Posts Tagged ‘mines’

Morph Space is submitted!

Posted by (twitter: @Zazanxors)
Tuesday, April 19th, 2016 12:48 am

MorphSpace-LDFinal

Play it here!

“Shapeshift asteroids into mines and blow up enemies with them without getting blown up yourself. Transform enemy remains into more stuff and see how long you can survive! “

Couldn’t get a lot of stuff in – in particular most of the interface and sound are missing, but stuff works and you can watch it explode, so not all a loss!

Everything considered, though, this was still a great Dare for me. I learned a number of useful things and had a bunch of fun doing so. Definitely worth the time spent.

Good luck everyone – I look forward to playing your games!

Day 3 Gif-a-thon!

Posted by (twitter: @Zazanxors)
Monday, April 18th, 2016 2:48 am

MorphSpace-Enemies

There are now enemies!

MorphSpace-Mines

You can blow them up with mines!

MorphSpace-Husks

Turn their remains into useful stuff!

Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read: shapeshift) their corpses into defensive objects to kill more enemies with.

I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!

In the Black – Post Mortem

Posted by
Wednesday, April 30th, 2014 5:05 pm

Ludum Dare 29 - Hybrid Mind Workspace

Background

This was my 6th year doing Ludum Dare and I had a really great experience. I made a game called In the Black–which ended up being very different from the kind of games I’ve made for Ludum Dare in the past.

In The Black - TitleI decided to go all out this time and setup a livestream of my development over on my Twitch TV channel. It was fun having different people stop by during the weekend and say hello and chat a bit. Plus, it helped make me more comfortable with being on camera–which I really don’t like all that much–it worked out pretty good! I also recorded a timelapse video of my development where I compressed 30+ hours of development down into minutes.

Since I have been pondering game design ideas involving stats and narrative recently, I knew I wanted to make a game that made use of something similar. These kinds of games are a new genre for me as a creator, but I’m mostly pleased with what I ended up with at the conclusion of the 48hr competition.

Hybrid Mind BanjoOnce the theme Beneath the Surface was announced, I knew there would probably be a lot of games involving mining or digging. I wanted to do a game about mining as well, but take an approach that I felt would likely be fairly unique. I decided that the role the player would perform in my game would be managing a mine from afar through dialog choices, rather than have them actively going down into the mine. In fact, my game was going to display the action entirely in story.

I determined that the game would take place in a small mining town placed roughly in the old west. This would also fit well with me wanting to write a banjo tune or two for the game. I play clawhammer banjo and have wanted to feature some of my music in a game for a long while now. That worked out really well.

The premise of the game is that you have been sent out west by your boss to get the town’s failing mine operation back up and running profitably. You have 10 weeks to earn $10,000–or else! The fun of the game was designed to come from wrapping the simulation stats in narrative and choices. So, even though you are tweaking numbers to achieve a profitable balance, you’d feel more like you were making story based choices.

What Went Right

I had my game idea pretty early on. That is always a major benefit in a short competition timeframe like Ludum Dare. I was able to quickly create a design document that detailed a first pass on the stat system. Initially the game would track stats on three things, the mine, the workers, and the manager (the role of the player.)

In The Black - Screenshot3The mine attributes were profit, danger level, and efficiency and the worker attributes were fear, happiness, and unrest. Lastly, the attributes of the manager were going to be greed, compassion, and ruthlessness. Each week of the game, the player would get to focus on a particular area to make their choices about how to manage the mine.

I was going to use either Flash or Unity or this game. They are both amazingly fast to prototype in. Largely my decision to go with Flash had to do with wanting to make everything from scratch for the competition. Old school style! The plugins I use a lot of in Unity are not free and I wanted to be able to provide the full source for my game, not a hobbled version. Using Flash solved this for me as I could create everything I needed.

Since the game was going to be mostly text, I knew I had a lot of time saved up that wouldn’t be used on art. That was going to be needed because I’m fairly slow at writing still and I labor over it.

The basic dialog system and main game flow were finished pretty quickly during the first full day. I knew how all the infrastructure would work. The tech was finished! Now I just needed to finish the design of the actual stats and how the player interacted with them.

With only 6 hours remaining in the competition, I was almost ready to admit defeat and throw in the towel. I can’t believe how close I came! I talked myself down though and compromised by taking a walk to get away from the computer. Even though I only walked for 30 minutes or so, and even though I felt I had no great epiphany during my walk, when I returned to my workspace I suddenly saw what I had to do in my mind’s eye. I came up with a brutal triage plan and changed the design by cutting almost half of the existing system out! This simplified and clarified things greatly and I was able to get the system coded and working well enough to actually play and balance it. Finally, I was on the right track!

As far as music goes, this was the easiest time I’ve ever had with the soundtrack on a Ludum Dare game. I’ve been playing banjo about eight years now or so and have never actually used any in one of my games. I play a lot though and it is almost always my own original instrumentals. I just love to compose tune after tune. All the time spent coming up with tunes on the fly made it fun to sit down near the end of the competition and create a tune I felt fit the old west town quite well. Here is a video of me playing the main soundtrack from the game just for fun!

