Good luck to all jammers!!!
Posts Tagged ‘Ludumdare’
GameRoom is my 48 hours compo entry for LudumDare32. GameRoom takes place inside a flashy arcade theme park which is filled with multiple game arenas. Each game arena offer a different kind of game with its own challenges. This game arena focusses on Ring Toss.
Now sit back, relax and allow me to tell you a tale where in 48 hours a game developer went through the process of creating
Before the theme was even announced I had already decided that I am gonna try a 3D one person game this time. This will be my second time attempting to make a 3D first person game. The last one I did was a while ago during 7dfps(7 day first person shooter) challenge. I was thrilled to hear the theme (An Unconventional Weapon) as fits perfectly with the genre of the game I had in my mind. Now all I have to do is to come up with an unconventional situation that could possibly use an unconventional weapon and I am gold. Out of nowhere I thought of Ring toss. Its pretty unconventional to use ring toss as a weapon and using it in first person makes total sense. Great, I said to myself. How about hunting dragons using ring toss? Similar to what Hiccup did with a hammer in How to Train Your Dragon training arena. I patted myself on the back, “brilliant idea! (or may be not)” :D. This feels doable in under 48hours. So lets jam now!
First Few Hours
Within few hours I had the player movement working in the first person. The ring toss mechanic was also fairly functional. I was making really good progress so far. I started looking for level design inspirations that are not constrained and offers enough freedom of movement to the player in a relatively small world. I setup a very simple level with walls surrounding the entire arena and few walls here and there creating a sense of disconnection and at the same time dividing the arena into small rooms and corridors. I placed few ammo fountains that will spit out ammo at a fixed rate. The player is free to collect the ammo whenever needed. The ammo is used to shoot/throw the ring. I had this notion where the game will offer 3 different types of rings consisting of three different shapes: square, triangle and circle. Each ring is composed of a fixed number of particles or cubes and the player is required to have those many particles or cubes in their inventory to be able to shoot the ring of that shape. The player can easily switch between different types of rings. Each ring will differ from other in some attributes like damage, size etc. This all worked pretty well. Bed time 😀
A Second Thought
As I woke up the next morning, I added my first AI unit. As soon as that happened, I started seeing some troubles with the way the game is played. It wasn’t as fun as it looked in the movie :p. Not that I was aiming for it exactly but something wasn’t right. I spent some time trying to figure it out but I wasn’t sold on it completely. I lost my entire Saturday morning and half of the afternoon trying to make it right but no success. Now I am at a point where I need to make a decision whether I should keep iterating on this or change the gameplay completely but keep the same mechanic. I took the hard decision of converting the game into a simple arcade style ring toss simulator. It was a bit disappointing but I rather have something working as opposed to something that is half done.
A New Beginning
New beginnings offers new excitements. As I work toward turning my game into an arcade theme park simulator, I was flooded with some really good ideas and I had to convince myself that this is a 48 hour deal and not a 48 month deal. My overall vision is to create an arcade game theme park. The park consists of several arenas. Each arena is dedicated to a different style of game with variety of challenges. The more and better you play, the more you get to play. For eg; if you beat the high score at a challenge or win a special timed challenge you will earn in-game quarters that you can then use to access more games. Of course, GameRoom (aka Ring Toss Room) is just one tiny part of the park, its like one bit in a 64 bit integer. The possibilities are endless here. Every challenge will showcase the names and avatar pics of the top players. Beating the high score and having your name showcased in front of every challenge is a dream of every player. The game will not impose any restriction on the player as to what they should play and when they should play. If the player thinks they have got the skills to do it (with or without practice), the game is ready for you. There will also be sufficient arenas for training and practice that will help you hone your skills.
GameRoom is a reflection of this thought process. Its not perfect but it proves the point that such things could be fun and enjoyable either solo or in multiplayer if implemented properly and on a large scale. GameRoom comes with a practice arena located right in front of the main entrance. In addition to that, there are 7 other challenges that the player can partake. The road ahead was very straightforward as I have clear vision as to what I am trying to deliver at the end of 48 hours. I added one challenge after another and without any realization the compo time was up.
Thats all folks!
If you haven’t played and rated GameRoom, please do so. Thanks for playing!!!
Till Next Time!
Just a highlight video of progress from yesterday.. less than a day left until completion:
I’m still programming, so Jenni is checking out the Ludum Dare streams on Twitch & saying hi .. she made the cow & found the moo fx for our submission!
We got out mic & live-streaming channels up recently so hope to see ya all around more soon!
