Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

Posts Tagged ‘tips’

I’m in, here are some tips

Posted by (twitter: @@protoduction)
Thursday, December 4th, 2014 5:26 pm

I’m in.

Here’s a small list of tips you don’t read everywhere that I wrote up some LDs back:

  1. Your game is probably too hard.  As the maker of a game, you are much more skilled in your game as you know exactly how it works and have played it a whole lot. Have your game playtested, even in a jam, and scale the difficulty down.
  2. Add story skip functionality. Add skip functionality to intro’s and parts of the story (if your game has one). In my game the intro was not skippable, which was a big, big mistake.
  3. Add level skip functionality (in my game I had a button show up after X failed attempts). This allows players that are struggling or simply don’t have the time to try many times to see the story/ending of your game regardless. This is not that hard to add and in my eyes is a must in story-driven games.
  4. Add sound. Any sound is always better than no sound, if you are not an audio pro, consider recording things around you with your crappy microphone or generating sounds with bfxr. If you do it really well, it can make for a great experience all by itself.
  5. Do one thing well. I often end up over-scoping in jams, it’s not so much that I didn’t put in every feature I wanted, it’s that the game does not do one thing very well, but does a lot of things. I think this problem is especially present in  the programming-end of the game developer spectrum.
  6. Don’t finish with programmer art. Making art is not impossible for programmers, do plan to span some time on at least reasonable art. Keep it simple and add particles.
  7. Build for Linux too. I’m not a Linux user myself, but many of jammers (especially the veterans (who vote on a lot of games and give great criticism)) are. There is no Unity Web Player for  Linux, so build for Linux!
  8. Put instructions in the game, when the player needs it (first) . In my opinion this is so much better than putting a list on your submission page or at the very start of the game. Here are some examples of how it can be done.
  9. Watch a stream of someone playing your game (or an IRL person). This is basically how I learned most of this, post-jam there a bunch of people streaming games, it’s a great opportunity to see someone struggle with things that you thought were intuitive/easy.
  10. Changing the pitch of your music to around 50% tends to make for some nice game over music.
  11. Using different instruments for different tracks with the same melody is a nice way to save a lot of time and prevent repetitiveness.
  12. Your game doesn’t need a menu if it means you won’t finish your game because of it.
  13. It’s OK to change your game idea around if it doesn’t feel right or you risk not being done in time.

Hope they help :)


 

This LD I’ll probably create a 2D game, as my 3D modeling skills stretches only from cubes to teapots.
Can’t really say what tools I will be using beforehand, here’s a rough list.

Language: Haxe, C#, TypeScript, Dart, Java
Game Engine/Framework
: Unity3D, Phaser, THREE.js, OpenFL
2D Art: GIMP, PyxelEdit, MS Paint
Music: Sunvox, Reaper, Audiosauna
I’ll just pick whatever fits the project best .

See you in IRC :)

#noman

…but first invite a friend or two. It’s dangerous to go alone!

The rating period is slowly but surely nearing its end, and I thought it cannot hurt to write a postmortem for the game I made three weeks ago. I wish I would’ve promoted the game more (it’s my first online multiplayer game after all!) and I wish I could’ve played more games, but my master’s thesis was jealous and demanded I spent more time with it. That being said, I have a free minute now, so here goes nothing!

Design

Three weeks ago, when I was still young and inexperienced, I thought that “Connected Worlds” lends itselfs perfectly well to making an online multiplayer game. (Nevermind that I never did one before, haha.) That being said, there are some obvious design problems that I needed to solve – and that ultimatly led to the current design:

  • LD rating is 3 weeks, and people likely won’t play all at once. To tackle that, the game should a) be able to be finished single-player too.
  • Even if people are online at the same time, they probably won’t arrive at the same time – and likely don’t want to wait either. For that reason, I made the game drop-in/drop-out: The first player to join starts a new session that ends when the last player leaves or the game is won/lost. Any player that arrives in the meantime just spawns next to the torch. (I briefly entertained the idea of one permanent session, but I wouldn’t want to do the level design for THAT, phew. Also I highly doubted that players would come back often enough for that to be interesting.)
  • Synchronisation is hard. So, uh, nothing twitchy. More slowly. With tiles to walk on.
  • Synchronisation might not work correctly. I have no idea what I’m doing after all. So, better do a co-op game and nobody gets pissed that the enemy had an advantage.

