Posts Tagged ‘#NOKILL’

TrickyTron work in progress day 1

Posted by (twitter: @McFunkypants)
Saturday, April 16th, 2016 4:54 pm

Here’s a video of my game so far. I hope to make the world morph while you’re playing.

I’M IN

Posted by (twitter: @McFunkypants)
Friday, April 15th, 2016 7:35 pm


╋╋╋┏┓╋╋╋╋╋╋╋
┏┓┏┛┣┳━┓┏━━┓
┃┗┫╋┣┫╋┗┫┃┃┃
┗━┻┳┛┣━━┻┻┻┛
╋╋╋┗━┛╋╋╋╋╋╋

I’m IN. Good luck everyone.

Finished my first LD game: What They Want To Hear

Posted by
Sunday, April 19th, 2015 5:58 pm

example-screenshot

 

Quite pleased with my first Ludum Dare entry, What They Want To Hear!

Play it in your browser now, no plugins required

Sal and Papa Progress…

Posted by (twitter: @McFunkypants)
Saturday, April 18th, 2015 1:16 pm

titlescreen

The One Fork Restaurant – Post-mortem

Posted by (twitter: @ludoscience)
Sunday, December 22nd, 2013 2:01 pm

Well, after a week, it’s time for me to write the post-mortem of my first ever LD48 entry: The One Fork Restaurant. As the title implies, it’s a time-management game taking place in a restaurant, where many people come to eat various meals. But the restaurant has only one fork, so customers have to share it!

The One Fork Restaurant

When the customers are waiting for the fork, they start to get bored, and may leave the restaurant if they wait for too long. Eating gives them a little relief, so each time they eat, they’ll be able to wait a little longer afterwards. The player will have to swap the fork as often as needed so every customer can enjoy (and finish) his/her meal!

In order to get the best of this quite detailed post-mortem, I suggest you to try the game first (it’s a web based flash game).

The birth of an idea

This first Ludum Dare started quite bad for me. Here, the compo starts at 3 am. I was planning on staying up late the first night so I could know the theme, then sleep over it, and start creating a game in the morning. But unfortunately, I’ve got an extra-busy week at work, and I was already lacking a lot of sleep when the weekend started. So I passed out at around 1 am, only to wake up about 13 hours later, at 2 pm on the saturday… Sure, I was feeling rested, but I was also quite angry at myself for wasting 12h compo hours on sleeping before I even started making anything!

Well, I then fired up my computer to discover the theme, and I went to take a quick brunch before starting to work. As I didn’t had time to follow closely the theme voting, I wasn’t excepting anything special, so I wasn’t disappointed by the theme (unlike a lot of other people it seems). On the contrary, I found it quite original. While searching for ideas, I first came up with the obvious ones: one life, one bullet, one arrow, one button… However, I didn’t want to follow that route – I knew that many others LDers, more skilled than me, would make impressive games on these ideas (Titan Souls, I’m looking at you!). I wanted to find something more original, and funnily stupid if possible.

So, I was toying with ideas about “sharing one stuff”: people sunbathing but sharing one umbrella to avoid being sunburnt, dog puppies sharing one bone, babies sharing one plastic dummy… After my brunch, as I was washing my dishes, it finally stroke me: what about people sharing a single fork in a restaurant? – that sounded cool, so, 1 hour after discovering the theme, I had found my idea and started working on it!

Evolution of the game

As a old-time Flash user, I chose to create the game solely with Flash IDE (that means no cool framework like Flixel, and mouse-drawn vector-based graphics instead of pixel art). I started by coding the core gameplay with ugly programmer art. After about 4h30 of work, I got this roughly-working-but-ugly prototype:

The One Fork Restaurant - prototype 1

As you can see, in this prototype the player can move a fork from one table to another. When a customer receive the fork, it triggers an “happy” animation and it start to increase its “meal” gauge (the black bar at the bottom). When a customer is waiting for the fork, it triggers a “sad” animation, and it slowly decrease its “patience” gauge (the colored bar on top). I defined a series of four “customer profiles”, with different quantities of meals to eat, and different starting amount of patience. The core gameplay was now working, so I had to design some graphics. As I’m not a skilled graphic artist at all, this was very hard for me. But after 4 more hours of work, I finally came up with a funny eating animation for the customers, and a set of different customers faces:

