Archive for the ‘Happenings’ Category.

Weekly-12 progress post #111: Rules

Huh, WordPress looks very different now. I kinda miss the old system. Anyway! After a month+ of no game development streams, I managed to implement some Baba rule changes on-stream today. Progress was very smooth, although at the very end I realized a rather unfortunate implication of the system I was implementing that I’ll have to mull over. Still, very nice! I also played a couple Ludum Dare entries to close the stream off.

The end of the year is closing in on us, and that means I’ll have to get Baba to its finalized state sometime soon! Especially the audio is something I’ve been overlooking for too long now – gotta have to concentrate my efforts on that.

Ludum Dare #43: Sacrifices must be made

Ludum Dare #43 was last weekend! I have some exams coming but really wanted to participate; the theme didn’t initially give any inspiration and I was ready to call it a studying weekend, but then an idea struck and I ended up creating something.

My entry is Ludum Dare Simulator, a game where the sacrifices come in form of allocating time and resources to finish a game under the 48-hour time limit. This is done by placing blocks on a grid where every cell represents a single hour of Ludum Dare. The game is heavily inspired by the boardgame Patchwork that was recently shown to me.

The game itself is fairly simple (although the underlying scoring rules are way complicated, oh well), but for me the most interesting bits come after the player submits their game and goes to the scoring phase. I wanted to add some funny stuff to liven up the experience, so there are some surprised to be seen after finishing. It felt really good to finish an LD entry, considering at least two of my previous entries (Sublunar Vessel and Super Metabolism Bros) were left in a somewhat unfinished state. I even had time to compose music!

Ludum Dare page

Download the game


Baba News + Weekly-7 progress post #110: Eh

Hmm; I seem to have managed to keep something like a once-every-two-weeks streaming schedule. That’s good, I guess? Today’s stream wasn’t very productive; I mostly polished things in Baba and drew a couple new sprites, but wasn’t really in a good state of mind for spriting so the results aren’t mega convincing. I also started at a level for a good while without getting good ideas for what to do with it, and so on. But that happens! I just need to have a bit better of an idea of what to do if things aren’t going my way during a stream in the future.

I’ve mentioned this on Twitter already, but I should’ve said it here already: Baba Is You’s release is delayed until 2019! I think I might’ve been able to finish the game this year, but I wouldn’t have had time to properly handle all the ~Business Stuff~ related to releasing a game, so delaying felt like the sensible option.

Also, Baba will release on Nintendo Switch! I might’ve said this before, but yup, that’s a thing! It’ll release simultaneously on Steam and Switch, and matpow2 is doing the porting.

Also also, I was at IndieCade Europe, held in Paris, a week ago, and Baba Is You won the audience award there! The award statue is really cool-looking, I should take pics. Whee!

Weekly-6 progress post #109: Smoothish sailing

Decided to stream to pretend that I’m able to keep up a stable schedule. Despite initial slow progress, I got a lot of stuff done this time around! Tweaking several levels, implementing two(?) new ones, fixing bugs, adding polish, you name it. Developing Baba has felt surprisingly fun even at this somewhat finalish stage of development, and I’m very glad for that. :)

Baba will be at IndieCade Paris next weekend, on Friday and Saturday! If you want to test the game, come there!

Weekly-4 progress post #106: Behind in updates, again

So, Gamescom happened, as did Sommerhus Jam, and combined with work on Noita I have had a hard time keeping up streams. Managed to have one tonight, though, so maybe this is the time for yet another return to form!(?)

I fixed various issues in Baba, most importantly a relatively long-standing logic issue. I ran into another that I thought I had fixed for good; there was a pretty simple solution available but I’m slightly afraid that said solution causes some other hairy cornercases (that I had previously fixed and forgotten about.) I guess I should document why I’ve done things the way they are at some point.

I also spent some time working on the game’s music; the Forest theme gives me trouble and while I found some new directions, the song will need more work still to get to a state where I’m happy with it.

All in all the stream was fairly productive and I actually finished all the things I had planned to; now just to keep that momentum somehow!

Chnakess

No More Sweden 2018 was last weekend, and it was a fairly good time. The venue, STPLN in Malmö, was sweet as usual and managed to be generally not too warm despite the general temperature. I even got to swim in the ocean – there’s a really nice large pier nearby and the water was really comfortably warm.

Anyway, I managed to finish some stuff despite taking it easy and spending a lot of time just chilling and playing boardgames. My themes were Sand Dunes and Chain reaction, which led me initially down the path of creating a cellular automata -style terraforming/citybuilding thing. I didn’t get very far, but here’s a neat landscaping thing:

My plans changed abruptly when someone (whose name I don’t remember :( ) sitting near me showed their idea of a turn-based snake game with the objective being defeating all enemies rather than eating fruit. Seeing this made me think of some concepts regarding roguelikes and chess pieces, and I got the concept of combining chess and snake in my head. I felt slightly bad about drawing so directly from someone else’s idea, but I really wanted to try this concept and ended up making it my entry. The game’s called Chnakess and I think it goes in a fairly different direction than a more general snake-with-enemies would have gone.