Okay, so a scalable drop-in/drop-out co-op online multiplayer game. This is basically what I spent my complete first day on, and I had no idea what I actually wanted to do gameplay-wise yet. I implemented a chat though: Just text that appears on top of player’s heads.

After a good night’s sleep, I arrived at the idea spawning from the Olypmic torch relay: A flame had to be transported from A to B – in this case between two kingsdoms. Slowly everything clicked together: It was dark, hence the flame is important. If you drop it, it’s not protected anymore and slowly dies down, and you have to drop it sometimes because it’s heavy as hell. And there are multiple obstacles that you have to dig through or build across. You can do it alone if you react fast, but it’s stressful always to drop the flame, dig/build a little, pick it up again, transport it, drop it etc. – it’s much better with friends helping you! So yeah, here we go – a game that you can play alone or with “any” number of friends.

Implementation

The game is made in Unity and with the SDK from (and hosted by) Yahoo Game Networks. Free hosting for up to 5000 daily users? Yes please.

There is a server, but it doesn’t do much – it mainly keeps track of the users, items on the floor and already dug-out rocks so that it can inform new players. It also distributes events. The only thing that it is really authorative about is when an item is spawned, picked up or dropped to avoid item duplication.

On the client side, you are the only player that moves directly – and you send messages to the server how you move. Because movement is between tiles, those messages are few, and they will arrive in roughly the same interval in which they are send, so on the other screens you move the same way, just with a delay. Each player object has an event queue – move, dig, build bridge etc – that will be executed in that order with the appropriate delays, so it’s no problem if messages arrive to quickly either.

Making the server mostly non-authorative and using that message queue system is what helped me be able to finish the game in such a short time, I think.

What didn’t go so well?

  • No sound effects. I wish I had some, but I finished the level itself in last second, and well – that was a bit more important, I guess.
  • Nobody invites their friends to play. I wish I knew why. It’s super easy – just share a link – but many people commented that they had to play alone. I suppose they do have friends, right? Maybe even game developer friends?

Apart from that, I’m actually largely content! Sure, there’s not that much gameplay, but it’s fun – and sure, the graphics could be better, but hey! 48 hours and first time online multiplayer! I’m certainly not complaining. Which leads me to…

What went well?

  • Online Multiplayer in 48 hours, that’s what!
  • The whole thing is surpringly stable, if sometimes a little laggy. I would’ve expected to have more problems with an online multiplayer game.
  • Development wasn’t as hard as expected. I was always a bit wary of networked multiplayer in any form, but it turns out that it wasn’t that bad to always have a server and often two windows running. Might be because it was only 48 hours and a small-scoped project with no necessary security though.
  • The Drop-in/Drop-out is cool. And it also has the side effect of allowing people to spectate games. Apropos drop-in/drop-out…
  • The game is a lot of fun with streamers! Allowing for a variable number of players that can join anytime, and streamers having an audience already made for great fun a lot of time.
  • The chat is refreshingly different. Having text appear on top of the heads is cool, but seeing it being typed live is surprisingly even more fun!

Tips

  • Trust in the process. Seriously, don’t worry if your design is not complete yet. I didn’t have any core gameplay ideas until 12 hours before the end and I still finished with something. Just work towards that goal until then.
  • Keep a ToDo list. Workflowy is superb for that. Helps me stay on course and motivated.
  • Keep your design simple and modular. Especially if you do something big technology-wise that you haven’t attempted before. If you finish early, you can still add more features! I would’ve loved to have enemies and defending each other, or wind zones where you have to keep the flame safe, and… but time ran out, and the current state is very playable.
  • Test early. I started testing long before I had actual gameplay. I guess networked games are special in that regard though.

