Posts Tagged ‘stealth’

Analysing data: My past 4 #LDJAMs

Posted by (twitter: @tuism)
Tuesday, September 15th, 2015 11:11 am

Thanks for the awesome jam good LD friends! ūüėÄ Thanks for voting and the cool chats and feedback and votes!

 

Had a wonderful #LDJAM this time around, I felt much better about this one than my previous one, both during and after the jam. And that definitely showed in the score :)

pokeLD

So now that I’ve done four LDs (sorry #30, I couldn’t get to you), I can put some kind of data together and see if I can make sense of my performance. And to be honest, it’s baffling.

TuismLDANALYSIS

 

LD32 vs LD33

First, comparing this one to the previous shows a definite improvement, and that I’m really happy about. The previous one was really quite uninspired and rushed, and I’m glad that my approach to this one (not pre-determining what to make before the jam) has yielded far more creative and interesting¬†results.

LD 31 vs LD33

In comparison to my best LD so far, I couldn’t beat it. But hey, that’s really not a major issue. But that feels like an anomaly to me… my LD31 was a purely multiplayer game which meant it was impossible to test, with no Audio to speak of so it scored 0 there, and it was a platformer which was like 80% of other games. Why did it do so well?? Was it genuinely a great game, and I really should work on that one further, or was it an anomaly? WHICH IS IT?? D:

Theme?

PokEscape placing 437th on theme makes me feel kinda sad, because the very first line of the description said “You are the (Poke)Monster!”, which I thought was a great fit for the theme. Which meant that 90% of people who rated the game either missed that line or never read it, or didn’t agree with it. Sigh.

Comment count

I went through my games and roughly counted up how many comments I had on each game, and this last one was a lot higher than the rest by about 50%, which is possibly significant. Was it because this game referenced Pokemon? Or was it due to other factors? I really would like to know how many ratings my past games has. Don’t know where to find that. Sigh.

Adios LD!

It’s been a rad Ludum Dare as usual ūüėÄ After this analysis I think I’ve decided that data analysis is not useful without a sample size of a billion :) So just keep jamming and having fun, making cool shit is the best you can do! Until next time amigos!

 

We made it! Hide, Mr. Hyde is available now.

Posted by
Tuesday, August 25th, 2015 8:41 pm

This was our first LD and I really think we did a good job. We didn’t get to finish the game, but it is playable and you can understand the core mechanics. Meet “Hide, Mr. Hyde”!

We toyed around with lots of ideas of being a monster, but we decided very quickly that we did not want to make a game where the monster is a mythical creature and just kills randomly. Well, go play it and give us your feedback, it will be mostly appreciated. Have fun!

Don't let anyone see you in monstruous form!

A few notes: we only worked on the game on Sunday and Monday, it was kind of a Hardcore Mode, really.

Lunchtime Ninja – Finished and uploaded!

Monday, August 24th, 2015 4:22 pm

Lunchtime Ninja is now uploaded and ready to be played! Really enjoyed this game jam, already looking forward to LD34 :)

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=36114

Logo

1

3

 

PokEscape: A stealth game where you have to eat your cover

Posted by (twitter: @tuism)
Monday, August 24th, 2015 1:12 pm

This was my fourth Ludum Dare, and I daresay the one I’ve been most comfortable in ūüėÄ

I got to sleep¬†(before and during),¬†I got to slack off a bit,¬†I have many¬†chopped features,¬†I have sound! And an “ending”! It’s been a pretty good weekend.

As always, thanks to everyone involved in making LD the best of its kind! ūüėÄ

Play PokEscape before I spoiler anything for myself

But if you don’t mind spoilers (it’s not Game Of Thrones), read on!

 

So, the joke is:

You’re the (Poke) Monster.

The hook is:

A stealth survival game where you have to eat your cover to survive.

You’re a newborn Magicrap. You want to eventually evolve into a Gyradeuce. But before that, you have to eat, and live, and not get caught by those bastard kids with funny caps.

 

You hide in tall¬†grass! But if they hear you they’ll investigate!

PokEscape_01_investigate

If you don’t eat you’ll starve, if the kids see you they’ll catch you:

PokEscape_02_die

Sure, you can of course get away despite the hardships.

PokEscape_03_survive

But you’ll wanna risk your skin to collect money to send home to your Magicrap kin. After all, animals are fiercely loyal.

 

What I learnt making this?

