Posts Tagged ‘You are the villain’

Villain’s Tower

Posted by (twitter: @7pyro7)
Tuesday, March 11th, 2014 8:59 am

Hi Everyone!

I would like to show you my game that I’m working on for some time now. For now it is called Villain’s Tower. The idea for the game comes from LD compo, which theme was „You are the villain”. I didn’t have much time during the event to make the game, but I had some good ideas. Recently I decided to get back on this, and make something similar.

In this game you will be the villain (obviously) and your goal will be to defend your tower from heroes, knights, wizards, and other stereotypical good cahracters, who wants to get as much loot from your tower as they can. Well that is what heroes do, right?

Here’s some early version screenshot:

villain_screen

Check out my site for more info on the game: http://gameko-studio.com/

You can also follow me on twitter: @7pyro7

 

Back in December, I made “Cruel Cruel Dastard” for Ludum Dare 25. Folks seemed to respond positively to the mechanic, so I’ve spent the past few months making an updated version. The new game, now called “Ragtime Ruffian” was just released today and is available for iPad/PC/Mac/Linux.

The new version includes completely re-done art, new mechanics, 50 designed levels, and the procedurally generated endless mode I originally wanted to implement during the compo. You can get it here if you’re interested.

ragtimeshot1

ragtimeshot4

ragtimeshot2

 

Goat Mechanic for iOS and Android

Posted by (twitter: @EpaceGames)
Monday, July 22nd, 2013 8:52 am

Earlier in December 2012. I went all out in my first Ludum Dare, 25 themed “You are the villain” which sparked all kinds of ideas… especially sub-themed with a goat. I went for an overhead traffic game where you play as a goat working for a corrupt mechanic, dropping objects into traffic to create accidents to earn more money and unlock new items. It was an amazing experience! I almost panicked near the end of the compo, due to several physics bugs and strange Flash issues. Titled “Goat Mechanic”, it earned 15th place.

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I have completely redone the entry, adding new items, levels, polish, and pushing it to the Apple App Store and Google Play! Tokens are earned over time and creating accidents eventually unlock more items and levels.

screen1 screen5 screen3 screen4

logo

Kill Ville Post Mortem

Posted by
Tuesday, December 25th, 2012 1:02 pm

Well, ConflictiveLabs here.

It’s our second entry to the ludumdare jam as a team and we are quite proud of what we made.

Haven’t played our game “Kill Ville” yet? Go on, give it a try.

Kill Ville, The ultimate Noir city simulator. Fog and street lamps didn’t make it on the final product though.

(more…)

Everything went better than expected

Posted by (twitter: @krides)
Monday, December 17th, 2012 2:28 am

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This is my second Ludum Dare, and this time I have managed to actually finish a game, not just abandon one. The game is called Pineapple Dreams—it is my first fast-paced action game. The theme was “You Are the Villain,” so I made something as a tribute to the good old ultra-violence. That said, malchiki and devochki, I give you Pineapple Dreams—go kill yourself some humans now!

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I have also discovered that (at least for me) the key to a successful LD48 is no level design and/or artwork/animation, because those things take all the time. Having those time-consuming things out of the way, I managed to compose a tune for this game that I’m rather happy with. I even recorded a couple of sounds and integrated them properly. And I slept two full nights during this LD, which is completely unthinkable.

What do we learn during a dare?

Posted by
Monday, December 17th, 2012 1:19 am

My second Ludum Dare and can already see how much I’ve improved relative to my last attempt.

Between my last dare and this one, my skills as a programmer and games developer have certainly improved, which is reflected in my entry. But yet again I need to face the fact that 48 hours isn’t a lot of time, and I need to scope and prioritize my project accordingly. That means cut that one mechanic you’ve been working on for hours due to one elusive bug and get to work on graphics and sound.

Seriously people, I cannot emphasis it enough, the graphics and the sound are among the most important features in the game. It doesn’t have to be flawless art but choose a scheme/color palette and follow it. And there is always a lot more of it then you think, get to work early.