Super happy with my first Ludum Dare entry! I never thought I had it in me to make a game in 48 hours, but here it is!
My game files are now available on Github.
The repository includes some textures, materials and scripts (more coming soon).
Feel free to use them any way you want. Everything is CC0
What are tiles? What are pixels? Seriously though, I don’t think I’ll have time to make this into some fine pixel art. So now they’re just half-painted backgrounds. Everything looks nice zoomed in, at least, but it would be better as pixel art…ah well.And I kind of dropped the ball on textures and just copy-pasted the wall from the exterior when I needed one ‘ v’ . Shhh…
I’m realizing more and more that I don’t have time to do everything I want (which isn’t much to start with!). So it will be reduced to a single boss and some fetch quests. That way, I can get all the animations I want in. I hope… I have no idea what I’m doing, so that’s how it is. Oh crap…I need to think of a name.
I have the pleasure to announce it’s my first LD and I’m very exited with this fun event. For now, I have worked most on GDD and a little bit on Sketch of the character. I decided to not use Krita anymore which was used to make the character on this image. I will be back to Gimp, because Krita deserves much more learning to take full advantage of software. The game will be made with Godot Game Engine. I will rest a little bit dreaming with this event. Thankyou !
I’m still learning how to make games & game art but am tempted to submit an entry for the weekend warmup! Last year my partner & I collaborated on an entry for #indiesvspewdiepie – that’s so far the only Game Jam I’ve participated in 😀
It’s so insipring to see the community of supportive gamers/artists on Ludum Dare & elsewhere in the world. Looking forward to connecting locally and globally, with similarly inspired devs & artists.
With three Ludum Dare in a row, one would think that things would be easier. More experience handling the stress, better use of time and some more advantages. The truth is that this was my third Ludum Dare and the most complicated of all. Moonlit Crawlers has been in my head for a while now and when I knew the theme of this edition I knew it would be a good opportunity to make it a reality. Unfortunately the game was more complex than expected.
I decided to incorporate some features that I haven’t try before, like Ladders, Ropes, Day/Night cycle and a Collapsing Bridge. All within the same screen. I may have taken the theme too literally. However, after two days of madness and although I could not complete the game as I wanted (I had no time to add sound, for example) Moonlit Crawlers ended up being a good start and left me wanting more. So I decided to continue working on it, as if Ludum Dare had not ended. Thus was born the Director’s Cut version that I share with you now.
You can also try compo version and let me your kind rating. Hope to be back soon with more progress
Hi there Ludum Peers!!
Usually when we jam it’s just Robot Loves Kitty, the two of us, messing around and art/coding as fast as we can. This time was different and awesome!
We’ve been working on a game called Upsilon Circuit with a group of amazing people, and when the LD31 came around, we asked if they wanted to join us. (spoiler alert, all but 1 of them did this with us!)
It was amazing how much we managed to make in just three days!(it was also amazing how much more we wanted to do with it, and how big the scope got)
SO! here’s the shameless self promotion: Just Dance Dance Discotron Central
If you are interested in my thoughts on the jam after giving it a shot, there is a bit of a post mortem below!
TL;DR of whats below: It was great having such a fun game concept, and so much content to add so early on.. but we got overly ambitious and ended up not having enough time to put it all in, or fine tune the game much either. Such is the story with many jams, and we should have known better.
Post Mortem thoughts:
What went well?
We got our crazy game idea to happen on one screen
The whole team did their jobs amazingly, worked hard, and communicated together(yay)!
we came up with the concept quickly, assigned tasks and got to it really fast.
All the art came out beautifully, and it came fast and early, letting us get a better feel for the game, and play with lighting etc!
I’m pretty sure our animator knows more disco dance moves than he ever wanted to.
What didn’t go so well?
Things went so well the first day that our scope grewa bit and we ended up with something unpolished and unbalanced, and lots of content unimplemented.
sleep. Not enough. unable to function the last day.
Not enough music variation, we ended up fleshing out the game with a few free songs. Writing music is hard and time consuming and expecting more would have been dumb. what was made came out GROOVETASTIC though!
the artists didn’t have much to do near the end of the jam. this is a good thing, but also less fun for them
Saying no to additional ideas from teammates and ourselves was not really something we did much of, and we could have saved a lot of time for everyone if we had realized earlier that the things they were doing wouldn’t be making it into the Jam version.
things we made that didn’t make it in include:
Voices for all 21 dance partners and their 100+ questions. (and yes, they are awesome)
many more dance moves
Laser eye beam death robot mode when you fail a song
song selection/ continuous play mode or something,
hah.. lots of other stuff..
