Posts Tagged ‘SuccessStory’
…just after the stroke of 10:30pm, on a chilly spring Monday (local), we closed up the game files, packaged a few files, and linked to them on Ludum Dare’s website. Sitting back in my chair, I’m thinking… I’ve learned that willpower and motivation are everything when it comes to Game Competitions. There’s not really much to say on the subject other than that… I’m tired! This game was drawn and programmed by Jimun Batty, drawn by Luthrid and myself, with a music track feature by Gero.
Our game is about a mammalian water dweller called a wopol. As he wakes up, he’s greeted by a page over a speaker, calling him. After doing some experimental tests, he’s sent back to his room, but piecing together that he’s not supposed to be here. He remembers being a human! Wanting to break out, he has to put the skills he learned in the lab to use and escape, but there are obstacles in the way, obstructing his path.
Take on the journey, encounter enemies, figure out navigation puzzles. Get home where you belong…
Sadly, our only regret is timing. There were a few things that we couldn’t get done in time but may release postmortem so the game feels more cohesive and complete. Enemy variety is a big thing. Between drawing enemies and coding them, there was simply not enough hours to do them all, so we stuck with three. The facility had guards that would capture you for trying to escape (and return you to your room). As well as other sea-life that would slow your journey down, drawing and coding got bumped down the pipe.
As well, as a tool of exposition, there were plans to have other Wopols in game who would talk to you and hint you along as to what the story’s about and where you need to go to finish the game. Again, timing.
Custom music was a big thing during LD-28 (You Only Get One). This time around we managed to do one (Thanks, Gero!), but used Incompetech for the rest. Sound engineering felt tight overall and there wasn’t much to improve on!
Edge case collision errors were a thorn in our proverbial side, but for the most part, if stuck, you can wiggle out of it. Something that may be fixed postmortem.
This is sort of our biggest, most polished adventure game to date. Thanks to an engine developed completely by Jimun Batty, our head programmer, making the environments, the animations and marrying them together was exceptionally breezy!
Developing a game around a story that started only as an opening line until the midway point of the dare is rewarding in its own way. You see how the game plays before you know where the character is going to end up. This gives you an idea of where to go with things from there.
From here, I’m confident that game development will be more rewarding. This was a really fun dare; it was a heck of a weekend for me personally. Between the hard work, the fun times, the sleep deprivation and the camaraderie, something fulfilling and special really hit home. That makes me all the more proud to be part of this team, and has me looking to the future with a positive outlook.
…baggy eyes, sure, but positive outlook!
After slaving away for months on the post-competition version of my Ludum Dare #27 entry, it’s finally here. A fair bit has changed since that 48-hour demonstration, and I’m pretty happy with how it turned out. The core of the gameplay is the same. You still run around an alien UFO trying to figure out how to escape, alternating between a memory exploration and a frantic dash to achieve your goals in a very limited time window. The time limit changed for the sake of playability, 10 seconds just wasn’t enough time to get any meaningful play out of. There are a couple of new upgrades, and the aliens are all over the ship just waiting to gun you down if they catch sight of you.
The long road I spent a lot of time working on this game to take it from a concept to a game I would be happy to release. When I compare the difference between the two versions it’s kind of amazing. The depth of gameplay that I wanted to present in the initial entry was far too much for 48 hours, and fortunately I realized that pretty fast. The version that I released last week has every feature that I originally planned to put into the competition entry, and between that and the improved graphics, it looks like I missed the mark on my time estimate by about 500 hours, give or take. Without further ado, here’s a rundown of what you can expect in the full version.
- Less punishingly difficult. The time limit was increased from 10 seconds to 30, puzzles were made much more flexible so you can solve them in any way that makes sense, and the collision system now has rounded corners so you don’t get stuck on the terrain.
- Drastically improved graphics. The resolution on all graphics was increased by a factor of four, there’s a lot more diversity in the environment and the aliens, and some shaders were implemented to add pretty effects like the clouds in memory mode.
- Better music and sound. No more computer-generated sound effects that grate the ear, a full score of actual music in the background, and more sound effects for things that happen in game. It’s an even better improvement than the graphics.
