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Crawling with ideas

New Year's Project, 12 Games in 12 Months

Posted by , in 12G12M, 1GAM, Programming 27 December 2012 - - - - - - · 938 views
12G12M, programming and 2 more...
1) INTRO


Hello there. The year is ending, and it's time for a new challenge. I'll be making 12 Games in 12 Months, over the next year. \o/

Since I've turned 30 years old couple days ago, and have a kid on the way, it's high time for me to stop loafing around and go for the goal I always aimed at - create awesome games that will be played all over the world. If you've seen my previous challenge, '7 Games in 7 Days', this may strike you as suspiciously lacking ambition. On the contrary. My goal, like with 7G7D, is to expand my skills and prepare for something bigger after I finish it. To be precise:
  • Create 12 full games, with all basic features of a commercial game (menu, help, intro, or whatever applies)
I think that best way to prepare for finally releasing commercial level games from home is to create games that meet that requirement. 1 month should be long enough to help me whip up full games, and doing that couple times will reinforce my resolve to help me work on even longer projects in the following years. I also think that if any of the game will show promise of being profitable, I'm going to put it to App Store and Android Market, maybe some other places.
  • Have all games be high quality. no temporary leftover art after the month is finished.
This has a lot to do with previous and next points. I want to make the games look good, So that they can stand proudly among their peers. I will either be making the graphics myself, and learning a lot, or have a friend, who is a wonderful artist help. Hey, maybe we'll turn into a full time indie studio one day? ;)
  • Learn to plan my work schedule in longer term projects
12G12M isn't my final goal, it's one of the first steps. I want to make commercial games in the following years, and to do that I need to be able to have as good planning skill as possible. If I will take on the indie job full time (I'm now doing it only after hours), I need to be able to estimate how long a given project will take, so I can secure enough money to provide for my family up front (and have some buffer, obviously). Learn to design games that can be implemented within confines of the schedule, minimize cutting of features. With my previous challenge it was all about doing as much as possible within time limit. This time it's all about finishing polished games.
  • Get better with my tools, and improve on the workflow.
This goes both for programming tools - that is Unity3D (getting to know the engine itself and write shared library of scripts for situations I visit often), and for art tools. Yeah, there is a chance that I will have a help of a professional artist, but it's always good to have some fallback plans.

2) DETAILS

This time the games will progress slower than full release once a day, so it may be that I'll be updating only once a week or so, but with bigger amount of news. If I won't have help of my friend, I'll be aiming to be as close as possible to developing in following cycle:
  • 2 weeks programming
  • 1 week of gfx/audio
  • 1 week of polishing
During the 7G7D I've noticed that I did about the amount of work I'd be able to do in relaxed work week, ~2-4 hours of work after time, with free weekends for recovery. Since I'm aiming for whole year of development, I really can't overwork myself, and have to keep a sane schedule. This split allows me for about 3-4 more time per game than I had for my Strategy, without the danger of burnout. Of course I'll be monitoring the state of my health both mental and physical (and making sure I have enough time for my family), and if anything seems off, I'll adjust.

Last time I had a list of genres of the games I want to make, and although I can see that over the course of whole year I may have some brilliant ideas for games that may be made in month's time and bring MILLIONS, I've whipped up a temporary list, which will be at least true for first month ;). So, in no particular order:
  • 1 - Shooter
The asteroids clone I did for 7G7D was bit too limited, as I was just beginning to experiment with Unity3D back then. I want to tackle something bigger, but I so far I don't think it'll be a standard top-down shmup, but rather a mix between Super Stardust and Quake. Enjoy the first ever design drawing (yeah, I'm cheating by starting already, but I reckon I'll be thinking about next games during development as well).

