Showing posts with label Ludum Dare. Show all posts
Showing posts with label Ludum Dare. Show all posts

Tuesday, February 26, 2013

Garage Zombie* (Game Jam Version) Postmortem


Garage Zombie* (including the asterisk where it's possible to use one in game titles) is the first game jam title I ever made with someone aside from Angel who helps with design and massively supports me throughout the experiences. Ariel Marsh did every bit of the art herself, all I had to do was line things up and place them! It was also the first game that I've made that had a person instead of a critter!

And, since I'm setting this up like a standard postmortem, let's kick it off!

By:
Code: Charlie Jackson (me!)
Art: Ariel Marsh
Design: Charlie Jackson, Ariel Marsh and Angelique Drummond

Developed: February 22nd-24th, 2013 for #1GAMCRUNCH (Hidden Surprises) and Mini-LD 40 (The Real World)


What Went Right

1. The Game's Art 
Somehow, the art for the main character made it really easy to add some personality to her  through the tutorial...

Normally for a game jam I make the basic art, get to work making the game, fix up the art and finally balance it as much as I can (which is usually very little by then.). This time, however, I collaborated with Ariel Marsh for development. She's a fantastic artist who I've worked with in the past on games, and as always she came through even better than expected!

The art in the game is not only of a great quality, it's bright and fits the game perfectly. With a garage sale, the items for sale are the star of the show, and they really are in this game as well. The main character worked out awesomely as well, it was just by chance that it ended up a she, but I love that it was (not because the game is about shopping, but because there really aren't enough female lead characters in games if you ask me!).
Some deals are likely to lose money, but you KNOW you want this thing!
2. An Awesome Title That Draws Attention
This is one of the main issues I face when coming up with a game name - making it both make sense AND draw eyes to the game. Early in development, Ariel Googled terms for people who do garage sales and found "Garage Zombie"! She joked that it should have an asterisk then say "*May or may not contain real zombies". This made it word-for-word into the game and gave the game a great base for humor from the start.
See? It even says it on the main menu!

And I KNOW the title works because I've already had numerous people jump on the game based on simply saying the name of it!

3. Working with Others Adds (Good) Pressure
Before it even began, I was really paranoid that Ariel would finish far before me, or that I wouldn't finish at all and she would. The nervousness of failure is always there with a game jam, but when working with someone else there's someone to let down if it happens. This was also Ariel's first game jam and I wanted to make sure she had something awesome to show for it.

Ariel had suggested getting on Skype (messaging) when it started so we could discuss ideas and then we simply left it on to chat the entire time, including sending each other work as we finished something up ("Check this out!", "How's this?"). Having someone you're working with frequently updated this way is not only fun, it adds to one's productivity: you want to have something awesome to show off!
Both of us having Flash made it super easy for me to set up art requests!

4. The Game Felt "Alive"!
One of my biggest issues as a game developer is that I get it functional and then I call it done. I've only made one "big" game, so while I've got about 25 done/partially done titles, they rarely contain all the things that a game should: sound and graphical effects especially. This time around, one of the first suggestions was having "special" items around the room that sparkle to show they're extra valuable or great money makers. It didn't make it in, but it really got me thinking about how to make it feel more alive, more fun.

She made an awesome main menu where you can interact with the boxes (they open when you mouse over them) and when items are purchased, they move toward the top where it shows how many items you've purchased (whereas 99% of the time previously, I'd just have made them disappear).

Box opens, box closes, box opens, box closes... WHEEEEE!!!!
Ariel even animated the girl with walk animations! It was her first time animating a character like that, and mine to that extent (even just the four frames in each direction!). It took some time to do, especially making her move around fluidly against the tables and such, but was very well worth it.

5. Sometimes Less is More...
When I started coding the game, the player lost $10 per day and the game's goal was to make some arbitrary amount. There was also a lose state if you you ran out of money. This was just a LOT of extra rules and effort in the long run, though, and deciding to make the game simpler (just gain as much as you can in five days) makes the game much more simple, easy to get into and replayable (trying to earn more each time)

I'll admit that I made the "game over" popup quickly :P
Also, the game originally allowed for two minutes per round, and I was considering adding to it even... But after trying different lengths of time, we went with 1:30. It makes the game much more hectic, non-stop and fun!

5b. ... Sometimes More is More!
On the flip side, I originally wanted the player to begin with $50 or $100, then as they played they'd earn enough to buy the more expensive things... I ended up going with $200 because it allowed for a good 10-20 purchases right from the beginning if the player shops carefully so that one can just dive right in right away.

