Posts Tagged ‘yogo’

Aquila – postmortem

Posted by (twitter: @goyalanshul)
Tuesday, December 17th, 2013 10:40 pm

Aquila is my second submission to ludum dare. I am pretty satisfied with what I have achieved in 48hours. There are few things that I could have done better but there is never enough time for everything, eh.

My first impression about theme:

The theme ‘You only get one’ didn’t excite me very much in the beginning. My first thought is to fill in the blank ‘you only get one ______’. Of course, the first word that came to my mind is ‘life’, ‘You only get one life’. Then ammo, chance, opportunity and so on. These words are taking me no where. I even thought what if I could make a game where you only get one chance to play the game. If you try to restart/reload the game again the game will tell you “thats it, you had your one chance”. Glad I didn’t do it because someone actually did it :D. Then I started thinking about procedural generation, in procedural generation the game generates a “unique” level per play session and that could fit the theme (you only get one “unique” level). This and I also wanted to try something with procedural generation for a long time. So this felt like the right time. Without any further delay and without having any idea about the game mechanic I decided to start implementing the algorithm.

What went right:

  • I started working on my procedural generation algorithm very early, within 2 hours of the theme announcement. This gave me enough time to refine and test the algorithm in great depth. Although, I do end up spending a lot of time fixing some hard to find annoying bugs.
  • I kept the game simple in a way that it is less heavy on art. I am not an artist and didn’t want to aim for something that I cannot deliver on time.
  • I successfully manage to keep the overall scope of the game to a minimum. I had so many other ideas with this procedural generation that I wanted to implement but I ruled out every single one of them.
  • I stayed awake most of the time 😀

What went wrong:

  • Since I had no clear idea about the gameplay in the beginning it felt a little short in the end. There is no sense of progression in the game as mentioned by someone in the comments and I totally agree with that.
  • I based my gameplay on the procedural generation of the level (as it was my primary objective) and not the other way round.
  • The game is lacking in delivering a proper context to the players in the sense that why they are doing what they are doing in the game.

Overall it was a great jam for me. I fully enjoyed my 48 hours. May be gameplay felt a little less satisfying in a way but at least I have got the foundation laid out. I have some positive vibes about this game but in reality time will tell how much this game will actually grow in the future.

Thanks a lot everyone for playing my game!!

If you havent tried it yet, play Aquila now 😀

Till next Ludum Dare!!

You Only Get One Planet – Postmortem

Posted by (twitter: @dn0z)
Tuesday, December 17th, 2013 9:43 am

In this Ludum Dare, a lot of things went terribly wrong for us :\

You Only Get One Planet (Screenshot)

We’re a team of two, so we were going for the 72 hour jam. Before we even started thinking about a game idea, one of our computers stopped booting Windows (it’s a MacBook and we tried to make a third partition with no success), so we were left with one computer.

We started making the game (it also took us ages to come up with an idea) on the working computer and about 40 hours in, we were stuck on some geometry/math problems that we couldn’t solve. So we deleted almost everything we had and implemented the Nape physics engine (it was the first time we ever used a physics engine in general :O)

Because we were running out of time we focused on the very core features of our game (You Only Get One Planet is about aliens and it doesn’t have UFOs). We managed to have a somewhat polished version of our game with about a couple of hours left. We started taking screenshots for the submission only to realize that one Starling extension we use was causing the game to not work at all in the browser. We almost cried.

Finally, we submitted the very broken version of our game, posted about our problem in the Starling forum and went to bed.

Today, one of the extension’s developers provided a workaround to our problem. We finally have a working version up! It was without a doubt a very disappointing (and exhausting) Ludum Dare experience for us. We didn’t enjoy it at all :(

At least our problems are solved now :)

You Only Get One Planet – Progress Update #2

Posted by (twitter: @dn0z)
Monday, December 16th, 2013 9:13 am

There are less than 10 hours left (we’re going for the Jam) and we finally have something playable. Not anything fancy, but the basic stuff is done.

About 40 hours in we deleted almost everything we had until then, because we had too many problems, and implemented a physics engine.

We still have to add a score results screen, restart/pause buttons, credits e.t.c. to complete our game. Hopefully, we’ll be done in the next 9 hours :/

a screenshot was here

Still not polished, but physics ftw!

Previous post:

Failed again. :(

Posted by (twitter: @BrainSlugs83)
Monday, December 16th, 2013 3:48 am


So, had a late start, and pretty much 2.5 of 3 of my days taken away from me… and that sucked…

But, man, it’s been like 7 years since I actually finished and submitted a game for a weekend game coding compo. :(

Oh well, I have a couple of good games started off from these past couple of Ludum Dares — so that’s not really bad — is it?

I think I want to continue working on this one over Christmas break — if I have time — I won’t have time — but if I did — that’s what I would do.

Bloopie Riding

So, after 10 hours of total work on my entry, I have my Bloopie riding up and down the happy-go-’round — but no real game to show for it yet.  And the rest of my weekend is kind of spoken for — I’ll see if I can invent some time tomorrow night, but probably not. Damn it! :-(

Bloopie Can Fly!

Posted by (twitter: @BrainSlugs83)
Sunday, December 15th, 2013 4:33 am

Bloopie Can Fly!

So, about 8 hours in now… kinda fuzucked, since tomorrow is family time all day — and super behind on work — really don’t want to make another unfinished game — might just stay up all night and see what I can make bloopie do!


Posted by (twitter: @BrainSlugs83)
Sunday, December 15th, 2013 2:11 am


Well, four hours into the compo [for me, at least] (+1 hour to figure out how to make an animated gif, derp.) — and I have my bloopie walking!

Now to start adding some gamey-type stuff! 😀

Still not sure if I’m in or not. Crap!

Posted by (twitter: @BrainSlugs83)
Saturday, December 14th, 2013 8:50 pm


I really wanna do it this weekend — definitely gonna be Jam at this rate.

Spent all day yesterday and today working so far… and tomorrow is Family-time or some crap… sooo… I have four hours: Go! … ?

Heh, seems like I’m playing the theme IRL; I only get to finish ONE:

  • Work
  • Ludum Dare
  • Family Stuff

Which will I pick!?

Fun times…

[Whitesnake] Day 2: “It just spawns a bunch of cubes….”

Posted by
Saturday, December 14th, 2013 6:33 pm

Day 2: #Rope Physics


#yogo Day 2:  #ropephysics demo featuring theChris

sigfig is putting some test levels together and is animating some of the enemies:

Level Geometry

The interns are getting the AI cracking:

The interns learn the #ropes

#Headdesk count at 1900 hours: 4

“Please, please let me undo… Why won’t you undo plz VI mode plz” -theChris



You Only Get One Planet – Progress Update

Posted by (twitter: @dn0z)
Saturday, December 14th, 2013 2:21 pm

We’re making a game where you have to protect the Earth from meteorites and aliens. We lost a lot of time because we had some problems with the one of our two computers, so now we’re both using one computer :\

Here’s a screenshot of what we’ve got so far:

a screenshot was here

Angry meteorites are going towards the earth and YOU GOTTA SAVE IT, you only got one!


Posted by (twitter: @heyiolo)
Friday, December 13th, 2013 7:16 pm

I’m really happy with the theme choice, I have a great idea in mind for it and as a bonus I’ll be doing Mcfunkypants side quest of #NOKILL.

The biggest hurdles for me are making sure my art is up to scratch and balancing life with making the game on time!

I’ll be keeping everyone up to date via twitter over at:


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