The One Fork Restaurant - prototype 2

Here, I basically had a working game, after 8h of work. I still had many time-consuming stuffs to do, but the “proof-of-concept” was here. That’s usually where I start to loose interested in a project: when the main idea is here, but an awful lot of tedious polishing work remains to be done. Hopefully, even though I was working alone at home, browsing through the Ludum Dare site made me feel “being part of something”. It really motivated me to go through the end of the game dev process. So a big thanks to all of you guys for posting so many interesting and motivating posts about your ideas, your problems, and your work-in-progress – it really motivated me (I even posted 4 updates myself to “take part in the event”).

From this point on, I spent the rest of the compo time doing some additional graphics (backgrounds, GUI), creating a tutorial, a menu and game over screen, generating sounds with AS3sfxr, testing the game and balancing it the best I could in the too short time I had left. I also had to sleep a lot again between Saturday and Sunday (about 8-9 hours). In the end, after about 19 hours of work in total, the game looks like this:

The One Fork Restaurant - final compo version

Balancing is hard

As I finally chose a rather simple game idea, I was able to come up with a working prototype rather quickly (basically at the end of the first day). It means I got the opportunity to spend some time to balance the game (in fact quite a lot of time – about 5 hours in total). My first task to balance the game was to define different customers profiles and to introduce them in the game progressively. The longer you play, the slower the customers eat and the faster they get bored of waiting for the fork. I also balanced the number of maximum customers available at the same time. To test all of this, I needed testers – so thanks again to those of you who took some time to test the game for me. This was very tedious and hard to do, but according to the comments on the game page, It seems most of you hopefully find the game quite well balanced :)!

Besides fine-tuning the mechanics, another hard part of balancing is to provide meaningful and easy to read feedback to the players. I tried different strategies here:

The One Fork Restaurant - Different Feedback StrategiesAt first (left picture), I decided to use two gauges: one at the top for the remaining patience, and one at the bottom for the % of meal eaten. But it appeared that two separates gauges are hard to read when playing a rather fast-paced game. So I decided to remove the bottom bar, and to animate the food bowl instead: as the customer eats, its bowl is getting empty (middle picture). But it then appeared that it was hard to focus on both the bowl and the bar. As I was testing the game, I found myself losing customers because I was too focused on the bowl and I forgot to watch their waiting bar. In other words, the two “gauges” were too far apart from each other for the player to be able to read them during the game. So I moved down the waiting bar beneath the food bowl, and now, finally, I was able to watch them both during the fast-paced game! (right picture).

The One Fork Restaurant - Tutorial Screen

Last but not least, if you want players to enjoy your game, they have to understand how to play it – so I made a tutorial screen. Honestly, if I had enough time, I would have liked to implement a real in-game tutorial, but the deadline was too short. So instead I wrote up an introductory “how to play” screen, featuring an animation for people who don’t like to read (i.e. 90% of players, including me). And I order to test if the game was easy enough to understand and play, I took it to the ultimate test: the “girlfriend test” (another popular version is the “mommy test”). My girlfriend doesn’t play videogames, so she is an excellent “ingenuous” tester. While playing my game, at first she didn’t understand that you simply need to click on the target customer to move the fork. She was actually trying to click the customer who had the fork first, in order to “get back the fork before giving it to another customer”. That’s why the tutorial now reads “Using your mouse, click on the customer to swap the fork”, alongside with an animation showing how it’s done.

Then, she didn’t understand that you can swap the fork between customers BEFORE they finish their meal (that’s in fact the core mechanic of the game). So, she was moving the fork to one customer, waiting for him to finish his meal, then swapping it to another, etc. Needless to say she wasn’t able to go very far in the game that way. To address this issue, I added a “tip” message in the animation, and I also made sure to specify this on every text description of the game I would write when submitting it.

In the end, besides making sounds and additional graphics, I basically spent the entire second day (up to the compo deadline) testing and balancing the game. Sure, it was tedious, but I think it was worth it – it really seems to make the game more enjoyable, and maybe feel a bit “polished” despite a very tight schedule.

