Categories
Game Development Personal Development

Thousander Club Update: June 9th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

After weeks of unseasonably cold weather and a spring that teased Chicago, it’s finally warm. And now it’s hot and muggy. I bought a couple of air conditioners, one for my living room and one for my bedroom on the other side of the apartment. I only have one installed in the living room currently, but what a difference!

Muggy heat has a demotivating effect. You could spend hours just trying to keep your mind off the fact that you’re hot, and for some reason it is never by doing productive work. I’m still in crunch at the day job, though, but I’m hoping to take advantage of the fact that I don’t have too many other responsibilities so that I could work on game development. I also want to redevelop my habit of coming up with at least three game ideas a day. I was pretty good about it when I started tracking ideas for the Thousander Club years ago, but then I hit a nasty day job crunch that took over my life and I never got back into the groove. I intend to rectify it.

These days are also providing me with good opportunities to develop other habits I want to form. I just need to take advantage of them.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: May 19th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: May 12th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 74.25 (current year) = 483.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I’m still trying to eliminate dependencies in my custom-built libraries. I was using libSDL 1.2.11, but someone complained that PulseAudio support was missing, so I am now using libSDL 1.2.13 which includes support. It seems that PulseAudio acts differently from Arts and ESD. By default, they load as shared libraries and so libSDL.so won’t list them as dependencies, but libaudio is listed as a dependency. What’s strange is if I specify –enable-pulseaudio-shared, which should be enabled by default, I also get two extra dependencies: libpulse and libpulse-simple. I am really not sure why these dependencies exist. I also don’t know why libXt is a dependency. Perhaps these are just more of the same issues I’ve been having with Ubuntu’s implementation?

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

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

LD#11 Results Are In

The Ludum Dare #11 ratings period is over, and the results are in. it seems that I didn’t do too badly. The rankings were out of a possible 5:

Overall: 3.50
Fun: 3.68
Innovation: 2.93
Theme: 4.43
Polish: 3.36
Graphics: 2.57
Audio: 2.96
Humor: 2.83
Technical: 2.54
Food: 4.38
Journal: 3.96
Timelapse: 3.62

My game came in 7th place for the Theme, 10th place for Fun, and 20th place Overall. I did better as a participant, as I came in 6th place for my journal entries and 8th place for my timelapse. Oh, and I won 1st place for food! I have to thank Mandy for her amazing work in the kitchen because I am pretty sure it was her stir fry and not my peanut butter pickle and raisin sandwich that won me the votes, even if it did get me a trophy.

The winning meal:

LD11 Friday Dinner

My lowest scores were for Technical and Graphics, which isn’t too much of a surprise for me since I was spending part of the competition learning how to use SDL. I received quite a few 5s and 4s for Fun, which is gratifying. I’m a little surprised that I got some strong votes for Humor. I never intended for the game to be funny, but some people said that it made them laugh when they finally lost after focusing so hard for over 100 levels.

Check out my Ludum Dare submission at GBGames presents Minimalist- the final version. There are GNU/Linux and Windows versions available. Congratulations to all who competed and finished, especially to mrfun, mjau, and Hamumu!

Categories
Game Development Personal Development

Thousander Club Update: May 5th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 73 (current year) = 482 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

It was another unproductive week. Too many higher priority things came up.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development Post-mortem

LD#11: Minimalist Post-mortem

In one 48 hour period, I made a simple game based on the theme “minimalist”. I didn’t try to stay awake throughout the entire Ludum Dare competition, so the game was made in less than 48 hours.

What Went Right:

  • Used my build script to create a distributable game from the beginning.

    I have a build script from a previous project that allows me to use a single command to take my project source, build it, and create a .tar.gz file to distribute for GNU/Linux users. Towards the end of the competition, I wasn’t spending too much time trying to figure out how to get my project into a judge’s hands since.

  • Mouse control was easy to do and easy to use.

    Since I was learning SDL, I tried to make my game as simple to use as possible. I knew that using a mouse was a lot easier than expecting someone to use the keyboard, but I had never implemented mouse control in a game before. Luckily, it turned out to be very easy. As a result, the interface was very simple since you’re just moving the mouse around, and the game that this interface produced was better for it.

  • I got really involved in it.

    I had food photos and a time lapse video, and I even received two trophies, one for my eclectic food choices. Hanging out with all of the other Ludum Dare participants, even if just virtually through IRC, was a lot of fun.

  • I finished!

    Of course, finishing was also a lot of fun. While I could have used some more playtesting and would have loved some feedback before it was submitted, I think I put together a decent game in a short amount of time. It feels good to finish things.

What Went Wrong:

  • My work environment was horrible.

    A couch is comfortable…but not for marathon game development sessions! My back still hurts. I need to clean my office. Right now, I am using it as a giant inbox:

    Why I Use My Couch Instead of My Office

    I prefer development with my laptop because the CRT of my desktop is harsh on my eyes. Still, it would be nice to sit in a real chair while working. Alternatively, I can finally buy an LCD for my desktop.

