Posts Tagged ‘space’

My ludum dare game BackSpace

Saturday, June 3rd, 2017 4:58 am

Streaming Game Dev for Beyond Infinity!

Posted by
Monday, January 2nd, 2017 12:18 am

Hey guys i’m streaming development for the game i’m working on Beyond Infinity. If anyone’s up for some David Bowie and Unity dev  you can watch here:


Stream Link


SPACE JUNK – post LD plans

Posted by
Monday, December 26th, 2016 5:33 pm

I’ve received a lot of positive comments and feedback from Space Junk which has inspired me to polish the game and aim for release on Android, iOS and probably the desktop computer platforms as well. I need a game to see how the process works of releasing on mobile markets and this could be a good game for that I figure.

So now, post LD, I have started to fix a few things like improving performance (combining real-time shadows with lightmaps) and tightening up controls to remove lag etc. I will also be adding a lot of content to the stream of junk. Not only things to avoid, but also interactive objects:


Adding content in the junk stream is a really good way to continue to learn Blender modeling and character animation. The more I get to practice that the more I’ll be able to speed up my future LD games and hopefully the repetition will make the skills stick so I don’t have to relearn every 4 months =)

I also have to learn (and test) how to monetize games these days as well (my days of shareware 16 years ago appears not to be viable any more? hmmm… it was outdated even then come to think of it =) But I have figured out a way, I hope, that the game is fully playable from the start, for free, and then play time will gather experience points to unlock characters junk and other stuff – all doable by playing or accelerated through integrated ads or realistic (read super cheap) IAP.

If you haven’t tried Space Junk yet, it’s available here:

Thanks again for a great LD and I hope you all are having a good Christmas and that your new year will be packed with creative game development!

Stefan / Imphenzia

Space Junk – Postmortem

Posted by
Thursday, December 15th, 2016 12:52 pm

Three months ago I participated in my first Ludum Dare. It was was a very educational experience which I explained in more detail in my LD36 postmortem. One of the key takeaways was that I would either A) ensure that my wife and kids could be on a weekend trip somewhere, or B) limit the time I spend on my game entry so it wouldn’t make me anti-social during the weekend. This time around my family would be home during the weekend so I went for option B which I looked upon as a challenge itself.


For a couple of weeks following LD36 I continued to practice Blender modelling, texturing, rigging, and animation. Blender was my weakest skill during LD36 and much time was spent looking at tutorials and troubleshooting my lack of skills during the competition itself. I box modeled some spaceships and rigged characters. I textured them as fast as I could. I managed to push time down to modelling and texturing a low poly spaceship in about 15 minutes. I wish I would have kept using Blender frequently up until LD37 but I started a new full time consultancy assignment and I also had to dedicate time to the house renovation so after September I did not keep active in Blender, unfortunately. I had to look at tutorials during LD37 too to properly use the Rigify addon and I also had problems with animations.

LD36 also taught me not to underestimate the time it takes to create the UI and game manager to maintain game states. I spent some time in September to touch up on some fundamental game states to have that clear in my mind for the next time around.

Finally, the evening before the event was about to start I verified that the OBS screen recorder and all the applications launched and worked as expected.


Ludum Dare starts at 3am Swedish time so I went to bed at 10:30pm the night before and set my alarm for 2:50am. I snoozed for 10 minutes so after 4 hours and 30 minutes of sleep I woke up, made a cup of coffee and sat at the computer to find out the theme; One Room.

GAME DEV SESSION 1 (approx 03:20 – 08:00)

This time I started straight away to program the game state framework code and I created a new truetype font. This gave me time to think of ideas for the game while creating content that would be necessary regardless of what game I would make.

I did not have a clear game in mind but I had a vague feeling that I wanted to make something in a space hangar (one room) having a flash back to Space Quest 3 where you wake up in a junk room on a spaceship.

I proceeded to launch Blender and started to model a primitive astronaut. I like the anonymous look of them. Following a short box modelling phase, I debated whether to use the Rigify addon or manually create bones for the rig. I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around. I wasn’t sure if this would bite me later on in the process.

I continued to drink coffee and animate the character with a cartoonish walk cycle and some basic idle and jumping animations. I created the animation by googling for walk cycle animation references and manually setting the main poses to transition between with key frames. I verified that it would work to import into Unity. So far so good. I was very pleased with the arcade-feel of the walk cycle.

My son woke up around 8am and came in to greet me, excited to see what was going on. We had breakfast together and then the two little girls and my wife woke up.

The first session came to a close at around 8:30am on the Saturday morning.

