Ludumdare is a game jam where they announce a theme and you make a game over the weekend just for fun and practice.
It’s a fantastic way to get your game design juices flowing as hey, no matter how bad you fail, it was only a couple days. The time-pressure if only having a few days and HAVING to release whatever you have is great for those that like to quit projects halfway, like me.
About the “game” I made:
Rogue-Life is a weird experimental thing that crosses a board game, a rogue-like, and the hollow illusion of controlling that random dungeon of existence we’ve each received.
Can you find meaning before you “Grow” old and die? There are 5 of them to find.
You are always aging (even while standing still), and you will eventually die
Don’t waste your life on the wrong jobs, different jobs give different emotional benefits as well as pay. For instance, a Soup Kitchen pays $0 but raises your Self Acceptance
Some lives cannot be happy or successful no matter what you do
Overcoming an obstacle (the pad-locked doors) give a bonus to all stats
Your stats change with age. For instance, your Physical will go down as you enter old age, and your Self Acceptance takes a hit in your teenage years
Meanings are marked by trophies icons – you can zoom out with your mouse wheel to see where they are easier
I’m not ever sure if it’s possible to find all “meaning” in a single life before dying. 3 out 5 is my best.
Well, I made what I set out to do
It’s funny in weird and unexpected ways, like to accept lack of control and chaos (one of the meanings) you may need to murder someone
“Pushing” against a job to continue working there is a nice easy way to control things
Got a bit more comfortable with Unity and WegGL
It’s kind of boring. You end up pushing against everything without even reading what’s happening
The more text and numbers I removed, the better it plays. But don’t feel like doing that
The random stuff is way too random, each life is completely different and some don’t make sense. Hey, maybe that’s fitting though
For the daring, you can play the game in your web browser here. Probably doesn’t work right on mobile as you need arrow keys to control stuff.
You’ve probably heard the legends of a mystical multiplayer Flash game that stunned all who played, a game that dared cover a topic so simultaneously wonderful and terrible that it changed all who touched it.
But alas, it’s been offline for years, a distant memory that the elders would whisper of in hushed voices… UNTIL NOW!
FUNERAL QUEST IS BACK.
Now with a revamped server capable of handling more death care industry hi-jinx than ever before! (as long as Akiko’s computer doesn’t crash..)
I personally invite you to join us on this thirty day journey of pain, tears, and redemption – be a part of the soul-searching pilgrimage that will pit you against your only too alive neighbor in a game of greed, death, and preying on the emotionally vulnerable.
It takes about 10 minutes a day to “play your turns”, it’s free, and I’m even going to send an unimpressive (but suitably disgusting) prize to the winner, which is really something, considering how lazy I normally am.
It’s my new game. It’s been sort of stealth-released for nearly a month.
The idea was simple: In just a couple of button presses, you should be able to jump into satisfying online eight-person 3D Quake-ish style combat (with world rankings and text chat) while waiting for a bus on any iOS/Android/webOS device.
If you haven’t played it, you can get an idea from this user-made video. (hey, is that guy flipping us off?! Also, you only need to hold down the white circle to move, don’t know why his finger is dragging it way up there.. hrm)
Usually I write a game, make a youtube video, send press releases and promo codes around the interwebs and cross my fingers. But with this game I’ve taken a more relaxed and organic approach.
Game is free, with a foggy plan of IAP or ads when it makes sense
Put out versions early and often without fanfare
Not bothered with press or even made any trailers/videos yet, waiting until the game is better and ready to handle it, server-wise
Allow live text chat so I can see peoples honest comments and complaints (“how do i move my tank?” is asked 10+ times a day, this tells me my controls aren’t obvious enough)
Development is a fluid iterative process that has me working on whatever I see as the biggest issue of the day or what I’m personally interested in at the time
User device type and country is prominent and leads to zany “kill the Canadian!” or “kill the android users first!” type smack talk
Game is never “done” but constantly evolving. Well, if I have time.
Not popular and nobody cares? I’ll take that a sign to dump it and move on
Game designed to be ‘playable’ over crap connections (3g, etc) – at worse, about a 500 ms ping. (This is why I use slow turning/accelerating tanks instead of jumpy-ass Quake guys)
Uses only basic GLES 1.X, runs fine on an iPod Touch 1st gen, a Palm Pre, a Nexus 1, iPad, touchpad
Multi-player only – either online or local splitscreen play (4 players on a tablet, 2 on a smaller phone device)
Custom server written to run on windows or linux capable of handling hundreds of simultaneous games (currently running on rtsoft.com’s linux VPS)
Each device automatically gets one player account that does not require a signup, you can change your name as much as you want but a permanent two letter “id tag” is always appended to your name, mostly so other users can figure out if one annoying guy keeps changing his name, or tell the difference between two people with the same name
Swearing is converted to #@%^#@ type stuff
No vertical aiming. Yes, I know it’s a tank but.. circle strafing on a touch-screen is hard enough without throwing that into the mix
It’s fun being big brother
Watching the server like a loving father has given me some big time Bulletin Board Era nostalgia.
It warms the cockles when I see a player answering an earnest noob’s desperate cry of “how do I move?” with a tender hand instead of the standard “sux 2 be u” reply.
And, well, to be honest, it’s Deeply Satisfying™ to ban trouble makers or rename offensive user names to “Sparkles” or “Fluffy”.
Being a single developer with complete freedom is fun. Would a normal person do this?
Added a tavern chat area with a fully functional vegas-style slot machine to gamble career points (It’s just text, but it’s strangely addictive, really!)
Re-used a dog (beagle) 3d model from an older game as a strange projectile power-up
Conclusion and the future
In less than a month the online player rankings have grown to 44,614 and is growing by the thousands every day.
It’s been an interesting (and educational) challenge having three platforms smoothly play together despite annoying week-long app submission processes.
Will I keep working on it and add team play and more items and ways to interact? That’s the general plan but I also have some other work stuff going on so.. hmm. We’ll see.
For info on the cross platform framework I wrote that this uses check the Proton SDK wiki.
To download the game, click here. Or better yet, wait for V1.04 to become available first as it improves things quit a bit. But then again, I say that about every version… developer thing.