  • My cats love to hang out with me.

    Even if I was sitting in my office, I know from experience that my cats would still jump up into my lap and try to rest their heads on my arm. When you’re using a laptop, there isn’t room for it AND a cat or two. Having an office door to close would help, of course, but the cats were quite a distraction for LD#11.

    Gizmo prevents me from game programming

  • I didn’t practice using SDL before the competition.

    It was a problem especially since I had decided not to depend on the Kyra Sprite Engine for future projects, but I really only used libSDL for input and creating a window prior to this project. When the first 24 hours are finished and all you have is a window rendered and the knowledge that the mouse handling is working (even if it isn’t visible), you might be afraid that you won’t have anything to show at the end of 48 hours. I did manage to pull it off, but by the next competition, I want to be able to work with less of a focus on technical details and more of a focus on game development.

  • I spent too long in the beginning trying to mock something up in the GIMP.

    Similar to the previous point, I was spending more time on technical issues than on creation. I thought I was more familiar with the GIMP than I was, and I spent a lot of my early hours fighting with it instead of just using pencil and paper. The worst part about it was that the initial idea was one I ended up discarding, and if I wasn’t wasting time with figuring out how to do some simple things in it, I might have been able to figure it out sooner.

What I Learned:

  • My kitchen goes to entropy during LD.

    When you’re focused on game development for most of your waking hours for two days, other things have to take a lower priority. One of those things was cleaning. I had a bit of a mess to deal with after the competition was over.

  • Even something incredibly simple can be a good game mechanic.

    I knew I wasn’t going to be drinking multiple cans of Mountain Dew or Red Bull, and I don’t drink coffee, so staying up for 48 hours wasn’t going to happen. I needed to work on a game I could finish, so I picked the simplest thing I could. Surprisingly, it was fun, and some of the judges have said so as well. At the end of the competition I already had a list of ideas that could improve it, and I hope to release an updated version with those improvements.

  • It’s possible to do a lot in a single day.

    Even though I spent some time learning how to use SDL, I still managed to make a game. The best part is that I can incorporate what I have learned into my personal library of code for my future projects. Also, there were over 70 games submitted, and it is amazing what some people were able to do in 48 hours. Some of them were learning how to program!

I set aside most of a 48 hour period, and I have a game, some new code, and more experience. If I could work on a project with a similar scope each month, I think it would go a long way towards improving my ability to create video games. Also, it’s a lot of fun, and I will definitely be participating in future Ludum Dare competitions.

To see my entry, check out the final version. There is a GNU/Linux and a Windows version.

[tags] postmortem, video games, game development, cats [/tags]

Categories
Game Development Personal Development

Thousander Club Update: April 28th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 72.5 (current year) = 481.5 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

This past week was spent partially recovering from Ludum Dare the previous week. I did manage to work on game development, but it was mostly fixing a few problems with my build scripts. There isn’t much to report.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Personal Development

Thousander Club Update: April 21st

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 68 (current year) = 477.25 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

This past week is the first time I managed to work over 20 hours. From 42 hours last week to 68 hours this week, I did 26 hours of game development!

And of course, most of it was this past weekend’s Ludum Dare #11 competition. You can see a time lapse of my desktop during that time below.

If you have a Linux-based system, you can try out my entry. Download https://www.gbgames.com/downloads/ld11/ld11-minimalist-gbgames-linux-x86-r12.tar.gz, a 1.3MB download.

Extract it with


tar xzf ld11-minimalist-gbgames-linux-x86-r12.tar.gz

and run the script in the directory:


cd ld11-minimalist-gbgames-linux-x86-r12
./ld11-minimalist

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

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

LD#11: GBGames presents Minimalist – the final version

I did it! I finished a game for Ludum Dare #11!

You can see my final post at the Ludum Dare blog.

https://www.gbgames.com/downloads/ld11/LD11-Minimalism-GBGames.zip is a 12.4MB download.

It includes the entirety of my project’s source in a zip file (LD11-Minimalism-GBGames-source.zip) and a GNU/Linux-ready tar.gz file (ld11-minimalist-gbgames-linux-x86-r12.tar.gz).

The source is ready to be used to build a linux-x86 distributable tar.gz. I created it using my Ubuntu system. I am sure it can be made to build a Win32 version without too many changes, if any.

EDIT: mrfun was kind enough to create a Windows version of my game. You can get it at the official final version post.

I’ll write a post-mortem after I’ve had some sleep and cleaned my apartment. If I learned anything, it is that the kitchen goes to entropy during Ludum Dare.

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

LD#11: My Grandma’s Birthday Won’t Slow Me Down

But I will eat some food while I am there.

LD11 Birthday dinner

Dessert was a bit better, especially those Nutella-filled spiral thingies:

LD11 Birthday dessert

I’m back, and I have a few hours to add sound and upload a completed entry.

Happy birthday, Nana!