SCOPE people, SCOPE!
All in all I think the game itself is a success, we had a blast, and I’m really proud of what we all managed to do over one weekend!
Moonlit Crawlers is waiting for your inside
So it’s been about 4-5 hours since my last update and I’ve made some more progress.
That is currently the state of my game. I think you can already see what I’m going for, though: A single-screen rogue-like! I’ve always wanted to do a good rogue-like, but never gotten past the planning stages before, so I’m really excited for this one. Despite the simplicity of this screenshot, I’m actually very close to having full-on level generation up and working – You’ll see within a few hours.
As for pacing – I let myself get a solid five hours of sleep last night since I was wiped out from the week, and have taken a couple breaks for things like food and stretches so I’m about 6-7 hours into actual development time, split fairly evenly so far between design, research, and actual code time. Getting to be about 300 lines of code, by raw line count. More to come soon, I hope
First early screen shot to illustrate gameplay:
As you can see, the idea of the game is to get the poo that comes from the poo shoot to land on the pie. Don’t get it in the pie and drop the poo on the conveyer belt, get fired! More details to come soon!
Steffen has complied a great score for the game and it fits really well. Follow #PooDeePie for updates on Twitter!
It’s always pretty exciting to work on a game for ludumdare. I’ve participated alone and in team and it’s always such a great experience!
I’ve seen a few discussions popping up here and there about the judging/review process. There are several instances where it’s not THAT easy to know how to rate a game!
While I’m not a veteran, during the time I’ve been here I’ve seen people agree on “best practices” that I’ll try to outline below or at least start a healthy open discussion about them! (if I’m wrong in any of them please let me know!)
Take into account whether the game was submitted to the compo or the Jam!
This will let you rate the game better. I know bad graphics are bad graphics, but compo games can’t be judged with the same “harshness” you would use for Jam games because they were done in less time (48 hours instead of 72), by a single person (not a team) and -in theory- during the competition! (which is not necessarily true for Jam games, where using pre-existent assets is allowed). Same with music, or the level of polish. In fact, every aspect should be judged taking into account whether is a jam or a compo game!
Make sure you read the description!
The “description” is the first and main instance for developers to communicate with future players, so a lot of them will try to post information here that will help you play and rate their game.
I know sometimes there’s nothing relevant in the description, but you’ll find that in quite a lot of games reading the description first will definitely make a difference! Perhaps the developers didn’t have time for a tutorial and you’ll find the instructions there. Perhaps all the audio was taken from somewhere else and they are honest about it in the description (more on this later), perhaps you need to install something before playing the game. Perhaps the web version has annoying bugs and glitches the other versions don’t have. All of this is relevant and will probably help you judge their game better!
The game doesn’t run? Don’t rate it!
If the game you are trying to play is not working for you, don’t give it a low score!. The most sensible thing to do is leave a comment saying that it didn’t run on your system. If you can provide relevant information (Operating System, Processor, graphics card, Browser, A message that popped up before crashing, etc) all the better!
Remember that N/A means Not Applicable!
If the game lacks audio, for instance, the best thing to do is to NOT rate the game in that category. Same with humor, for instance. If it’s an emotional game about a serious topic there’s no reason to give it a 1-star rating in humor when it’s not trying to be funny.
The audio or graphics are not their own? (Open to discussion)
For jam games where assets made before the competition or freely available on the internet can be used this is a really hard topic!. A lot of developers will tell you in the description if there’s something in their game they didn’t make themselves, while others simply won’t, which makes this issue all the more complicatedl! Not really sure what the “recommended course of action” is, but when the audio for a game wasn’t made by the team I usually don’t give the game a score in that category.
If they used a mix between things they made during the jam and things they borrowed from public sources then I try to “judge” the assets they did for the game and how they “blend” with everything else. It’s a really complicated case (and hopefully uncommon) so I’d truly love to know what other people do when this happens!
Leave a comment!
Leaving a comment after you’ve rated a game is not only a way to let the developer know you played their entry but also a way of helping them improve their game! Bug reports, suggestions and feedback in general (e.g: “Loved your game!”) are always welcome by developers and will most likely help them continue working on the game beyond ludumdare. Plus, a lot of people (including myself) will return you the favor!
I think that’s all the advice I can give for rating games. If you know of other “best practices” please let me know and I’ll add them here!
Having said that, go and rate some games!