Posted Image
  • 2 - Arcade
If any genre is going to take over my list, it's this one. I'm going to make at least one action/arcade game, in the like of Q*bert or Marble Madness, and possibly more. Ideas for this kind of games pops into my head most often, so if I'll find any worthy of implementing, expect some other genre to be pulled down.
  • 3 - Puzzle
What can I say, my girl likes puzzle games, and I want to make something for her. I'm not sure if I'll do action/puzzle game in the vein of Bejeweled Blitz, or rather something akin to all those memory/logic games
  • 4 - Management sim
Inspired by Theme Park and the like, I want to make a game about a restaurant, maybe with educational bit, and real recipes? We'll see.
  • 5 - Platformer
Like with the shooter, 7G7D version of platformer was severely lacking. And I don't mean just bug-wise. I didn't find any time to put some nice levels in, and I didn't have the time to figure out how to create cool procedural level generated platformer that wasn't a clone of Spelunky. Of course after that I just made a bad clone of Robot Unicorn Attack. This time I would really like to create cinematic platformer (like Another World or Flashback), if time allows.
  • 6 - RTS
Again, I have a cute game for which design sat idly in my drawer over long time ( first time I mention trying to implement it was over 4 years ago). When I was bored I reworked the details, but never found the drive to actually write it. Since it seems I'm actually making games this time, I think I'll give the idea a shot.
  • 7 - Space sim
I haven't yet decided on which route do i want to go - combat or otherwise, with both Freespace and Elite being great inspirations. Will see how this will progress as I'll decide to work on it.
  • 8 - Beat'em'up
I always was a huge fan of Cadillacs and Dinosaurs, Punisher, and other Coin-ops (and I've wasted plenty of lunch money in arcades as a kid on them). This seems like a perfect opportunity to write one myself, and see how I fare.
  • 9 - RPG
The game in 7G7D I've played the most was easily the RPG. It was simple, broken at times, offered no level progression or items, but I just enjoyed it so much. I really want to make it into a complete game, possibly one that feels like one of those huge roguelikes. If I'll manage to do it, I definitely want to put it out on iPhone/Android. Even if I'm the only one playing, having a roguelike on the go will be sweet Posted Image
  • 10 - Sports game/Racing game
I'm thinking about creating something with arcade control scheme - something like Skidmarks, Micro Machines or Ironman's Off Road back in the Amiga days. Just fun for couple friends, with no unnecessary complications.
  • 11 - Point and click adventure
There is a big 'if' here. If I will feel I'll manage to write a complete game, if my gfx artist friend will be willing to take this on, and if by the time I'm developing it I'll have enough scripts for basic functionality that I may focus on the story for the most of the development part, then I'll go for it. Writing the text adventure game for 7G7D was really fun, as it allowed me to cram tons of jokes in, and made me really happy. Add to that the fact that adventure games were always (ever since I played Leisure Suit Larry in '89. yep, I was 7 years old then. good times.) my favourite genre, and you'll have something I really want to do. But, like stated, don't know if I will be able to. We will see.
  • 12 - Music game
Yet another game I designed ages ago (this one in 2004, nearly a decade ago) when I was working at my first gamedev company and wanted to impress bosses by showing them a new IP. Of course they didn't want it, and (no doubt as the result of that) the company fell. Now I have the chance to re-make the game, and earn BILLIONS! Basically, first design it was something similar to Lumines, with music playing key role in tetris-like gameplay. I'll obviously be revising that idea, and hopefully something good will come out of it. Here's a picture of the first version running on NDS emulator:

Posted Image






3) OTHER

I know that I may not be able to finish all of those games. There's full year ahead of me, I have a full time job that I need to keep to feed my family, and my kid will be born around June, probably causing severe stress and lack of time. I want to do this though, because it's something that may help us in the future. Also, making games for yourself is FUN Posted Image

After deciding on this challenge I have noticed that there's a website by one of Ludum Dare guys, OneGameAMonth, for people who basically attempt to do same thing I want to do. I immediatly joined. As usual, it's nice to be part of a community.

If you're interested, currently I'm using the following tools:

Unity3D as my game engine.
GraphicsGale and Paint.NET for my 2D graphics.
Blender for my 3D graphics.
SunVox (maybe FL Studio later on) for my music.
BFXR and Audacity for sounds.