I’ll now conclude this lengthy and wordy post-mortem with the two the classical sections:

What went wrong

  • Sleep management.
    I’m not sure how I could have addressed this problem, but I clearly spent way too much time sleeping (about 20 hours out of 48 hours, nearly half of the compo time…). As I said earlier, I was exhausted from work so I needed to have some rest, but I’m still angry at myself that I “lost” so much time that I could have used to do more stuffs, such as:
  • Music.
    Yes, the game lacks music, and it’s the only thing I regret not creating during the compo. I never composed music before and I didn’t had time to test some tools, but still, I wish I could have tried to compose something. In fact, at first I was planning to use some creative commons music like I always do, but I then realized during the compo that it was against the rules. Although I latter saw that many compoers didn’t always stick to that rule, I don’t regret that I did – I can say that 100% of my game was made during the compo time, and only by myself. (but be sure that I’ll try to pick a nice tune by a skilled musician for a post-compo version ;))
  • Understanding rating.
    I can’t really say that it went “wrong” as I have some wonderfully constructive feedback on my game page (thank you by the way). But I must say that it took me a long time to understand how the rating works. At first, I thought that you only had to rate 20 games in three weeks, and then that the games were presented to you in random order. But I latter figured out that the more game you play and rate, the more chance you have to be rated too. So, at first, I started to rate only a few games each day, saying to myself “relax, you have three weeks to rate them all”. But when I saw that some LDers rated more than 100 games in a day (guys, when do you sleep? :)), I started to do some research and I realized how wrong I was. I found a post on this weblog that explained quite well how “Default” score works – I think it should be made more visible for newcomers like me! Anyway, I have no hardfeeling at all here – on the contrary I’m positively surprised and pleased to see how much the community is nice and tend to rate and comment the games, which motivated me to do the same. But I lost two days rating games without leaving a comment, a rookie mistake I wouldn’t have done if the rating system was better explained on the rating page ;).

What went right

  • Scope.
    In the end, I’m happy of the scope of my idea: it’s usually one of my weakness, but here I’ve been able to come up with a game idea that I could complete in the short compo time.
  • Playtesting and balance.
    As discussed above, I’m glad that I could spend some time balancing and playtesting the game, because I think it’s very important!
  • Graphics and sounds.
    I’m not an artist. I can’t draw, and I can’t compose sound or music. But thanks to the Flash drawing tools and to AS3sfxr, I’ve been able to produce some “cartoony” graphics and some fitting sounds, and I’m proud of it regarding my lack of skills in these two areas!
  • The Game?
    The first comments I’ve got let me think that game is actually funny and entertaining to play, which makes me very happy! But feel free to test it by yourself, and please let me know what you think of it!

Future steps?

I think I’ll try to do a post-compo version of the game when the rating session is over. Ideally, I’d like to add a music, polish the graphics, and maybe extend the game itself. For example, one of my ideas was to add some customers who wouldn’t eat without a clean fork. So you’ll have to wash the fork between each customer, adding a layer of complexity to the game. I could also add some others customer eating two food bowls instead of one, etc.

As it was suggested in the comments, I’d also like to make an Android version of the game. I’ve already tested the game on a Flash-capable Android tablet, and it indeed plays nicely. But now I’ll have to stick my nose in the “Making AIR for Android games with FlashDevelop” topic. It’s rather scary btw, so if you have any good advice, tips or tutorial on how to create Flash games for Android, please let me know!

Anyway, thanks for reading this (too) long post-mortem, and I hope you find it interesting. If yes, please feel free try my game:

Play and Rate the game

intervalo – Postmortem

Posted by (twitter: @Manue1Magalhaes)
Saturday, December 21st, 2013 4:26 pm

Screenshot 2013-12-15 21.14.39

 

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=2490

For this LD I released my game, intervalo (interval in Portuguese). Here are my thoughts on what worked, on what didn’t and my future plans for it:

What went well:

-The main mechanic. The mechanic works like this: the player is rotating in a circle. There’s a period of time where you press enter in a certain timing. The first time you press enter it will set the direction, the presses afterwards will change the player’s texture, which permit to pass/colide with certain blocks. After the period of time where you press enter follows a period where the game will replicate your presses.