6. Kept Track of Notes for the Future
I'm awful with thinking of the future when it comes to development... If I go back to a game, I have to search all over to find all the ideas I had for it, people's comments about it and so on. This time around, I have a text file with every idea for the game that didn't make it in, as well as an Evernote journal page for people's comments. I may have listed this last, but it's vital for any kind of future for a title if you want to stay sane, trust me.


What Went Wrong

1. SAVE THE GAME INTO MULTIPLE FILES!!!!
I swear I almost fainted at this point. First thought? "Screw this, whatever!"

With about two hours left the game was shared a bit for bug testing. When a few were pointed out and I went to fix them, I clicked on the section of my code with all of the functions and it was blank. I thought maybe Flash had messed up, so I closed it and reopened it, but it was GONE!!!! Luckily, I had done very little work since I'd sent the file to Ariel to show her the latest version, so she was able to send it back to me. I was VERY close to having 800 lines of code gone forever, though, and it was only the first or second time in years that I didn't save the game under multiple names as I went "just in case."

My strategy, by the way, is to save with a new name every time the game is fully functional and changed. For example:

  • Garage Zombie
  • Garage Zombie Movement Fixed
  • Garage Zombie Added More Items

This assures that if something goes wrong, the file spontaneously explodes, or you COMPLETELY screw things up when trying to change something, you'll have a version to go back to :) It's not a new idea, and I certainly didn't invent it, but it's so insanely important that I just had to go in depth!

2. The Game Wasn't as Alive as it Could Have Been...
While the game does have quite a bit of life to it, the #1 complaint is that it has no sound whatsoever. Angel and I got to talking about it after the jam ended, and she came up with the genius idea to have the main character whistle as the music and make small little comments on items when they're viewed, as well as a little noise when purchased or not. I really think that would have given the game, and the character, a lot more life in a unique, fun way.

The game also could have used a way to mix it up - different locations, goals and a story primarily. All of these things would have kept the game more interesting while giving it some more life at the same time.

3. Other Missing Features
There were a LOT of features that the game didn't have in addition to sound, story, goals and additional locales. I won't go into them all here, partially to keep the surprise alive when the game is finished, but it's easy to see how they would have kept the game more entertaining and added a lot more play time to for the average player!

4. It Requires Mouse AND Keyboard
As a person who plays a lot of Flash games, I've gotten used to using the WASD keys with my left hand and the mouse with my right, so I didn't even consider that there are a LOT of people out there who don't! Angel pointed this one out to me when she first played it, telling me that she was having to get used to moving around with the arrow keys and then moving her hand over to the mouse to either buy or not buy an item, then go back to move again. It not only gets annoying I'm sure, it's also tiring and time consuming in a game where you don't have much time to decide or look around.

Why should I have to click you?! I don't have enough time for this!

It wouldn't be difficult at all to allow for pressing ESC to say "don't buy" and ENTER/SPACE to buy. The same is true of the main menu - it'd be super easy to allow the player to use the arrows and the SPACE/ENTER keys to select. This way, the mouse wouldn't be required at all!

Sunday, August 19, 2012

Ludum Dare 24 Theme Voting: Round 2

Here's my voting on round two!

Castles are awesome, but I voted them down because I don't want to try to draw one, let alone more than one :P

Loneliness and Companion are both fun topics that would really let a person play with the art value in games...

The Impossible is kind of redundant, since a good game in 48 hours pretty much IS THE IMPOSSIBLE!

Some of the others could be fun or could be really rough... We'll see in a few days!

Today's question: Which of these themes would you most want to make a game about? If you aren't a "real" game maker, just think up a fun idea around it. Everyone is a game designer to some extent, be it video games, board games, party games, mind games... Life is just one big minigame collection!

Saturday, August 18, 2012

Ludum Dare 24 Theme Voting: Round 1

So, Ludum Dare 24's voting started today... I've decided to track my votes, both to see which of them actually make it to the final round as well as to easily remember them all later. I think it would be a fun exercise to come up with a fun game concept around each theme; something that may not actually be doable at all, just something fun...

For example:

Kittens Concept: You are King Reginald III, kitty extraordinaire, who is beloved by his humans... So much so that he becomes a huge, lazy, rotund cat, hardly able to do anything for himself. One day, the humans decide to go on vacation. The person who comes to cat-sit is as lazy as Reginald, and dares to call him "little Reggie". You'll have to learn to move around on your own (rolling even!), climb, get food and regain your rightly-royal status as ruler of the house!