This is subject to change, as the time goes by, but I don't predict I'll move away from Unity3D. I feel comfortable with it, it runs on C#, it's on all the platforms I'd like to support, honestly, I can see no good reason for me to not stick to it.

Well, that's about it. I hope you liked this start, and will follow my little project as it goes. And of course when I'll be rich and famous I'll remember people who cheered me early on ;)

-------------------------------------------------------

So far in the series 12 Games In 12 Months:

1. Announcement
2. Game 1: Intro
3. Game 1: Week 1


7 games in 7 (plus a bit) days finished!

Posted by , in 7games7days, Ludum Dare, Programming 20 December 2012 - - - - - - · 1,625 views
ludumdare, programming, ld48 and 1 more...
7 games in 7 (plus a bit) days finished! Finally!

I have finished it. And on my birthday, too Posted Image. What a wonderful gift to myself Posted Image

After not having that much free time on the weekend and during the week, I finally managed to closed the deal (more or less) on the strategy game. This concludes our challenge. Sure, the last game took longer than one day, but I have finished it, which is most important after all. Giving up is never an option.

It's not fully equipped, there are bugs, there are features missing (intro/help menu, display of attack range), but the game is playable, from start to end.

So, how did I go around creating it? As this was the biggest game, I had to combine everything I learned to make it happen. I've started, as always, by drawing some characters and textures to get me in the mood, trying to figure out what style should I go for:

Posted Image

During that phase, I laid out the game design in my head. I decided that it would be a turn based tactics game, similar to XCOM. For that kind of game I needed couple new things:

-Pathing algorithm (I'm using A*), on which I spent majority of the first day, setting up the tile system, character-tiles interaction. It still doesn't take into account many things, so opponent units can stack themselves, and the AI is wonky at best, but we'll come later to that.

-Menu/notice system: the game was complicated enough that the feedback that can be given by simple icons was just not enough. I wrote a tiny script that displayed overlaying menus and notices, and shaded the screen using dithering (later on I decided that it was shame I didn't use same thing for the floor hilighting system

Posted Image

Second day I have spent mostly connecting the pieces I wrote earlier, and adding AI.

Holy shit, the AI.

Now, I had basic pathfinding, but it was written in the wee morning hours, after loooong day, so it was far from perfect. My code started getting more spaghetti like, and I had to write ginormous state machine to govern the AI. The turn based system support was also something that I haven't had prepared place in code for the start, so it needed to be hacked in by tons of bools and timer variables. The pathfinding worked only on tiles, checking if they were passable or not, didn't check if there were other units already there. Picking nearest unit to attack also didn't work that well. The AI would be cruising in same, A*-predicted lines as soon as it saw you, so they'd form nice conga line for your skeletons to shoot.

On the other hand, it worked well enough. It could kill the player, and that was fine enough for me.

Last hours (over the week, like I said - had to stop developing game over the weekend) were mostly making sure that the game is actually playable and some early polish.

HERE'S THE GAME!

Little bit about it:

CONTROLS:

Select unit with left mouse button, move them within their move radius with right mouse button, you can attack units you're next to with your melee warriors, ranged warriors can kill units within their range.

Middle mouse button hold + mouse move or arrow keys move the screen.

Back/Next icons jump between your units.
Done icon ends your turn.
Cast icon lets you summon units and cast Heal.
Floppy disk icon lets you enter options (restart only in this version)

Story fast version:

World is heading downhill in the Fantasyland. Feudal lords are oppressing the common folk, and abusing their power to do 'good' deeds, that are only good for them. One necromancer has had enough, and decided to wage war on the Lords. With his awesome powers he tries to overcome the obstacles and win against the evil knights.

Gameplay:

This is a turn based tactics game. You control a squad of units, each of which has following stats:

-attack, governing damage it can deal
-defence, governing how likely is it to defend the strike and take minimal damage
-health, when this runs out, the unit dies
-speed, governing how far can can it move every turn

You, as the necromancer, have spiritual energy. You start with 20, and can use it to summon more army, and empower the one you have. You replenish the resource by killing enemies.