I’m happy with how the mechanic turned out. I thought of it at the end of day one when I was having dinner, it came to me when I wasn’t thinking about the compo. I guess next time I need to have an original idea I just need to distract myself. 😉

-The graphic style. While it’s not super flashy it is clean and modern.

What didn’t went well:

-Music. Heeeh, or should I say the lack of it. It was a mixture of “didn’t have time” and of “doing music is my archilles’ heel”.

-Explaining the main mechanic. Some people got confused on how the game worked, so I should have done more to teach the mechanic to the players, considering the uncommonness of it.

-Potential that wasn’t executed. The game is six levels long so there’s not much into it.

The future:

I’d like to make an improved version of it. Basically a polished version with more levels and mechanics.

Closing thoughts:

Overall I’m glad I participated on this Ludum Dare. Not only I had fun while making intervalo as I’m thinking to expand its concept without the rough edges.

See you next LD!

Who did a #nokill challenge game?

Posted by (twitter: @cp_kayelgee)
Wednesday, December 18th, 2013 5:29 pm

I wonder is there a list of games who participated and succeded in the #nokill challenge?

I’ve seen so many “you only get one shot” games that I’m really interested what people came up with for the #nokill challenge with this theme.

Even though I forgot to mention it anywhere I actually did a #nokill game 😀 Check it out if you want:

Post me your #nokill games in the comments if there is no list yet :)

A long post-mortem for: My Champion (+ a few coding tricks)

Posted by (twitter: @jacklehamster)
Tuesday, December 17th, 2013 12:12 am
Whohooo, I’m done…

This time, I went for Jam. Didn’t get enough time, I even went a bit over the limit on the deadline, and didn’t even get all I wanted. Ok, but it was fun 😉

FIRST DAY (Fri-Sat): Thinking about the theme

The first 24h was spent just thinking about the theme. I actually thought about the theme during the slaughter, so I had some idea about what I wanted to do. I wanted to jump into programming, but I had to attend an open-house the whole day for an art school.

After it got announced, I developed my first idea immediately. It was going to be “You only get one bullet”, and you have a girl escaping a prison. She knocks a guard, grab his gun. Afterwards, the tutorial shows you how to shoot… then you see the title: “You only get one bullet” (I love to frustrate players ;-D). Of course, if you know about it, you can skip the tutorial and try to hold on to your bullet. I was going to make it possible to finish the whole game without ever using any bullet (basically you can use the gun to draw the gun, and you press another key to shoot). Then I just kinda paused for a minute. First, I kinda realize how much AI scripting and level design I would have to produce, and that scared me. Then I also thought more about the theme, and thought “You only get one bullet” is not that uncommon. Not that it’s bad, but I just thought, why not try something a little different. I also thought: “You ONLY get one” means you kinda wish you had more. More bullet would mean more killing I guess. Then I started thinking about this whole side-quest started by McFunkyPants: “Make a game with #NOKILL, no violence”. I didn’t even plan to participate in that, unless by chance my game didn’t have any violence. This time, I actually got swayed by it.

So back to the drawing board.
– You ONLY have something, so you wish you had more of it.
– It should be a situation where you’re supposed get MORE, but you can’t.

I then thought a bit about my warcraft games, where I would play the game with just one unit (hero unit). That’s kinda fun, but I still don’t get out of the #NOKILL thingy. However, it help me to think about the final idea. Instead of an army, you get one soldier… or instead of a team, you get one player!

Done! I always wanted to make a soccer game, now’s my one chance!…

SECOND DAY (Sat-Sun): Programming

Texture + Round Mask = Ball effect

Texture + Round Mask = Ball effect

Ok, I finally get in front of the computer. I start with a mockup for doing things in semi-3D, then scrap that out and go for 2D top view. First goal is to make the ball. Thankfully, I learned some tricks from making a pool game previously for rolling a ball (it’s basically rotating a texture on a round circle with a mask).

 

 

 

DIST < R1 + R2

DIST < R1 + R2

 

Next step was getting collision detection. That’s fine cause I’ve done this in several previous game. The idea is just to turn everything into a circle, then collision between two circles occurs when the distance between their center is less than the sum of the radius.