In Conclusion…

…I’m quite happy with the result, and I’m seriously considering doing a game with online components for next LD too. So much inspiring online stuff this LD, damn! And maybe I’ll even get a chance to gather more networked multiplayer experience by then, but knowing me, I won’t and I’ll just dive right in. Wouldn’t have it any other way, really.

Do you have any questions? Feel free to ask them in the comments or on Twitter!

And maybe you have a free minute or two and want to try my game? (And maybe ask a friend to join you! Friends are pretty cool.)

Thanks for reading! I’m done here, goodbye.

Equilibrio nato …

Posted by (twitter: @phigames)
Saturday, August 30th, 2014 2:21 am

I made Equilibrium for LD30, and here’s my post-mortem:

I learned a lot during this compo, and I want this post to be advice, mainly for myself, but also for everyone else interested in how to make a game in 48h if you suck at making games.

Theme

brainstorming

Brainstorming

This time, I didn’t really care at all about what the theme would be. I used the time before the weekend to set up my tools and plan the development process. This allowed me to get to work in the morning without being sad and upset about the theme voting results. I did quite a bit of brainstorming and didn’t use my computer at all, except for research. I absolutely didn’t want to be inspired by other game developers, but have my own idea. It took some time, but it worked, and I had a fairly simple concept in mind. However, I ended up having to invent some weird context to make it related to the theme.

  • Tips: don’t bitch about the theme, brainstorm, have an idea.

Planning

I had made a very clear but flexible plan for my time management, so when I woke up on Saturday, I knew exactly what to do. For the most part I sticked to my plan and had a working prototype after the first couple of hours. I used Google Keep as a simple but effective way to organize my tasks without getting distracted.

  • Tips: know what to do, use to-do lists.

Staying focused

I took some breaks, and I didn’t spend them in front of the computer. I feel like I could have taken more, because moving around and thinking about other stuff keeps me motivated and comfortable. It’s kind of paradoxical that you get things done faster if you don’t work on it all the time, but it works really well. Also, I tried to use my screen space efficiently. Having two monitors can be dangerous, because it’s so easy getting distracted by livestreams or even the Ludum Dare website. I kept my to-do list and a tab for research on one screen and developed and tested on the other for most of the time. Having a tidy environment is helpful too, especially if you like scribbling and doodling on paper, but my desk was a mess as always.

  • Tips: take breaks, use space efficiently.
debugging

Developing

Graphics

I can’t draw. I don’t have the knowledge, practice and utensils to make beautiful graphics. I didn’t use a single image file in my game, and still people tell me they like the visuals. Focusing on a consistent style and not wasting my time with drawing and redrawing tons of pictures was a wise decision. The time I spent on figuring out the math for drawing my simple shapes was definitely well spent.

  • Tips: do what you can, don’t be afraid of math.

Audio

I implemented music and sounds pretty late in the development process, when the game was almost done. This allowed me to make them fit the graphics perfectly. I’m not an expert in music theory, but with my basic knowledge of harmony, I managed to create some non-annoying audio in a reasonable time. I used Sunvox to create both the ambient music and the sound effects, and it all went together quite well.

  • Tips: do what you can, make it fit the mood.

Result

In the end, I had a playable (though not ‘finishable’) game. I’ve made some of my friends and family play the result and also got some nice and constructive feedback from other Ludum Darers. Without a doubt, it needs improvement, mainly because the game concept is hard to understand and there is no real goal. I got a lot of positive criticism for audiovisuals. I’m personally very satisfied with my game, and know what to change to make it an enjoyable game.

The finished game

The finished game

It’s been almost two years since I made my first game for LD, and I’m amazed by what people have achieved. I’ve made tons of great experiences. I’ve done things I never thought I was able to and I learned lots of lessons, also for life. Ludum Dare and its community has helped me in so many ways. I’m still not a good game designer/developer, but I’m on a path in the right direction.