-knight gives you 1 units of spiritual energy
-goat gives you 2 units
-Lord gives you 10 units

Killing the Lord also ends this version, so that doesn't matter, but in full version, where you would have to defeat many lords, that would be important.

You can summon 3 kinds of units:

1) Ghost, your basic scout unit. Moves quite fast, is cheap, and has average health, but poor attack power.
2) Skeleton Archer, your ranged unit. Can shoot units at a distance of 4 squares. Hits decent, but has poor defences, needs to be kept out of front lines
3) Zombie, your toughest warriors. Slower than other units, but pack quite the punch, and are very tough.


And that's it for the game.

Posted Image

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off

So, how about a little summary of the long week?

7 Games in 7 Days Post Mortem

The week was tough. Like, really tough. But I got through it, I managed to refresh my skills, and I am looking happily into my future as a past time game developer. Let's see what I learned.

General lesson was, as expected, don't overwork yourself. I could've finished the Strategy game if I've crunched hard, but I'm happy that I didn't. 2-4 hours every day of afterwork development is good enough to make a game in short amount of time, and way better for your health and personal life.

The bad:

- When I was really in the zone, I lost track of time. I spent 24 hours straight in front of computer developing the Dungeon Crawler. That didn't make my girlfriend happy, and when she's unhappy, that means something's really wrong. She knew that I was preparing for the LD, but whole week of coming to bed later and later every night did put a strain on the relationship (nothing serious, but really REALLY unnecessary and whatever the earnings, not worth it).
- The tempo. I had really tough week at work, and the challenge meant I didn't get even one day of rest, but rather not sleep till 3am+ every night. My sleep schedule started slipping, and last day I pulled an all-nighter, going to sleep at 1pm. I was recovering from that most of this week.
- Art before coding. Sure, it might've helped me stayed focused and interested, but I was supposed to write games, and while first games were fast enough, starting from Adventure Game, the art took WAY too big part of the game development time. Because of that, I had only one drawn screen in Adventure Game - I noticed how late it was, and I was still playing around with art, not having any gameplay to speak of.


The good:
- I did make 7 games. That's a massive boost to the self confidence. I haven't really finished a personal project in ages, so when I look at these games, I feel like I can take on big challenges again. I even feel like picking the games (especially Dungeon Crawler) and expanding on them, possibly turn them into full products.
- I haven't given up on the challenge two times: first, when I worked really late in the night and didn't finish any real game (with the Racer), and second time, with the Strategy, which I had to put off in time, due to work and personal issues. I have continued the challenge after the first, which was really discouraging, and I didn't give up on the second till I decided it was 'good enough', even though the 7th day (or, indeed, Ludum Dare) was long over. I was rewarded with huge feeling of satisfaction for both of them.
- I really got from 0 to hero, engine knowledge wise. First game was a really bad clone of Asteroids, and last game was quite complicated strategy game, combining every single lesson learned so far.
- Art before coding. Sure, it might've stopped me from doing awesome stuff, but when I was doing them, my brain was resting, I wasn't thinking about solving some hard problems with code, but rather looking at happy little pixels.
- Choosing the VIC-II palette was great. Limitation has turned into inspiration. Less colours make my sprites look better and more interesting. Working on them and trying to figure out how to achieve certain effects was FUN, with capital F, U and N.
- 7 different game genres. Each day new, exciting set of challenges waited for me, and that at least a bit alleviated the challenge fatigue.
- Tools. As the days progressed, I got more and more skilled in using GraphicsGale and Blender. That helped me every next day, when I had to do more complicated stuff in same percentage of development time.
- Simplicity. Each game was designed to be as simple as possible, and for the most part it worked out really well. I rarely if ever had to cut features, and there was enough time to implement full games.
- SUPPORT OF THE PEOPLE: thanks to people that were interested and commenting, I found strength each day to sit in front of computer and continue coding, for the 16th+ hour that day. Without you guys, I would have never managed. Thanks! Really, that meant a lot to me.

