Posts Tagged ‘map’

The Castle is different every time you play!

Posted by (twitter: @BubsyPoochies)
Thursday, April 21st, 2016 11:21 am

 

008

If you have played The Wewelsburg Experiment, maybe you didn’t know that there is an EXIT you have to find and that the castle is brand new, generated every time you play.

We didn’t have time to watch people outside the team play to get feedback, and we’ve been getting feedback now that make us think that.  And so, we wanted you to know :).  Open the map and try to get out of the castle!

mapa

 

Postmortem on HONKO’s WORLDS!

Monday, September 8th, 2014 3:46 pm

Hello! Designer/programmer/artist here. Here’s a little write-up on my Ludum Dare Jam entry, Honko’s Worlds.
It is a dungeon crawling game where you shoot enemies with beams, collect gold, potions, special weapons and keys.
It plays a lot like one of those top-down zelda games.

screenshot2

You can try the game here:
HONKO’s WORLDS

I started making the game planning it to be a competition entry, but decided to make it a jam entry halfway through the second day when it became clear the game wouldn’t have enough content by the 48 hour deadline. On the third day, now that it was a Jam game, CBoyardee offered to make music for it, and made three great tracks.

I am very happy with how the game looks, and with many of the game’s enemy encounters. Those I think are its strongest points, it turned out really good.

screenshot3

But many, many issues came from a lack of foresight and planning in general while I was doing this. I only had the vaguest idea of what the game should be during the first day, I was like on autopilot. I knew I wanted to make some sort of top down dungeon crawler, but that was it. Most of the ideas came together through pixel art: I was just drawing game-ey things (monsters, tiles, keys…) and imagined how they could fit together as I did em. I should have stopped and should have taken a walk or something, to get those thoughts straight and order up some more solid idea.

The biggest mistake, a consequence of this improvisation thing, was planning a much bigger maze than what I had time to finish and polish. Once I was done making a basic shell of a game, I started sketching up a plan for the dungeon’s maze, and made it really huge. I always underestimate how much time it takes to actually put those rooms together, even when the rooms are simple.

Here’s a map of the game I was planning:
map of the game

That maze I drew up and then proceeded to implement is about three times bigger than the final entry’s size (which is already pretty big!!)
Most of that larger maze actually works gameplay-wise and is filled with enemies and items, but I didn’t have time to give it any tiles/graphics! When there were just a handful of hours left, I blocked off the unfinished 2/3rds of the game and focused on adding to that first third instead.
As I mentioned in the original post though, you can actually visit that huge unfinished section of the game by exploring the finished section completely and finding two gold keys (their locations are marked with two Xs in the map above)
The unfinished area starts just north of the two consecutive gold gates. Of course, without tiles to see where the walls are, that area is more or less impossible to explore. If you reach that unfinished area at all, you can consider the game beaten!

screenshot4

One of the biggest consequences of all those cuts to the game’s maze is in relation to the theme (the theme of the Ludum Dare competition was “Connected Worlds”). The gold keys you can find in the current maze were supposed to be hidden in “side worlds” with their own enemies and visual styles, but I had to cut all of that. The idea was to have this castle be a “hub level” of sorts, from which different worlds were accessible.
To access a new world, you have to find silver keys within the hub level, which opened the way to one of the side-worlds.
To make progress in the overall game at a higher level, you need to collect gold keys in those side-worlds. This would let you access a larger portion of the castle. Those gold keys mark your overall progress in the game.
Its quite frustrating to see how many hours I spent laying down walls and enemies for those unfinished sections. If I had kept the maze small, the game would have had a lot more content, could have been a lot more complete!

