Category «Game Development»

LD #22: SOLILOQUY – Post Mortem

(This post mortem can also be found on the official Ludum Dare blog!)

Ludum Dare 22 was somehow pretty exhausting for me, and kind of depressing. I don't exactly know why, but I think that multiple factors brought in.

The weekend before the compo I made a "warm-up game", even though I planned to do it long before PoV announced this kind of thing. I just wanted to make a game in 48 hours in order to help a friend (a 3D artist), who needed a programmer for his university project. The programming part wasn't wasting, but the fact that the game didn't get finished at this weekend (mostly because of my friend :P) left feelings of "incompleteness" inside me, which I hate.

Another thing: I didn't like the theme "Alone", and I still don't think it was the best or even a good theme of the ones in the final voting round. But, as I always have to live up to my own standards I wanted to follow the theme AND make a good game. And this often leads to a status-quo - as long as I don't have the right ideas I won't start, and as long as I don't start I won't have the right ideas. Or something like that. My mind was blocked and I did other things, like playing Skyrim and chatting on IRC (not in #ludumdare, though, that place was CROWDED). Later, I started Unity3D and tried to play out another idea I had days before, about some time manipulation gameplay. It wasn't feasible to do it in Unity3D, but due to the fact I did something concrete (game with 3D environment and FPS controls) I could develop another idea in my brain, which became the concept of the final SOLILOQUY.


I still think the best part of my game is this name! I thought of it before I thought of the gameplay (but it didn't give me any directions), and I liked it so much, I wanted to use it in any case. I'm quite happy nobody else named his/her game the same, too.

Even though I have some experience by participating at Ludum Dare before, I still don't really know how to cut back optimally. The concept of SOLILOQUY demands levels, and levels demand content and art and story and design and choosing colours and making 3D models ... but I knew this would be hard for me, as it was when I made my Ludum Dare 20 game, "TRI". So I decided to do NO textures this time, and it didn't hurt much (on the game's side), but the benefits weren't that great either. I mainly put the levels together in Unity3D instead of 3dsmax (in contrast to TRI), but this didn't help me much, either. Altogether I have six levels now, where I really wanted ten, but at least seven.
The levels don't look that bad (abstract style for the win), even though I chose the colours quite randomly. On the other side, what I don't like much, the levels are all tutorial missions only. You just jump around in the first two, learn using your souls in the levels after that, press some buttons and work together with yourself. After this, the real levels should come, but I didn't have time to do any more content.

I finished the last level three hours before the deadline, and I couldn't do any more creative stuff. I especially failed in doing sounds or anything like music, unfortunately. I thought about using inudge.net again, but it would sound like my other two Ludum Dare games, so I dropped that idea. At least this frustration encourages me to actually learn how to make simple songs with real tools. (Wish me luck.)
The reason why I couldn't do more creative work: This time, Unity3D was my enemy. Sometimes I really had to fight the engine, mostly when it came to the text you see in the game (story & hints) - Unity's GUI system still is awkward to look at, and it has bad effects on the performance. So I used someone's code which displays bitmap fonts via SpriteManager (the original one), but it didn't work out of the box with all my bitmap font generator tools (I decided to use "TWL Theme editor"). After those problems were resolved, at the very end of the process, suddenly my white text became gray in the webplayer version. Argh! I needed nearly an hour to find out why that happened - a plane with alpha (the dark overlay) had the same distance to the camera as the text, and somehow the editor sorted it differently than the webplayer. Whyever that is.

After the mixed (or even bad) feelings I had about my own game, I'm really relieved that people actually liked it! The current feedback is mainly positive, and some things that were criticized are fixed in a post-compo version (on Kongregate, for more attention)! Other things, like the jumping height / range being too crass, are somewhat subjective and unfortunately can't be changed without rearranging some of the levels.
Of course, many people complain about the brain-hurting aspect of the game (gameplay and visuals alike), but that was expected. I could have done the double-soul mechanic with just a picture-in-picture style or something like that, but then the game would lose its uniqueness pretty fast IMHO. Also, as soon as dogbomb does his "I play your game drunk!" video, the whole game visuals will make much more sense, haha.