Game design is hard. (I can do better)

Naming games is hard. (I can do better, PokEscape wasn’t even my idea)

Level design is FUCKING HARD. (I can do better. Maybe)

Give PokEscape a play!

You guys rock! ūüėÄ

Lonely monster

Posted by
Saturday, August 22nd, 2015 5:02 am

This morning I felt realy sad.

All the way I was thinking about a monster which nobody loves and everybody tries to runaway or kill.

But I will make some top-down stealth. It’s hard do make something funny now, but at least the game will have a gameplay.

 

http://www.twitch.tv/worldflickers

I’m in! Again!

Posted by (twitter: @IamJacic)
Wednesday, August 19th, 2015 1:35 pm

Well, I’m in, and this time I’m feeling more prepared than ever before! This time, I have a well-defined idea of what I’ll be doing: a top-down, turn-based, stealth game.

I’ve been playing a lot of Metal Gear lately, so this game will be inspired by the series. Sneak around enemy camps, avoiding guards and cameras, stealing intel, finding equpment as you go! Or at least, that’s what I’m currently planning. It may be slightly out of scope for a weekend, but we’ll see!

Once again, I’ll be entering the solo competition. My tools:

Haxe + OpenFL + Haxepunk – my language and engine of choice (currently)

Sublime – the best text editor

sfxr – it makes sounds

Audacity – it edits sounds

Gimp – for the art

Coffee – for the mind

 

Good luck everyone, and remember to have fun!

SKULL BOMB: Mini Post Mortem

Posted by
Monday, April 20th, 2015 7:31 pm

Skull Bomb by @mattmirrorfish

This is my first time Ludum Dare-ing. I have been putting off doing it because I never have un-interrupted time on weekends but this weekend I decided to go for it anyway. This game was made in the hours after my kids went to bed and any other little bits of time I could get together over the weekend, maybe 16¬†hours or so in total. I hit on the mechanic and theme I wanted to do pretty quickly on Friday night: my interpretation of an unconventional weapon was a suicide bombers bomb. ¬†Because I knew I wouldn’t have time to do sophisticated AI I decided to make the enemies robots which would make their slightly stupid behavior thematically appropriate. The AI could be improved a bit but for now it mostly works. The theme also supported my primitive art style which is made using basic primitives within the Unity editor. ¬†The main mechanic is avoiding coming into contact with the red awareness zones of the enemies while trying to get to the end of the level and blow up the enemy server. I leaned heavily on stuff Unity does easily out of the box for this, in this case Navigation. The flying and hovering enemy types each have nav mesh agent components attached and a script randomly assigns waypoints from an array. This causes them to path through the level randomly and adds some un-predictability. I also added some searchlight gun tower type enemies inside the ‘city block’ formations since running through them, where the hovering enemies couldn’t go, seemed to be a dominant strategy.

I created the audio using Logic which is mainly sounds made with Logic’s built in Sculpture synthesizer. I stuck to ominous drone sounds mostly. I wrote a minute long text which adds some additional context and had my girlfriend read it on mic, which I then processed and cut up a bit. I think it adds a lot to the vibe of the game and provides some useful expository narrative framework.

All in all I had a ton of fun doing this! I’m going to aim to continue to jam, even when limited for time, and try to block out a full weekend to get together with a team and attempt something more ambitious.

Here’s my entry: SKULL BOMB.

If you liked the game or just want to say hi I’m @mattmirrorfish on Twitter. Thanks for reading!

 

EDIT:

I got some great notes from people playing and rating my game¬†which allowed me to make a few small tweaks, hopefully for the better before the cutoff. I found players didn’t know where to go so I made the final objective more visible, and had the players drop in from high up so they get an initial birds eye view of the level. I also moved an enemy that was sort of spawn camping the player in a really unfair way :)

Also, lot’s of people liked the voice over! I must say having a little bit of recorded audio in your game like that to add some story is a pretty cheap and easy way to add some production value. That is definitely the thing I spent the least time on (maybe¬†2 hours out of 16 to script, record, mix, edit and implement) but has gotten the most positive feedback. Definitely food for thought! Thanks very much to all the people giving comments on my game (and on everyone elses!) ¬†It feels great to be a part of a community of game creators like this.

72 hours jam – Our little experience

Posted by (twitter: @@fox_in_soxx)
Tuesday, April 29th, 2014 2:44 am

This post is about making of the game Losing it. You can take a look at it here.