One good consequence of cutting off so much of the big maze however: I could take the unique enemies I designed for the cut-off areas and place them all in the smaller game, making the enemy encounters feel very diverse. My original design, by comparison, was probably way too repetitive with its enemies.

screenshot1

Some other regrets with the result:
The subweapons. They are pretty generic, they don’t have much diversity, just extra damage, some spread shots and some projectiles that fly a bit further. I thought of the subweapon thing on the second day of the jam, but only started to implement them in the final few hours, so they’re not really elaborate. Ideally, I would work on them further, to make them feel more like magic spells. Something that is exciting to find, where collecting a lot of them feels like you are really expanding your inventory of actions. Some weapons could have non-combat applications, like freezing a lake to allow passage or breaking through a weak wall. Some could have special effects over the enemies hit, or have defensive applications. But this would also mean I would need to add some means of managing your subweapons inventory. Perhaps you could only hold 10 of those weapons at any given time, and could store them in some storage space accessible at save points. Speaking of which…

Save points. The game has no saving or checkpoints, and that’s a huge bummer. I just didn’t have time to implement those. I was already cutting off so much from the idea and had so much more to fit in, saving was just never on my radar throughout the jam. I need to make saving a higher priority in my jams in the future, it really sucks to lose 20 minutes of exploration all of a sudden!

Gold. There is absolutely no use for it in the game right now, its just some sort of score. Of course I thought it would have some use at some point, but it never coalesced during the jam. I would definitely add a shop that sold unique subweapons and potions, or could maybe upgrade your main weapon, or raise your maximum life.

All in all, I am pretty happy with this game despite all the flaws, and with some more work, it could turn into a solid little indie title. I have a lot on my plate right now, but I might revisit and spruce this up a bit sometime in the future.

I also put up a time lapse of the entire process of making the game: The pixel art, the design, the programming and even the last-minute sound effects.
You can watch it below:

thumbnail of timelapse
TIME LAPSE VIDEO

Mustache Armies – Artworks.

Posted by (twitter: @sephyka)
Wednesday, May 1st, 2013 7:01 am

Hi, my nickname is Sephy.
I’m a French 2D designer – you can see my work on my website.

I joined the TurboDindon team for the 26th Ludum Dare. It was a very great experience, I love my teammates.

We finished our game ‘MUSTACHE ARMIES‘.

Feel free to play, share and rate for us!
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5611

(My personal record is finish the map using 10 unities)

You can discover below a few graphic researches, artworks and assets I’ve designed. My mate Raz did other graphics as main unities, backgrounds and logo. Graphics have been inspired by minimalist paintings and shapes. Not everything has been implemented.

Mustache Armies - Artwork
Mustache Armies - Artwork

I hope you’ll like it.

Sorry for my bad English.

Map reading

Posted by (twitter: @caranha)
Saturday, December 15th, 2012 5:40 am

Tried to add a classic map by hand. Noticed that it was stupid, and decided to write a image-to-map function. After a few bugs, here it is! This bitmask tutorial helped quite a bit to make the code cleaner.

Classic Map

Classic Map

Kollum: Map generation

Posted by (twitter: @ananasblau)
Saturday, December 15th, 2012 2:28 am

Very first step, picked up some older code of mine, threw proper perlin noise and two filters (bloom + noise). Game will be with a sort of fog of war with the idiot adventure leaving tracks and occasionally making a sound, visually highlighted for those without a 5.1 sound setup. Kollum: The Pressure Valve - 0.0.1

Progressing Forward, First Time Doing Isometric

Posted by (twitter: @feyleafgames)
Saturday, August 25th, 2012 6:11 am

This is the stuff! I feel the urge to experiment, to breathe the true spirit of the Ludum Dare, and push myself into a realm I have never before dealt: the isometric map. Spent the hours I had this morning figuring out how to best render an isometric grid, and now…SUCCESS! Step one complete, I shall move on to some placeholder graphics and start the control scheme.

escape evolution – update #2

Posted by
Saturday, August 25th, 2012 5:59 am

Firat update of all, we changed the name of the game for something more abstract 😛 here are the main changes :
– map definition in a text file
– load map prefabs based on text
– end level prefab
– level elapsed time counting
– character controler add to the char prefab

next steps
– show level timer
– add some models to the level
– think about background image for the levels
– make some creative credits scene :)

some screenshots
the level build by 3D tiles

level definition file

link for the current release on web
http://apps.vacavitoria.com/ludumdare24/build2/build2.html

First Screenshot

Posted by (twitter: @feyleafgames)
Saturday, April 21st, 2012 2:36 pm
First Screenshot

There's a pink thing chasing my blue thing!

