Two months later, zero games!

November 1, 2014

Ouch.  That hurt.  I’ve joined @OneGameAMonth two months ago and I have zero games.  Actually, upon making the announcement I failed to put any more time or energy into it.  I’m rebooting though, and hoping to make something count for November.  I’d really like to get TurtleBrains working a bit better before LudumDare 31, coming this December 5th-8th!

I’ve yet to decide what to make, pong? snake? asteroids?  Or should I slap the old Scrapyard Racing project back into drive and do a “simple” top down racer.  I am addicted to speed, and that would likely hold my interest longer, so it is tempting, but it is also overwhelming because I don’t want to just create a game…

Part of my issue is making the commitment, and even those small games take time to polish.  I don’t want to just throw out some game and call it “my finished game this month”, I want to finish games that pop.  I am after-all a professional game developer, how hard can it be to make a game in a month?

Very.

But in November I will work on TurtleBrains as little as possible, mostly just enough to get better sprite handling and possibly sounds, but my focus will be on a game.  Yet to be decided.  I should have something started this weekend.


Time to workout!

August 29, 2014

It is time to start working out a bit.  I’m not talking about going to the gym and pumping iron, or waking early to go for a jog, although those are not bad ideas.  I’m talking about game development.  I’ve been participating in LudumDare events for several years now, and recently LD30 took place so making a game was on the list of things to do.  The weekend was quite a failure for me, the theme had beat me and left me to dry.

After the theme was announced, no game ideas came.  It was a struggle to find something that might become fun.  I tried three different ideas from a runner, to an action shooter, to a twist on snake.  At approximately halfway through the weekend the result was a version of snake with place-holder art and was not actually fun to play.  I abandoned the project and went on a downward spiral, after 15 years of making games this was all I was able to come up with?  It felt awful.

When you fall down, get back up.

 

It would be easy to stay down, but it is time to get better.  Practice.  Work on the game development skills that I’ve dried up upon.  I feel good about my programming skills, but I certainly lack some subtleties that are extremely important for game development.  I’d like to be able to make a game in 48 hours and have it be something that comes out looking reasonable and playing reasonably well.

So I’ve joined the #OneGameAMonth community in hopes to create a basic game every month, and look forward to both the challenge and the learning experiences that will come.  I will be building upon my #TurtleBrains framework that is aimed to be a high-quality C++ framework for 2D game development and real-time applications.  #OneGameAMonth will also allow me to work on my artistic skills which currently stand far below that of the average five year-old.

Having joined #OneGameAMonth it is time to get a jump start.  This weekend I will be working on my failed LudumDare in an attempt to make a playable, and possibly fun version of Snake.  My focus will not be on design, or programming complexity, my focus will be on the art, and polish.  Snake is an extremely simple game that I’ve used for prototyping and framework testing before, so polishing it should be a good first exercise.


Game Review – LD30 Game: Icarus Crisis

August 27, 2014

Game Review

Icarus Crisis is a game made for the Ludum Dare game jam, this entry had a maximum of 72 hours to complete, but was done by a solo developer, rojo.

 

Icarus Crisis – rojo (Click to go play)

Icarus Crisis is a complex turn based strategy game, which reminds me of a playing on a table top against the game rules.  The primary mechanic is the chance of dice, but each dice has different chances, and your crew members can gather more dice by exploring around the world.  After each member gets a turn, the gate opens even wider, providing suspense and rushes the strategy to prevent useless moving while still collecting dice.  Be careful of exploring and finding the possible ambush from the formless!

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Game Review – LD30 Game: Drempt

August 26, 2014

Game Review

I had a little free time this evening after work, and since the Ludum Dare game jam just finished this weekend I decided to give back a little since my LD30 was a pretty big failure.  On the #ludumdare irc channel, I asked for a game to review, I can’t actually rate the games, but hopefully this will be better than any ratings received, I know I always appreciate the feedback and comments more than the ratings themselves.

Drempt – DesertRock (Click to go play)

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Introducing TurtleBrains

August 1, 2014

For the past year I’ve been working on a game development framework that is meant to be used on multiple platforms, currently aimed at Windows and Mac OS X, however I have hopes that Linux will be added in the future and possibly even Android/iOS.

I’ve been writing in C++ and have got a solid portion started and working for Mac OS X and Windows, unfortunately little fill on the game development portion.  If you need to write a real-time application using OpenGL, popup dialog boxes, message boxes and other operating system controls – TurtleBrains is working great, which was part of what I desired with TurtleBrains for easy game development tool creation.

