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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Shower, Lunch, and Seven Hours Left

I had a good night’s sleep, got some coding in, and have decided on a plan of attack that should result in a completed game. But I have less than 7 hours left. It’s going to be tight.

First, I moved the laptop from the living room to my office. I had to clear a place for it on my desk, which meant moving papers and books to the coffee table in the living room, but what’s the point of having a dedicated work space if I don’t use it? It will be a lot easier to focus just by knowing I’m in a place to do just that.

Second, I showered. It’s almost subconscious, but knowing in the back of my mind that I hadn’t done so today is distracting.

Third, I had lunch:

Peanut butter and Nutella sandwich

That’s an awesome-tastic peanut butter and Nutella sandwich that I washed down with apple juice. Note the shout out to all LDers, everywhere, especially those who are essentially making an entire game in the last 7 hours of the competition. This sandwich was for you.

So, I’m clean, I’m full, and I’m in an environment conducive to hardcore concentration and hacking.

Now imagine I put on shades when I say, “Let’s do this” in as bad-ass a way as possible.

Let’s do this.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: More Eating

A friend of mine has come in from out of town for the night, so a few of us went to one of our favorite college spots: Allende Restaurant, or what I like to affectionately call Club Allende. They have the best burritos in Chicago!

I ordered a vegetarian burrito and horchata (rice water).

Best burrito in Chicago

That burrito is going DOWN!

It's going down!

It seems that most of my pictures this competition are of the food I’ve been eating, so here’s picture of my “work environment”:

Work Environment

What you don’t see on the blanket to the left in the picture is my cat Diego. Gizmo was on the chair on the right. They wait until I write a line of code, and then they pounce. I should move this effort into my office for some privacy.

Speaking of code, I have about 13 hours left in the compo and almost no code. This is going to be either a lot of fun or a lot of pain. And I know I’m having lunch with my parents today, so that’s even less time. Wish me luck!

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: A Snack and a Cat

One of my favorite things to eat is a crispy, crunchy Granny Smith apple.

A delicious apple

Look how delectable!

Ok, so if you saw my previous post, you know that I have absolutely no code, and the first 24 hours are almost up! So as soon as I decided to start filling my project directory with brilliance, I’m attacked for my ambition:

Time to code...oof! Hi, Gizmo.

She always does this. I could be idling away online for hours, but as soon as I want to do something productive, guess who is crawling on my lap and over my shoulder, preventing me from computering? Gizmo, you’re lucky that you’re cute.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: An Empty Project

automotivator picture

I woke up, decided to start coding, and saw this. It was slightly disheartening, but I’m trying to look at it as a good thing. Somehow.

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: More Design Notes

I tried asking specific questions about what I would like the player to actually DO in the game. What’s the goal? How does he/she achieve success? What challenges does the player face, and what tools do I provide him/her to deal with them?

I had some baby carrots to tide me over until I’m ready to eat a meal again.

Design notes and baby carrots

In this image, you can see that I’ve started sketching some GUI components.

Design notes

When I start working on the game in earnest, I’m going to try to have the graphics ready before I write the code for them. And I need to remember not to worry about making them look fantastic. I waste too much time fiddling with each pixel.

Here’s a mockup:
Mockup of Doom

In this image, you can see that Red and Blue just can’t seem to be peaceful in any game, and they are building walls to surround resources, claiming them. There will be a variety of resources, and those resources let you purchase more walls to build each turn and hire more soldiers.

Using 16×16 tiles means that there isn’t a lot of room for detail. Abstract is easier and faster for me, but it also provides the challenge of accurately conveying to the player what is happening. I’d like to get a game working as fast as possible. If the maps are too large, then I can try 32×32 tiles, which are much nicer for detail. But again, I’m not an artist, so I should focus on code and abstract art for now.

And I should get coding as soon as I can. The first day is almost over!

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Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Initial design

I was originally planning on sketching out some basic designs for each of my main ideas, but I had a lot of fun making the one I started with that I decided that it was the game I was going to make.

As you can see, I had some snacks while working on this one: blue corn chips with garlic lover’s hummus.