And on this, I will end. But keep your eye out on the lookout for more projects that I'll be working on. I hope you'll enjoy them as well.


Ludum Dare #25, Post 1: Let’s get rolling!

Posted by , in 7games7days, Ludum Dare, Programming 15 December 2012 - - - - - - · 1,123 views
programming, ludumdare, ld48 and 1 more...
Ludum Dare #25, Post 1: Let’s get rolling! This was gonna be hard. I woke up at 3 am, and noticed that the theme chosen was one of the few I've downvoted. But I wasn't going to let go that easy. Welcome to Reviving Necromancer Roaring Rampage of Revenge (title pending)

So, I started dissecting the 'you are a villain' theme. Just what IS a villain?

-Somebody out to cause harm to good people, your cliche 'do it for the evulz' villain'
-Somebody viewed from nonstandard angle (like humans in Bambi. they're unseen, evil monsters that cause pain to forest life)
-Somebody could have been a villain in a past and now is righting wrongs, and trying to make good of his life
-Sometimes you have to choose between two lesser evils, and that can make you a villain in eyes of observers
-Maybe somebody is out for revenge for their beloved ones, and he crosses the moral event horizon, becomes what he was fighting (think Punisher)
-And lastly, maybe he's just branded 'villain' by the governing forces, like Rebellion in Star Wars

I decided to go for the last one. It's easy enough for king and his lords to brand somebody dabbling in the dark arts a villain, and superstitious villagers will easily believe that.

Well, that's the story at least. What about the game itself? I didn't get to finish my 7 games in 7 days warmup challenge (done only 6 games, and as those of you who followed it know, I had to do some work stuff, because suddenly a deadline at work reared its ugly head), so I decided that my Ludum Dare entry will be the unofficial 7th game. My temporary graphics look quite similar to my 6th Game, Dungeon Crawler, as there is a limitation I gave myself: use only VIC II (Commodore 64 graphics chipset) colours. There's only 16 of them, and that's quite limiting in how many different, say, bricks I can draw. Here's the palette I'm working with:

Posted Image

As for the game, it will be a squad based tactics/strategy game, akin to XCOM and Laser Squad. Look out for future updates, and hope you'll enjoy them!

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off


7 games in 7 days, day 6 finished

Posted by , in 7games7days, Ludum Dare, Programming 10 December 2012 - - - - - - · 1,664 views
ld, ludumdare, programming and 1 more...
7 games in 7 days, day 6 finished I had terrible problems with logging in to GameDev, so I had to post my Day 6 update on my Ludum Dare blog. But since the wonderful staff of the GDNET fixed the problem ( <3 ), I can post it here Posted Image

HERE'S THE GAME :>

So, day 6. Only ONE DAY LEFT! I’m nearly there, even though I have again been awake for over 24 hours, I’m only now getting tired. Today I’ve been working on what partially inspired me to start this challenge – a dungeon crawler. My goal was to create something akin to Moraff’s World, which was kind of a roguelike, but from first person perspective. to deal with lack of peripheral vision, it displayed the world through four cameras – one for each direction.

I started by creating couple textures: for Thong Goblin, Gold, Ladder Down, ceiling, floor and walls. Yeah, I know that programming is more important than art, and I should stick to temporary graphics till I’m done, but I’ve enjoyed working in C64′s 16 colour palette so much yesterday, that I wanted more of it. Being limited really does make you think more carefully about which colour to use to achieve what effect. Also, because of that, I created name for the game: DITHER CASTLE . I wrote a quick billboard class, so that 2D sprites in the world would always be looking at the camera. (speaking of camera, I’ve learned how to use split/multiscreen)

So, after wasting some time on making myself feel better, I’ve started working on the game. Firstly, I needed some kind of level generation. I have already been working on procedural dungeon generators, but it was mostly for Diablo-like levels (which, as far as level generation was considered, had zero thickness walls). After several failed attempts, I have managed to write something decent, here’s the algorithm, maybe it’ll be useful:

1) Generate X rooms (X is most likely some random number between minRooms and maxRooms). The rooms can overlap, actually, if they do, it sometimes looks better. So your only worry is to create them in a way that makes them fit on the screen.