But I’ve also learn’t that I can accomplish so much more using a develop as you think approach, rather then spending the first few hours of the dare simply planning out an idea with pen and paper. My game didn’t take shape until at least 20 hours in when I finally decided on an art-style and began work on some graphical assets. I also finally took the time to learn to make particle effects (about damn time), which is good, because the best ways you can improve the feel of your game is particles, sounds, and game reactions (environment or npc). Oh and I’ve been reminded just how much I love doing AI work, I regret that I wasn’t able to find the time to code something a bit more complicated for my npc’s.

However I managed to complete enough to be proud to submit my work, you can find my game, Crustacean Chaos, by following this link.

All in all it’s been a lot of fun and I can’t wait until the next one.

Crustacean Chaos

Ludum Dare 25 – You Are The Villan – They stole 10 hour from me

Posted by (twitter: @stigmawall)
Sunday, December 16th, 2012 10:52 pm

Hey you!!! Yeah you!! Click in me to vote and give a feedback about my game, and also win one billion dollars, and don’t need to use viagra in your life, and make love with Kim Kardashian, and learn how to dance Hammer Time as Neo learn photoshop.

Or click here to go to the game first. :)

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Greetings, my friends. Wallace again to post my relatory about my LD game… but this time I don’t have f#ck|ng nothing to show. 😐

Not really NOTHING, but this sunday I was called to work, soo that’s explain the title. Usually sundays is very quiet in the work, but not this one, I’d leave my job at midnight. I almost don’t send the game and I’m very pissed off about it… but i make some graphics, sended the game, and I believe it’s ok for now.

The first think I have to show is about how shiny and happy people plays the game:

people2 people1

Whoo hoo! Ok, enought talk, let me show some…

GRAPHICS

As my first experience in pixel art, I used the Paint.NET app for drawing (very recomended for people who has great abilities to draw… but don’t). With this tool, i maded the first earth of my game – it’s a city scenario:

land1

And I made this little guy here =>char1 to make the people walk “around” the earth. In that case, this strange island.

For now, I’ll rest a little and then work in this game a little more. The objective is make the game beautiful and running in mobile phones.

I’ll finish to compose the song as well, and made anothers. I have a story to put in the game too, and a very funny one (with the goat as a leeder).

You can play the game clicking here, or vote in my game here. Your vote is very important to me. Seriously.

Hope everybody have fun in this Ludum Dare as I have. See ya.

Bad Puppy: Postmortem

Posted by (twitter: @csanyk)
Sunday, December 16th, 2012 4:54 pm

Bad Puppy by Chris Sanyk for Ludum Dare 25: You are the villain

I think this one ended up coming together ok.  It’s not much of a game, but I was able to turn it into something at least playable in the last couple hours.

This was originally going to be called Puppy Hitler, but I ended up changing course, and spent most of Saturday in a reflective headspace, thinking about the decision, and as a result I was not very creative or productive on Saturday.

What worked:

  1. Humor: I think I had decent humor in this game.  The title screen and endgame are good.
  2. Animation:really like the animation for the petting and wagging dog.  I like the color effect I pulled off on the score.
  3. Sounds: I used Audacity and a bit crusher filter to do voice samples that hopefully sound like 8-bit voice chip synthesis.  This was used for the bark and the “Baaad Puppyyyyyyy!” and the panting and the “Good boy!” sounds.  I think the only sound I created with bfxr was for the Start screen when you press Enter to start the game.

What didn’t:

  1. Humor: I thought my original “Puppy Hitler” concept was funny, and I still kindof do, but I can appreciate that it’s not the sort of humor that everyone would like, understand, or appreciate.
  2. Animation: The walk animation for the person character is passable, but I’m not happy with it.  I had a very hard time creating an even halfway decent walk animation, and worked on this a ridiculous number of hours that I don’t even want to think about on Saturday, and scrapped.
  3. Music: I was going to try to do some kind of music, but I had no idea what kind of music would create the right mood.  It feels like something is missing, just a little, without any music, but I think the other elements still work to create a silly mood.
  4. Gameplay:  It’s a pretty shallow game with not a lot of replayvalue.  Still, it was pretty fun to make it, and once I got past the point of having a test level, and actually implemented the (admittedly quite rudimentary) AI, it became fun pretty quickly.

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