LudumDare 37: Haunted Room

January 2, 2017

20161211204453_screenshotDuring the ramp up of the LudumDare weekend I didn’t actually pay much attention to the themes I was voting on, or which was popular or not. I didn’t even take the top 20 list and try thinking of different ideas like I’ve done in the past. One Room was announced as the theme and immediately I was at a loss. Like normal everybody Read the rest of this entry »


October Back-and-Forth

October 29, 2016

zcw_back_and_forth

First, I’ve abandoned the blog for a while and I shall apologize for anyone who actually reads my entries, perhaps only to my future self. An avid reader would know I did #Artember but I don’t think I ever mentioned taking part in Read the rest of this entry »


LudumDare 36: Ancient Robots

September 5, 2016

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What a weekend project this one proved to be, I spent most of my Friday looking through the themes to get basic ideas, something I usually avoid. Prior to theme announcement I was assuming the theme would be unfavorable, since I had great ideas for others and so-so ideas for the rest. Ancient Technology was a so-so idea that Read the rest of this entry »


LudumDare 35: Elemental Shift

April 29, 2016

20160426194038_screenshotMaking a game in 48-hours is a great way to spend a weekend, it is a short window of time but generally enough get something small created and, sometimes, polished. For the past few Ludum Dare events I have been participating with a team, usually a musician and an artist, but for LD34 the team was of 5 people, 2 artists, a musician and a designer, with of course myself being Read the rest of this entry »


Ascending Roots

December 16, 2015

20151214201402_screenshotLudumDare is game jam or competition of sorts, though there are no rewards and winning isn’t about placing first. Thousands come together during a single weekend to create nearly 3000 games! I was joined by four other fine developers during the 34th LudumDare event and we together spent 72 hours creating a Read the rest of this entry »


Post-Mortem: Burden (LudumDare #33)

September 1, 2015

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Burden follows a woman’s journey through her past, as she is chased by her traumatic and guilt-ridden memories of the plane crash that killed her family. She was the only survivor.

The game was made for LudumDare #33 as a Jam entry.  A team of three with less than 72 hours, Jeremy “mmango” Bell doing audio, Daniel “MechanicalLife” Akesson doing visuals and myself doing the programming. Read the rest of this entry »


#1HGJ Entry – Chess

July 4, 2015

chess_gameplay

 

Here is a game I made in a single hour for OneHourGameJam the theme, and thus title is: Chess

Chess (for Mac OS X)

Chess (for Windows)

Working on a game in an hour is a great way to learn the weaknesses about your development pipeline, be it in coding, art or audio.  The result is almost always a project that will get thrown away, seriously it took 60 minutes to make, but the experience is certain to teach you something and sharpen game development skills.

The game has nothing to do with the game of chess, or theme.  The plan was to have the blue squares become pawns and then have other pieces behind them, but 60 minutes was not enough time.


#1HGJ Entry – Teamwork

June 13, 2015

teamwork

Here is a game I made in a single hour for OneHourGameJam the theme, and thus title is: Teamwork

Teamwork (for Mac OS X)

Teamwork (for Windows)

Working on a game in an hour is a great way to learn the weaknesses about your development pipeline, be it in coding, art or audio.  The result is almost always a project that will get thrown away, seriously it took 60 minutes to make, but the experience is certain to teach you something and sharpen game development skills.

Things learned during this hour:

  • Although the template_entity helped a lot, I need to make use of the Entity Behavior System better.
  • Fixed a bug with the EntityManager, which is always a benefit.
  • I believe a TileSystem, and appropriate entity behaviors could make richer experiences.

Template Project

May 17, 2015

project_template_blog

During the last few weeks I’ve been working on a template project to kick off a new project quickly and efficiently.  After it took 17 minutes to get the project to blank screen for my first OneHourGameJame entry, it was time to improve the pipeline of starting a fresh project.  The adventure started by Read the rest of this entry »


#1HGJ Entry – Flight

May 15, 2015

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Here is a game I made in a single hour for OneHourGameJam the theme, and thus title is: Flight

Flight (for Mac OS X)

Flight (for Windows)

Working on a game in an hour is a great way to learn the weaknesses about your development pipeline, be it in coding, art or audio.  The result is almost always a project that will get thrown away, seriously it took 60 minutes to make, but the experience is certain to teach you something and sharpen game development skills.

This was the third time I had tried the experiment and the first time that TurtleBrains had a working entity manager.  In both previous attempts I had to spend far too much time making sure the entities were cleaned up, so last week I worked on entity management and behavior system, but was unable to really test it until now.  The great thing is this produces a real-world test on these systems.

The art from this project was taken from voxel’s MiniLD sheet just moments before the jam started, and so was not done within the hour.  Immediately had a problem with the template project but with a slight script edit, and some copy/pasting of the concept_kit I had things ready to go.  Flight immediately put Flappy Bird into my mind, and I decided to run with a clone of that due to scope.

Created a block object that would remove itself from the entity manager once it gets too far off screen, and has a constant velocity toward the right with collision.  The player object waits for the user to press either the up or space key to start flying, which increases score and tells the gameplay scene to begin spawning blocks.  Add in a score and best score and the game was actually fairly complete.

Things learned during this hour:

  • Need to add a template_entity to the template project.
  • The collision and entity management added to TurtleBrains was simply amazing and powerful.
  • Audio failed when using bfxr on the Mac, perhaps endianness?