Thank you for everything!


 

I’m kinda in…

Posted by (twitter: @Eldaryze)
Friday, August 22nd, 2014 4:10 pm

As usual, nothing is going as expected and I still don’t have a working PC set up… I maybe gonna have to do everything from my loyal Android phone : amazing graphics and sounds incoming (don’t even evoke the painful coding). Anyway, I like the additional challenge.

Besides, I wrote a recommendations article earlier if you want a few tips : http://www.eldaryze.com/blog/ludumDare.html

And if you are french, come talk with us at #ludumdare-fr on irc.afternet.org !

Sorceress is in, and brings tips!

Posted by (twitter: @_sorceress)
Friday, August 22nd, 2014 3:38 am

Yeyyyyyyy it’s Ludum Dare!

give us the tips already!

If you live in Europe, then the compo is split over 2 days. This is generally how I split my work between Saturday and Sunday:

  • Day 1 – engine, controls, graphics, music.
  • Day 2 – gameplay features, level design, sound effects, particles, screen shake and other effects.

I recommend this schedule to others. My reasoning? Day 2 can be stressful – or rather – you will feel the pressure of time. When you’re under pressure you will rush things, and the engine/controls/graphics/music can’t afford to be rushed!

What happens if you rush them, sorceress?

When you rush things, you don’t do them as well or as carefully. They are much more prone to errors. And if you are under pressure, then you won’t really have time to properly test/debug/fix them.

Engine – Say you rush your engine (that is the game loop and the core physics of your game). If it doesn’t work properly, then you could have a broken game. Nothing else will matter.

Controls – Imagine if the keys/mouse input doesn’t work properly. Imagine if a character can’t make jumps it is supposed to be able to make. Imagine if an inventory or in-game menu won’t open. Your game could be unplayable.

Graphics – Rush your graphics and spoil them and your game will look bad. Graphics create first impressions. Your screenshot is all that will entice players to click your game, and your game could well be judged after a mere 60 seconds of play. First impressions are everything!

Music – Rush your music and your game could sound bad. Painful sounds will put player’s in a bad mood, which could be the difference between “I like your game” and “I don’t like your game”. This will show in the ratings. If they decide to turn down the volume, they won’t hear your sound effects either.

Lessons learnt while making SnakeFormer

Posted by (twitter: @tolicious)
Monday, May 19th, 2014 6:58 am

This Ludum Dare I made SnakeFormer, a short puzzle game combining Snake with pseudo-physics platformer mechanics.

Turns out that lava is pretty hot.

If you’d like to, you can play it here.

Like just about every game, some lessons were learnt, and I thought I’d write a small piece about them. It’s 12 hours before the judging ends, and nobody has time to read through a novel, so I’ll keep this short!


Game & Level Design

If a level has the right difficulty for you, it’ll be too hard for everybody else.
I swear I’ll remember this lesson one day, haha. That doesn’t necessarily mean “make it easier”, because in a level-based game, there is another approach:

When in doubt, make more levels.
Easier levels, preferably. I should’ve spent a lot less time on the menu and instead made more transition levels. Which brings me to:

Don’t introduce more than one mechanic per level.
Level 2 introduces: Lava, falling stones AND growing the snake. That’s, uh, a bit too much.

Even if you think the goal is clear, it might be not.
So – better make it clearer. The goal in my game is to exit the screen to the right, like in most platformers. Some people thought that they had to eat the whole level though, which is a more Snake-like goal.

Put instructions in the first level.
Some players don’t read the instructions before starting the game – but once they are confused inside the game, make it as easy as possible to re-read them.

Art, Sound & Music

Glow is freakin’ cool.
Seriously.

Homemade sound effects can be quite entertaining.
Any game needs sound effects, and since I’m no good at making them digitally, I tried to use my mouth for most. Turns out that’s a lot of fun to listen to, and I actually had a few people praise my sound design, especially the eating- and the end-of-level-sounds.