So, the 72 hours are behind us and we can finally exhale and relax for a bit. I am currently looking into other entries and I’ve got to say, there are many talented developers around the globe.

But I would like to show you a quick overview about the creation of our little project here. It was a very exhausting weekend and many energy drinks have been drank!:D

The biggest problem at our side was the brainstorming. Once we woke up on saturday and checked the theme, we immediately jumped onto a long debate. We couldn’t agree on a basic idea and rejected a lot of potential concepts. There were ideas for a mining game, hack ‘n slash action with demons and completely simple ideas like fisning corn flakes form a bowl. After three long hours, we agreed on a stealth game with a rat and it seemed liek the perfect compromise.

I proposed to base the game in an isometric field, as I wanted to try something different from my other projects. My games are often created in pixel art and since this style is nowaday frequent, I wanted to distinguish our creation from other entries.

The graphics began like this:

krysa_bg_size

Nothing too complicated, but everyone got the idea and it was easy for us to build around it. On the first day we managed to finish some easy tasks like mouse walking and positioning and I finished the graphics for the house surface.

Then within the first day this

izo_dum_diry_wip

changed into this:

Rat_bg_screen

What may seem like a pretty strange choice, is the black and white visual. And to be honest, we didn’t intend to leave the game in gray tones in the beginning. I usually draw my paintings in gray tones and colour them afterwards. But after we put the rat and cook into the scene, we kinda agreed, that this combination actually works pretty well.

Those, who finish the game, might also notice a strange ending or maybe a different meaning underneath the basic idea (so meta!). This idea was there from the very beginning, but we were not entirely sure whether we have the time to include this outcome of the story or not. We managed to make it in time, but the ending still leaves a lot of space for open interpretetation. However, I hope a lot of gamers actually understand the meaning behind it.

The biggest stress was of course present at the complete end of the jam. The guys were the most productive on the last day and worked till the last minute. I finished the assets pretty fast on that day and didn’t have to cut corners at all. Which is unusuall in a game jam.:)

Anyway, this is the result. It’s not perfect and you may come across minor bugs, but everyone worked hard and I am happy we did a lot of work. I might come back to my other projects now, but I hope, this is not the last Ludum Dare I take part in! I hope everyone had fun!:)

You can check our game at the jam entry page!

screen1

Triumph Of The Diver – Stealth-based entry submitted!

Posted by (twitter: @teambrookvale)
Monday, April 28th, 2014 3:58 pm

After three days of hard work we have submitted our game! 

Triumph Of The Diver is¬†a stealth based isometric action game. You control a diver and the goal is to sabotage the enemy fleet. The game is available to PC, MAC, Linux or playable online with Unity player. It’s been an exhausting three days but we are happy with the final product. ¬†Tell us what you think!

TriumphOftheDiverTeamBrookvale

Triumph of the diver – getting close to the finish line

Posted by (twitter: @teambrookvale)
Monday, April 28th, 2014 2:38 am

 

 

After an exhausting weekend we have some good news! Everything seems to work fine and after the upcoming testing¬†we’ll submit¬†it. Probably in a few hours. It’s exciting and frightening. Hope it turns out good!

Screen Shot 2014-04-28 at 7.29.51 pm

Progress of “Triumph of the diver” stealth game

Posted by (twitter: @teambrookvale)
Saturday, April 26th, 2014 10:33 pm

We are over the 28 hour mark and things look pretty good. Game mechanics are working, art is finished so we’ll use the rest of the time fixing small details and polishing gameplay.

In this game you navigate between enemy boats and infiltrate them while staying out of sight. 

Triumph of the Diver

 

[Whitesnake] We’re In it!

Posted by
Friday, December 13th, 2013 9:22 pm

Hiya folks!

We’re Whitesnake out of Austin, TX.

Whitesnake!

A hardy and handsome bunch, right? We’re all students roughing it at The University of Texas at Austin. We’ve all just finished with our final exams and we’re raring to continue our trend of stressful, sleepless crunch work for LD28!

Here’s theChris, our lead programer and executive producer (we’re set up in his living room)

IMG_0107

sigfig, our artguy and level designer! He’s pleased to meetcha!

sigfig

Our excited interns interns Antonio and Axel (who are Latin American!)

IMG_0109

Look how excited they are! It’s their first time working with Unity, so we’re having them and their youthful enthusiasm pair program.

