Join #ludumdare on irc.afternet.org
Mini LD #5 :: November 7th-9th Weekend :: Theme :: Cover

Sign In | Write your Journal
Home | Planet Ludum | Rules Wiki | Mailing List
Ludum Dare 12 Final Results NOW AVAILABLE

Click HERE for the Ludum Dare 12 entries image grid
(to be included in the image grid, you must upload an image to the blog)


jovoc's Archive

The Christopher Walken Award for Hilarity
Awarded by keeyai on April 24, 2008

Timelapse and Postmortem

Posted by jovoc
Sunday, August 17th, 2008

Well, I’m back from spending last week in LA at the siggraph conference. Looking forward to playing all the entries.

Here’s a link to my timelapse video. Thanks to Daz for the ETL screencap program he posted, which I used to make this (plus ImageMagick to add timestamps).

A quick postmortem: I was using this compo as a chance to experiment with Ogre3D, so I didn’t expect to end up with something too polished, but i did hope it would be at least playable, which didnt quite happen.

What went right:

  • Ogre particles — easy and they look great.
  • Art assets. I tried to focus on the minimum that I would need, and they turned out pretty good.
  • Learning Ogre. I learned a lot more this way than just reading docs would have taught me.
  • Great theme. I had a lot of good ideas for this one (maybe too many).

What went wrong:

  • Camera — I spent a lot of time messing with the camera. Afterwards, i realized I should have just went with a fixed close-to-overhead camera.
  • Starting with ExampleApp was more trouble than it was worth. In the end, I wasted a bunch of time rearranging it.
  • Too many ideas: The theme generated so many ideas for me, I kept changing my mind and adding things. I should have gone with a straight up tower defense.
  • Too ambitious. Didn’t get first-playable until Sunday.

I posted a little list of tips on LD Survival, and ended up ignoring almost all of them.  That’s okay, I had a great time and got a bunch of experience with Ogre3D.

A technical note: I was using Ogre’s OpenGL mode during development, and noticed at the last minute that the D3D mode was much faster. So the readme encourages you to use the D3D mode. However, I didn’t realize until afterwards that it blows up after a few minutes, so if you get everything flying off the screen, switch back to OGL. I probably forgot to initialize something.

Moonbase Defense

Posted by jovoc
Sunday, August 10th, 2008

I learned a lot about Ogre, but I didn’t quite finish the game. It’s still sort of playable but don’t get your hopes up.

Here is the entry:

Moonbase Defense Final

Includes a cgl info file for the game launcher.. that thing is great.

Sort of playable

Posted by jovoc
Sunday, August 10th, 2008

Well, it’s sort of playable. Not much though.

You can build a network of towers, they shoot the bugs, woo.. but right now there’s no win/lose and only the gun tower actually works.

Particles bring the awesome

Posted by jovoc
Saturday, August 9th, 2008

Holy crap! Ogre particles are freaking awesome.. Here’s two of my three planned weapons, the Fiddy Tower and the Flame tower (the third is the “missile tower”).

Looks like those bugs don’t stand a chance. Except there’s still no gameplay at all yet…

Crawlies

Posted by jovoc
Saturday, August 9th, 2008

I wasted a lot of time rearranging the Ogre tutorial app… but I’ve got towers and enemies.

Too bad they don’t do anything yet.. just sit there.

Moonbase Defense

Posted by jovoc
Saturday, August 9th, 2008

I’m changing concepts yet again… my last idea didn’t make any sense.

Now my gameplay can be described as “Moonbase Commander” meets “Tower Defense”. Which should be pretty cool. So it’s yet another tower-defense game but different. If you’ve never played moonbase commander you should look for it.

I’m still learning to use Ogre so im not sure if I can pull it off but we’ll see.

I spent the morning mostly making some gun tower models and getting them into Ogre. Now I’m going to see if I can get something playable.

Yay towers.

Posted by jovoc
Friday, August 8th, 2008

Ok, I have a totally different concept now. It is perhaps doable in the weekend. So here’s the first screenshot with some towers in it..

It’s going to be an auction/action game! And no.. that’s not a typo, it will have auction and action. Whee.

Design

Posted by jovoc
Friday, August 8th, 2008

Ok, after prototyping with parts from a board game, and drawing some, erm… concept art… I have an idea. It’s not very well thought out yet.. but it’s something.

EDIT: I just came up with a completely different, much simpler, much better idea. So there will be no more rookery. Phew…

Desk pic +helper

Posted by jovoc
Friday, August 8th, 2008

Holly sitting at my desk

Here’s my desk but there’s someone in my chair! That’s Holly, my 5 month old daughter. :) And believe it or not, this is her second LD compo!!

good luck to everyone!

LD Survival!

Posted by jovoc
Wednesday, August 6th, 2008

Ok, I’ve managed to talk my five month old into letting me ignore her all weekend, and I’m all ready for a weekend of coding. I might be a little groggy during Siggraph next week but that’s the price of freedome!