- A bigger, better map. The map is roughly four times the size of the one used in the competition entry, it features more dynamic objects to interact with, and has better segmentation to help you understand and navigate the space.
- More upgrades! While the first upgrade was taken away and given to you as a default ability, the remaining four upgrades are still there, along with seven other upgrades ranging from teleportation to the ability to use drugs for status effects.
If you want the full details on everything that has happened since then, you can check out the development blog at my website. Thank you all for making my first ludum dare experience a great one, and giving me the kick I needed to finally take get past the prototype stage and release a game.
After MiniLD # 49 I declare that The Spike has been released for android in Google Play.
Tired of the heroes overcome the Dark Lord ? Are you sick of always losing to them?
Well, that is going to end because the time to stand up to the heroes and curb their way through the castle of the Dark Lord has come .
But you are neither the hero nor the Dark Lord , not a powerful guardian , you’re not even a Minion . You are …A Spike !
No one spike any… THE SPIKE ! Yes , you are the typical spike is in any castle of a platform game either , faithfully guarding the abode of the Dark Lord of the arrival of the heroes.
Your task as spike is to protect the passage of the heroes to the throne of the Dark Lord and keep the good guys win .
In “The Spike” to the typical spike control of a castle of a platform game , your duty is to prevent the passage of heroes , rising from different places and with variable speed. Do not let the hero win !
Welcome to The Spike, a highly addictive casual game for free and without in-app purchases .
Touch anywhere on the screen to make the pick attack hero is happening underneath it . You have to wait a while to charge your attack. Beware the Dark Lord’s life reaches zeroIf the heroes have won and you lost!
Extreme Fishing is now released for Android on Google Play! This is my first game since I decided to go full indie in January. Extreme Fishing was originally created for Mini Ludum Dare #24 by me and João Zanini. This new version for Android has new content, better gameplay, improved controls for mobile and Google Play integration. Challenge your friends on the leaderboards and conquer the achievements! It’s also free, so download it right now for your Android smartphones!
Our Knoxville Game Design group is featured in the cover story of our local Knoxville entertainment paper, Metro Pulse. The seven page article gives our thoughts on the current Indie Game community, and describes our participation in the recent Ludum Dare 28 competition. The article features interviews with Knoxville Ludum Dare participants ViNull, DylanWolf, Insane66, and myself (GaTechGrad) along with Chaosoft Games.
This paper is available for free at numerous newsstands in East Tennessee.
PDF version (identical to the print version)
Online version (formatted for the web) – Please Like/Tweet the article so they will consider doing more game development articles in the future!
“Ermahgerd! 188th for Humor in #LD28.”
Thank you to everyone who took the time to try my game. I am humbled and glad to have taken part in LD #28.
Only scored low on innovation; which let’s be honest, is no surprise. My main goals were to complete a game and learn from the stats and feedback given, which you have given and I have done and will continue to do. Thank you, truly.
Again, thank you; thank you thank you thank you.
Here it is my post mortem about 0RBITALIS. For this game I got inspiration looking at other themes in the final round. It’s hard to make a game that is as vague as “You Only Get One”, but when you couple it with “Gravity” and “Chaos” it’s much clearer what you can actually do. I have always been interested in games which explore how simple rules (such as Netwon’s laws) can generate beautifully complex behaviours.
Most of the “features” of the game are actually consequences of the strong time constraints Ludum Dare imposed me. For instance, mi initial idea was to have a moving camera that could zoom in and out, but I didn’t have time to code it properly. And this automatically lead to a “stay in the system” mechanic. The vector fields that you can see in the background was a debug tool I used to test and calibrate planets’ masses, but when I realised that it was fitting nicely with the style, I decided to leave it there.
Since the very beginning of the voting period, 0RBITALIS got a lot of attention: so far, it’s both the most voted and commented entry in the 48 hours competition. I think part of its success is due to its aesthetic: it’s simple, yet effective. I spent lot of time polishing the game rather then designing more levels. This can really do the difference, especially when games are picked almost exclusively by how appealing their screenshots look like. 0RBITALIS has doing unexpectedly well. For this reason I am already working on a full-game version that will include both more levels and new mechanics. There will be probing missions, for instance, which require to scan a celestial body for a certain time. I am already working on landing missions as well, but I’d rather keep them mysterious for now!