Status after session 1

Status after session 1

AFK SESSION 1 (approx 08:00 – 20:00)

Since I did not dedicate this weekend entirely to Ludum Dare, I set off to do stuff that I normally do on weekends. First up was to ride motocross which is what I try to do every Saturday with a friend of mine. It takes about 30 minutes to load the bike on the trailer and pack the gear followed by an hour’s drive. It had started to snow and the roads were icy so it took longer than normal. When I drive I tend to be able to focus a lot on thinking about gamedev and it is something about not being able to use a computer that allows the extra mental focus. I spent the hour drive figuring out two game designs to choose from and an endless runner inside a room with a conveyor belt was one of the ideas. Since it was icy I had to start by changing my rear tire to an ice tire and then I rode and hung out until 2 pm before heading back home. More icy roads and then the process of cleaning the bike, and myself for that matter =) In the afternoon I went with my wife and kids to go Christmas shopping, cut my hair, and we ate out. Then the drive back home and tucking the children in for the night.

AFK Session 1

AFK Session 1

GAME DEV SESSION 2 (approx 19:30 – 23:45)

I got back with working on the game and added some of the game-play elements.

Status after session2

Status after session2

AFK SESSION 2 (approx 00:00 – 13:30)

Feeling really tired I went to bed around midnight. I had only managed to get 8-9 hours of game development in and I had doubts that I would be able to make a complete game to the level I had hoped. I woke up at 9 am. My wife had already been up for some hours so she headed to bed to get some rest and I spent the morning playing with the kids and tidying up the house. After lunch when my wife was back in action I got cracking with the final session.

AFK Session 2

AFK Session 2

GAME DEV SESSION 3 (approx 13:30-02:59)

At this point I had most of the game yet to do. The game play was very primitive with a few test blocks and no real idea how to progressively build the flow of blocks to make it interesting. I came up with the idea of adding air for the astronaut and running forward and jumping consumes air. I created some more interesting level content in Blender to add some visuals to the game. I made progress by adding the side pistons, the particle field to prevent escaping the room, and some different death mechanics. I was becoming more and more happy with the progress and by 9 pm I had most of the game completed except music, sound effects, build testing, and some final polish.

I began to make the music and I wasn’t too happy with the direction that the music was taking but I had no time to start over so I salvaged what I could when making the menu and game music. The sound effects are primitive vocal effects into my mic that I warped and twisted a bit.

At 2 am the game was pretty much finished. I attempted to compile for PC (which worked fine) but the WebGL build resulted in the astronaut being black / having no texture. I thought it was a lighting issue after I searched the Internet a bit but in the end I noticed that the astronaut texture was 1024×1024 and all the others were 512×512. When reduced the astronaut texture to 512×512 it worked and the game looked fairly close in the browser to the PC version.

I compiled the PC and WebGL versions, packaged the Unity project, and uploaded everything to my web server. I submitted the game to the Ludum Dare site at 02:59.

I was very pleased to have completed the game within the time frame and under the circumstances. Knowing I had to get up before 7am the next day for my day-job I still made an effort to tweet a few tweets and create a gameplay video and uploading it to YouTube. This is my normal master plan for marketing; A YouTube video and a couple of tweets =)

Status after session 3 (game finished)

Status after session 3 (game finished)

AFK SESSION 3 (03:30 – onwards)

I slept for three and a half hours and drove off to work… business as usual only more tired than usual.


I was happy with the game all things considered. The tactile feel of the game could be better and some more variation of junk, and maybe traps, would have been fun to add.


  • Don’t aim too high if time is limited.
  • Accept that failure IS an option when attempting to balance LD and normal weekend activities.
  • Start the game state machine and framework of the game while thinking about the theme.
  • When balancing life and LD, prioritize to do time consuming things early on, it gives you time to reflect on the game mechanics when you’re away from the computer (for me, driving for 3 hours on the Saturday gave me plenty of time to mentally explore ideas without the pressure of coding and content creation.)
  • Consider simplifying UI if elements are not needed. I ended up scrapping a main menu with the option to just start playing by pressing a key (the player avatar was introduced in the “menu”/title screen.
  • Prioritize family over gamedev, but focus immensely on gamedev at timeslots I CAN allocate.
  • Prioritize gameplay over music – you can always skip music if necessary (even if music is something I feel strongly about =)


Yes – I will attend again. If it will be a dedicated run or another shared weekend like this will yet have to be decided!

SPACE JUNK – Ludum Dare 37 Game Page (Play WebGL + Windows Download)




Space Junk [Room] submitted

Posted by
Sunday, December 11th, 2016 9:40 pm

It’s 3:33 am here now and in 3 hours I will get up for my day-job. Great :)

I am happy to have completed my second Ludum Dare. This time I spent 20 hours (instead of 32 last time) for reasons mentioned in my last postmortem; I didn’t want LD to make me totally anti-social during the weekend. So I managed to ride motocross with a mate of mine like I normally do on Saturdays. Went Christmas shopping and ate out with my wife and 3 kids. Got a haircut. Played with the kids and cleaned the house (normal Sunday stuff.) I had doubts that I would finish a game in time but the last 12 hour session did the trick.