I’m aomeng, here’s my ugly mug:

aomeng

Whitesnake’s got a few ideas kicking around for a first-person Unity game, so stay tuned for when we decide on one! We’re currently networking our computers together and setting up git:

git

We’re looking forwards to scope creep and poor breakfast decisions! To be continued….

 

 

 

Demon Infiltration – LD27 Post Mortem

Posted by (twitter: @zekyonD)
Monday, August 26th, 2013 10:52 am

4

Play here

This was my third LD and I can say that has been the best.
Why? because I think I had create a good game in less than 48 hours, but even so, I’m not happy with the fact that I made it using Game Maker. Ok, the use of Game Maker isn’t anything bad, don’t get me wrong, but I was learning java and libgdx since three-four month ago and I wanted to check my knowledge in this LD.

Why I didn’t use libgdx then?, I had not time, this was a weekend very evenful and the priority was create a good game.

Well, here is my Post Mortem:

 

What went good?:

  • Graphics and gameplay since the first day

The gameplay was very easy to program, only a basic platformer with an stealth system, basically if the enemy is looking right and the player is near of his right, he kill the player instantly.
And the graphics palette is of 6-7 colours in total, what made more easy the process of design.

  • I’m learning a lot about GML functions

This was my second time using Game Maker and I was a bit lost. Even so I kept forward and I learned a lot about it

 

What went bad?:

  • Bugs, a lots of bugs

I thought that my game had less quantity of bugs, but no, it had a lot, so I spent all the day of today fixing it.
I think now the game works properly, however, it surely has some bugs waiting to be fixed, so if you find one, please let me know.

  • Few levels

As I say before, I had not enough time for dedicate to the ludum (only the nights) so the levels was reduced in number, only three of six planned in the start.

  • In my opinion, bad theme

Seriously, what kind of theme is 10 seconds? I hate be a hater (excuse the repetition), but was one of the worst themes in the votation, “Death is useful” or “You must leave it behind” would have been a lot better.
10 seconds is nearly to obligate to create a game that hurries you and I hate that type of games :/.
At least have been better than “minimalism” ¬¨¬¨

  • My english level is ridiculous

Yes, and because it I commit some typos on the game. I would apologize to all the people who is leaving their eyes on this text. Seriously, sorry.

Thanks for read!

 

LD48 Game! Stealth Man: And the Magical Stopwatch!

Posted by
Monday, August 26th, 2013 12:16 am

Hello,

I’m Jeff, and here is the game I worked with a co-worker called Stealth Man: And the Magical Stopwatch. It’s a stealth heist game, were you have a stopwatch that can pause time.

Credits:

Code / Art / Level Design – Jeff Eastman

Get the game here!

 

Post Mortem:

Pros:

– Learned a few new tricks in optimizing Game Maker.

– First Ludum Dare!

Cons:

– First Ludum Dare…

–¬†Too much time on creating AI, that wasn’t needed for simple game.

– Creating traps required a lot of trial and error in testing.

– Cameras were a pain to change.

-Didn’t have enough to implement Richard’s work.

 

If you have any questions, feedback, blackmail, be sure to send a tweet to me @Jeff_Eastman!

Changing the direction of the game 180¬ļ

Posted by (twitter: @juaxix)
Sunday, August 25th, 2013 2:10 am

I was going to do a game with a vampire in a train, I already had the train, the wagon ,the casket and I was animating the path,… adding particle fx to the chimeny of the locomotive, and just after add the casket to the rear part of the train, inside the wagon, i set the animation to open the doors ,both for casket and wagon, I already have the algorithm to detect when the vampire is hide from the spot-light (sun)

running_light_shadows
and suddenly …

vampire_train

i felt something strange, the wagon door had a blood texture and it does not feel like something I would like to make, I really didnt want to create more blood games, or vampires…no…then I was looking to the ground of the scene,i feel like added an ocean, some rails, set animation and then it appears: this
that’s a game I definitely want to do.

Let me give you my inspiration here too:

Runaway Money

Posted by (twitter: @grimfang4)
Tuesday, April 30th, 2013 2:41 pm

It’s been a full year since my last LD… ¬†::sigh:: ¬†But it’s great to do it once again!

This time I made Runaway Money, a party game about being invisible and stealing money.  Sounds kinda fun, right?  Does it also sound kinda strange that a multiplayer game would use invisible players?  Yeah, me too.  I had to think a while to make sure it was possible.

As it turns out, it is and it’s pretty fun. ¬†Give it a try with your friends!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=654

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