Abundant Music (music generator) + GXSCC (a MIDI chiptunes-like renderer) are the best team.
I’m no musician, so I had to use generated stuff. Those two are PERFECT. It still took very long to find songs that sound well together, but that definitly was time well spent.

Cheery music for hard and punishing gameplay.
Gnhihihihi. So much fun while watching streamers.

Process

Trust in the process and stay open for new ideas.
The concept I started out was a lot more boring, but then I asked myself “Okay, so those stones fall – what if gravity affects the snake too?” – and then SnakeFormer was born. So even if your initial idea isn’t perfect, go for it anyway instead of giving up, it might evolve into something great later on!

If your idea comes late, don’t worry! There’s still time!
I started development 12 hours after the start of the compo – 8 hours sleep, 4 hours pondering. Contrary to all expectations, I’m still alive and the game is playable.

ToDo lists are great to maintain focus.
Always use a ToDo list so you won’t lose track of your next tasks. Workflowy works best for me.

 


Thanks a lot for reading! I hope you enjoyed it as much as I enjoyed writing it.

Maybe I made you a bit curious about my game too? If you want to, you can play SnakeFormer here – and I don’t think I have to mention how much I like comments and ratings, do I?

I’m done here.

 

Gravity Post-Mortem, Post-Compo Version & Timelapse

Posted by
Sunday, May 18th, 2014 7:00 am

post1

Intro Tips

This being my third Ludum Dare I had a decent idea of what I was getting myself into. These game jams are really a great way of practicing on actually making something from start to finish. I think that is what many of us really need to get better at, I know I for one have put tons of time into other bigger projects which never see the light of day, maybe because they are simply too big of projects. Here are some quick tips which I’ve learned from previous mistakes and could be good for newcomers entering into a ludum dare, for starting any new game project I guess.

  • Start with making something really simple and make sure the “fun factor” is there early on, the rest is polish!
  • Don’t explore some new technology while trying to complete a game.
  • Give each aspect (design, planning, code, graphics, audio, testing, etc) enough time each. Don’t spend the first day and a half coding and get the rest done in a few hours.
  • Make sure the game is done well before the deadline so you have time for playtesting, bugfixing and polish.
  • The most important thing is to complete a game from start to finish, not that it’s the most feature packed perfect game.
Download Post-Compo Version!
Download Post-Compo Version! Fixes all known issues!
Contains 3 new secret artifacts and fixes all known issues

 

The Game

So I’ve been playing unhealthy amounts of Spelunky lately and I wanted to make a platformer with a bit of the same vibe, and I’m a huge space fan so I went for that. When the theme got decided I thought I’d make a underground platformer. Since I love the jetpack in spelunky and don’t get it often enough, I thought I’d make a game with a similar feel as the jetpack in Spelunky. I also wanted to make a simple and addicting game with online highscore, so I played around with the idea until I ended up with what the game is now. It could still get a lot better, but I’m quite happy with the end result in just two days work.

 

I wanted to make a platformer with jetpacks with Spelunky feel!

I wanted to make a platformer with jetpacks with Spelunky feel!

Warmup & Making Music

I’m especially happy with having produced music for in the game, and am even quite happy with the end result. Truth is I’ve wanted to learn how to make music for a while now, and started various tutorials but never got very far. The day before Ludum dare I made a warmup game called Space Survivor. It took me about 2 hours to make, and looking at the highscore stats I can say that it’s probably the game I’ve made with best time coded vs time played ratio ever.. which is a bit depressing. Anyway, the cool thing is I also decided I was going to make music for the game. I opened a a music program called SunVox, which is the first music program where I actually like the UI, and decided I’m going to make a song from start to end, it doesn’t matter how crappy it is, but it’s going to be finished. My first song. Instead of trying to learn each aspect of music and mastering it before I even make a song, this technique really taught me how to make music and I put it in the game! And I’m so happy for it! The day after Ludum dare started and I made another track and put it in my Ludum Dare entry, and it turned out quite nice for my second track ever!