Design and chips

And here’s a close-up of the initial design:

A close up of the initial design

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Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Breakfast at Lunch

Breakfast at lunch

A healthy breakfast: a banana, a bowl of Trader Joe’s Twigs, Flakes, and Clusters (which sounds horrible, but tastes great actually!) covered with blackberries, and washed down with good ol’ orange juice.

Another idea came to me while eating: Remember the game Rampart? How about building walls to surround resources that you use to defeat your enemies instead? BRILLIANT! Maybe.

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Game Development Geek / Technical Linux Game Development Personal Development

LD#14: Rough Start

So the first 12 hours is up, and what was I doing? Dancing. I went to a coworker’s birthday party (shout out to Andy!) and I didn’t get home until 6AM. Wasn’t expecting that. I woke up at 9:45AM, and I’m barely functional.

Now, it wasn’t a total loss of the first quarter of the competition. I had received a text shortly after the theme was announced with the theme: Advancing Walls of Doom.

Wow, that sounds so specific. And yet, I feel like there is a lot of potential with this one. I spent some time thinking about it and talking it over with other people at the party. I was pretty sure I was the only one there who was partying while working on developing a video game. B-)

Still, 12 hours, and only a few ideas in my head to show for it? I’m going to have to get cracking.

Ideas:

  • A wall is falling over, and you have to see how long you can prevent it from doing so.
  • An anthropomorphic army of walls is heading towards your town, and you need to stop them from settling in and dividing it.
  • You’re dancing with your partner, and the advancing wall of other dancers is threatening to separate you.
  • You have to create the wall of doom.

Yeah, some are kind of vague. The dance one is a bit more fleshed out in my mind, but I like the army of walls and the idea of creating a wall of doom…however you would do that.

But first, I need to pick up laundry, then have breakfast and take a shower.

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Game Development Linux Game Development Personal Development

Ludum Dare #14 Is Here!

It’s time for another 48-hour solo game programming competition! Ludum Dare is fun, and you get to show off your game development hacking skills by producing a finished game at the end of a weekend!

My first LD was #11, and I produced Minimalist. I’ve since improved it to create Walls, and since then I’ve created a Facebook application based on the same game play called Sea Friends. And all of that happened because I spent a weekend in April last year creating a game in 48 hours!

The theme is announced tonight at 10:00 PM Central Time. Good luck to all who are participating!

As always, I’ll be live blogging here and on the official Ludum Dare blog, and this time around I’ll also be tweeting. Follow me @GBGames.

[tags] ludum dare, indie, game development [/tags]

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Game Design Game Development Geek / Technical

How to Violate Facebook’s Policy On App Usage Incentives

One of the things I wanted to do to help market my Facebook game Sea Friends is get it in the Facebook Application Directory. This way, if people are searching for apps, they can add it. Until Facebook approves it for the directory, the only way people can add it is if people receive a challenge or if they go to the app’s URL directly.

When the app was submitted for inclusion in the directory, Facebook rejected it because it violated section 8.4 of the Platform Policy, which involves incentives for using or adding Application Integration Points. Basically, a Facebook application should not provide points, virtual or real currency, or any improved rankings just for sending out invites or sending out notifications.

Ok, that sounds pretty straightforward, but a huge part of Sea Friends is violating this part of the policy. The game allows you to protect real coral reefs, and while playing the game helps to do just that, sending out challenges to your friends also does so. That is, each time you challenge a friend, you protect 5 more square inches of coral reef.

Now, wait a minute. There are TONS of apps in the Facebook Application Directory that are based on giving things to people and earning points or unlocking items in exchange, aren’t there? Isn’t Sea Friends doing essentially the same thing?

It turns out that there is a subtle difference, and this question has come up before. These other apps don’t violate the policy because the points or unlocked items aren’t awarded until the recipient accepts the invite or virtual item. So to fix this issue for Sea Friends, I would need to make sure that the extra square inches of protected coral reef only get added after the recipient of the challenge actually accepts the challenge.

And there you have it. To violate the Platform Policy, your app needs to provide an incentive to send out invites. The proper way to do it, officially sanctioned by Facebook, is to only grant the benefit after the invitation has been accepted.

[tags] facebook, indie, game development [/tags]