SORLD: Ludum Dare 38

This will be a short post about the result of a game I made for Ludum Dare 38 last weekend. I will basically cover why did I decide to participate and how did I come up with the idea.

Why

Recently I’ve been very busy working on other projects that are planned to be released this year. However, after the theme was unvelied, I decided that if could find something that had a message I could transmit somehow (I want to make a full educational game in the future), I was going to participate.

In this case, I focused the brainstorming in two topics: what’s going on in Venezuela (my country) now  and global warming. I decided to go with the first topic because this is how I feel can contribute to what’s going on there, we can all contribute to a cause from different perspectives and my perspective is from the game development side.

How

The Jam lasts only two days and there was not a lot of time to decide what to do. As always I try to keep things as simple as possible and concentrate on a small idea.

important points for the game

  • Choose a message
  • Communicate the message clearly
  • Make something dynamic
  • Try as hard as possible make it fun
  • Polish as much as possible until the Jam is over

Message

As message, I just wanted people to be aware of what’s going on in other countries, make people think about what’s happening in other parts of the world. I wanted people to understand that despite the fact that we have different cultures, live in different places and have different ways of thinking, we all belong to the same planet and should care about each other.

I said earlier that I wanted to focus on what is happening in Venezuela and it’s true, however I also think it’s important to take a look at other countries because people are suffering everywhere.

communication

The message is communicated not only in an explicit way in the end of the game but also the whole mechanics are based on the idea of caring about others, helping and cooperating.

The rules of the game are:

  • Beat the aliens: To beat the aliens, members have to combine the power of their colors to attack
  • Stay alive: You need at least one house in your territory to respawn
  • You can attack any alien
  • You can give one of your houses away
  • You can repair your or someone else’s house

The game is made in a way that these rules are not explicitly taught. From the game you know you can move, grab and place houses, you can shoot and you can repair houses, but I don’t tell the player “to beat the aliens you need to cooperate”. The idea was that the player understood the rules by looking at the NPC or just using common sense.

The NPCs have different behaviors:

  • Attack an alien in my territory
  • If someone helps me, I’ll help too
  • Stay alive
  • Give the player a house if he is out of them

Since I didn’t have enough time to make things smoother, I included a condition to randomly decide to help someone sometimes, so the player could understand easier what to do.

Dynamism

The game is really simple. Since the theme of the jam was a small world, I just decided to make everything in a very small world created from four different parts. To add a fast pace, the aliens attack non-stop in a random way. In addition, all the NPCs work very hard to attack the aliens and try to stay alive too.

The focus here was trying to stay concentrated on the main message and make something enjoyable.

Polishing

After all the basic elements were complete, I just focus on trying to add things that improved the experience of players.

I think that when time is very limited like in a game jam, one should focus first on adding important feedback after finishing the basic mechanichs of the game. Shooting, receiving damage, reparing a house and subtle details to explain how to play were the core of this part.

Also the planet reacts to what is happening in the game, if it’s attacked, everything shakes and when something good happens (like defeating an alien), it winks.

These things are very small but they improve the experience of the game as a whole. I really wanted to put more efforts here but… not enough time.

Wrapping up

This is it, I wanted to make a small post and I feel it’s very long already, so to wrap up, this jam for me was different and interesting for the following reasons:

  • First time I base everything on communicating a message
  • First experience using Unity for a game jam
  • I tried to make simple but pretty graphics with a different palette of what I use to
  • Programming the NPC was a challenge but really fun

So if you have any questions, let me know.

You can visit the Ludum Dare 38 entry here and play the game online or download it in your computer.

By the way, I’ll still think about the idea for the global warming game, I think it’s an important issue.

 

SORLD: Ludum Dare 38

7 Tips to Improve Your Experience at Ludum Dare

Since Ludum Dare is going to happen this weekend, I decided to put together few ideas of things I’ve learnt participating in LD and some other game jams. I believe this could be helpful, specially for  people that are participating for the first time.

