Results for category "Game Jams"

3 Articles

Landshark Missile Attack’s post-LD48 MASSIVE update

Landshark Missile Attack started its life at Ludum Dare 29 as my first solo jam :D

Play the post-compo updated version here:
http://www.twoplusgames.com/landsharkv2

Changes include:

  1. A thumpin’ track by Tim Harbour! Unfortunately hadn’t gotten to sound effects yet.
  2. Focussed on one level, removed others for now.
  3. Screenshake! Of course!
  4. Removed time limit.
  5. Fixed stuttering bullet time.
  6. Health + death mechanic added.
  7. Eat people to heal.
  8. Removed swimming up walls for now.
  9. Added enemy dropship.
  10. Aerial dodge – double tap forward, left or right while airborne!
  11. Missiles and dodge energy reload when you land.
  12. So wow, so much. Can’t remember.

So, some questions for you if you had time to give it a go:

  1. Did you find it laggy? Was the performance much different between the Windows and the online version for you?
  2. The direction I’m heading in is “Crimsonland in 3D with Bullet-time and possibly multiplayer”. How does that sound to you?
  3. How does the handling of the shark feel to you? Are you comfortable with jumping, aiming, and aerial boosting?
  4. How “fair” does it feel to you? How’s the challenge at the moment?
  5. Did you see any blatant bugs?

Play (web) or download SUPER ANDSHARK MISSILE ATTACK POST-COMPO EDITION V2!

And tell me if I went in the right direction since the original LD48 entry! XD

Postmortem: My Ludum Dare game SUPER LANDSHARK MISSILE ATTACK

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! 😀

Give SUPER LANDSHARK MISSILE ATTACK a go!

My Rouge-like Card Game [Wits Board Game Jam]

(Edit: Added a bit more nuance to the mechanics of Dungeon Power)

This weekend, there was a Board Game Jam at the Wits Game Design Lab – open to all and sundry who wanted to try their hand at creating a game with not code and pixels, but pencil and paper. I was there, along with a few members from makegamesSA, and had an amazing time inventing, musing, playing, and re-inventing :)

I had gone into this jam with certain expectations, having a game in my head that I wanted to make already. The first half of the Saturday was consumed by this one – A deck-building game about advertising where you are an agency morgul, amassing fortunes, hiring employees and pitched for clients. We prototyped it up quickly and had many arguments over it – in the end it was deemed too complex and too similar to existing mechanics (Thunderstone) for a short jam and I abandoned it. Ernest picked it up and turned it into another game.

But then I made something else! Everyone worked on a couple prototypes, but in the end this one grabbed my imagination and interest the most: The Rogue-Like Card Game (RLCG)

 

How to make a game

Before I tell you about RLCG, I just have to give a big shout out to the Wits Game Design peeps, who organised the Board Game Jam. They had a cool lab, complete with all kinds of cool stuff – tiles, counters, dice, tokens, a guillotine with which I cut my cards, and all kinds of little bits, which really drove home the essence of game makingit’s not about the code or the graphics, but the game – the set of considered, defined, and tested rules which make an interaction fun.

It’s about challenging people and creating tension between players, and creating choices which turn into opportunities for everyone involved to feel thrilled and invested. This post on the Board Game Designers Forum describes it very well, and you do it with naught but writing some stuff down on bits of paper and some more bits to keep count of something, and then it’s all in the rules of the game, followed by a lot of playing and testing and tuning.

So if you wanna make games, give it a shot. Try it, stop imagining that it’s hard, imagine instead what you want to show people!

 

Introducing The Rogue-Like Card Game:

In brief:

RLCG is an asymmetrical card game that pits an Adventurer against the Dungeon Master (with multiplayer to come!).

The asymmetrical play means that the two players play differently. The Dungeon master lays out the dungeon for the adventurer to move in. There is a certain ratio of boons and banes in the Dungeon Deck (following deck construction rules), so the adventurer is never completely overwhelmed. The dungeon builds Power over time, and its master can make use of the stockpile of Power to wake slumbering evils, or he may choose to save his power to assault the hero in another way. Power tokens can be taken into the dungeon’s power stockpile, or be invested on the board, over face-down cards. When an adventurer slays a minion, the dungeon loses power from its stockpile equal to the cost of the monster. This creates an interesting choice for the dungeon – does he hang onto the power, where it could be lost, or does it invest it on the board, where it’s safe from the adventurer’s attack? The dungeon may also create disinformation by investing power onto cards that aren’t monsters, creating the illusion that they are indeed monsters.

Each turn, the Adventurer moves through the rooms of the dungeon. If the dungeon has enough Power in hand and on the hidden room, it may spring the room’s evils on the Adventurer… Or it may choose not to. The Adventurer may then choose search the room: if it’s something bad, the dungeon need not to pay Power to wake it, but if its a boon, the adventurer claims it. If it’s a monster, a battle ensues.

The game is one of bluffing and calculating risks, for the adventurer knows not what is in his surrounding, but must discover the treasures and slay lesser monsters to build up skills to tackle the bigger fiends, before the dungeon gathers enough power and overwhelms the adventurer.

The hero’s task is to steel himself in the dungeon and defeat enough minions, before assaulting and destroying the Heart Of The Dungeon. The Dungeon seeks to defend itself and kill the intruder.

A varied mix of character cards, dungeon features (monsters, traps, treasures, etc) and skills round off the game by making each combination a unique experience, with some features being stronger against some than others.

Eventually, this will have multiplayer – with multiple adventurers competing to be the first to slay the dungeon heart – but the dungeon may just slay them all first!

 

So, RLCG?

I’ve still got a lot of polishing and testing and tuning to do, but the game is making me very excited :) So hopefully this will get a name as well – I’m not sure what I wanna call this, if you have suggestions please let me know! All suggestions welcome! :)

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