Posts Tagged ‘tuism’

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! 😀 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 😀 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!

 

Man these kids are evil. Trying to catch innocent pokemon and force them to go on epic adventures. -> [PokEscape by Tuism]

I wrote quite a bit on my experiences on LD31, which boiled down to these points:

  1. Restrictions are good – and why this theme was pretty awesome for me.
  2. I set out with a few learning goals, and this is how I applied them.
  3. Things to keep in mind to get more people to play your game.

Linking to my post so as to not over-spam the LD feed with wall of text, but I think it’s really worth a read, because I learned a fair bit and I think these are good things for everyone to think about as jammers!

Then, a sweet gameplay video for my game No More Boxes.

And a little look at the characters of No More Boxes :)

 

 

 

 

 

 

 

Please give No More Boxes a play! 😀

Postmortem: SUPER LANDSHARK MISSILE ATTACK

Posted by (twitter: @tuism)
Tuesday, April 29th, 2014 5:21 am

This was my first Ludum Dare ever, and my 3rd real game jam in total ever (did one Indie Speed Run and one Global Game Jam, and by far my best jam ever – each jam builds on the previous one, and the LEVEL UP that one gets at game jams are just TOO MASSIVE TO PASS UP. I hugely encourage everyone to do game jams as often as they’re able to!

My LD48 game SUPER LANDSHARK MISSILE ATTACK turned out way beyond all my own expectations. I was never good with Unity! Please give it a look :)

One thing my experience has told me is that I always write postmortem part 1 of my jams and then never get to part 2. So screw that, I’m going to do this one quick and in reverse chronological order like Memento :)

Score attack!

Another thing I was sad to not have had time to put in was score tracking, so I’m making a competition! Send me screenshots of your high score and the highest scorer this week (ending Monday 5th May) will get to design a level for SUPER LANDSHARK MISSILE ATTACK with me 😀

landsharkscore_BANNER

Adding sound

I didn’t have time to add in sound and music, which disappointed me greatly, so I played the game over some rocking track and made a video of it :)

Finishing

Eventually I detailed things a bit more, added more levels (there are three in total right now) and colour and juice and stuff and rushed it out the door in the final 6 hours:

landsharkpost07

 

Fleshing it out

I dropped in a bunch of objects, found some homing missile code, and went to town in a gameplay test. AND IT WAS AWESOME. So I pretty much didn’t change the gameplay from this kind of stuff:

landsharkpost_05_gameplayTest_web

And then amped it up in magnitude, and added score tracking and a timer, which made EVEN MORE AWESOME

landsharkpost06

 

Physics

Then I spent more than half of day one trying to get the physics for landshark working. One of the things I really wanted was for him to swim up walls… And generally defy gravity. Eventually after a lot of maths and help from other people’s maths:

landsharkpost_03_physics_web

landsharkpost_04_physicstest_web

Planning

I actually don’t remember where the idea came from. All I remember was that initially I wanted LAZERS. But that was hard so I went missiles :) This was my “project manager” over the weekend:

landsharkpost_01_book

What went wrong:

  • Very little actually, I was REALLY surprised.
  • Lack understanding of Unity physics (or indeed any maths physics), of Quaternions, of Vectors, etc, made it really really tricky.
  • Didn’t budget time for sound and interface.
  • I wasn’t sure what the scope was from the beginning and built as I went
  • Spent a ton of time on swimming up the wall mechanic… But didn’t end up using it a lot. It was one of those REALLY out of the way mechanics that had all sorts of mad implications that I couldn’t have considered when I was making it. Like falling into the infinite sky 😛 But it’s not really so much “wrong” as “something I can explore more” :)

What went right:

  • Being surrounded by other jammers, we could all ask each other about things. It REALLY helped everyone 😀 Jam in a herd! If it works for zebras it works for jammers!
  • I let myself go – picked a theme, basic idea, and just explored how it played. The lack of a solid, defined, “dead” goal from the get-goal for me allowed for a refreshing exploratory approach to this jam.
  • Not having to justify every decision, thing to try, etc in a team made it really easy to rapidly try and discard ideas. Not that I don’t appreciate being in a team. I really missed being able to specialise and do what I do best and let everyone do what they did best. Good for time, less good for focus and attention to detail.
  • Google Sketchup. Seriously, it’s the only 3D program I know and without it I wouldn’t be able to make ANY 3D. Well, besides the cubes and spheres. Thanks for the fish shark!
  • Unity. I give it lots of hell, and it gives me lots of hell, but without it I would never ever have made something that looks so big in such a short of time. And this applies to EVERYONE. It’s a great big sandbox, all you have to do is to find how other people did what you want it to do… And remember syntax XD

It was truly fantastic! I’ll never ever miss another Ludum Dare EVER! 😀

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