1. Set a Goal

I think it’s good to set a goal before you start your jam, regardless what you want to do, it helps you stay on track all the time and in the end will be easier to achieve that goal if it’s very clear for you.

By setting a goal I mean what you want to accomplish with the jam and is not necessarily making the game. For example, you could decide to learn a new tool or improve the art of your previous game.

In the global game jam of 2012, learning HTML5 was one of my particular goals of the jam. We managed to create a very simple game: Serpens Ruby. Since we didn’t know how to use HTML5 that well, we struggled a lot but the experience we got those two days helped a lot to create Fluff Eaters in HTML5 later the same year, which turned into a commercial project in the end.

Another example, my last Ludum Dare in 2014, I wanted to improve the art of my games with KIWI, the overall game is not that cool but I managed to accomplish what I wanted, compared to the previous jam, the art was much better.

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Watercolor: Game made for Ludum Dare in December 2013
Kiwi: Game made for Ludum Dare in December 2014

 

2. Choose the right tool

If the goal of your game is not learning a new tool then choose the best tool you can use. A lot of people use big engines like Unity, others prefer work without engines, it really doesn’t matter what you use, if the tool you use suits you well, that’s enough. Focus on whatever language or tool that helps you turn your awesome idea into a playable game, something that fits well the idea you want to communicate.

For my first LD I used one of the few tools I knew how to use at that time: XNA, which now I think is not the best tool to work with for a game jam but at that time it helped me create a fully playable game.

Since my second submission to the jam, I’ve been using OpenFL which is the one I use for commercial projects as well.

Caramelo: Simple runner made with XNA for the Ludum Dare in August 2011

3. Think about your schedule

Two days is a very short time to create something that is good but it’s possible. Before starting, think about general steps in the process of creating a game, what you have to do in order to start with an idea and end with a fully playable prototype and set time limits for each task. I’ll give you an example of what I usually do:

First eight hours:
  • Brainstorming – around 3 hours, maybe more –
  • Proof of concept – 4 hours –
  • Test – 1hour –
Next fourteen hours:
  • Programming (focused on the core) – 7.5 hours –
  • Art (focused on the concept) – 5.5 hours –
  • Test – 1 hour –
Last fourteen hours:
  • Programming (use feedback to improve, juice) – 7 hours –
  • Art (use feedback to improve, add details) – 4 hours –
  • Sound – 3 hours –

Depending on how you progress following the schedule (which is only a guideline), you’ll be able to evaluate whether you have to make changes to it or not, you’ll iterate depending on how everything goes.

4. From the core to the edge

Identify the core features of your project, what is the most important part of it? usually for most games mechanics are the core. Once you decide what the core of your game is, give priority to the rest of tasks you have to complete.

Focus on the core until it’s working as you expected, after that use the priority list to keep working on each task until you complete all of them or until time is up.

The advantage of working in this way is that if in the end you cannot finish what you expected, you at least will have the most important part of your idea done to show to other people.

The way I usually decide the priority list is described as follows:

  • Player controllers
  • Goal (winning condition if there is any)
  • Challenge (losing condition)
  • Enemy behaviours
  • Level design
  • Items
  • Extra (effects, better graphics, better sounds, etc)

Of course depending on the game, some of the elements in the previous list won’t be necessary or will change, just identify how this strategy works for you and apply it.

Gameplay screen
ZIN: Game made for Ludum Dare in April 2013

5. create for the Web

If you can choose a tool that has a capability to export to web (preferably HTML5), then use that one. The main reason for this is that you want people to play your game, after the two days of hard work, the game you make will be played and rated; the more comments, feedback, rating you get, the better. Not everybody has Windows, not everybody wants to click 3 times to download and play your game, the sooner they get to it, the happier they will be.