 

I just the "ludum dare" technique to learn how to make music by making a warmup game!

I used the “ludum dare” technique to learn how to make music by making a warmup game! Download here!

The Good

For the first time I felt that I was done enough for the deadline. Overall I’m very happy with the end result, here are some points which I’m happy with

  • I had a nice balance of time spent coding, making art, making sound, making music, testing, bugfixing and polishing which made all areas good enough!
  • I actually made music for my game and learned how to make it in the process!
  • I had online highscores – this is something that really makes some games so much more fun!
  • The game feels like a complete game and is polished
  • I invited two friends over for a little Jam-Lan-Party, this made the whole thing event more fun and I think we made better games because of it!
Even for a 48h game, the graphics went through several iterations

Even for a 48h game, the graphics went through several iterations

The Bad

Although I’m very happy with the end result, there were a few hickups.

  • About half way in on day two I began writing ugly code to make things rapidly. This made the final code quite cluddered and just makes it harder to update and improve the game further. I will have to spend a day just to cleanup the code later!
    • Lesson: Things don’t have to be perfectly coded, but alteast keep it clean and organized at all times!
  • Some MySQL issues have made the online highscores slow/unresponsive sometimes, which results in a lot of statistics/scores have gotten lost. This is really a shame because I wanted to present cool playstats here for you!
    • Lesson: Brush up MySQL skills for next time for better highscores/stats!
  • I’ve got about 60 ratings to my game and I’ve done 120 on others, so I can’t complain. Still somehow I feel it’s very hard to get people to try my game. I believe this is in large part because I don’t have a web version. I know the feeling when testing games, if you gotta download it, let alone run a seperate redist install, it’s hard to want to try it! I really do think this is a shame, I think games feel better when not played in a browser. And c#/xna is awesome!
    • Lesson: Consider using a web-platform next time or accept low play stats. (HTML5, Unity, etc)
  • The title. To be honest I suck at titles. It was never really my intention that the game would be named Gravity. I sort of just wrote something while designing the graphics/menu to get the style right. In the end time was running out and I hadn’t thought of a better title and then I forgot. I thought of the George Clooney film and just added a random subtitle since I thought that looked cool too.
    • Lesson: Titles can be important, decide on a good one early on and roll with it. It’s hard to think up a good name at the last minute!
The working title ended up being the final one, I just removed George Clooney so that I wouldn't need to share the royalties!

The  temporary working title ended up being final, I just removed George Clooney so that I wouldn’t need to share the royalties!

Some play stats!

With each play being registered in an online highscore, I can also calculate some play stats from them. Sadly my MySQL skills weren’t good enough in time, so a lot of the stats got lost because of a query taking very long time to load sometimes.. But here are some fun play stats at the time of writing!

Disclamer: Sadly up to approx 50% of plays may be missing, so stats below could probably be doubled, but this is what I’ve got! (Any new stats should be recorded correctly I believe)

  • Total number of unique players: 82
  • Total number of plays: 6617
  • Avarage plays per player: 80
  • Total play time all players: 35 hours 1 min 55 seconds
  • Avarage time played per player: 25 minutes
  • Player with most plays
    • Diamonde: 718
    • Rebecca: 595
    • Tobias-PC: 587
    • Maxime: 549
    • Anebo: 517
Top 10 scores at the time of writing.

Top 10 scores at the time of writing.

Timelapse!

Check out the timelapse of making Gravity! May contain spoilers!

Lastly, I would really appreciate if you

play and rate my game!

Good luck in the final results all! :)

I’m in … and thoughts on creativity.

Posted by (twitter: @georgeb3dr)
Thursday, April 24th, 2014 4:16 pm

I’m in again. I just can’t help myself. Ludum Dare is fun. Truthfully I wish it were more frequent. I have no idea what style game I’d like to make this time. Well, not entirely true. I’d like to make a 1981/2 Williams style arcade shooting/blasting game, but have no idea on style or genre. Will see that the theme is.

