had a Slick2D ¬†template ready
  • Used OpenMPT, Gimp & sfxr before
  • Some experience in game writing from a couple of prototypes/demos
  • Went out with my dog a couple of times to get fresh air and free my mind – That helped a lot
  • Setting myself a deadline was good
  • Trying to export a play testing demo was a good idea

What went no so great:

  • Exporting – You should figure out what you need and have to do BEFORE entering a contest ūüėČ
  • If you need pixel explosions – do them by hand. Don’t try out 3 different generators for nothing
  • I thought my idea was small enough to get everything done – it wasn’t. Next time: Start small – Use the time I have left to add stuff.
  • I had to cut some stuff in the end: High score lists, better Music, more types of enemies and better balancing of waves.

For the next time:

  • Take Monday off
  • Get to bed early on Friday and start directly at 4am

Thank you for reading and enjoy the game. And if you liked it, rate & visit my website soon for a better version :)

 

PLAY WORDHUNTER NOW!

NightCap (aka Drunk Hipster) Post-Mortem

Posted by (twitter: @ShuddaHadda)
Wednesday, May 1st, 2013 6:36 pm

 

Ludum Dare 26 Entry – NightCap. ¬†That’s our game. ¬†You can see it¬†HERE<—¬†¬†And by “see” I mean “Play” of course.

 

 

(originally posted on www.shuddahaddalottafun.com)

 

I sit, eyes focused on the once pristine white mac keyboard, now soiled by ramen noodle juice and finger smudges.

 

It‚Äôs hard to describe my feelings after this experience.¬† Perhaps I‚Äôm still too close, having yet sorted though all the data in my head.¬† I think an even balance of the pride and satisfaction creating what we did, and the disappointment with the things that didn‚Äôt make it, or just bugged out for whatever magical ‚Äėthe world is against me‚Äô reasons caused the feeling I have.¬† But this is jumping the gun‚Ķ¬† or shark‚Ķ or shark guns‚Ķ what about the beginning.

Our background is in video production, sketch comedy.  Video game development is an entirely new venture for us.   When it all boils down, Ludum Dare, although incredibly challenging was probably the best way for us to start.  It forced us to learn new programs, technics and theories for game dev that otherwise we would’ve been very slow to get into.  We started with the warm-up weekend, making a game about a penguin that throws corndogs (may very well be a WIP still).  On the Thursday before the Jam, we finally had a build where you could move the penguin and throw a corndog (with some minor bug issues including Infinite CornDog Syndrome).  The head hits the table.  How do we make a game in 72 hours?

Infinite Corndog Syndrome. yeah, it's my indie prog rock band.  We're kinda huge in Europe.

Infinite CornDog Syndrome. yeah, it’s my indie prog rock band. We’re kinda huge in Europe.

(more…)

Please join me today on my stream for the follow up around 6:30 pm PST (-8 GMT) on 5/1/2013 an hour and half from now.

I will play your Ludum Dare game or one requested, just as I did during previous Relax Streams and follow up during next day.

Streaming

 

www.twitch.tv/jellycakes1

Even Tiger Woods is playing it!

Posted by (twitter: @nicosaraintaris)
Wednesday, May 1st, 2013 11:07 am

 

 

Radius Minigolf

 

Hi, there! Here are some links while we prepare a postmortem…

Entry Page (play it in your browser!)

Facebook Page

Thanks to all of those who voted and commented on our minimalistic take on minigolf!

 

Get Rid of Shit! – Post mortem

Posted by (twitter: @Zuieni)
Wednesday, May 1st, 2013 10:51 am

So this was my third time entering Ludum Dare, but only my second entry.

Get Rid of Shit!

In the¬†game,¬†salesmen will come to your house and place shit you don’t need. So you need to get rid of it before the shit starts stacking.

 

GOOD

– I manage for the first time make a game under 48 hours.

– Learned Haxe.

 

BAD

РTime, I planned something else but I got distracted with stuff around me.

– Programmers art..

 

Short and sweet ūüėČ

Now keep playing games and rate!

“Sociales Santillana” – Post-mortem

Posted by
Wednesday, May 1st, 2013 8:17 am

 

Now that the weekend is over it is Post-mortem time.

