Posts Tagged ‘time’
Hey all! I’ve been enjoying a lot of games from this Ludum Dare, and I hope you all have to. I participated myself in the jam, collaborating with another indie game dev known as Code_Assassin. However, through details I’ll explain below, we didn’t finish. While we did submit an entry, it wasn’t a finished game like we hoped, and after a day of thought, we requested the entry to be taken down, and the game removed from Newgrounds.
Our game originally started off with a premise of finding a mob boss out of a group of people, the levels and the clues would be random each time, but you only had one chance at killing the boss. We agreed on using Flixel as our framework due to its ease of use, my experience from using it in last year’s Ludum Dare and CA’s experience with Actionscript3, and that we could upload it to the web. We got a Git repository set up and we were hyped up and ready to go!
I also finished my first Ludum Dare last night and I am very happy, that the most of the other gameinventors who played my game enjoyed it, like I did when creating the game ( I also enjoy it playing/testing ). The Only thing I have to say: time was very short. So much to do: Programming, making graphics, thinking, animating… and there are still other things to manage: eating food, drinking enough water to concentrate, going to toilet. Sleeping – of course. Even if it was a little bit hard to sleep with this much pressure in the subconscious. And at the end there has to be a fully playable game.
My first thoughts were like: “Oh – my god!”
How am I going to manage the time? What should I use my time for? Graphics, just programming (little graphics), planning, ideas, music? I also had no idea what to do in the first place. Maybe some people who watched my stream on twitch saw ( not heard) me talking on skype and teamspeak, getting over and over new ideas and discussing what to do. But as I started to do the first graphics I got the flow and could bring up all my energy to finish this more or less raw, but still playable and enjoyable game!
What I did right or wrong
The right decision was to chose the libgdx for my game!
First I focused on graphics (maybe a failure, because in the end I nearly ran out of time! :/ ). I submitted the game ONE minute or maybe less before the submission was over! And it was really, really exciting and close. After I found the style, how the game should look, I started to rig and animate the character. Then I created the skin for the enemies. By the way: Thanks to the creator(s) of Spine who made this great and simple animation tool for rigging and animating characters and menus! It made it very easy for me to make thos smooth animations.
Unfortunately I got stock by loading them and bringing the characters to life… for about 1 hour. There went the first part of the time I was missing in the end.
After I got them finally to work ( maybe my own way of doing it… let’s say by work around the actual problem of it) I started to implement the first raw test-map for the game and the mechanics for the jump’n’run… and I got stuck again! Unbelievable!
I tried to deflect me from the problem with glitching collisions or sometimes no collisions by eating, playing the piano, eating, going to toilet (where some good ideas came from :D) and lost this way much time again. But finally made the collision ( also with a workaround which is even quite nice!). But I still had so many things in my mind, which were to do during the next 12 hours: the exit of the map, different screens (levelstart, levelend, decisionscreen), variable attributes for upgrades, random map generator. 12 hours: such stress! Ultra.
The less time I had, the more rougher the code was going. In the beginning everything was fine. Nice OOP. In the end some bugs appeared and every snippet of code was just like it came out of my hands and not my brain.
The Core of the game: The decisions. They were actually the last thing I implemented. I think this was a huge mistake! There was not much time and not much concentration left (2:30 | GMT+1) and they should definitly make sense! You only get one of the displayed upgrades after getting through each random generated level:
You jump 2 times higher than before BUT You jump 3 times lower than before.
Doesn’t make any sense, heh? Well…. I had to get through this last thingy, but I finally made it…. somehow….
Thanks to all people who supported me while programming: Thanks to my girlfriend Julia, who supported me whereever she could and delivered some food :3 Thanks to the guys of the endless-aerospace teamspeak who always had some nice ideas! Thanks to my coworkers who skyped with me and motivated me to finish it!
I hope I may be proud as everybody else who made it this far during the compo!
I enjoyed programming/designing / animating, did you too?