 

 

Next is the interaction between the player and the ball. The controls of the player and the ball had to feel good. I remember back in the day, there was 2 soccer games I tried on computer. One was FIFA, which was very popular at that time, but I didn’t like it much. Instead, I played this other game (I forgot the title). I just repeatedly have Rudy Voller run with the ball into the goal. I could definitely understand why it was not as popular. ( That game was way too easy.). I did enjoy the fact that the ball just sticks to the player until he/she gets tackled (which never happens with Voller cause you’re to fast!). Anyway, back to the game. I simply implement the equivalent to a magnet on the player, then have a repulsion magnet when we press [space]. As it turns out, if you just play the game pressing [space] continuously, it plays a bit like FIFA, which I actually prefer now.

Then I had to add players. I went back and forth between two ideas:
– Having fixed enemy players in the game, who try to hold position and approach the ball when it gets close.
– Having enemy players generated on the fly, coming in and out of the screen.
It turns out the second version makes no sense, but is more fun. So that’s what I chose.

The highlight of my sunday night was the real-world ludum dare meetup. I got to meet other jammers in person working on their game and presenting them. It adds a lot more to the game, when you hear someone talk about it, and see their face. It’s also nice to know others are Jam regulars, participating in other events like charity jam, 0h game jam, and putting their games on http://www.onegameamonth.com. It feels like you’re part of the community.

LAST DAY (Sun-Mon): Art, sounds, and headache

Until monday, I really got excited. I thought I would be able to achieve a lot, then I realize my head was getting a bit big, then I got a headache. I had to let go of so many nice idea, because I didn’t have time to squeeze them all within a Monday when I’m supposed to work. I did upgrade from the geometric shapes to actual sprites, so that was a plus. I also added ambient noise, but I’m not sure if this was a good idea. For some reason, I thought I would be able to have all the following before the jam deadline (which I had to let go):
– a referee!
– a complete intro showing the good coach (a bunny) getting harassed by the enemy coach (a horse), and the gorillas beating on the other cats
– a crowd, with hidden characters inside.
– replacement players (gorillas => rhinos => T-rex)
– an enemy goal-keeper

The last day was mostly disappointment, but now I realize I should have just kept it real. What I got at the end isn’t that bad for a weekend jam. I finally made my soccer game (achievement checked ✓), got to remind myself of Shaolin Soccer (a good chance to express how much Stephen Chow is an awesome actor), and got a kick out of writing a bunch of silly soccer player names.

I hope I get to improve this game, but I know the reality of things… I always end-up working on another new cool game instead, which is a good thing ;-D

You only get one player“You only get one player”

Post Mortem for my LD 28 Entry, “You only get one Cookie”

Posted by (twitter: @ryroper)
Monday, December 16th, 2013 1:02 pm

Hey all, wow, another LD come and gone. It really is great seeing the amazing variety of games created in such a short period of time with only a single phrase as inspiration.

YOGO Cookie start screen.

I went through a bunch of ideas brainstorming before I started working. I was at a restaurant when the theme was announced but thanks to my trusty smart phone I was able to see the theme and start thinking about my game before I got home.

I wanted to try something that I thought was non obvious, so I threw out the “Assassin with one bullet” and “Buffet with a single plate” ideas that where my first two. I saw some kids and it made me think about a mom scolding her child that they could only have one cookie. That went along with the #NOKILL sub theme that was going around, so I started fleshing it out and this is what I ended up with.

Things that went Right:

  • I used Unity this time. I had done some small things with it before and I use C# in my day job, so I wanted to try it out for LD. It was in general really good, and the new 2d tools are fantastic.
  • I used the 2d Toolkit addon from the unity store in order to handle my tile maps, it was really easy to generate additional levels using it, which was something I had trouble with during my last entry.
  • I found a pathfinding addon for Unity.  It has a free version that is really nice. Definitely something I will use again.
  • SFXR is always handy for generating quick sound effects, Paint.NET was great also, as was Pixel Art Editor for android, which I used on my tablet away from the house to generate a bunch of the graphics.

