Hello, everyone. Iam ‘the’, and i made a game for this Ludum Dare, named ‘KOSMOVALSE‘. It is a game where you fly in open space around asteroids, kill monsters, collect armor and health bonuses and earn scores.
Of course, i planned to make something more, but it is a 48 hours competition, right?
So, let’s talk firstly about two big fails in my game:
Theme. I wanted to do really small worlds in every asteroids with bosses and NPC. And enemies in space just must interfere to player to travel between them. Now it is sounds funny, but every time i planned to make a game, it is looks like Fallout, even not first. So, after a 24 hours when only mechanics was done, i decide to do something more then color changes only when i have enough time at the end of second day.
PyOpenGL. It was first public game i made with PyOpenGL API instead of pure pygame and now i have a lot of comments like “crashed after button pressed”. That is means OpenGl shaders really do not work in many systems even between gamers from ludum dare community and i need to find a way to do something with that if i want to use them. Because of this I spend Monday morning to recompile sources with exceptions and also i very very sad now.
After this i want to say what in my opinion was a good in my game :
Walking on asteroids. I do not know any other 2d games when you can walk on surfaces that placed at any angle (comment, if you know). Mostly people do platformers with simple gravitation scheme and sometimes with wall jumping, because of this it was pretty interesting for me to made a game where player can run on non-spherical asteroids.
Black-white color scheme. I spend a lot of time in first day to understand how the game world will be looks like, especially asteroids (try to write shaders for them, use brown texture), and finally found this awesome simple scheme. I am not god at drawing (you can check my previous ludum dare game for example) and it was really great decision.
In addition this is a history of my ludum dare weekend:
Day 1, progress 0% ) O no, they chose this theme =(
Day 1, progress 2% ) This green rectangle is player and he is moving, not bad.
Day 1, progress 5% ) This connected lines are asteroids, let’s make a collision system.
Day 1, progress 15% ) Ok, i did it!
Day 1, progress 10% ) No, i dont =( need to find a bag
Day 1, progress 25% ) Now it is a lot of asteroids and i can walk on them and fly between them!
Day 1, progress 35% ) Made shader for player rocket-pack trace, not bad.
Day 1, progress 35% ) This shader for asteroids looks ugly.
Day 1, progress 35% ) This shader for asteroids still looks ugly.
Day 1, progress 35% ) x_X
Day 1, progress 35% ) Why i even decide to take a part in this ludum dare when i can spend my weekends for something else, i will never add a second world and complete this game in time!(
Day 1, progress 45% ) This black and white scheme looks cool, draw a player sprites in them.
Day ?, progress 50% ) First enemy appeared, need to sleep
Day 2, progress 60% ) Now player can shoot, also added new enemy.
Day 2, progress 70% ) Now with three enemy classes and routine with they sprites load code looks terribly, no way to found something in.
Day 2, progress 80% ) Finally I have a headache from all of this generated sounds.
Day 2, progress 90% ) Hey, this menu appeared when i smashed my head on keyboard.
Day 2, progress 95% ) Ok, compiled file do not work under Windows, need to load extra GLUT dlls.
Day 2, progress 100% ) Uploa….. sleep.
PS. You can find my entry here, some of my previous games available here and here. If you know what is a problem with OpenGl shaders please post some information or link, i will be really happy. Sorry for bad English!.
I figured I’d do a brief blog post about my first experience with Ludum Dare. I didn’t do any posts during, as I was focused on the game and didn’t know how much time I’d need. You can find my game post here.
This document is formatted by putting the general more easily accessible things first, and then moving onto items that you may or may not care about. I’ll start off by explaining my game a little bit, then I’ll talk about my experiences, and then finally with the development, starting with general game development ideas and then with the more technical aspects that I thought were interesting.
Warning, this document is largely unedited. I am also not generally a game developer, so I may find simple things about the process interesting.
Before Night Falls Is a game built off of an idea best represented by Corridor Digital in this video:
Although I may of been inspired, at a later point by this video, the genesis of my idea came about from thinking about the fugue form.
Each level is supposedly a day (you can think of it as any unit of time though), you are limited to a certain amount of moves to complete a puzzle in a given timespan. In this game I made each turn take one hour of in-game time. The twist, is that you have several “lives” that you can live out. At the end of each day, it resets and you get to start anew. However, this time your past self (called an Echo) does the same thing, and you can do new things. Technically, you can have an infinite amount of Echoes, but to keep the game interesting and difficult, each level limits the maximum amount of lives.
If you haven’t tried out, I’d suggest it. The reviews seem to indicate that people enjoyed the main puzzle mechanic.
Coming out of a really rough work week, I managed to sleep for about ten hours and I still feel horrid… but I’m gonna try to create something this weekend! Still just starting out with the idea phase, but I’ll probably work on a rogue-like using Python/Pygame. Great success for all!
Our entry for the jam is done but only 2 people seem to have played it… probably because there is no windows executable. Python and pyglet are really awesome tools and are cross-platforms, but most players don’t want to download additional libs just to play a game.
Unfortunately, I’m only using Linux… So I am asking the awesome LD community: is there someone who could turn our game into an executable ? That would be really great.
Edit: thanks to shinD, windows users can now play the game!
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
My game is fully playable and, so far as I can see right now, bug free! As you can see in this screenshot, though, I need to put the scoring into the game itself – right now it just shows up in the console. Also still like to redo my temp art… there might be time for it. Also more sounds? That’s low priority. Probably won’t happen.
So I ended up going to sleep at 4-ish last night and not getting back to work until 9-ish. Just over 10 hours remaining now, and there’s a lot of code left to write. On the down side, the way I code takes a while to get to a point where it’s possible to really test or see much of anything. On the up side, once I get to that point, things can come together really quickly! Hooray robustness!
In the past half-hour or so I’ve finally hit that point! My parts draw on the screen, and I’ve got about half of the user input handled. Now all that’s left to implement is the actual game rules for how to attach rocket parts, and then to figure out how to score the game. I’ll also need some way to display the final score, which will be a burden since I haven’t prepared anything for that. That comes last though. Play first, scoreboard last.
Here’s a screenshot of my game with the timer going and my lovely programmer art properly rendering to the screen. What you can’t tell from this is that I’ve also added a few basic sound effects! Yay for that!
Sooo… yeah. I went to bed last night and slept. I slept a whoooole lot. I then spent a while today sitting around pondering the theme. And another while just playing Minecraft. Finally, about an hour ago I started actual code and art work on my submission! My self-direction question now is: How long do I have to work before I end up sleeping again? Maybe I can somehow pull off 25 hours of straight work?
Anyway! My game is called Breakdown Countdown! The back-story goes something like this:
The greatest accomplishment in the history of our people is only seconds away! We’re finally going into space, to explore the great unknown! The countdown timer ticks away… Media from all over the globe has swarmed to our space center. T-minus 24 hours… The World President has arrived to watch the launch in person! T-minus 1 hour… Our brave astronauts are sealed away in their capsule. T-minus 10 minutes… The fuel lines are removed, the hatched are locked, all systems are go. T-minus 1 minute… WHAT’S THIS?! Through some cartoonish twist of fate, our mighty space-faring ship has suddenly collapsed into pieces on the launch pad! It’s too late to stop the ignition sequence! Quick, send the engineers in the put it back together as best they can! It’s all riding on their skills now! T-minus 10 seconds…
We’ve been working on our game for about eight hours, and it is time for a screen shot ! Our robot only has ten seconds of energy and must reach the end of the level using the batteries. We plan to add loads of items and interactive elements, such as lasers, doors, etc. You can already see a deadly acid lake, which doesn’t totally work yet.