Everybody who’s interested in what I am creating usually or who wants to see what will happen to the project after ludum dare can follow me on twitter: WhiteLlama
Our concept is quite simple :
- The ship is blowing off, you only get 60 seconds to get those aliens out !
- If you die, it’s ok, you’ll be able to play it back thanks to your super back machine.
- But the level may have change a bit…
Then the game is quite simple, but we made many things to make level design fast and stuff. We’re almost ready to enter in the tuning step ! Luckily, we’ll have all the time we need tomorrow and be able to bring the game to its full potential. Musics and sounds are almost ready too ! We still can’t choose a name, but it doesn’t really matter
I made a little game called Oxy (please give some feedback) and here it’s its postmortem.
I like games and I play a lot of them. I got into programming because I wanted to make one, but never finished any worth showing project.
I wasn’t going to enter LD. I was only waiting for the theme announcement and I was just going to play around. I had no idea of what tools to use or how to make it. The theme was out around friday at 23h where I live and I stayed up until 2h in the morning trying to think of something to start. All I got was an “old” idea that could be adapted to the theme, but it didn’t feel right. So I went off to bed and started thinking about giving up.
The basic idea of 2 divers in an underwater cave only hit Saturday morning. From this moment on I had a blast of ideas. Some of them were good and others, totally crap. Like the idea of moving the 2 characters at same time. I’m so glad I didn’t push it. It would ruin what become the best decision I took. Finally I got to the idea of having the 2 characters, but one of them would be unconscious and would be in need to be dragged around. Both would be in a underwater lab that would need 2 people in different positions at the same time to push the buttons to open doors. The only thing that I was certain about it, was [SPOILER-select to read] that Dave wouldn’t make to the end alive. My main goal was to make the player feel attached to Dave and then, well, kill him. [/SPOILER]
- Instructions: I think I could have made a better job at explaining the game to the player. I made the “title”, “game over” and “win screen” in a heartbeat before the due time. I almost forgot to include the controls.
- Planing: I hadn’t planned anything at all. Not even whether I was going to participate or not. That made difficult to polish some ideas. Next time, I hope to be more prepared.
- Short: This is kinda good for the competition, but I wish I did more story-wise. I wanted to create a connection between Dave and the player, which some people got it, but I think I could have done a better job here. It feels a little forced how it all happens.
- Difficulty: Well, of course I’m the master of my own game, but there’s other people in the world, with different skills and patience. Once you died, you had to go through all again. As some user stated, it felt like a chore (even if at the end it was a rewarding one). Some people suggested some sort of checkpoint but I think that would break the immersion. It just needed to be a little more easier.
- Finished: Hell yeah. I f****** did it! I finished something that I’m not afraid to show. \o/
- Music and sound: Many users loved the music and so do I. I was very lucky to find the Circuli app. I spent a bunch of hours playing with many music generators (because I have no talent), but none of them felt right. I like how I made the sound effects (the 2 of them haha) fits with the music and ambient.
- Mood: The music really sets it, but I think that the little narrative and dilemma makes it full circle, even with the short duration.
- Controls: Even while I failed at explaining them, they were pretty easy to master and they felt right.
- When Dave dies, the game continues: I think this was best design decision that I made. Because when it happens you think “it’s over!”, and then it’s not over, but you have to drag the dead body of your friend. Not everybody got a deeper thought about it in this “silly game with puzzles”, but that’s what I was aiming for, so I’m glad that some people noticed and thought about it.
If I had more time
- Graphics: I really can’t draw as I stated in my entry post, but I know I could make, at least, the scenery look better and not THAT amateur and generic.
- WASD: I completely forgot to include these keys. I planned to do it, but I just forgot.
- Story: I think a better background story for both characters would make it easier to achieve my storytelling goals.
- More and better puzzles: Well, that’s pretty much it. More and better puzzles.
