• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
    18
  • comments
    12
  • views
    19070

Team Station 6 enters Ludum Dare

Sign in to follow this  
Followers 0
supermaximo93

761 views

[color=#7D7D7B]Hi again![/color]

[color=#7D7D7B]Sorry I didn't post last Friday, I was busy preparing for Ludum Dare, and I didn't have any Station 6 updates to post anyway. This post will be about my experiences during Ludum Dare last weekend.[/color]

[color=#7D7D7B]For anyone who doesn't know what Ludum Dare is, it is a competition whereby contestants have to create a game based on a theme, from scratch, by themselves, in just 48 hours. Any tools and programming languages are allowed to be used, but all content needs to be created within the 48 hour timeslot. The source code needs to be submitted with the entry. After 48 hours, the three week judging stage commences, where the competitors rate each other's games on various categories such as Innovation, Fun, Graphics, Audio, etc. At the end of the judging period all the games are ranked for each category so everyone can see which games came top in which category. There are no prizes given out; your prize is your game.[/color]

[color=#7D7D7B]There's also a 72 hour competition that runs along side, called the Jam. This is a more relaxed version, as it allows you to work in teams, use existing assets, and keep your game closed source. Ben and I entered this competition.[/color]

[color=#7D7D7B]Usually people show their intent to enter by posting an "I'm in!" post on the Ludum Dare blog... We went a step further:
supermaximo93_ld22_werein.jpg[/color]

[color=#7D7D7B]The theme for this Ludum Dare was 'Alone'. We quickly came to the decision that the game would be about some kind of forest creature (which we nicknamed 'Mike') that wanted to be alone, but the Evil Dr Cuddles wants to get him so that he can give Mike love and attention. As you can see, Mike doesn't like that at all:
evil_dr_cuddles_med.jpg[/color]

[color=#7D7D7B]The actual gameplay was supposed to be a cross between Canabalt and VVVVVV. Mike would flip gravity to jump over gaps in the floor and ceiling to run from Evil Dr Cuddles as long as possible. Mike would run through various themed worlds, each with their own boss at the end. We decided there would be four worlds, Evil Dr Cuddles' Lab, the city, the forest, and the sky. The boss for each would be a UFO that shot rockets at you, a bus that tried to run you over, a robot worm that tried to eat you, and a flying pirate ship that shoots at you, respectively. To make the game I was using ActionScript 3 with the Flixel library.[/color]

[color=#7D7D7B]The first two and a half days went way too quickly, and I coded way too slowly. Ben got loads of art done, which is brilliant, but I wasn't able to get into the 'zone'. Also, my code was just a mess. It wasn't really going well for me. Maybe it was my unfamiliarity with Flixel that slowed me down. Maybe it was some wrong early decisions about how to code what.[/color]

[color=#7D7D7B]I had gravity flipping, random level generation, hoops you could jump through that increased a score multiplier, and the first boss, among other bits and pieces. But I was still a long way off from completion, and when I hit a problem that caused a half-second stutter every few seconds due to a fundamental flaw in my level generation and dynamic extension system (I used tilemaps when I, well, shouldn't have), I couldn't take it any more. I threw away the whole thing and started from scratch. I wasn't going to use the overly complicated random level generation system I'd concocted and decided simply that obstacles would randomly appear that you had to jump over.[/color]

[color=#7D7D7B]Now with a mind clear of the old rubbish that I'd been writing over the past two and a half days, I was able to get to work properly. Things went quite smoothly and everything was straight forward this time. I uploaded my entry just 20 seconds before the deadline. There were only two bosses (the UFO and the pirate ship, but they were almost identical) and the game was very unpolished, but I was happy with what I was able to do within the extremely short time frame.[/color]

[color=#7D7D7B]We ended up calling the game 'Gravity Cat ...Thing'. Here's some screen shots:
gravity_cat_thing_1.png[/color]

[color=#7D7D7B]gravity_cat_thing_2.png[/color]

[color=#7D7D7B]gravity_cat_thing_3.png[/color]

[color=#7D7D7B]gravity_cat_thing_4.png[/color]

[color=#7D7D7B]You can play Gravity Cat Thing here. Beware, it's a difficult game. I didn't have time to tune the difficulty, I'm afraid. I'll be making an enhanced version soon when I have time, which will fulfil the original vision of the game. If you have any suggestions (other than 'make it easier'... I know icon_smile.gif ) please let me know![/color]

[color=#7D7D7B]I was thinking of maybe changing it up so that instead of a continuous arcade game style marathon, it's split up into little levels that each require a small burst of dexterity with maybe a sprinkling of puzzle solving. I'd really like to hear your thoughts on this.[/color]

[color=#7D7D7B]And that's all I have to say! We'd really like to hear your thoughts, so please leave a comment or send me a message.[/color]


1
Sign in to follow this  
Followers 0


3 Comments


[quote name='dejaime' timestamp='1324743988']
Looks really charming!
Are there any gameplay videos?
[/quote]

Uploaded one now [img]http://public.gamedev.net/public/style_emoticons/default/smile.gif[/img] [url="http://www.youtube.com/watch?v=pWYwj2JWp9I"]http://www.youtube.com/watch?v=pWYwj2JWp9I[/url]
0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now