2) Create a list (vector in C++ most likely) ‘unvisited’, and put all rooms on it.

3) Create a list ‘visited’. Put first element of ‘unvisited’ list on it

4) Find closest to it room on the ‘unvisited’.

5) iterate over all rooms on visited (1 so far), and check which one is closest to the new room.

6) connect the rooms (here’s my algorithm)

6a) pick a random tile within both rooms (as defined by Room class – origin.x/origin.z (y is up), width/height, or something to those extents)
6b) from one of the tiles, check difference between X an Z coordinates of two tiles (y is up still).
6c) if vertical difference is greater than 0, move one square in that direction, mark the tile as clean/empty/floor/whatever
6d) if vertical difference is still greater than 0, go back to 6d)
6e) once you’ve created vertical route, do the same (one by one ‘eat’ tiles)

There. Really simple, and looks quite nice:

Posted Image


After the levels were created, I’ve started adding features:

First was ladder to a new level, which just picked random room (but not player starting room), and when you collide with it, it generates the next level.

Second came AI. This was really simple, just a bunch of ‘move towards player, check for collisions’ routines, and it was good enough for the demo.

Then came player stats. I decided to make a scene with player creation, and I had to learn how to share variables between different scenes (turns out it’s incredibly simple in Unity – just use PlayerPref.Set/Get Int/String/Float(), and you’re done. I decided to create 3 classes for the player, and following mechanics:

Character consists of: HP/MaxHP, Strength, Dexterity, Constitution, Minimum Damage, Maximum Damage, Gold carried. Base stats were calculated by rolling six sided die (or, to be precise, Random.Range(1,6) ), and adding 6 to the result. Also, each class has one ‘strong’ stat, and one ‘weak’ stat.

Berserker gets +3 to Strength, -1 to Constitution
Warrior gets +3 to Constitution, -1 to Dexterity
Monk gets +3 to Dexterity, -1 to Strength

Combat is calculated by comparing attacker’s Strength score + result of rolling a six sided die, and defender’s Dexterity + result of rolling a six sided die. If attacker wins that, he then subtracts from defender’s HP random score between his min and max damage. If player dies, well then, he dies and is taken to results window, which shows how much gold he managed to collect, but if he wins, then monster dies and drops the gold he’s been carrying (determined by kind of monster, dungeon level, and – as always – chance).

Speaking of monsters, we have 3 of them, from common Thong Goblins, through strong Cookie Monsters, to incredibly powerful Christmas Elementals. More powerful monsters start appearing the lower in the dungeon you are.

So, what else? I sprinkle the dungeon with gold, but obviously would like to add more enemies, items (currently we only have gold as pickable. there is even no inventory).

What more would I want to fix? Well, there’s a problem with converting floats to integers, and since I use sometimes floats, sometimes ints (because I was lazy), then at times you encounter invisible wall where you should be able to pass freely. That’s the reasong [D]ie shortcut was added :/. Also, since I didn’t have any place left on screen, I didn’t put any output telling you what you pick up, or how much damage you do. Same is the reason why [L]ook command doesn’t work, and it’s a damn shame, because i put funny descriptions there .

Since it’s already 13:40 on Sunday as I’m writing it, I don’t think that I’ll be finishing 7th game today – I need to prepare some code for owrk on Monday as well. I will try however, and as always – keep you posted. Before I go, let’s look at our the game list again

- Shoot’em’up - done
- Platformer – done
- Puzzle game – done
- Racing game – done
- Adventure game – done
- Dungeon crawler – done
- Strategy game.

Sweet!

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off

Ta ta for now!