I will be submitting a full postmortem again with time lapse and deeper assessments of the good and bad of my LD37 experience.

You can play SPACE JUNK (WebGL and PC Download) here:

SPACE JUNK by Imphenzia

Have a great week everyone!

Stefan / Imphenzia


My First iOS/Android Game

Posted by
Wednesday, September 21st, 2016 6:22 pm

Hello everyone :)

I decided not too long ago that I would make my first mobile game. It’s an arcade space game that requires the player to travel from planet to planet by stoping the orbit at the correct time. I have a little gameplay video and I would love any feedback about it:

I made it in Unity but the finished version took a little longer than a single weekend:)



IMG_7691Screen Shot 2016-09-13 at 17.25.45

God’s Tech finished!

Posted by
Monday, August 29th, 2016 12:47 pm

At the beginning of times, God was already messing with technology to make his creations. Use the most ancient tech to generate creatures and protect them from your mistakes.

Screenshot God's Tech

Great fun was had making this game! You can check it here:

Got an idea!

Posted by
Saturday, August 27th, 2016 12:11 am

How to get on an uninhabited planet when you have no ship, and even money for its purchase / construction?

For example, you can decide to pretend as hostage, try to climb to the transport cruiser ore-mining company and run away from it, until it passes close to your destination…

Glise 581







Posted by
Tuesday, April 19th, 2016 12:12 pm

Once upon a time, a great Copy Kung Fu master realized that his super important artifact was stolen by the Evil Ninjas!
And now he has to find it in the Evil Ninja Underwater Station… IN SPACE!

You are the Smartoninja – In order to return your ancient artifact, you invade to the base of Evil Ninjas and fight them turning yourself into any type of the enemy you meet: Fatoninja, Strongoninja or Speedoninja. Use your advantage!

Play it here

Morph Space is submitted!

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


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!

Hi everyone!

This is my first time at Ludum Dare, well, my first time in any Gam Jam Competition. After a lot of thinking, coffee and headache, finally here is my game. It’s simples and need to be improved in many aspects, but I hope it be enjoyable. Initially, I would submit it at Compo and even thought about give up, but after all I’m so happy to have finished it! 😀


Shape Invasion

Thanks to everyone who read and/or played and rate my game!! 😀

Day 3 Gif-a-thon!

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


There are now enemies!


You can blow them up with mines!


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!

Pluto updated!

Posted by (twitter: @kestrelgames)
Sunday, April 17th, 2016 10:48 pm





more planets, more space junk… more UI!



OBS is giving us a lot of trouble capturing video from Corona for some reason, so here’s a Flash mockup:


Second day coming to a close

Posted by (twitter: @Zazanxors)
Sunday, April 17th, 2016 2:24 am

Click for higher quality or if the GIF doesn’t animate.

So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.

I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!

And Pluto was a cosmic janitor…

Posted by (twitter: @kestrelgames)
Saturday, April 16th, 2016 3:19 pm

Pluto has been assigned the task of Cleaning Up All The Crap From The Annoying Earthlings. Absorb and grow, dear friend.

Help the universe de-clutter useless junk like astrocats, fishbones, asteroid belts, dwarf planets, weird stuff like the ISS and gargantuan space telescopes.

‘What does it say on the side?’



‘No, I–’

‘Get rid of it!’

This is the kind of sophisticated dialogue you might expect from a depressed planetoid.



…this is our orbital test :)


(please click the flash file for an actual MOVING GRAPHICS screen!) (need to turn those glows down, whoops)

Tune in next time for the T.R.U.M.P.-3000 astrobots… otherwise known as Earth’s Greatest Offence!

‘There is so much punctuation in this name! I cannot… I just cannot handle…’ -the Pluto formerly known as a planet

The longer TRUMPbots are in space, the more rubbish they spit out. Unlike standard space junk, Pluto derives no energy boost/mass-gain from coming into contact with this nonsense, and must avoid it instead.

Day one done!

Posted by (twitter: @Zazanxors)
Saturday, April 16th, 2016 2:30 am
Space! Space-ships! Space-ship particles!

Click for higher quality GIF or if it doesn’t animate.

Not much so far, but I’m happy with what I’ve gotten done in a short amount of time.

So far: Parallax backgrounds, particles, movement and aiming.

To do: Asteroids, enemies, level boundaries, shapeshifting and more!

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