Spoiler alert!

 

TL;DR: I managed to create a fun game by taking a well known game mechanic and adding a twist to it. Unfortunately, the lack of proper feedback put a steep entry barrier into it.

Conception phase

On Saturday noon, when I learned about the theme, I wasn’t sure that I would participate at all. I had been brainstorming some ideas for the themes in the final voting list, but didn’t pay too much attention to Minimalism because I wasn’t particularly interested. It occurred to me that it could be an excuse to be lazy, and there was the risk of having most games resemble each other (…well, I’m happy to say that in general the compo entries I’ve checked so far have proven me wrong; it’s amazing how many different ideas can stem from a simple theme). Of course, Murphy’s law stroke back and that happened to be the final choice.

The first ideas that came to my mind consisted on just picking one of the concepts from the day before and reduce graphics to its bare minimum (yup, I’m lazy). However, after thinking that most people might follow that approach, I started thinking about what minimalism really means: to remove everything non-essential until you end up with the core of a particular piece of work. In games this can ¬†be achieved in different areas, either by themselves or as a combination: graphics, sound, narrative and, of course, gameplay.

In many current games the main concept hides behind layers and layers of superfluous functionality: stunning visuals and excessive feedback, over the top GUIs, tutorials, meta-game features,… Sometimes they do enhance the experience, but in some cases they can also obscure a set of mechanics that already work perfectly well by themselves. So I decided that for my entry I would pick some well known gameplay mechanics, bloat it with unnecessary stuff, and then strip them from the game as the player progresses until you got to the “essence” of the game. At first I thought about the classics: Tetris, Pacman, Puyo Puyo, Match-3 games,… possibilities were infinite. However, I figured that I could at least try to add a twist to them, or imagine a new game concept that fit the theme by itself and at the same time was fun to play. This way, even though I wasn’t able to implement the “non-minimal” feature set I would have a decent entry.

I ran some searches to find some inspiration and then I ran into this image:

“Gran Cairo”, Frank Stella. 1962

When I saw it, I felt that familiar “click” of inspiration, and the match-3 with ring rotation ¬†as one of the possible movements just came naturally. Gameplay was certainly minimalistic, and so was the art style.

For the sound I thought of Simon, so there we go…now we have minimalistic audio, too…


And you can check the final result here.

What went right

It’s fun!

I know I’m not the one to judge, but people seem to really enjoy the game from what I get from the entry’s comments (Thank you all!) and from friends who have tried it, and I think this is the most important thing, besides being really encouraging. When I was coding, sometimes I’d run the game to test some new feature or reproduce some bug and then would find myself playing it longer than necessary, which was a promising symptom. Still, I wasn’t sure if people would like it or if they’d find it too casual, or boring. It seems they do enjoy it =)

Start small and modular

This makes planning and prioritization easier. Given the Ludum Dare’s tight time constraints, this is fundamental, and it’s much easier said than done. For this edition I managed to “split” the concept into two: the basic game, and then the “start excessive, then simplify” idea, which didn’t make it. At times I resent it a bit that I had to drop the latter: I liked it as a means of criticism of certain tendencies on games today (I may sound a bit snobbish here, sorry :S), but if I had decided to go with both at the same time I probably would have failed at both.

Not too many bugs

This can be a secondary effect of the game being simple enough, but the match and possible movements calculation logic relies on lots of array checks, leaving the door open to “off by one” errors that can show up in the game with unpredictable results. I’m aware that there is at least one of such (or it may be due to the logic in charge of the blocks state transitions after a match), but it is quite infrequent. In general, people have not complained about bugs, so I’m quite happy with that (of course, those bugs have an arrest warrant on them, so I’ll try to fix them)

Language choice

This would have applied to the “What went right” of my entry for LD25, Conquer All The Castles!, if I had written the post-mortem for it (procrastination, the root of all evil), but as that was not the case, I’ll state that here. The game was coded in AS3, which despite not being my cup of tea had two advantages compared to C++, which I had previously used for It’s evolution, Baby!, my ¬†first LD game: the first advantage was that it was easier to get things done and display them on a screen. On C++ I generally use SDL and OpenGL, but I don’t use any higher level graphics library (and I haven’t coded any of my own yet), which means I have to spend lots of time in graphics programming rather than gameplay.
The second advantage is that you may distribute it easily via web. No zip downloads, no installers, no platform issues (generally), no dependencies and no annoying external redistributable packages required (We could argue about using GCC, or maybe even developing on Windows vs Linux, I know).   This grants you a lot more visibility, as the game is more accessible and people can play it immediately.