7 games in 7 days, day 5 finished

Posted by , in 7games7days, C64, Ludum Dare, Programming 07 December 2012 - - - - - - · 1,487 views
ld48, ludumdare, programming and 2 more...
7 games in 7 days, day 5 finished Woah. After sleeping only for 3 hours yesterday, having been to dentist and visiting my landlady, I was facing a pretty big wall, and nearly dropped the challenge. However, I did pull through. After I've decided to use Commodore 64 style graphics for my project, I could feel the excitement, and was really enjoying myself. Using the 16 colour VIC-II palette, and non-square pixels is fun, even if annoying to draw by hand.

Today I was working on an adventure game. I have decided against 3D, and later on against most graphics at all. The game was to be fully text based, and I managed quite ok I think. I wrote a tiny parser with couple keywords, I wrote a decent room system. Sure, the item system is a bit of a hack work, the console isn't working properly, and most of the graphics are just placeholder. But the game is complete adventure (even if a very simple one), from start till end, it that really makes me happy.

With this, the biggest hill in the challenge is over - I've finished the week. Now it's weekend, and I'll have plenty of sleep, and plenty of time to develop.I think I'll add all the graphics sometimes next week, to have this working fully as intended.

Mini post mortem:

What went wrong?
-Well, haven't ever coded adventure game before, I had no idea how to properly implement inventory, and ended up with clusterfuck that I would very much like to purge with a fire.
-Not enough time. Again, due to lack of experience, I had to spend a lot of time looking things up on internet, and the fact that I didn't start before 10 pm, due to my schedule for the day didn't help at all
-Not enough sleep. Sure, the coding kept me alive and happy, but this is not a good long term way to spend time. I plan to sleep a lot over next two days, and code sensibly, not till the broad daylight again.

What went good?
-Graphics style. I really enjoy it, and it made me attached to the monitor, even if by all rights I should be lying unconcious right now.
-Type of game. I always was an adventure fan, and writing one for myself for the first time really made me happy. I could insert some of myself into the game, and even though the final product isn't as big or as funny as Lucasarts/Sierra games, in my mind it feels great, because of what it could have been.

Oh god, it's 6:50am. I really lose track of time when I'm enjoying myself while coding. Will need a lot of sleep to regenerate from that.

How are we looking game-wise? Let's see.

- Shoot'em'up - done
- Platformer - done
- Puzzle game - done
- Racing game - done
- Adventure game - done
- Dungeon crawler
- Strategy game.

Oh right, here's the game.

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off

Good night, and have a nice weekend.


7 games in 7 days, day 4 finished

Posted by , in 7games7days, Ludum Dare, Programming 06 December 2012 - - - - - - · 1,249 views
ld48, ludumdare, programming and 1 more...
7 games in 7 days, day 4 finished Well, this was another long night. First of all, I decided that the racing game will be inspired by Crazy Taxi/Quarantine. You'll be riding around a procedurally created city, with a VW Beatle taxi, picking up people and taking them to wherever they want.

So, at first I decided to learn 3D modelling with Blender, and woo, after some (well, considerable amount of) time, I got this far:

Posted Image

Well, once I got that far, I hardly could stop, now could I? After couple 2D games I have decided to finally test 3D, as there is a chance I'll be doing 3D stuff for the Ludum Dare. So, I have spent the better part of the rest of the night trying to get car to properly work, but it's been rolling every time I turn. After browsing the nets (I have never actually done car code myself), I found out that it needed roll bars, and suddenly it was working, sure, a bit jerky, but working.

It was bit late though, so I haven't added any gameplay, but I do enjoy riding around the city. Damn, I love procedural worlds. To be honest, I could spend couple more hours working on it. Hell, I could spend couple more months improving on the city and the ride. I really feel like writing a game based on that. For the purpose of the warm up week, I call it done: I have done some basic work with Blender, some procedural cities (really basic, but still), and set up car physics for driving in 3D. But for now, it's 4am, and I have lots of work to do, and have to grab a bit of sleep.

