Front Page

Most Recent Game:

Delve into an ancient castle in search of one of Laserbeard's treasures.

The Spaceman/LD48 Post-Mortem

As you may have seen, I recently participated in the 23rd Ludum Dare 48 hour game competition.  Out of it came a game called The Spaceman.  I’d like to take a moment to talk a bit about the process of making the game during the 48 hours of the competition, as well as the design process behind the decisions I made in the game.

I originally wasn’t going to enter Ludum Dare #23.  Ludum Dare was a thing I had meant to do many times in the past, but had always passed, thinking to myself “oh, I’ll do the next one”.  This LD was going to be no different, particularly as my weekend was already fairly busy.  However, after being inspired by the venerable Chevy Ray’s keynote presentation and seeing that this was the 10th anniversary Ludum Dare, I started to consider entering.  After all, if I skipped sleep, I would have a solid 24 free hours to work during the 48 hour period.  Surely I could make a game within 24 hours.

I immediately began formulating ideas of the sort of game I could make in 24 hours.  The idea I had was a zelda-like (of course) where you play as an Indiana Jones type character searching for an ancient treasure in a temple.  Not the most original idea, especially in the indie game community, but it seemed like something I could make in 24 hours.

Of course, when the time actually came to start working on the game, I was faced with the theme “Tiny Worlds”.  Well shit.  No mental acrobatics I could manage would make the idea I had fit that theme.  Doing a zelda-like fit, but it would have to be about something other than Jungle Harry and the Temple of Surprises.

So I had to come up with a new idea.  I was still going to make a zelda-like.  I knew I wanted to make something like the original Zelda where you could do things in pretty much any order and had free reign in exploring the world.  ”Tiny worlds” suggested the idea of making the world loop around. Go off the west side of the game world and you end up back on the east, go off the north side and you end up on the south.  This could lead to some interesting navigation where you see a treasure blocked by mountains to the east, and have to travel west to get it.

The original plan was thus:  5×5 game map, 3 small dungeons, each containing a gem and a weapon.  The weapons would be optional and harder to come by, but you needed all 3 gems to beat the game.  Pretty standard Zelda-like, although the weapons being optional was a bit of a twist.  I still wasn’t entirely satisfied with the plan, but I had to get to work.

I began writing the basic top-down action-adventure code in Flashpunk.  Character moves, game loads ogmo maps, .  I drew a weird-looking tileset (I knew I waned the game to be weird-looking), got it into the game.

As this process was going on, I was constantly coming up with changes to the overall game concept.  I decided to drop the dungeons, except as a potential stretch goal.  This also meant that I couldn’t use my idea of weapons and gems.  At some point I got the idea to replace the weapons and gems with shields (which are generated by crystals).  I started designing enemies with set patterns so that the game could contain interesting dodging-based gameplay, as the player would have no offensive weapons.

The urge to be more experimental made me think back on all my thoughts and discussions on videogame leveling systems, and I remembered that I had wanted to make a game where you lose power over time rather than gain it.  I’ll always remember the scene in Planescape: Torment where you have to chose whether to give up your allies or your own health to get vital information.  From this core idea came the idea to have you start with the shields, and force you to give them up to progress.

This also appealed to my desire to make level design a dynamic thing, where level layouts shift and change based on player actions.  I’ve experimented with it before in some episodes of Renegade Sector and Temple of the Spear, but this was, to me, a very elegant way to handle it.  For example, they may be able to take an easy path to one of the pedestals where they deposit the sphere, but the path back might be more difficult, as the way they came is blocked by a laser beam of the color of shield they just gave up.  Enemies which they once could shield themselves against would now be more dangerous.  The game would get naturally difficult and the navigation naturally more complex, and there would be an element of choice of which shield to give up first.

Now that I knew where I was headed, I got more focused on work.  I got some level design, started getting a feel for how the game would play.  I took a shower around 1-2 AM and figured out the details about how the shields would work (I had formerly been arguing with myself about whether they would be a passive ability, with whatever shields you currently have always on, or an activated ability which you couldn’t move while using.  I finally compromised with an activated ability that slowed you down.  I felt this made the shields effective while not being something to use constantly, and also allowed for the laser barriers which the player can only move through while using the shield.)

The lack of sleep started getting to me around 3 or 4 AM and I finally succumbed around 5-6.  I had hoped to see the sunrise, but this was not the case.   I set my alarm for 9.  When I awoke with ~3 hours of sleep, I resisted the urge to turn off my alarm and sleep through till noon and headed straight back down to the computer.

It was around noon when I began to lose hope.  I had to finish before 4 PM as I had an obligation at that point.  I had around 12 of the 25 screens I had planned made, I had no story in the game and I had a lot of polish to do.  I was about ready to give up, get 4 more hours of sleep, and turn this into a non-jam project, when I looked at the overlay of the map I had done on the whiteboard.  I realized I could pretty easily rearrange the areas I had so far into a 5×3 map, and I’d only have to add a few more areas.  I would have to drop one of the 3 crystals/shields in order to make the level design make sense, but it would work.  I decided to drop most of the story (for anyone wondering, the story would have been pretty much the same as how it is in the game now, it just would have been more interestingly told, with more foreshadowing).

I went into overdrive.  I wrote the piece of music for the game in about 20 minutes.  I designed the rest of the screens.  I threw in a simple title screen and a simple ending screen.  I made a few sound effects in sfxr.  As people who played the original Ludum Dare version of the game can attest, I barely tested the game.  I, however, put something more-or-less finished up on the Ludum Dare site around 4PM.  Though I had social obligations in the next room, I would occasionally pop in over the next couple of hours to see if my game had gotten any feedback and make appropriate tweaks.

