NO SUCH THING AS LUCK
Well, unsurprisingly Officer Alfred didn’t get nominated in the IGF 2012. Oh well!
Games.
Archive for the ‘Happenings’ Category.
Well, unsurprisingly Officer Alfred didn’t get nominated in the IGF 2012. Oh well!
So, that was a pretty neat christmas (my mother is the best chef everrr). Obviously couldn’t really work much on games during that time, although I did tweak some stuff for Incomitat (intending to get it working better). However, here’s The Plan:
- I’m going to update Masjin with mostly bugfixes soon. There were some weird things in the editor and the likes, and I’d like to get rid of those (possibly also add another item, we’ll see).
- I have a dare with Petri Purho to create a game in 7 days before 2012. Technically the LD game would suffice, but I think I want to prototype an older idea and see where I can go with it. We’ll see what comes out of this, but if everything goes right (wrong?) I may not be able to work on other stuff until the next year.
- Slowly working on Officer Alfred. I think the cutscene is nearly done, but I let my bro play the game and noted quite a few annoyances that I want to get rid of.
- SOPA sucks. A lot. If you live in the USA, go to the barricades or something.
Well then, Ludum Dare 22 went past quickly and silently. The theme was “alone“, which I didn’t like too much. I had a coupla nice ideas, but as often happens in games of mine, the one I chose eventually proved out to be too ambitious.
My concept was to procedurally generate an island, and then put the player onto it and allow him/her to wander freely, trying to explore and find cool stuff. A concept like this quite much *cries* for feature creep, and that’s quite much what happened. I lost my motivation/inspiration towards the end of the compo, but managed to get it back in order to add some more meat to the thing. In the end I was left with something called “Incomitat”.
As it stands, the game is kind of confusing. There’re surprisingly many things to do, and I enjoy playing around by myself, but for anyone else it’s probably a thorough mystery. For example, there’s a hunger meter in the game that the player can fill by eating things. However, due to the time limit I managed to cram only few foodstuffs. The result is that any normal player will probably starve due to not realizing that they have to find a gun from a random abandoned house, then some ammo and then go shoot some bunnies or birds.
The concept is something I’ll absolutely want to return to later on; it fascinates me and I’d really like to make a game where the island was genuinely full of cool stuff to find. However, as it stands, I’d have to tweak a lot of the code and try to make that cool stuff available for all players instead of those who manage to think the exact same way I do.




So, as of version XYZ (?!) the game now has a neat level editor (which is probably pretty buggy at the moment; report all weird things you see!)
On other news, Ludum Dare 22 just began, with the theme “Alone”! I’ll see what I can create this time; the theme isn’t really one of my favourites but it’s somewhat inspiring and allows a whole lot of different concepts!
Here’s a level you can test with the editor.
IGF deadline has now come upon us, but fortunately I managed to make it in time.

Also, here’s the trailer!

I think I’ll make it! :)
Time is running short! I think I’ll make it in time but it’ll sure be a close call!


^^ Seconded. The deadline is 17th October, and I really want to get this thing done before that! Once I’ve got a demo out for the competition, I’ll get back to work on the level editor.
Oh well, so Ludum Dare was last weekend, with the theme ‘Escape’. Wasn’t really my cup of tea, and in the end I didn’t manage to create anything of interest, just a simple engine for a possible future game (I spent so much timing finishing parts of the engine that I ultimately didn’t need).
On other news, I’ll be moving away from my parents’ soon, which’ll mean a pause in any updates whatsoever. Not that big a deal, but it’s pretty exciting for me! And then for the games:
Beyond the Black Hole: Yep, still not given up on this! The engine is old and horrid, but I hope that inspiration eventually strikes and I can get it done.
Masjin: I think I’ll make an update to fix the currently existing bigger bugs and then take some time off the project in order to pursue other stuff.
Paradise Fort flash: I recently found a much easier way to handle certain stuff, so expect to see some updates on this eventually!
Then there’re various smaller things I’m working on or at least planning to work on. As Usual, I’ll wait until they’re a bit more ripe before announcing ‘em.