Here’s my LD survival tips (mostly as a reminder to myself):

  • Gameplay first. The first thing you write should be a blank screen. The second thing should be moving a dot around (or whatever equivalent is considering your genre). Once gameplay is in you’re constantly, subconsciously tuning it, even if you’re working on different parts of the project.
  • 3D looks cooler, 2D is more fun. This rule has proven itself over and over for me. However, I’m going to ignore it yet again. I have an problem with polygon abuse.
  • There is no such thing as temp art. I’ve never made any “temp art” that I actually replaced later during the contest. Whatever the first pass at any art you make will likely be the final one. So spend a few more minutes taking the temp art from “stick figure” to “merely disfigured”.
  • Brute force everything. Optimization is for later.
  • You can’t improve a game design by adding more stuff to it, only by simplifying. Even the most complicated games can be stripped down to a simple prototype that can be built in a weekend.
  • “Friday night rule”. Pick your idea that you think you can get playable by the time you go to sleep friday night, and leave Saturday for polish, gfx, more levels, etc.. Pretend the contest ends Saturday night.
  • Don’t be afraid to start over. My favorite of my LD entries (like “Bad Food” and “Cowbell Hero”) are games where I abandoned my original concept late Saturday and tried something different. My least favorites ones are ones where I kept slogging on a concept that I didn’t feel was working (”Hannibal’s Cannibals”,”Bugzapper”)

I’m trying something a little different this time around, I’m using this contest as a opportunity to learn the Ogre engine (I didn’t see it on the rules, but I think it’s allowed and I know people have used it in the past). So that kind of predisposes me to making a 3D game.

Good luck to everyone.

Cowbell Hero Final

Posted by jovoc
Sunday, April 20th, 2008

final

Here it is… the final entry:

Cowbell Hero Final

Not exactly 100% complete, but still a lot of fun I think. All music is better with cowbell.

Aaaaagghh!

Posted by jovoc
Sunday, April 20th, 2008

aaahh

Aaaaa!!. need more time… it’s ‘playable’ but only just barely… still no score or anything…  also my timing code was really sloppy and for a game that is so dependent on timing that’s causing me all kinds of headaches… we’ll see..

Sneak Peek

Posted by jovoc
Sunday, April 20th, 2008

sneakpeek

Ok, I’m going to sleep but I thought I would reveal a sneak peek at the new direction I’m going. I think it’s going to be awesome. The only question is will I finish on time???

Song List

Posted by jovoc
Saturday, April 19th, 2008

songlist

Things are getting out of hand… There is a helper python script that scans a directory (such as your iTunes directory) for mp3 files, reads the ID3 tags, and makes an index for the game to use. So if you have some mp3’s lying around, you should have plenty of content. It should come as no surprise that it’s a rhythm game.

I’ve got the bare beginnings of the gameplay done. “Focus” was the title for the old, complicated idea. The new one is…. well, different. And still secret. But much more minimal.

So I’ve spent almost 2/3rds of the time on the title screen… now onto gameplay…

Focus

Posted by jovoc
Saturday, April 19th, 2008

menu screen

I was getting a bit discouraged — my game is pretty complicated, even though it’s stylistically minimal. So I made a main menu screen, that always cheers me up a bit. Not that it does anything  yet.

Yuck Color blocks

Posted by jovoc
Saturday, April 19th, 2008

minimal1

Wow. Not very impressive. lots of boxes. But I am resurrecting   an idea from LD6 (i think) that I gave up on on the first day.. in a more minimal form. It’s a rhythm game, kind of. Anyways, was able to create a class called “Beatronome” which I think is the best class name I’ve ever come up with, so I consider today a success.

LD11 + Diapers

Posted by jovoc
Thursday, April 17th, 2008

ludum

Ok… so I can’t resist participating this time. I’m not sure how much time I’ll have for it, I have a brand new one month old daughter! But sometimes she sleeps, so perhaps a game can be made. Best of luck to everyone!

Final Entry

Posted by jovoc
Sunday, December 16th, 2007

Ok well here’s my final entry. It’s not really playable but it kind of works. Not too bad since I only started this morning. I think this could be a fun idea if I keep working on it…

final

Link to final entry: jovoc_chainguy.zip

Running around

Posted by jovoc
Sunday, December 16th, 2007

I can run around and jump… still some glitches with the jumping but it’s kind of working. But I don’t think Im going to have something playable in.. what is it.. less than six hours?

run dude

sprite!

Posted by jovoc
Sunday, December 16th, 2007

I has a sprite. He’s kind of inspired by megaman.

hero sprite

Late Start

Posted by jovoc
Sunday, December 16th, 2007

breakfast

Well, I wasn’t able to work on ludumdare yesterday, so this will be a “mini-compo” for me. I’m just getting started now, with about 10 hours remaining. And here is my breakfast, english muffins with jam and coffee.

Desk Pic

Posted by jovoc
Friday, December 14th, 2007

Ok.. so i can’t start coding yet because i have to finish another project tonight first.. but here’s my desk.. ready to code.

desk

ButtonLands

Posted by jovoc
Sunday, December 2nd, 2007

Buttonlands was for the LD#5 contest, “Random Levels”. This was an RPG style game based on “Buttonmen” from Cheapass Games. My favorite part of this was the random map generator, which generated really nice looking results.

Random Map for Buttonlands

I also had a lot of fun with the character and location descriptions for this one.

Playable Buttonlands is here:

ButtonLands.zip

Trans-Icelandic Express

Posted by jovoc
Sunday, December 2nd, 2007

This was my second entry, and the first time that I got something playable. This is still one of my favorite games from LD, even though the graphics are a little simple.

TIE is a puzzle/platformer, where must build a roadway across a series of ice floes, while avoiding the exploding sheep.

Trans-Icelandic Express

You can find the game here:

http://www.vickijoel.org/ldgames/TransIcelandicExpress_U1.zip


All posts, images, and comments are owned by their creators.