Easy to evolve:

The idea is really simple, and there are lots of opportunities to expand on it (although this means that we’re straying from minimalism ūüėČ )You can always improve the ¬†visuals, of course, and add some eye candy, but music and ¬†sounds, and evolve the gameplay in lots of ways (for example, allowing horizontal swaps, adding a special ability to “sacrifice” a ring, further victory conditions, etc, etc)

What went wrong

 

People have a hard time figuring out what to do

Essentially, this:

The fact that I needed to add an external tutorial for a game with only two movement types speaks ill about the feedback the game visuals provide, or maybe even the controls. I’m against in-game tutorials as a general rule (and in this case in particular, I felt that it went against the theme), so I decided not to add one. This is OK, but if you choose to do this then you must count on the game itself teaching the player to play it, either with sound, animations, intuitive controls or any other type of means. I made the fatal mistake of assuming that it was easy enough as it was, and anyone would get ¬†it instantly, or after a short period of trial and error. That assumption is indirectly taking for granted lots of things: that everyone is equally familiar with the “match-3” mechanics and that all those games are played the same way (for example, clicking on blocks vs dragging), that the way people perceive the game is always the same, which is not true, etcetera.

Lack of play test.

The above mentioned problem could have been solved easily if I just had some more people play the game while I was developing it. It’s actually interesting seeing people play by themselves, as you can see where and why they get lost, and you can spot pitfalls that have slipped unnoticed. After seeing some people play I discovered how much the spatial ¬†perception of the scene differed from one person to the other. Some people would see the square as a 3D box, while others saw it as concentric plates.

This actually affects the way they think the game is played, and raises an interesting question: could people be less confused if for the starting levels I had used circles or polygons with a larger number of vertices instead of squares?
For example, compare these

Prioritization issues.

Despite I’ve already talked about this in the “What went right” section, I must also drop a few lines about it here. Following with the theme’s motto, “less is more”, so it’s better to have the main, most important features well implemented and possibly leave out some minor details, no matter how simple they are. For example, the time spent for the random tips at the top of the screen or the addition of the “timeless” mode could have been used polishing the controls, testing if the level progression made sense,…Yes, they’re simple and they may not take more than a few minutes, but if you keep adding things up you end up deviating from the main goals.

“Feature showcasing”.

This is related to the previous point. Of course you don’t want to throw down work you’ve done. At times, though, you must stop and rethink if it’s really sensible to add that here or there, or if it just detracts from the experience. Again, I must use the “Timeless mode”.

Lack of polish.

Besides the visuals, sound, etc, balancing comes into play here. I haven’t been able to move past the fifth level (a square with a larger number of rings) so far, and I’m not sure if someone’s managed to do that, or whether it’s actually possible at all. In the end it all adds up, so as I mentioned in the “Playtest” section, perhaps having a proper progression where you decide that a level with (X vertices, Y rings, Z matches to complete and T seconds) makes more sense if played before another one with, say, (X + 3 , Y, Z + 2, T – 10) could help people have less trouble to understand the mechanics.

External side effects

As a result of spending two days in front of a laptop screen, my neck has resented to the point that I still feel as if I had needles piercing through it due to muscular strain. This is a combination of my terrible postural habits and the long work hours without any kind of rest. To top it all, I lost several hours of sleep. At that moment it’s not important, but then you go to work like a zombie and have problems focusing.

Conclusion

Despite the obvious mistakes (Or perhaps even thanks to them, to some extent), I’m quite happy with the end result, to the point that I’m considering to keep working on it, and even maybe a mobile/tablet port.