So, here's the city. You can drive around it for a bit, but there's nothing to be seen.


State of the list is as follows:
- Shoot'em'up - done
- Platformer - done
- Puzzle game - done
- Racing game - done
- Dungeon Crawler
- Adventure game
- Strategy game

Next up, either Dungeon Crawler or Adventure game. I'll be really having a busy day (and by the time I'm writing THIS part, it's 4:40), so I need to pick the one that'll take less time, to leave the longer one for weekend. I think I'll go with single-room adventure or somesuch.

That's about it for today. Nighty night!

And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off


7 games in 7 days, day 3 finished

Posted by , in 7games7days, Ludum Dare, Programming 05 December 2012 - - - - - - · 1,093 views
ld48, ludumdare, 7games7days and 1 more...
7 games in 7 days, day 3 finished Day three finished! Today I have, as planned, did Puzzle game. A classic one indeed - Tetris. My goal for today was to recall how transitions between Scenes in unity worked - and I have done as much, dividing the game into Splash Screen, Main Menu and Game View - and custom GUI, which I have also achieved. After that it was simple implementation of the gameplay, which although simple, gave me some problems, due to switching between implementations in the middle. There may be some bugs due to that, but I'm not going to bother to look for them, my goals were achieved.

I didn't want to waste time on creating fancy level, so I took the same graphic that the blocks use, constructed wall out of it, and had it cycle through Hue in HSV mode, the effect is quite funky.

I haven't implemented High Score, which in the middle of the game creation I thought that I could implement, because my 8 hours were up. Still, I will do it for some other game.

The game is here, controls are arrows for the game, and escape to quit from any scene to menu.

Also, if you'll look at the screenshot, you'll notice how freaking awful my luck is. How many times in a row can you NOT get I-block? GAH!

State of the list is as follows:

- Shoot'em'up - done
- Platformer - done
- Puzzle game - done
- Racing game
- Dungeon Crawler
- Adventure game
- Strategy game

Next up, racing! Woo!


And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off


7 games in 7 days, day 2 finished

Posted by , in Programming, Ludum Dare, 7games7days 04 December 2012 - - - - - - · 1,184 views
ld48, ludumdare, programming and 1 more...
7 games in 7 days, day 2 finished Second day of my challenge finished. I have done a simple 'run to the right, press button to jump over obstacles' game. I didn't have that much time today, so I'm finishing my day at 2:40 am. Not that great, need more sleep.

Today there was a lot of drawing (animating the main character - squirrel, drawing tiles and objects). It wasn't that hard, nor did I try really really hard, but it ate about half of my work time. I don't think it's that awful, for the time spent and my utter lack of drawing skills. I quite like the ground tile, and the Squirrel animation ain't that bad.

First code was the parallax effect/level display. It was done by dividing objects into 3 speed groups, with front one moving fastest, and the furthest away one moving the slowest. Quite standard stuff. Then I took my tiled animation of the squirrel, and wrote quick-and-dirty sprite animation system. I have noticed that the scaling produces some ugly results, and causes some animation frames to 'bleed' into another one. But honestly, it's good enough for now. After that was done, I've plugged in Rigid Bodies everywhere, and was good to go. Couple collisions added, one particle effect for fancy death, and the game was done.

It's here if you want to give it a go. Control/Space Bar jumps the squirrel. There aren't any other controls. Try to survive as long as possible and eat acorns as you do, for more points.

State of the list is as follows:

- Shoot'em'up - done
- Platformer - done
- Puzzle game
- Racing game
- Dungeon Crawler
- Adventure game
- Strategy game

Next up, Puzzle game. It'll most likely just be Tetris. But hey, a game is a game is a game is a game. And I bet I'll learn something new.




And here is a list of the entries in the series:

Last Day summary and Challenge Post Mortem
Ludum Dare preparation
Day 6 summary
Day 5 summary
Day 4 summary
Day 3 summary
Day 2 summary
Day 1 summary
Series kick off






December 2012 »

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