What could have gone better:

  • Having more time. Seriously, I need Ludum Dare to fall on a weekend where I dont have parties, or a concert, or something else.
  • Getting the pathfinding addon to work with 2d toolkit. Wow, that ate up a ton of time. Couldnt find anything on the net that was helpful. I ended up solving it with inspiration and remembering a video I saw on you tube about 2d toolkit tilemaps.
  • My math abilities suck. I had the hardest time getting some of the basic features working like the parents scanning for you. It was way to hard for me and its something I need to work on.
  • Art, as always I’m a programmer and not an artist. Although I am improving and I have to say the difference between this game and my last LD game is like night and day.

So anyway, give my game a try! So far its gotten pretty decent reviews in the fun category. It’s at its heart a stealth game and no killing which is nice. There are a few “bugs” that create some really hilarious situations.

 

Dare to Dig! has been submitted

Posted by (twitter: @TMirroar)
Sunday, December 15th, 2013 7:01 pm

It’s been a fun and exhausting two days, but my game is done and I’m looking forward to everybody’s opinions and feedback.

ss2

May the duck tape gods smile favorably on you! Strike the earth!

Granny Loosetooth and the Toothfairies

Posted by (twitter: @KayZGames)
Sunday, December 15th, 2013 5:40 pm

Finally finished my first game in this Ludum Dare. I had a lot of fun and finishing a game feels great! I’ll do a Post Mortem later this week but for now, I just have to sleep. It’s almost 2 am and I have to work in a few hours.

Granny Loosetooth and the Toothfairies

Enjoy the game!

One Man Army

Posted by (twitter: @The_Green_Tie)
Sunday, December 15th, 2013 4:57 pm

So I participated on this Ludum Dare jam, which consists in making a game in 48 hours or less with the theme “You Only Get One”. This is what I struggled to make:

I am so happy that I finished! Two full days of complete isolation to make this… I may write full details about it later, I’m so fucking tired right now. I want to sleep.

ONE MAN ARMY!

ss (2013-12-16 at 12.34.15)

ss (2013-12-16 at 12.36.43)

ss (2013-12-16 at 12.34.54)

 

dufus

 

CLICK GO TO THE GAME AND EEHHHEH WHATEVER MAAAN

It’s in the bag.

Posted by (twitter: @kboysmc3)
Sunday, December 15th, 2013 2:47 pm

I think I am finished.  It works, at least.  The controls are a little wonky and it’s not exactly challenging, but it’s complete and I even added music this time.

screencapture

 

I always learn a lot from competing in LD and this was no exception.  I need to practice my (nonexistent) pixel art skills and get a lot better at time management.  I would love to spend another few hours on tightening the controls but my brain is cooked and I need food badly.

Here is a link to my game:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=17824

As always, it was a pleasure to take part in Ludum Dare.  I can’t wait to start playing everyone’s games!

Learned a lot today

Posted by (twitter: @ryroper)
Sunday, December 15th, 2013 3:03 am

I have used Unity before, but not for anything like what I’m trying to make for Ludum Dare this time.

At the end of day two, (2 am, guess I should sleep) I have a mostly working game. Scoring, a goal, enemies, etc. Most of tomorrow will be polishing, start screen, maybe additional levels.

All in all, like always, it’s been a blast so far. Look forward to seeing how much I can get done before 6 pm tomorrow.

And so I present the sample level from my game, “You only get one cookie”.

Sample map from my game. Tutorial level?

Sample map from my game. Tutorial level?

My game is the epic story of one child, parents who want him to go to bed and an endless pile of cookies. A No Kill stealth game of cookie thievery.

 

Getting a Late Start

Friday, December 13th, 2013 9:55 pm

Getting a late start, but I’m in for the competition. I’m currently prototyping my entry and in addition to the LD28 theme, I’m also taking Christer Kaitila’s “No Kill” challenge. I’m going to try and make a game with no killing.

On top of that I’m going to use a framework I’ve never tried, and a couple of new tools for art and sound. Oh, and I have to work this weekend too.

I might not finish, but I’d hate to miss the fun of trying.

 

“No kill” is more inspiring…

Posted by (twitter: @wilbefast)
Friday, December 13th, 2013 7:27 pm

… than “you only get one” in my humble opinion. Then again the theme always leaves me cold to begin with 😛 I’m going to be focusing on making an interesting non-violent game first and a “you only get one” game second though I think.

(more…)

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