Posts Tagged ‘ld48_26’

LoneStranger’s Drag Postmortem

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Friday, May 3rd, 2013 3:20 pm

I had originally planned on collaborating with a friend on the Ludum Dare 26 Jam, however, plans started to fall apart Friday morning when my sister went into labor. Long story short, the baby was born later that evening, and along with other family commitments, took up most of the weekend.

On Sunday I was finally able to sit down and start working on something. My mind kept going back to some sample code I had given a FlashPunk user in Afternet’s #flashpunkers earlier in the week. He was asking for pointers on a drag mechanic and I was able to offer a little help. This sample code was still sitting in my initial basecode project in FlashDevelop and I just started going with the seeds of a simple idea.


I wanted a game where the player had to think fast, but didn’t have multiple types of actions to perform. The Drag mechanic is simple, and everyone who uses computers should be familiar with it. I also didn’t want to have to explain the rules to the player. I wanted them to be able to discover the rules with visual and audible hints. I decided that simply moving objects into a target would be adequate to satisfy those two pieces.

So I worked on Sunday night and before long had the basic functionality down. There were some overlap issues that I had to figure out due to me forgetting that I was centering the origin, but that was probably the only thing that was a pain. After more work on Monday night, it was ready to turn in. I ended up with a progression of levels that started simple and ended up fairly frantic. I knew I was going to be dinged by some voters if I completely avoided instructions, so I put a little blurb on the webpage about discovering it as well as adding a hint to the end game screen if you didn’t make it past the first level or the first level with multiple colored targets. I hoped this would be enough to keep people from being frustrated or downvoting me because they couldn’t understand it.

(I have to say that with the Minimalism theme it is hard to balance the polish. I decided that not only is my gameplay going to stick with one basic action, but the graphics would be minimalism with simple shapes. However, I know someone is going to downgrade the graphics because there are so many more entries that are fantastic graphically. Should they be voted higher because it looks better? Or should the simple graphics games be voted higher because they are following the theme? I don’t know, there are many entries where I can’t for the life of me figure out what is being interpreted as minimal but will probably score high because they are good.)

Here is a video of myself playing the game. Reviewers have apparently done a good job scoring higher.

I think the fact I kept the gameplay simple but had something challenging and fun was great. I was focused on that without having to prepare and test other mechanics. The progression of difficulty was simple and changed things around while still keeping that simple dragging mechanic.

I would have liked a high-score option that reported to my webpage or Twitter, or at the very least kept your own personal high score offline. I didn’t get a chance to do that before the time limit. I also had to skip the sound/music toggle which would have been a nice polite addition.

I had the same thought that showed up in many LD comments: It would be fun on mobile. I would like to explore this. I think I’d have to change the underlying code for handling the dragging to support two at a time, because I know that would be intuitive on a device.

If you would like to give it a try, please go it’s LD page.

Ludum Dare 48 #26: End of My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Monday, April 29th, 2013 7:15 pm

Ludum Dare END



And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Ludum Dare 48 #26: My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Friday, April 26th, 2013 2:48 pm

This is going to be my first Ludum Dare. I’m pretty nervous.

Here are my choice for tools, libraries, etc. so far:

  • Language:  C++
  • IDE:  Visual Studio Express 2012
  • Libraries:  SDL
  • Art:  GIMP
  • Platform: Windows

My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.

Here’s my game plan from the start time so far:

  • Friday Night –  Saturday Night
  1. Get basic program up and running [window, rendering, update, fps control, input].
  2. Create a basic game state control [nothing too complicated].
  3. Get something moving based of of input.
  4. Plan the game elements I want to implement.
  5. Break the game elements into there gameplay atoms, and check the scope of the game.
  6. Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
  7. Get the core gameplay implemented.
  • Sunday
  1. Start polishing the game, and looking for bugs.
  2. Add more/extend features if QA is finished early enough.
  3. Finish quality control at least 2-3 hours before the end time.
  4. Submit.

My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:

  1. Core Gameplay
  2. Basic Art
  3. Extended Gamplay
  4. Polished Art
  5. Sound/Music

I will be hosting my game on my website here:[Projects]/LD48-26/

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