Going forward I’ll be working on the game development part of Turtle Brains, a State Machine, Input, Sprites, Entities, Tile System, Particles, etc.  I still have some things to figure out, such as choosing and applying a license, sharing the code, and keeping things consistent, clean and quality driven.  Hopefully this will become usable for making some of my games by about April 2015, or maybe earlier if I can really put some time into it.


Cracked! Post-mortem

May 9, 2012

LudumDare 23 was held April 20th-23rd.  This was the third event I’ve participated in, and was many firsts for me; First collaboration in an event situation, first time using flash/ActionScript and first time not needing to worry about creating the content.  The following is a post-mortem about the Ludum Dare version of Cracked!

What went wrong?

– We never setup source control until the event started.  This did not cause many issues, but was something that could and should have been ready to use.

– The simple tile editing tool created the week before did not work on joekinley’s computer- different flash versions have different security issues with when something can be copied to clipboard or saved to file.  This fought with us a few times during the weekend until we properly researched the issue.

– The editor saving issue caused us lose a bit of time, creating levels that could not be saved.  It also delayed the level creation process until pretty late in the game- and once we finally got there the game did not play as strategically as initially designed.  Multiple possible causes, but no time to to really fix.

What went right?

– Most of the project went very smooth.  joekinley and I were able to communicate effectively and completely avoid dead-locks (keep busy) while we dealt with time-zone issues and sleeping schedules.


Snake: The Hello World Game

April 17, 2012

During a recent time of being unemployed I had some free-time lying around and decided to pick up this ‘new’ engine everyone has hyped up, Unity.  Well I started by looking at a few video tutorials, but showed too many details I already knew and skipping ahead had the chance of skipping something I didn’t, yet needed to, know.  I tried looking at existing projects to learn my way around, but wound up more confused and went back to the painfully slow video tutorials.

However, since my early programming days, I’ve always been better jumping in head first.  So I scrapped the tutorials and existing projects and jumped in to make a quick game, like most people make a quick “hello world” when working with a new language or platform for the first time.  At the time I did not consider myself to be making a “hello world game”, I simply picked the classic: Snake and started developing it with Unity.  It wasn’t until weeks later at a new job when I was testing out a new engine, GameMaker:Studio, that I realized how great Snake is for a simple Hello World Game.

Snake is extremely simple; an object for food, and object for the snake head, body and tail, and two ’tiles’: grass and rock.  Snake head collides with snake body, tail or rock and the game ends.  Snake head collides with food, and a body part is added to the snake while the food moves to a new random location.

It is possible to make Snake utilize nearly every system/piece in a good engine or framework; graphic/sounds/assets (and pipelines), tiles/maps (level design), objects/entities, scripting, collision, input and timing.  This forces you to gain a little experience with each portion while testing out, or learning a new framework.  However I did notice, while talking with a good friend, that Snake lacks the testing of physics.  This may or may not be of importance, depending on your needs from the framework – but Asteroids or even Break-out might be a good choice to include physics.

For now, I will stick with Snake.  It takes a few hours to make, give or take the learning process, and will show the good and bad of the tools, pipeline and editing with a particular engine or framework.


Construction

February 29, 2012

I am currently reworking the wordpress theme to match my current portfolio page, and after doing so, I will combine the two and eventually remove my portfolio portion.  Until further notice www.timbeaudet.com/portfolio/. would be the better place to view current projects and of course; my portfolio.


Animator Project

October 7, 2011

The weekend after Ludum Dare some of my plans fell through so I decided to work on a simple animation project, a major feature I had to cut from my project.  The project was simply joints and bones with simple interpolation between keyframes.  The editor, or lack of, consisted of 10 key frames and a stick man with 11 joints and 10 bones.

After getting the mouse to drag a joint it was clear I needed to make the editor smart enough to keep the joint dragged within the length of the bone as the bones would be growing/shrinking during the animation and messing stuff up.  After adding the limits, it was starting to act how I wanted; although I had to press digits 0 through 9 quickly to see the animation.

While writing the interpolation from frame X to frame Y I came across a bug where I was accounting for an offset I didn’t need to and it resulted in something surprising but cool; stickman into spaceship.


Postmortem for ‘Escape’

September 2, 2011

Originally written August 24th in my LudumDare journal.

I am not sure postmortem is the proper term for this entry, being I can’t be sure the life of the project has come to an end.  Perhaps it has.  Regardless of the lifetime of the project, this post is about what happened, what went right and what went wrong, as I worked on my Ludum Dare 21 entry: Escape.  Sorry, I made the “what happened” a little longer than I expected, skip to the bottom for a true post mortem.