On creativity…originated from a friend at Remedy (IIRC) made this little chart on the Creative Process. I find it very accurate and particularly suited to Ludum Dare.

The Creative Process

The Creative Process

Most everyone goes through the above on most any project from Ludum Dare to iOS to Steam to Assassin’s Creed or Call of Duty. The trick is to not get discouraged in steps 3 and 4. Fight through it. Don’t second guess everything. Don’t doubt everything. Don’t give up.

Also there’s this fantastic video from Ira Glass:

https://www.youtube.com/watch?v=3ResTHKVxf4 (hope it embeds, but it may not). Watch it.

Stay focused and lean and mean on the jam so you increase your chance of success. Don’t reach too far. Don’t scope too large. Better to do to little, and add, then get halfway into Saturday and realize it’s not gonna happen. THE MOST IMPORTANT THING is finishing – something, anything. A complete work. Good luck!

The theme is awful! Everything is ruined forever!

Posted by (twitter: @tolicious)
Wednesday, April 23rd, 2014 4:39 pm

Is that you, each time you remember what the results of the past voting rounds were?

Why are you doing this to meeeee ;__;

If so, here is a surprise for you: Your attitude is severely limiting your ability to come up with good ideas. It is much easier to have ideas when you are positive, motivated and actually give the theme a shot. If the theme is already hard for you and all you think about is “this is awful, people are stupid for voting on this” you sure aren’t making your life easier.

“But Tobias”, you say, “the theme is too limiting. Everyone will come up with the same game.” Yeah, and you probably said that everyone will do a WarioWare type of game for “10 seconds”. And how many of those did we have again? I played a hundred games and I only remember 2 of those – and a LOT of other really creative, fun and diverse games.

“But the theme is simply AWFUL. Nobody can come up with anything good for this!” Sure, except all the hundreds of people who didn’t chicken out when their favourite theme wasn’t chosen.

This is you, not even trying to jump into the water of new experiences.

So maybe this time, instead of dropping out immediately or thinking half-heartedly about the theme for half an hour to prove to yourself that you can’t come up with anything – try to keep an open mind. Maybe it won’t help, but at least this time you actually tried. And who knows, maybe you’ll come up with your best game idea yet by leaving your comfort zone! Of one thing I am sure though: You’ll become a better game designer in the process.

P.S.: And please, stop making posts complaining that people are stupid for voting in a way you don’t like. You are not a victim, so stop behaving like one.

P.P.S.: Yeah, there are themes I don’t like either. Lots of them. And I am awful at coming up with ideas. But I am trying to improve. How about you?

A suggestion for the Competition Tips

Posted by
Sunday, January 12th, 2014 5:04 am

The amount of games with only WASD keys to move is too damn high ! ^^

I suggest to add this in the competition tips : “Some persons have QWERTY keyboard and others have AZERTY keyboard. So let the player choose his own keys to move or just set W AND Z to move forward, A AND Q to move to the left, S to move back, D to move to the right. Or, use the directional keys.”

Post-Results & Tips

Posted by (twitter: @@protoduction)
Wednesday, January 8th, 2014 4:39 am

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I figured I’d do a writeup of my results for Asphyxia .  I wish I could put these ratings into a sexy graph, but seeing as it was my first ludum dare that wouldn’t be very interesting ;)

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#20 Mood – Nice, the game was obviously aimed at the mood and there was some though competition in this category, with masterpieces like rxi’s game. Some described the story as very sad, others as a punch in the stomach (the ending) and some as intense, it’s nice to have been able to put some mood into it (which is a first for me).

#35 Audio & #118 Graphics - Surprisingly high, the music in the game was the first I ever created, so this result very awesome to see! I’m definetely no artist, so for me this graphics rating is a nice proof that even a programmer can score moderately high without talent if you put effort into it (first time I’m putting anything other than programmer art/primitive shapes in a game).

#131 Overall – I was aiming for top 100, which I didn’t make, but I suppose that goal was a bit too high for a first ludum dare. 131 is still a very nice result regardless!

