Posts Tagged ‘reflection’

Emily: Compo Reflections

Posted by (twitter: @incobalt)
Wednesday, December 14th, 2016 9:16 pm

I hope everyone had a good Ludum Dare! It looks like we made quite a few games this past weekend :) I enjoyed myself, and I thought I would make a reflection post on my entry, “Emily”.

Emilty Title Screen

Now, while I like my own entry and think I did good work over the weekend, I am going to probably rake my entry over the coals. This is with the intention of improving on the design and looking to the future. Play it over here if you want to try it out before reading on.

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Neko loli

Posted by
Monday, April 18th, 2016 6:10 pm

ss+(2016-04-19+at+01.16.24) ss+(2016-04-19+at+01.17.10)

Whats is this game ? :
Your are treaped in a dugeon, you must dodge the obstacle to get the graal.

How to play :
Left stick to move and A to switch (xbox pad) or
WASD and left mouse click (keyboard).
Collect spread (tartine) to change you shape.

by Isidoris2 and Yougo96
for next maj go comment here :
https://isidoris2.itch.io/neko-loli

download

It’s Done!

Posted by (twitter: @aszecsei)
Sunday, April 28th, 2013 1:40 pm

Happy days, my project has concluded.  Not entirely thrilled with it (as usual) but I can’t think of any changes I really want to make at this point.

Good:

  1. I like the aesthetic of it, and I think that turned out well.
  2. The jump scare ended up being pretty good, which surprised me since I have no experience with creating horror.

Bad:

  1. I didn’t make a story for it.  It’s not such a big deal, and it’d complicate the game, but I think next time I’m going to work from a narrative perspective rather than that of pure gameplay.
  2. I have a lot to learn about sound design.  The majority of the sound this time was “Let me do random things and see how it works,” and I had no idea how to go about it other than raw experimentation.
  3. It’s short, and ultimately not a big play-again-and-again game.  Maybe once or twice, but that’s about it.

Now for the fun part: playing everyone else’s stuff!

 

“Dwarf Caverns” – Post Mortem

Posted by (twitter: @frimkron)
Monday, August 31st, 2009 2:51 pm

Here’s my post mortem…

Darkening

I wasted a lot of time trying to do something which I thought would have been easy with pyGame. I was trying to draw the wall sprites darker the further away they were, to give the illusion of depth. I’d assumed it would be one function call to do this, especially as Allegro has a function to do it draw_lit_sprite (though on reflection, that’s using a colour table in 256 colour mode) but I had no such luck. Blitting a transparent black rectangle to the sprites didn’t help either, because I needed to preserve the transparent pixels of the sprite. In the end I gave up trying to darken the wall graphics but I did waste a lot of effort here.

Artwork

I chose to paint all my graphics in GIMP, which was a marked deviation from my usual comfort zone of pixel art. As such, the artwork probably took longer than it should have and looked a bit crappy to boot. That said, I do think that my tablet skills were improving over the course of the weekend. It’s certainly made me want to practice drawing more.

Text / Graphics Hybrid

My game was a strange combination of text and graphics. I wanted to do the whole eye-of-the-beholder-type first-person view thing, because I think they’re cool. But I also wanted to make the game a text adventure because I thought I would be able to inject more gameplay elements into the thing without having to generate graphical resources to accompany them. But by the end I realised that it didn’t quite work out like this. For example, I wanted to have the player looking around and finding items on the floor, text-adventure style. But I couldn’t get away with this without drawing said items to display in the graphical viewport, because otherwise there would be nothing to indicate their presence and the player would have to use the “look” command on every square or something. Maybe with a bit of tweaking I could have established a system where I could add features without having to back them up with graphics.

Text Input / Output

I was somewhat delayed due to having to roll my own text input and output in pyGame. I had to write my own word-wrapping and stuff using the character width information from the font metrics. As for input, I had to manually map key events onto the letters they should represent (hence the lack of uppercase). The more I think about it, the more I think that maybe I should have just gone with a plain old console-based text adventure and scrapped the graphical part.

Perspective

I made a bit of a goof when I was planning out the first-person view. Somehow I ended up with something whereby the graphic for the square that the player was supposed to be on ended infront of them. That is, you could see the front of the block instead of being inside it. I realised too late that possibly the row of squares at the same depth as the player were probably a special case which needed to be drawn differently and I couldn’t get away with just scaling the same graphics. As a workaround I chopped the sides off the viewport so that the graphical mistake was no longer visible.

Combat

With around 4 or 5 hours until the deadline, I decided to throw in some monsters. I drew a bat and a skeleton and threw together the worst combat system known to mankind. This was a stupid decision in retrospect – the game didn’t need it, and its presence worsens the overall game experience. I was going to have a “sleep” mechanic whereby the player could sleep to regenerate their health, and a maybe a time limit to reach the goal so that there is a downside to sleeping. Not to mention some kind of experience and levelling system. I didn’t have time for any of this, so there is actually no point in fighting the monsters – the player doesn’t gain anything from it. So what we have is some monsters that keep turning up to annoy you that you have to keep running away from. It was pretty hilarious to see a skeleton appear while talking to a dwarf, though.

Puzzles

I started hacking together the puzzles and map with around 3 hours to go. At this point I was tired and my enthusiasm was dwindling, and as a result my imagination was just plain broken. I could have done more interesting things with the puzzle system I’d put in place and I wish I’d made more time to do so.

Overall: Playable

I finished a game! Well, at least in the sense that I got something to the point where there is an attainable goal, and it provides some kind of challenge along the way. After my last 2 ludum dare entries not going anywhere and being totally unfinished, achieving something playable this time was a nice thing to accomplish, at a personal level. I think it’s restored faith in my own game-making ability. I didn’t have time for sounds or any kind of proper intro or ending. But then again, I never do! I must leave time for polish next time…

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