6. Juice

After finishing the core idea of your game, when you have a playable prototype that is strong enough to communicate what you wanted to make, you can focus on adding – juice -, which I really believe will make a difference and will make your creation stand out from the rest.

Adding little details that make the game feel better is something that any programmer can do, feedback is a very important part of what makes games feel – right – and you will appreciate it.

If you haven’t watched it yet, take a look at the following talk about juice, it will give you ideas to improve your creation.

7. Sleep

Finally, everybody says this but sometimes we forget how important it is. You have to sleep, if your body is not in optimal contidions to work, you’ll very likely make a lot of mistakes, that you’ll have to fix and possibly will lead to failure. If you read tip number 5 you’ll notice that the schedule I showed as an example includes only 34 hours, the other 14 are ideally for resting.

If you have questions, comments, suggestions, whatever you want just let me know on the comments, good luck with the jam and have fun!

7 Tips to Improve Your Experience at Ludum Dare

Happy New Year 2015!

Hi everyone!

I know it’s a bit late to say Happy New Year but I wanted to do it “formally” anyway and keep you posted about the status of my projects and future projects as well.

Summarizing 2014, it was a great year, Collow (as it was created in that time) was released on Google Play and Fluff Eaters was released on Google Play and the Amazon Appstore. First time I release games, it was a great experience, I learned a lot and keep learning from it. If there is anything you want to know about details, don’t hesitate to ask.

What’s next?

So this is the status for the current projects, future projects and development posts.

Fluff Eaters

Well, as you probably read on previous posts, there are a lot of things coming up this year. First of all, Fluff Eaters will be released on the App Store, finally I got the licence to start testing the code on the device and it’s surprisingly running very well, of course there a lot of details to take care of and a lot of things to polish before releasing, I would like to do my best and cover as many things as possible to have a change on the market.

IMG_20150103_154619
Fluff Eaters running on iOS (iPod Touch)

I estimate that the game will be avaiilable beginning-mid February but it totally depends on how soon I will be able to test on different devices such as iPad and iPhone 6, I only have an iPod touch which I think is a good start and the plan is to ask for help and test in all the possible devices before release, if you want to test it on your device please let me know.

Collow

I’m not sure if you read the post about Collow but I think that this is going to be a very interesting year for that game. Since I re-designed everything from the beginning, added new ideas for different types of modes and worked a lot on the little features, including a leaderboard and multiplayer modes which I believe will make the difference for the whole experience.

Of course this game will be available for iOS as well and let’s see how it goes. Please don’t expect it before the Fluff Eaters release, I’m gonna work very hard to release everything on time but one by one.

main-screen
New Modes and design

 

redisign-screenshot
New boards and difficulties
Development

I haven’t seen much interest on this topic so far but I will keep posting about development using Haxe/OpenFL, once again, if there is anybody interested in any particular topic related to it, let me know.

The plan is to post about things I struggled with while was working on Fluff Eaters (mainly), will try to cover 2D animations and performance first and then see how it goes. Depending on that I will talk about specific systems (general systems) that help you make any kind of 2D game using Haxe and OpenFL.

Future Projects: Zin and Watercolor

As I mentioned before in one of my tweets, Once I’m done with Fluff Eaters and Collow, my next projects as Fiery Squirrel will be Zin and Watercolor. I’m not sure if that will be the final names of those games but for sure the core mechanics of them will prevail. So if you are curious about it and you haven’t play those little games originated in Ludum Dare, you can take a look at them here and here.

I truly believe that these games has great potential and will not only be a game for mobile but Computer and Consoles as well. Now just have to sit, relaxe, add a lot of new stuff and get a new graphic and sound design for both.

design
Zin, created for Ludum Dare

 

screenshot1
Watercolor, created for Ludum Dare

I guess this is it for today, a very short post to keep you updated about the plans for this year, as I mentioned before, comments are appreciated.

IMG_20141013_230645
Programmer art to start 2015 🙂

 

Have a great 2015!

 

Happy New Year 2015!