#415 Fun, #494 Theme, #546 Humor - I think this game was quite the opposite of humor, but still an average score of 2.13? Strange :) As for fun and theme, it was not very original in the theme category (one life in story) and funwise, it was way too hard.

Alright, so much for the ratings, they’re not what LD is about, it’s more about what you learn.

Here are some tips for next jams that I have learned along the way in this jam, I tried to add those that I don’t read in every other tip list (eat and sleep):

  1. Your game is probably too hard.  As the maker of a game, you are much more skilled in your game as you know exactly how it works and have played it a whole lot. Have your game playtested, even in a jam, and scale the difficulty down.
  2. Add story skip functionality. Add skip functionality to intro’s and parts of the story (if your game has one). In my game the intro was not skippable, which was a big, big mistake.
  3. Add level skip functionality (in my game I had a button show up after X failed attempts). This allows players that are struggling or simply don’t have the time to try many times to see the story/ending of your game regardless. This is not that hard to add and in my eyes is a must in story-driven games.
  4. Add sound. Any sound is always better than no sound, if you are not an audio pro, consider recording things around you with your crappy microphone or generating sounds with bfxr. If you do it really well, it can make for a great experience all by itself, see Atmospherium‘s game.
  5. Do one thing well. I often end up over-scoping in jams, it’s not so much that I didn’t put in every feature I wanted, it’s that the game does not do one thing very well, but does a lot of things. I think this problem is especially present in  the programming-end of the game developer spectrum.
  6. Don’t finish with programmer art. Making art is not impossible for programmers, do plan to span some time on at least reasonable art.
  7. Build for Linux too. I’m not a Linux user myself, but many of jammers (especially the veterans (who vote on a lot of games and give great criticism)) are. There is no Unity Web Player for  Linux, so build for Linux!
  8. Put instructions in the game, when the player needs it (first) . In my opinion this is so much better than putting a list on your submission page or at the very start of the game. Here are some examples of how it can be done.
  9. Watch a stream of someone playing your game (or an IRL person). This is basically how I learned most of this, post-jam there a bunch of people streaming games, it’s a great opportunity to see someone struggle with things that you thought were intuitive/easy.

Hope this helps some of us ;).

Unsolicited Advice from a Ludum Dare Veteran

Posted by
Thursday, December 12th, 2013 10:31 pm

I’ve done several Ludum Dares in the past, and the one thing that I’d recommend to anyone is to always remember, you’re doing this for fun.

  • If something comes along that sounds more fun, or is more important, go do it.
  • Take breaks. Go on a walk. Get away from the computer. Draw inspiration from the world, or let your subconscious tackle a tough problem while you enjoy yourself.
  • Don’t get stuck. Use a tool like Stutter to force yourself to bounce from art to programming to design to playtesting. (Yes, this is a shameless plug.)
  • Sleep (or, at the very least, powernap). A tired developer is a sub-optimal developer. Four hours of peak development is worth much more than 16 hours of mediocre development.
  • Eat. Food is fuel, and fuel, like sleep, is required to perform at peak.
  • If you want to dominate your Ludum Dare (or appear to), don’t learn your tools while you work. Decide upon your arsenal now, and learn as much as you can about them.
  • Revision control is your best friend. Commit early, commit often. If you’re doing it right, you’ll be committing way more than you think you need to, and this is good. Reverting fifteen minutes worth of bug code is better than spending another fifteen debugging. (Don’t forget to master revision control before the compo!)
  • Submit your shit. Does your game crash? Submit it. Does your game suck? Submit it. Is your game so awful it’s embarrassing? Submit it! Once you’ve submitted it, realize you’ve completed a Ludum Dare, how awesome that is, how many people wish they were you, how attractive you are, and how much better you’ll do next time!
  • Have fun. Have I mentioned that you’re doing this for kicks? If you’re stressed, worried, bored, upset, or tired, you’re doing a bad games make job. Have fun, goddamnit.

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