My question to you is this: what silly game idea can YOU come up with? Comment it below the blog! Let's get a whole bunch going!

Saturday, January 1, 2011

Contests and Experimental Gameplay Jan 2011

One of my challenges to myself this year is to compete in as many competitions as possible! Ludum Dare (LD) and Experimental Gameplay (EGP) are two major ones; EGP is monthly, and LD usually does at least a "mini" challenge monthly, with a "real" competition every few months. I figure that, at worst case, this would mean 24 games this year, right? That alone is pretty sweet! Plus I'll be doing others inbetween...

EGP challenges each person to pick a week of the month to make a game (no more than the 7 days), which has to be based around the theme, which this time around is "inanimate." Quite a broad theme, but I guess that'll be what makes it interesting!

Monday, August 23, 2010

LD 18 Jam Complete!

So I got home right around 8:30 and fixed up lots of the bugs til around 9:30 or so, then got the game submitted! Apparently games in the Jam don't get voted on or anything, but it was still a great challenge to finish this game in 3 days, and I'm proud of how well it went. Some bugs went unfixed (if a critter is playing his animation and gets hit again, it simply stops its animation; the insults don't always bounce the right way, which includes sometimes making it appear the insult is simply continuing straight on), but the majority were fixed up, and some other things were improved on as well (the text in the game was improved a bit, and the insult bubble was fixed up quite a bit too).

You can also:

Sunday, August 22, 2010

LD 18: Try it Out Thus Far

Here's the game thus far... Now I'm going to warn you, IT IS BUGGY!!! Yeah I didn't fix them all. Some are minor yet annoying (sometimes insults just freeze, when you win it may not clear it, on level 3 many of the critters vanish all at once), and some are drastic (can't play through a second time).

http://www.thecritterverse.com/temp/Rubberman.html (EDIT: NON FUNCTIONAL NOW!!!)

However, if you do play it, please comment here, or email me at CataclysmicKnight@gmail.com, or message me on Facebook or Twitter or just in any way you can, let me know your opinion (don't hold back, be brutally honest!) and let me know whatever bugs you may find, even if they're the ones I've listed above. I'd TOTALLY appreciate it if you do since I won't have much time to work on it after I get off of work. Also let me know how annoying each bug is so I can prioritize :)

LD 18: Now Jam, Not Compo

Ludum Dare has two different types... The competition is the 2 day event, whereas the jam is a 3 day event that is a bit more lax for its rules. I was really hoping to make competition (hence all the talk about 2 days of development), but due to several major bugs, I was unable to do so. Instead, I will be aiming for the jam, although the 24 extra hours doesn't really add too much development time for me. Here's how the next 24 hours goes for me:

10pm(now) - midnight or so: Enjoy my time with my Angel (since the whole rest of my day has been game development and all)

12am - 7:20am: SLEEP!
7:20am - 8:30pm: Work and work related stuff (get ready, drive to work, work, come home)

Leaves me with about an hour and a half of development time. But since there isn't much more to do with it, that should be enough time :) And I'm going to use this game as a demo for a fuller, deeper version as well!

LD 18: Missed Opportunities

About 67 minutes left... So many things I wish I could add but don't have the time! I want a boss fight or two, I wanted the enemies to attack each other, I want to fix some of these random bugs (sometimes the insults just stop when they are intercepted by Rubberman, and if a critter is hit mid-animation, it simply stops and won't go away.), and I wanted to add a little map between levels to show progress. And different levels would have different shooting as well, like a whole wall to defend instead of a little ring of critters. But it'll still be a game at least, and not bad for someone who's never made an action game before (I've always been a puzzle game developer, MUCH different believe it or not).

LD 18: 2 Hours Left... Level Setting Problems

It's going pretty well and now it's more a matter of level design than anything... But for some reason enemies aren't where they should be! DOH!

125 minutes left!

LD 18: Getting There!


... And it's a good thing since there are only 4.5 hours left til 10! The menus are all made, and the game pretty much works. Levels need made, and I need to create a popup to redo a level if the player loses, but other than that it should be good!

So I bring you... a screenshot of the main menu! Check it out up there!

LD 18: 6 Hours, Bugs but Engine Almost Done

Well the insults bounce right off Rubberman now, and they infuriate the insulting critters, and they even vanish in their rage afterward, but for some reason they eventually stop shooting, leaving some of the enemies alive. Aside from this, though, all that's left is to build some levels and sparkle it up!

LD 18 Checklist to Completion

Copying this from a previous post so that I know where I stand on everything. Will post times as I go. 10 hours left!