In The Black - Banjo

What Went Wrong

As I mentioned above, nailing down the specifics of the actual gameplay stats proved incredibly challenging. As long as the stat design was foggy, I couldn’t effectively code what was supposed to happen. You need to understand the system you are trying to represent with cold hard logic after all! I was struggling with the scope of designing and balancing three areas (mines, workers, manager) that had three attributes each. Plus, I wasn’t certain as to how the attributes affected the other areas. I was worried that some of the stats were actually just inverses of the others rather than uniquely on their own axis.

In The Black - Screenshot2I got held up a long time by having profit be a stat. Initially I had wanted to make the game more abstract and so instead of tracking money and expenses (which yields profit) I attempt to track just a profit type variable. The problem with that became apparent for most of the prototype’s development. It just didn’t make sense in my head. I kept wanting to think of it as a usable number. It took me too long to realize I needed to change this.

I ran out of time on wrapping as much of the system in narrative. I wanted to further obscure the number in the game beneath well written dialog. I’m happy with what I managed to wrap with words, but I could have done much more.

I ran out of time to add more random events and flavor text based on game state. I really wanted to have a chance to incorporate more random events that provided choices for the player to respond. These events–and how the player handled them–would further shape the mine.

Conclusion

I’m very happy with the game I got out of this Ludum Dare. I also know that I came so close to quitting, yet somehow held on and turned it around into a game that was still very playable–even if it wasn’t my original full realization. It seems that people have been really positive about it so far too with the majority of the players being able to successfully complete it! It is also encouraging that the players have been really enjoying the music too!

Here is my Ludum Dare game page for voting and feedback. If you leave me feedback, I will leave you feedback on your game! Thanks for reading and playing.

In the Black – The Mine

Posted by
Saturday, April 26th, 2014 8:30 pm

The Mine

I’ve now implemented the choice dialogs so you can decide to focus on either the mine, the workers, or the town each week. Each focus has 3 further choices you can make which alter the stats in the system.

Well, I’ve been going about 14+ hours today so I think I’m going to wind down and then go to bed. I’ll see if I can’t wrap this thing up tomorrow in time for the compo deadline. I hope so!

In the Black – The Company Office

Posted by
Saturday, April 26th, 2014 6:25 pm

The Company Office

The dialog system is coming along pretty nicely. I’m trying to get over my fears about writing. It is the thing I’m always most nervous about and the slowest at. Ludum Dare can be good therapy in trying things you’re scared of though so I’m just going to plow on ahead.

Each one of those dialog options slightly affects your personal stats. This is early in the game, but every little action shapes your history and relation with the town.

Bored or taking a break? Stop by my livestream and say “hello”. I could always use a friendly distraction–even during the compo! 😀 It’s been nice having folks drop in and out.

Well, back to work!

In the Black

Posted by
Saturday, April 26th, 2014 7:36 am

In the Black

So I spent a few hours last night thinking about the theme and how I might make a game that’s a bit different from what genres I normally work in. For this game I’m going to be trying some narrative elements and trying to get some stat driven gameplay working.

For In the Black, you play as the newly appointed manager of a failing mining company town. You have been tasked to get the mine profitable again in a fixed number of weeks. How you choose to do that will be up to you. Do you go for profits at the cost of blood? Can you find another way to balance the worker’s safety despite your bosses greed? Will your own greed take over? I want to let the player answer these questions and more through a variety of dialog driven events.

I will attempt to track some different stats:

  • There will be stats on the mine itself, like “danger level”.
  • There will be stats on you, like “greed” and “compassion” perhaps.
  • There will be stats on the worker population too.

I’ve still got to define these systems but I think I can do something with this that might be interesting.

I’m going to be using Flash because I realized that some of the Unity plugins I use aren’t free so I couldn’t distribute them with the source. I’ll be writing everything from scratch this way using Flash.

So, that’s what I’m working on for this Ludum Dare. I’ve got my live stream up and running at http://www.twitch.tv/hybridmindstudios/.

Stop on by and say “hi” if you’d like!

AVOIDAL – home found!

Posted by
Wednesday, October 27th, 2010 10:44 am

AVOIDAL - Use Your Enemies

AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

AVOIDAL screenshot - final version

The highscores have been reset so get in there and play!

AVOIDAL – Final!

Posted by
Sunday, August 22nd, 2010 7:02 pm

AVOIDAL Final Version!

I submitted my game to the form with 5 minutes to spare! Phew…

Play it  here in your browser!

My game page here on the Ludum Dare blog.

AVOIDAL – Fourth Build (now with exploding mines!)

Posted by
Sunday, August 22nd, 2010 7:43 am

Exploding mines!

Got a new playable version posted. The biggest changes have been making the game 20 pixels taller to move the UI off the playfield, making the yellow mines have a lifespan which ticks down till they explode showering the screen with very damaging spikes. This is too add a final bit of player tension and motivation to collect mines quickly.

Escape from Anathema Mines

Posted by (twitter: @philhassey)
Monday, November 26th, 2007 9:08 am

Escape from Anathema Mines was my second LD entry. I was pretty pleased with how it came out – pretty challenging and fun visually. I stretched the limits of pygame quite a bit in this entry, doing things which look impossible :)

anathema-level1.png

anathema-title.png

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