These would be the next steps:

  • Rotation animation. This is a MUST, as it would probably make the game A LOT more intuitive.
  • Bug fixing.
  • Better match animation/visuals, specially for chains.
  • Improve overall feedback.
  • Experiment with controls. Maybe dragging might do miracles for rotations, and probably for swaps as well. In the best case, give the player the ability to choose the input scheme that works best for her.
  • Add game states, maybe game modes (for example: challenges with fixed levels, convert the “timeless toggle” into a game mode,…)
  • Better sounds, better graphics, perhaps even music.

And this is it, I think that I’ve bored you enough already. Thanks to everyone who’s bothered to read all this wall of text, and specially, thanks to everyone who has played the game and given me suggestions on how to improve it. I hope you enjoyed it and I hope that I can keep the motivation to work on it and make it much better.

 

Post-mortem : Mondrianarium

Posted by (twitter: @@Az_Angerus)
Wednesday, May 1st, 2013 6:10 am

Minimalist Timeline

Saturday morning , around 6:00 CEST ( Paris), I woke up and immediately turned on my computer. After some everlasting minutes, I saw the theme : [Minimalism]…ok: Challenge accepted!

[Brain)]: “so Minimalism…minimalism….hum…[open google]…ahh!…That’s great…yep there is something there…[See Mondrian stuff]Uh?…wait a minute…oh yeah!….YEAH! This is THE THING I WANT to do!”

>>|Saturday|6:40 am | CEST|: CONCEPT DONE <<

[[¬† Code, code, code…]]

>>|Saturday|3:40 pm | CEST|: AVATAR CODE DONE <<

[[¬† Code, code, code…]]

>>|Sunday|00:20 am | CEST|: CORE GAMEPLAY DONE <<

[[¬† Code, draw, code…]]

>>|Sunday|02:30 am | CEST|: SLEEP TIME! <<

[[ Brain’s dream : code, code ,code…]]

>>|Sunday|07:00 am | CEST|: What year it is?What is that place?….Aah right: Ludum dare! <<

[[¬† Code, code, code…]]

>>|Sunday|1:40 pm | CEST|: GAME NAVIGATION (menu&stuff) DONE <<

[[¬† Code, rage, code…]]

>>|Monday|2:50 am | CEST| H-1h: LEVEL IMPLANTED <<

[[¬† Think, write…]]

>>|Monday|3:10 am | CEST| H-30m: PROJECT NAMED <<

[[¬† Write…]]

>>|Monday|3:30 am | CEST| H-30m: PROJECT PUBLISHED <<

[[ -blank-]]

A thousand lines of code and a blurry vision later, I had a little “game” (without real tweaking ) that I threw in the arena and went to bed.

Today, I wrote a post-mortem about it…

What went right ?

  • ¬†Using the tech:¬† at least enough to be comfortable for coding the whole core concept without researching and being stressed about how to do every little things.
  • Having fun : what a relief it is to just enjoy the challenge, the community and all the little things that community produced.¬† As a result, I just enjoyed the whole LD and even more, touched from the tip of my finger this “territory”: where you built your game without be harassed by technical pitfalls or unknowns life crisis and having fun by doing it! Well it’s the key…
  • Loving and quick idea/concept : or how to have a core concept about forty minutes after waking up ! Well, as a “beginner programmer”, to have a concept that you love,that¬† you are capable of doing it and this the earliest possible¬† is a rare delicacy: that allows you to be focused on the damn coding thing!But it has its hidden traps…see below!
  • Mondrian : I know…It wasn’t the theme…But I do think it help me designing the concept and that concept is well adapted to the theme as a minimalist dungeon explorer!

What went wrong ?

  • Too focused on the production aspect: At the point that I didn’t pass much time on the conception: questioning the theme, thinking about different ideas, deepening the core gameplay. I did have others ideas but I quickly chose to go with that’s one. It’s not entirely a negative thing to quickly choose but it became a major weakness if you didn’t clearly identify the core features of your gameplay, the ones which are literally the border between an experimental “thing” and a game(with defined rules, a goal…) .To be too much focused on the tech part ended like: – My brain : “Is it a scoring game?But you have too much to do. So…here, write a score formula in 10 seconds, it will do! Trust me…” Ahem…So this time, I did have flaws in my game design and I didn’t said :” Stop! Stop producing like a mad man and take a moment to think about your gameplay!”. Next time, I will…
  • ¬†No level Editor: Raaaaahh! I can’t use a tiled editor and I don’t have time to create my own level editor. ‘have to place every little things the old way! (by the way: thanks Mondrian for the basic Level Design.) – My brain(again): ” So we said about 4 or 5 levels? How about one fake-tuto level and one basic level? Yeah…That’s it! Oh! And you have to forget the polish&sound time because this task will take you every minutes left…Have a good night!”