BLUE/PURPLE - DONE
RED - WORKING ON

1) Move Rubberman - DONE
2) Enemies Shoot - DONE (12:00)
3) Enemy fire damages innocents - DONE (12:27)
4) Enemy fire bounces back toward random insulter when hitting player and causes them to attack nearest insulter, destroying them both. If only the one insulter is left, he simply runs away. - DONE but changed a bit...
5) Game Over possibility (12:27)
6) Level Success possibility (12:31)
7) Create additional levels
8) Create menus (5:30)
a) Main Menu
b) About LD
c) Game Over
d) Game Win!
9) Additional touches where possible:
a) Display actual insults when they strike
b) Compliments
c) Power Ups?
d) A map and fuller story?

Saturday, August 21, 2010

LD18 Progress, Slightly over Halfway




So the game concept has been pretty much solidified and a lot of the art made (although some may be changed later if time allows...). I've also gotten the engine to work for the most part. The overall pieces needed to make are:

1) Move Rubberman - DONE
2) Enemies Shoot - DONE (except it doesn't reset yet)
3) Enemy fire damages innocents
4) Enemy fire bounces back toward random insulter when hitting player and causes them to attack nearest insulter, destroying them both. If only the one insulter is left, he simply runs away.
5) Game Over possibility
6) Level Success possibility
7) Create additional levels
8) Create menus
9) Additional touches where possible:
a) Display actual insults when they strike
b) Compliments
c) Power Ups?
d) A map and fuller story?

Maybe some more stuff too... We'll see :)

The Adventures of Rubberman!

So to make a game based on using enemies as a weapon, I've come up with (thanks to Angel and my mom, Dora) a game based on bouncing back various insults hurled. The player plays as Rubberman, one of SuperCritterMan's alter egos, who must run around the people he is trying to save as evil critters hurl insults at them, which are fired much like bullets. Rubberman must intercept these insults, which causes them to bounce to one of the other enemies around. Once one of the enemies gets insulted, it goes berzerk and attacks the one who initially sent out the insult, destroying them both. If an insult makes its way through to the innocent critters, their happiness will drop until they become so depressed they can't take any more and just go home.

Compliments will be flung as well, and if they reach the innocent critters, their happiness level will rise. This also causes them to thank the critter, thereby turning them kind ("They appreciated my compliment?"), which leads them to simply walk away from the insulting, done with being mean. If the compliments are deflected, it insults the complimenting critter, making them mad, calling a friend or two to help insult the innocent critters.

The goal of each round is to get rid of all the mean critters and make it onward. If the player beats a level, they get a bonus for the happiness of the remaining critters.



As far as more specific than that (level development, possible power ups?, etc.), I'm unsure yet. I will create a rough playable of this and see how it goes. 25.5 hours to go!

Friday, August 20, 2010

LD 18 Voting Results - Theme Chosen!

So the voting is over (yes, I know, I posted my votes kinda late, since I'm publishing this post about 3 minutes later...) and the theme that was chosen is...

Enemies as Weapons!

WOOHOO!!! This is one of the themes I was most excited about! Although being excited about the theme and having a great idea for it are not one in the same... So here goes nothin!

LD 18 Final Round Votes


So that's what the final rounds were and how I voted. The way it works is that you choose either you don't like a particular theme (-1), you do like it (+1) or you're neutral (0). Sure you could vote +1 on each one or -1 on them all, but it wouldn't really help you get the topics you were wanting...

Thursday, August 19, 2010

Ludum Dare 18 in under 24 hours!

Ludum Dare is a 48 hour game development competition - a topic is voted on and chosen out of 18 final topics, and everyone has 48 hours (from 10pm Friday to 10pm Sunday) to complete the game. That's 48 hours to come up with an idea from a topic, develop, test and get it done! Now with Flash, it's much much quicker and easier than with C++, but here's how my 48 hours of the competition go:

Friday Night

10pm: Topic Announced
12pm or so: Go to bed

2 hours to work

Saturday

7:20am: Wake up, get ready for work
8am - 7pm: Work (including travel time)
Dinner at some point...
12pm or so: Go to bed

5 hours to work

Sunday

8am: Wake up (as learned in previous compos, any earlier kills my ability to work)

Shower, eating a few times, relaxing between working (also a lesson learned... If you work nonstop, your brain will be so fried that no work will get done and time will just tick by as you try).

10pm: Competition over

10 hours(?) to work

KEEP AN EYE HERE, I'LL KEEP UPDATING HOW IT GOES!