- Two endings: I wanted to make two endings: [SPOILER MAYBE-select to read] One if you crossed the final door with Dave and another if you didn’t.[/SPOILER MAYBE]
I really liked my idea, but the execution was mediocre to good, I guess. So I intend to take this to another level. Make it a full game. I hope to do so.
I had a wonderfull time. It was an intensive, scary, stressed and fun weekend. I finally finished something to be proud of. And people got it and liked it and this feels so good. This little experiment incentivated me to push more and harder now. I have met some incredible minds behind the games I rated so far and I’m excited to keep in touch.
Thanks for reading and please, pretty please give some feedback.
Black Hole Runner is my Ludum Dare 27 entry, it’s about black hole and time dilation. I found almost everyone complains the slow vertical movement, which is caused by time dilation. To me, the slow movement has its reason, that’s just what I want, a slow motion effect. But why players don’t like it and how can I improve it?
The biggest mistake I made is let players waiting. Games should keep players busy, from receiving information (visuals, audios, texts and emotions) to taking response, always let them having something to do. Even in the turn based game like Go, in opponent’s turn, player have lots of brain work to do.
Yes, time dilation slow down spaceship’s movement, I can’t make it faster under this precondition, but I can give player more works. I found below possible solutions.
* Adding a laser weapon to break the asteroids.
* Pressing UP and DOWN to move a spaceship is so easy, increase the apm.
* Adjust the speed of background music to the in game time speed, emphasize the dilation situation.
* Adding fancy visual effect to attract players attention.
Black Hole Runner is my entry for Ludum Dare 27, it’s about spaceship, black hole and time dilation.
Physicists found the fact, speed and gravity can slow down time when they increased, which they called time dilation. It’s an amazing fact, isn’t? Physicists are really smart guys.
Time dilation is the core of Black Hole Runner. You’re a bad luck captain, try to escape from the gravity of a black hole. The only solution is space jump, but unfortunately it needs 10 seconds to set up. At the mean time, you need collect fuel and evade asteroids. The good news is the black hole changed the time speed, you have enough time to response. The closer to black hole, the time is slower.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
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.
Code / Art / Level Design – Jeff Eastman
– Learned a few new tricks in optimizing Game Maker.
– First Ludum Dare!
– 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!
The MinimizeArt entry page is here.
Ludum dare started for me at LD23 – Tiny world. From then until now, I have learned a lot and my games have improved. For one, I was actually proud of what I had made and my game was actually kind of fun. Before I continue, let me show you a timelapse.
Although my game was better this time around, not everything went perfectly.
What didn’t go so well
Messing around – I spent a great deal of time just sitting there, looking at what I had done. I would get something done, and I would just keep looking at it instead of coding.
Important things last – I didn’t do things in the right order, I ran out of time to make more levels (which is mostly the fault of #1). I should have added sound sooner in, made more levels, etc. Then the other stuff would have been a breeze.
What went well
Code – In the past my code was really sloppy. I just did whatever worked. But this time I stopped to think about my code. The end result was much nicer.
Lighting – This was actually the first game I’ve made with lighting, so it’s kind of a good thing.
Game was hard and fun – In the past, my game were about as fun as coding a Graphics driver in Assembly, and they were never hard either. But this time I actually enjoyed playing it.
So that is how my Ludum Dare went.
Regarding time tomorrow… I expect 2+ hours of graphics (draw 1 version of everything in Inkscape and export art at 1 resolution), 1 hours of sounds (learn bxfr, generate sounds) & 2 of music (find & learn music program, write music – would be much easier if I had any working midi solution!), 4+ hours more code + faff. So that’s 9++ hours.
Today I lost time to cooking, wanting to do some nappy changes, the neighbourhood water going out directly after a messy one, learning (common intra-jam mistake) and chatting (wife & neighbours).
I’d estimate 10 optimal hours tomorrow but for safety, I reckon in order, I ought to allow 2 code, 1-2 graphics, all the sound and music then come back to code & extra art. Also check the rubric to ensure I’m maximizing what I have – probably before ought else!
Right, night, take 2!