BTW, if you have a look at the source you will need Unity3D. The indie version should suffice for just reading the C# files and so on, but you need Unity Pro (or its 30 day test version) in order to actually start the game, because I used Render To Texture. Sorry!

Thanks for reading this wall of text, and don't forget to PLAY THE DARN THING!

PS: There also is a video now!

Ludum Dare #22: Soliloquy

(YouTube videos try to set cookies and contact Third Party servers!)

TUMBLOX released on the AppStore!

"Tumblox", the mind-bending head-hurting box-tumbling brainteaser for iPhone and iPod Touch is now available at the AppStore! You get 25 levels for free, so you can test it before you buy it inside the App itself. You can even play the PC demo (Windows/MacOS) on the very own project page of Tumblox.


The Rat King demands that you have fun training your brain with Tumblox' simple and addictive gameplay. Rotate the (big) box and let the (small) boxes fall onto their targets!

Too lazy/busy to try it out for yourself? You can watch a trailer on YouTube or Vimeo:

https://www.youtube.com/?v=uEKyTAej2IQ

Global Game Jam Leipzig

Wer den Rattenkönig ein wenig beobachtet, der wird schnell merken, dass wir - aber vor allem Friedrich - große Game Jam Fans sind. Ludum Dare, Big Jam, Devmania, 7Day-Rogue-like, Zfx-Action. Viele schöne kleine und größere Spiele wurden dabei umgesetzt. Unser erstes iPhone-Spiel PITMAN entstand bei einem Game Jam und auch unser erstes (zukünftiges, komplettes)  PC-Spiel wurde durch einen geboren (Lasst euch überraschen!).

Die von ihren Ausmaßen wohl beeindruckendste ist die Global Game Jam. Wie der Name schon ankündigt wird weltweit gejammed, immer am letzten Wochenende im Januar (27.-29. Januar 2012).
Wie die Meisten, die ich mit dem Global Game Jam konfrontierte, war auch ich am Anfang unwissend und hatte komische Vorstellungen, wie das eigentlich funktioniert. Aber wie es der Zufall so will, war bei der Big Jam in Berlin eine der Organisatoren des GGJ- Zuraida Buter - anwesend und ich bekam Infos aus erster Hand.

Das Prinzip Game Jam ist ganz simpel: Jeder kann mit seiner Workstation teilnehmen, aber weil Jams viel lustiger sind, wenn man die Sache gemeinsam anpackt, sucht man sich Orte (idealerweise Uniräumlichkeiten) und Menschen zusammen, um gemeinsam in 48 Stunden Spiele zu entwickeln. Das Thema wird von den Hauptorganisatoren vorgegeben und am Ende werden alle Spiele der jeweiligen Teams auf den einen globalen Server hochgeladen, auf dem sie jeder spielen kann.

Bisher gab es den Jam nur in Berlin, Köln, Bremen und München, aber was passendes in der Nähe fehlte in unserer Spieleentwicklerdiaspora leider. Kurzentschlossen wollten wir mit Leipzig (ist einfach größer, sorry Halle) auch teilnehmen. Obwohl ich mich dort wenig auskenne, konnten schnell - auch dank einigen Diskussionen beim Leipziger Spielestammtisch mit René Meyer und Michael Körner, verschiedene mögliche Locations ausfindig gemacht werden. Von Anfang an im Gespräch, weil wir das Gebäude von der Langen Nacht der Computerspiele kennen, war die Technische Hochschule HTWK. Dank sehr engagiertem Auftreten von Professor Bastian, konnten wir Räumlichkeiten bekommen, Strom, Internet, Zugang für alle - juchu!

Wer motiviert ist, 48 Stunden ohne Dusche und Schlaf (okay, übernachten kann und sollte man) mit anderen Grafikern, Programmierern und Gamedesignern die Tastaturen heiß laufen zu lassen, zu painten und zu pixeln, der sollte sich unbedingt eintragen!

Unsere offizielle Leipzig Game Jam Seite