So, I woke up about 10 hours ago, and have gotten to work most of the day on the random map generator in my game.

Boy was that a struggle! It’s something I have never coded before, but have wanted to try out. Honestly, the Ludum Dare is good for taking those kinds of leaps, but it’s unforgiving if I spend too much time learning something new and testing, testing, testing.

Anyway, I don’t think I have lost too much by doing random maps. It will add the depth I want to this tiny world concept.

Just added a simple monster chase AI, of course he’ll be running into walls a lot in the game, but that’s okay.

 

Current task list before the night is over:

  • Map themes, there will be 8 “biomes” on this little planet.
  • Textual help and fanfare. As it stands, there are no words in the game yet.
  • Main Menu and game states.

If anyone would like to leave comments about the current testing demo, you can download it here: http://feyleaf.com/downloads/ld23-test2.zip.

alone with myself – scroll + damage + npc

Posted by
Saturday, December 17th, 2011 2:49 pm

progress update of the alone with myself !!!

add map scrolling, npc, damage, life bar…

next steps for release 1 :

  • life boost items
  • increase map size
  • splash screen
  • detect end of the game
  • sound track
  • sound effects

release 2

  • add stories

release 3

  • add char and npc animation

 

Looking better now, half-way through level design

Posted by (twitter: @blayzeing)
Monday, August 22nd, 2011 7:34 am

Although… I have realised that I’m probably putting too much detail into this

Milestone!

Posted by (twitter: @frimkron)
Saturday, December 12th, 2009 5:40 pm

Well, I’ve come to the conclusion that I don’t have a clue what I’m doing when it comes to procedural generation. I should have had this done much sooner, but I’ve finally reached the stage where I have something which could be described as procedural dungeon generation.

I don’t actually have any graphics or gameplay, but I can now generate maps from a seed number. Here’s a section of map 0:


# # # # # . # # # # # . # # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # . . . . . . . . . . . # # # # # # # # # # # # # # #
# # # . # # # . # X # # # # # # # # # # # . . . . . . X
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . # # # . # . # # # # # # # # # # # # # # # # # #
# # # . . . . . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . # . # # . . . . # # # # # # # # # # # #
# # # . # # # . . . X . . . . . . . . . . . . # # # # #
# # # . # # # . # . # # . . . . # # # # # # . . . # # #
# # # . # # # . . . . X . . . . X . . . . . . . . # # #
# # # . # # # . # # # # . . . . # # # # # # . . . # # #
# # # . # # # . # # # # . . . . # # # # # # X # # # # #
# # # . # # # . # # # # . . . . # # # # # # . # # # # #
# # # # # # # . # # # # . . . . . # # # # # . # # # # #
# # # # # # # . # # # # # # # # . # # # # # . # # # # #
. . . . . . X . . . . X # # # # X # # # # # . # # # # #
# # # # # # # # # # # # # # # # . . . . . . . X . . . .
# # # # # # # # # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #
# . . . . . . . # # # # # # # # . # # # # # . # # # # #

Once I’ve had some well-needed sleep I’ll get some graphics done, tilemap rendering, get a player walking around and introduce some treasures for him to find. Bah – there’s loads of time left 😉

7th Swarming of the Machines

Posted by
Monday, December 3rd, 2007 8:12 am

Ah, great compo this was. Tons of sweet games. Unfortunately that also meant fierce competition, and I only managed to snag a best position of 3rd in Fun (which is unusual for me, as I normally do better in the technical categories).

Base idea for the game was to have the level be “swarming”, for an unexpected approach. I figured there could be loose platforms drifting around in space and you’d try to jump around between them, doing… stuff. The gameplay part of it was sketchy at best.

I suppose the better part of the first day was spent getting the platform movement and interaction working, and then I think much of the second day I just sat and tweaked it, fixing bugs. The gameplay elements and final graphics/audio were added in the last two or three hours.

Windows download: 128 kB zip (exe, data, source)

Linux port: 16 kB tar/gz (needs above file for data)

Arcade build a’la Lerc.

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