When it came to polishing the game for internet distribution, I found that I didn’t really want to change much.  I fixed some bugs and added a new start screen.  I changed a bit of the level design to more effectively display the concept.

Alright, it’s the end of a Ludum Dare Post Mortem.  I guess I have to do one of those lists where I talk about what I think went well, and what didn’t.  But first I want to directly quote a review I got for the game on Newgrounds:

I was frustrated at first, I had no motivation to explore. Then I found the first pedestal (orange), losing the respective shield and was impressed with what I felt. The feeling of sacrifice I supposed to feel became a little too real…no game has ever really done that for me. I remember smiling as I realized what I felt as I looked at the green pedestal thinking, “Am I ready?”. I don’t think I have been motivated by sacrifice in a game before. Its the act of giving away a piece of me (unlike most games where you just die and restart) that made me feel like I HAVE to accomplish something.

Good work. A little unexpected greatness. Its nice.

I guess in the end the game was exactly what I wanted it to be.  A strange little world to explore.  A world that maybe makes you feel lost, and which makes you think about what you’re doing when you give up your abilities.  I’m hoping it’s a game that at least a few people remember, that’ll stick in their minds.  The shield loss mechanic, I feel, became a bit of an unexpected star of the game, with much of the level design revolving around it.  When I started the game, the fact that the edges of the world connect, and using this in exploration-based puzzles was the central idea, but it just goes to show how concepts can evolve thought the development process.  This sort of reverse-progression and giving up abilities is something I want to experiment further with in future projects.

The things I cut from the game are the sorts of things that tend to get cut in a timed competition like this: story, a portion of content and a level of polish.  But I think the core ideas of the game still shine through, and because of that, I think of the game as a success.

-Alec

Posted in Post-Mortem | Leave a comment

Preview: Tales of the Renegade Sector Vol. 5

Posted in Previews | Leave a comment

Ninja the Explorer Preview – Huts

In my last post, one of the games I mentioned is Ninja the Explorer: A game of exploration where most rooms give you an option to go either north or west, leading you to choose one of many paths through the game world.

When a game goes on FlashGameLicence for sponsorship, there’s a lot of waiting involved.  Waiting to get pre-reviewed, waiting to get approved for sponsor viewing, waiting for bids, ect…  Knowing this, I decided to use that time to my advantage in Ninja the Explorer.  When I first posted it up to FGL, it was essentially a complete game.  You could play from beginning to end, there was the full island that you had to carve a path through to get to the final boss. However, I’ve been spending the time since then adding extra stuff to the game.  Shortcuts, hidden passageways and helpful NPCs.

One of the main additions are huts.  Scattered around the island are huts.  Like the rest of the game, you enter from the south of the hut, and can only exit by the north.  Some huts are as simple as containing an NPC that could give you some information on the island.  Some contain hidden areas and potential dangers.  I essentially wanted the huts to be an extra level of choice.  Now in addition to “do I go north or do I go west”, there’s also “do I enter that hut and see what’s inside.”

-Alec

Posted in Previews | Leave a comment

Previews

I’ve got a few new games in the works.  The first two here are either finished or close to finished, and are currently waiting for sponsorship.

The first is Vampire Jetpack.  Vampire Jetpack is essentially a new version of my old game Onward Jetpack, but with some significant changes.  The game is now a one-button game, with the character your jetpack is attached to determining your shooting pattern.

The second is Ninja the Explorer.  In this game, you have to get from the south-east corner of an island to the north-west corner.   Most rooms give you a choice to exit by either the north or west, meaning there are many paths to the end, and you can’t see them all in one play-through.

 

Finally is a larger project I’ve been working on with an artist.  A prequel to Cold Vengeance called Venusian Vengeance.  The Russians have won the space-race and set up science stations on Venus.  You are sent to Venus to infiltrate the stations and discover the secret weapon the Communists are working on.

I’ve also got some ideas rolling around for Renegade Sector episodes, but I’ve been focusing most of my energy on other projects as I’ve found them more interesting and want to avoid getting burned out on Renegade Sector episodes.

-Alec

Posted in News, Previews | Leave a comment

New Front Page Layout

I’ve changed how the front page is displayed.  Instead of having the most recent game embedded directly in the page, there is a cover image with a link.  I did this for a few reasons.  First of all, since the site is now no longer updating with weekly renegade sector updates, instead having occasional RS episodes interspersed among other games.  Secondly, because many of the games contain music that automatically play at the start.

I also recently updated the games page. Each game has a nice large icon which you can mouse over to get a description.  Games are given colored borders based on whether they are downloadable or flash.

Hope you enjoy the improvements to the site.

Posted in Uncategorized | Leave a comment

Ssn 2 Ep. 2 released: Journey in the Jungle

Play here

Posted in Uncategorized | Leave a comment

New Season

The new season of Tales of the Renegade Sector begins tomorrow.

However, there will be a few changes in format.  Episodes will no longer be released weekly.  The episodes, however, will be larger than in the previous season.  Essentially, rather than breaking up an adventure into ~5 weekly episodes, I’ll release it as a whole, but less frequently.

-Alec

Posted in News | Leave a comment

Renegade Sector Season 2 Trailer

Posted in Uncategorized | Leave a comment

Preview Screenshots 2

Posted in Uncategorized | Leave a comment

Preview screen shots 1

Here are some preview images of Season 2 of Tales of the Renegade Sector.

More ->

Posted in News | Leave a comment