What I failed to do :

As expected for a 48H project, There is many defaults but I only have one little thing about which I’m a bit mad:

SOUND !!

Why I treat you so badly, so unfairly? Because you’re not important? because I don’t have any time left to make you? It’s a mistakeSounds = Universal Feedback,¬† Music = Mood levels up like hell! In my case, the solo use of the sound should have greatly enlightened what happen to the avatar entering my little white rooms. So I failed that part…(this time at least!)

What’s next?

 РFor the project itself Р(link)

I want to take time to polish that one. That means:

  • Add sounds,musics…anything even noise!
  • Change Avatar’s controls
  • Add dynamics feedback.
  • Insert a real Scoring formula…
  • Maybe, potentially… create a level editor.

 -For the next Ludum dare-

Be even more comfortable with the tech…

…for really focusing on the concept and theme!

Make and use sound, music and noise !

Having fun again and again and forever…

I Know Nothing

Posted by
Wednesday, May 1st, 2013 5:21 am

Finally getting around to posting my competition entry here on the blog! What a couple of days that was. This was my first Ludum Dare and it was truly quite an experience. I guess I was still recovering! Hehe. In fact, this is my first game ever, so let me know what you think of I Know Nothing.

I Know Nothing

I will write a full postmortem hopefully in a few days. I also hope to port it to HTML5 but I’m facing some strange bugs that I have no idea how to fix. I will post an update here if it works.

Looking over the games there are some real gems. I’m amazed at some of the creativity on hand but really bummed that I can’t check out most of the entries that are hosted on dropbox due to my current location (I assume).

Either way I hope you enjoy this little thing I made. Your feedback is welcome and thanks in advance.

Yet another post mortem

Posted by
Tuesday, April 30th, 2013 8:20 pm

So this was an interesting dare.

The theme made for a very difficult start to the weekend and I was simply not ready.

I’m usually really good with coming up with an idea at the very least, but this time was different. I kept thinking of totally new things, none of which were amazing.

I spent the first two hours drafting my first idea, and the next six working on it before hitting a snag and deciding that no, this idea will not do. Panicking I began a new project based on a backup idea I had from a while back. But that turned out just as bad with me abandoning it just after the 24 hour mark.

Just when I was ready to give up a new idea hit me, not bad I thought, and got to work. If this was a¬†Hollywood¬†film, there’d be a montage scene for my next six hours, where I powered through and coded like a madman. With under 12 hours to go I had the basis for my game and just needed some graphics, sounds, and UI.

This was my first major attempt at making a game without a large engine (such as Unity), using Processing for graphics (Java) all I had to do was…everything else. And it was a blast.

Things that went right:

  • The theme allowed me to not worry too much about graphics and sound, I could make some small stuff and call it a day.
  • Developing without an engine allowed me to have much greater control over development, it’s a lot of work but quite rewarding.
  • I like Java programming.

Things that went wrong:

  • It took less than 12 hours to make this game, but I really wish I came up with this idea at the start.
  • Even thought I made what I wanted, it was originally a slightly different idea and had to be adapted when certain things just didn’t work (and when I didn’t have the time to fix said bugs)

My game, Don’t Get Wet, is available here, and I hope to soon have an Android port up and running.

Don't Get Wet

It’s on! Relax Stream time.

Tuesday, April 30th, 2013 6:21 pm

Please join today on my stream now.

It’s time to play your LD games live or request to play other LD games.

Relax Stream! 26 Edition!

Tuesday, April 30th, 2013 3:37 pm

Please join me today on my stream around 6 pm PST (-8 GMT) on 4/30/2013 (about three hours from now).

I will play your Ludum Dare game or one requested, just as I did during previous relax streams.

[cache: storing page]