Since I *hate* menus, 0RBITALIS won’t have one. I am working on a different system, however, that looks like a star chart. Player will be able to select levels and to change settings just touching and connecting stars. I also collected lot of statistics about levels but… I’ll keep them for another post!
If you liked the game, you’re more then welcomed to vote it or leave a comment on its LD48 entry page. If you want to follow 0RBITALIS news and further development, you can find me on Twitter as @AlanZucconi.
My LD28 game Pizza Delivery Hero is now available on Google Play for Free!
I spent all last week converting and improving my LD entry so that it would work on Android. I really like using Libgdx since they make it so easy to make a game both for desktop and mobile.
For this LD I wanted to focus on keeping my scope small, with the intention of making my game work on phones. I tried to design everything with this in mind. The controls had to be workable for both keyboard and taping/swiping.
After the LD I had to go back and change a lot of the base mechanics for the game. The LD version was way to hard, and not balanced very well. It couldn’t handle multiple screen sizes or touch controls. The very second I loaded the game onto my Android it crashed.
My LD version didn’t have enough levels. I spent a couple days going through and adding more levels.
I also felt like there wasn’t enough motivation to collect the coins or get high scores in the LD version. I went back and added a coin counter to the game to show how many of the coins you had got, and then added something to store the high scores so you could go back and look at them.
Here are a couple images I made for the Google Play store:
Fans of runner games will love the reflexive game play. Try to do as many tricks as possible to maximize your score while staying alive!
Final game looks like this:
It is an asymmetrical 2 player (one with a mouse and keyboard, the other with an Xbox 360 gamepad) 3D fire sim toy thing. You only get one match’s life (if you’re player 1). Water and fire interact in the usual way. Strike the match on the rough rock to start. Points are awarded for tree/ house voxels burnt to the ground. There’s no sound.
This was my second ever game jam and I learned lots from this project – obviously fire simulation, but also the particulars of Unity’s particle systems and I’m sure lots of other things I can’t remember now.
Obvious bugs include the match floating up at certain times, due to unity’s physics collider. The match probably shouldn’t float on the water either…
I started lots of things that didn’t go into the final game – independent voxel fire grids that could interact, procedural generation of terrain. I guess the maths was a bit too difficult after nearly 28 hours of programming for my brain! I really shouldn’t have eaten so much sugar. Maybe next game jam I’ll remember!
My game TTY GFX ADVNTR is now available on the XBox Live Indie Game (XBLIG) marketplace. This game started as my mini LD45 entry, which was written in C and SDL. After receiving positive feedback from other Indie developers, I decided to port it to C Sharp and XNA, so it would be available to a wider audience. The XBLIG version also has many new enemies, different weapons, and a skill system for crushing attacks.
Buy the game today for only $1 (USD) on the XBox Live Indie Game marketplace. From the XBox360 home screen, select Games tab > Browse Games > Indie tab > New Releases or buy it on the web at TTY GFX ADVNTR (only for XBox 360)
I’ve spent the past few weeks off and on porting it over from Flash to Unity and also improving the gameplay a bit, polishing the visuals, and adding things like Google Play Leaderboards and Achievements.
Squeezed Out! is a fast paced skill game that gets very challenging quickly! The goal is to earn the most points by surviving as long as you can.
To play you simply tap on the left and right sides of the screen to move left and right, but stay away from the falling blocks! The smaller the gap you pass through, the more points you are rewarded.
Here’s a super quick gameplay trailer:
Once I make sure it is working well, I’ll be pushing out an iOS build for iPhone and iPad.
If you happen to check it out and like it, I could always use ratings/reviews and I welcome all feedback in the comments below, thanks!
Since Ludum Dare 25 (December 2012), I’ve been chipping away at making the 48hour version of Terra Forma into an actual game. I’ve improved the graphics and user interface, added 60+ levels, more block types, an online editor, and online community levels. The PC version of the game was released in early August followed by the Android version just before September. The iOS version has been submitted to the Apple store and is currently awaiting approval. Many thanks to the Unity engine for making multi-platform deployment much less painful, and to Ludum Dare for birthing new game ideas through the competition. Check out more info about Terra Forma along with a playable web demo here.