Posts Tagged ‘Postmortem ld28’

“Loop Desert” Post mortem

Posted by (twitter: @johnnyaboh)
Friday, December 20th, 2013 3:04 am

The 28th Ludum Dare has been the first for me. I really wanted to attend this game jam and now I did and this is the first huge win for me. I built something in 48 hours, specifically a video game about choice, a hostile environment, and lack of resources.

Don’t forget to play and rate “Loop Desert”.

Loop Desert by Giovanni Cappellotto

What went right

  • I finished the game!
  • I loved to use the Crafty.js engine as the main tool to develop the game, I would thank for this @starwed and @kevinsimper two of the most productive Crafty.js contributors.
  • I was happy with the final concept and I conceived it quickly enough.

What went wrong

  • I used pixel art as I’m not an artist and it was the only way for me to get the job done in 48 hours.
  • I didn’t publish anything (posts, timelapse) during development because I can’t manage coding and sharing together.
  • I would have done more work on music and sound effects but I hadn’t enough time.

Note: I made this game at H-Farm, one of the official gatherings of the jam, the only one in Italy. I’d like to thank Hackatron for the organization of the event, great job guys.

Achievement unlocked: Made FPS from scratch in 48h compo

Posted by (twitter: @kvisle)
Wednesday, December 18th, 2013 10:06 am

I’m quite happy with this LD. I didn’t plan to participate, as I usually don’t have the energy for it in the dark winter months – but I wanted to play around with WebGL so I figured what the heck. Only library I allowed myself to use was glmatrix to help with the vector/matrix math (Thanks Toji, I wouldn’t have pulled it off without it). I also used a single call to jquery, but that was totally not necessary (I change the background color when one gets shot).

In my time zone, the theme is announced at 3 AM – so I got to work a couple of hours before I hit the hay the first night. I managed to get a quad to render as if it was on the ground before me. That was it.

The next day I started making some code that dealt with the level itself – I built a 3d model from an array of strings, which also gave it the old Wolfenstein 3D look. I made some code that allowed you to walk around in the model – adding some poor collision detection code (it’s really bad) – and a door that worked approximately like in Wolfenstein 3D. Then I hit the hay again, this time also at 6AM.

Then the last day, with a little more than 12 hours to go – I made an enemy, some things you can pick up along the way, keycards, doors that require keys, a win condition, a lose condition – all the gamy stuff. The enemies will shoot at you if they’ve looked straight at you for two seconds. The enemies will never walk, as I haven’t implemented any path finding algorithms. With another day, I could probably have done A* or something.

So, at a couple of hours left, the game was complete – I spent the last hour improving a few textures and then I handed it in. My usage of the theme was incredibly poor, and was never mentioned in the game itself; One bomb, one life, one gun.

The reason I managed to pull this off at all, was to a large extent because I’ve worked with OpenGL a lot this year – my spare time project is currently to create a full version of a game based on my LD26 entry. Rewriting it in C++/OpenGL, and making it as good an experience as I possibly can. WebGL is too a large extent similar to OpenGL ES2, and anything you’ve learned from either can be used on the other. Especially understanding matrices have been useful to me.

I’m quite happy with my Wolfenstein 3D-clone, and can now cross “create a fps from scratch” from my bucket list. No matter what people rate me, this is a personal milestone.

All in all, the game has a lot of flaws. No pathfinding, it’s not very challenging, poor collision code, quite short – yet again. Happy :)

Tetris Jump

Posted by
Tuesday, December 17th, 2013 5:18 am


What is Tetris Jump:
Tetris Jump is a crossover between Tetris and any platformer game.
Basically your task is to get from the Red block to the Yellow block. By placing Tetris blocks. But “You Only Get One” each turn. After each placing phase there will be a platforming phase. to switch between the phases press: enter/return.

How to play

Placement view

In the placing phase you can move the Tetris block with W & S, and rotate the field by A &  D
one you like the position you just press enter/return and the block will start moving while you are in platformer perspective.
Platform View
once the block stopped moving or got destroyed because it didn’t hit anything you can press enter/return to position a new Tetris block. so on till you made it till the end.

My Experience:
Tetris Jump was my first successful Ludum Dare.
Previously I wanted to do to much in too little time, but this time we took a doable concept that was realizable within the 72 hours of the Jam. I worked together with Peter Vrieling and Cristian Calin. Peter provided me with the models and textures and Cristian with the Music.
And me would be Roy Schroder doing the programming. I do have to say that  it feels good to have a team that is willing to help and make something awesome. I would like to keep this team together for later jams.

What went well:

  • Doable Project
  • Time Available
  • Good team Members
  • Created something new
  • Was able to give my own twist to theme
  • Satisfied
  • reused models a lot so modeler doesn’t have to create a ton of assets
  • Product almost portfolio ready

What went wrong:

  • Didn’t fix all bugs
  • Wanted to program the game in a nice manner making things overly complex
  • Did not manage to add in score system and HUD, even though  the game provided all need variables for it.
  • Worked separated with the team members.


How to improve:

  • Work with team members at one location.
  • Make (some) UML Diagrams before making.
  • Try to reward the player more.
  • Make the game easier to play.

What I learned:

  • Sleep is for the weak
  • I can program while being drunk
  • live streaming doesn’t really help you get other people involved with your project


How I spend my time:

  • Programming: 30 h
  • Sleep: 10 h
  • Partying: 8 h
  • Eating: 4 h
  • Traveling: 3 h
  • Buying secondhand Kinect: 3 h
  • Brainstorming: 2 h
  • Showering: 0h


What now?

Shower, Sleep and Rating Games. Maybe at the Same Time.
If you want me to rate yours let me know.


If you haven’t seen our project yet:

Shameless Self Plug


Roy Schroder Aka Therrato

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