Ludum Dare 21: Start – 1 month:

This weekend started at least a month before with preparation and cleaning my slate for the entire weekend.  I made it clear to family and friends that I would be busy during the weekend.  Under no exceptions, (perhaps a big pay bonus), was I going to go into work; regardless of the circumstances or consequences.  Luckily work didn’t want me to come in, so I didn’t need to worry about consequences.  I had my framework picked; homegrown DirectX 9 engine written in C++, my language of choice.  I was set.  The week leading up to Ludumdare I made a blank project from my template – in doing so I felt I’d automate this process; which took me the full week nights after work.  However, I can now type “CreateProject ProjectName” and out comes an already compiled template project that is at blank screen and ready for development.

Ludum Dare 21: Start – 5 hours:

No lie, there were several ideas floating around my head and was hoping for Castles to be the theme.  I went shopping for some food and supplies for the weekend so I didn’t need to waste time doing so later.  The IRC channel; #ludumdare was insane, I started a G+ hangout that filled with so many people, and I didn’t know them all, but we all shared a passion for Game Development.  Finally, it was time.

Ludum Dare 21: 48hrs Remaining

Theme: Escape.  Thoughts crossing my mind, #ludumdare going insane, I left the G+ hangout and went to my white board, and to cook a meal while I thought up ideas.  I was pretty surprised that I had three right off the bat, each with their own challenges.  One was a turnbased puzzler that would have been easy on the programming side, harder on the content side.  Another I threw away based on scope, it was much too big for a weekend.  The final was a physics based glider falling through a maze like puzzle to the ‘exit’.  Despite being harder with math and level design, I choose the physics based glider on the basis that content would be kept to a minimum.

Ludum Dare 21: 44hrs Remaining

I had created a 2D camera, and sprite class – two things I overlooked on my framework, which admittedly is typically used for 3D projects.  I managed to get the basics going before heading to bed to sleep on my idea before committing completely.

Ludum Dare 21: 36hrs Remaining

Woke up, ate a good meal and planned to work on the physics of the glider until I got it right, so that I could avoid wasting time on level design by setting the physics in stone before a level is started.  The physics gave me some problems, it took awhile to figure out that the equation for lift did not apply it in the correct direction.  That and other strange things.  I spent far longer on the physics that I wanted, and I never got quite what I wanted out of it – but it was somewhat controllable.

Ludum Dare 21: 24hrs Remaining

I spent about 2 hours trying to get a randomized tunnel to generate, and quickly gave up on the basis I didn’t like the outcome of any of the work.  So at this point the choice changed to making a quick and dirty level editor, which actually came out very well.  By the time I went to bed I had wrapped up a level editor that I could play, edit, play, edit in quick succession.  Hung out on G+ hangouts as much as possible, had some good discussions while still getting stuff done.

Ludum Dare 21: 13hrs Remaining

Motivation has dropped quite a bit even though I was on the final stretch.  Time pressure was starting to begin as I realized I didn’t have a level or anything – but I did have my main gameplay mechanic; physics.  To accurately test the level I was about to develop, I needed to add the collision for the game – which was much more difficult than it seemed.  Despite using code I had from another project for line-to-line collision, it did not work.  In the end, debugging proved that I was putting in the wrong lines…  Many hours wasted.

Ludum Dare 21: 6hrs Remaining

A final burst of energy to finish the level, add a score counter, title page and share it on #ludumdare – got some feedback, made a quick and dirty tutorial page – that added a lot to the look and feel of the game.  Removed the level editor and temp map files for the final build.  Tried making some music for the game, but failed miserably.

Ludum Dare 21: 0hrs Remaining

Submitted the project as a jam on the basis I did not share my code.  However, I followed every other rule strictly.

 

Ludum Dare 21: Postmortem; What went wrong

  • This was the buggiest project I’ve worked on in years, I had to cross hurdle after hurdle; physics, line collision, level design.
  • I did not put enough effort into created the game music, or sound effects – and this would have paid off huge in the end.
  • My own expectations were let down on basis of; physical feeling and level design.
  • Although I took a good share of breaks, getting out of the apartment would have been useful.

Ludum Dare 21: Postmortem; What went right

  • The visual quality stunned me, it actually came out looking decent.
  • I made good use of breaks for food, shower, sleep, and thinking.
  • I finished, it was close to complete, and I had a lot of fun.

 

Check out the project, rate it, leave comments and most of all – hopefully it is enjoyable, even for a few moments.