The game’s essentially a puzzle game where you try to eat all the chess pieces as the snake. I managed to create several different scenarios with different layouts, and although there are some bugs I think the result is pretty solid as far as 48-hour chill gamejam things go.

So yeah, all in all a very nice weekend. This month will be extraordinarily busy so these little moments of possible relaxation are especially valuable. If I have an empty moment somewhere I might update Chnakess a bit to add more chess elements, such as castling. We’ll see.

News! And stuff! Part 2

So then, there’s a bunch of other stuff that’s happened gamedev-wise, so let’s list some images!

– Baba’s “programming” system is complicated enough that it allows for making games inside Baba! They lack certain vital stuff but here’re Space Invader, Snake & a platformer! The Space Invader thing was done a longer time ago so it might not work quite as nicely right now with the layout it has there, but the idea should be reproducible. Baba also has a Twitter account now, @babaisyou_!

– Some more pics of the game. The bottom-most image with the “Empty Is You” showcases one of the more hard-to-grasp elements of the game and it’ll be fun to see if people get them.

– I’ve been toying around with text generation using Markov chain -based techniques. It’s a lot of fun, and I’ve generated stuff using movie scripts, cookbook recipes, MtG cards, airline catalogue ads, motivational sentences and book/movie titles. I currently have two engines, one of which is more customized and works better on longer texts, and another that’s less sophisticated but more chaotic and thus a good fit for short texts.

I’ve set up two Twitter accounts for posting generated stuff: @chaingenerator miscellaneous text and @MTGmarkov for MtG cards only. Like so:

– I participated in the Nordic Game Jam a couple weeks after GDC! I was still kind of exhausted from GDC and Stumblehill was causing me stress so I didn’t manage to concentrate very well, but I nevertheless managed to make these little prototypes. One is a gam jam simulator showing little jammers walk around the venue with game ideas, fulfilling their basic needs. There’s no gameplay but it’s fun to watch. The other is a cooking game prototype where you can make dishes that get named procedurally. Pretty neat but the idea was too meny-heavy to be fun to implement at a jam. You can find both games on my itch.io page!

News! And stuff! Part 1

UGhghg, even when disregarding the sloppy weekly progress updates, I’ve been extremely bad at keeping this blog up to date with things I’ve been doing! Let’s try to fix that! Here’re some things I’ve made during the past several months:

I made a game for Ludum Dare 41! It’s called Super Metabolism Bros, and it’s a kind of a mix of Dwarf Fortress -like real-time strategy with autonomous agents and platforming. The idea ended up being very rough and buggy, but it was a fun little thing and part of my long-enduring fascination with autonomous agents in games and pathfinding. FrankieSmileShow played the game on-stream and it was a fun time. I had a lot more plans (bacteria, at least) but didn’t have time for those.

– I had my 2-week Summer holiday a week ago, and during it I toyed around with shaders to create this fake 3D effect. It’s very satisfying to create this kind of stuff, although whether it’ll become anything or not will have to be seen. It’d be neat to make a cardgame or a boardgame with this style! (Alexis Kennedy’s Cultist Simulator definitely inspired me a lot)

Stumblehill is done! It was featured as a part of Humble Bundle’s Monthly Bundle for July. There were some bugs at launch but they should be gone now, although I do plan to update the game a bit more before I call it fully finished. All in all, the project was fun and while I left things very much too late, the result turned out to be fairly neat. This also helped me a lot to get a feel for digital painting, although digital animation is something that feels way beyond me. Massive thanks to Anna Magdalino for the audio and Lucy Green for the writing!

– After a lengthy break, I’ve returned to work on ESA 2! However, because of various reasons I’ve decided to re-do the game from nearly scratch. I’m going to reuse assets where I can, but it’s still a bunch of work. Sorry about that! But I think the game will benefit from rethought. I’m currently setting up the editor and basics of the engine, but it shouldn’t be too long until I’ll be able to get to work on the actual map again.

– Also, I’ve finally updated ESA 1! Some bugs have been fixed, you can now skip the end credits if you’ve seen them already, and there have been some optimizations to the level loading times that should help especially older computers to handle the game. Many of these little changes have been made with speedrunners in mind.

Baba Is You progresses onwards, somewhat slower now but nevertheless. I think I’ll do a separate post of interesting Baba gifs and whatnot in the future, but not mentioning it in this general update would be odd. On the video you can heard some tracks I’ve composed for the game.

I’ll also be participating in the No More Sweden game jam again this year. It’ll be held in the beginning of August in Malmö, Sweden. It’ll be good to meet some friends and maybe make some jam games. :)

Maybe weekly? progress post #99: I’M BACK

Ok! After a couple months of almost total silence, I’m trying to get back to weekly updates & streams. Today I worked on Baba’s map art, seen above in its WIP state, as well as restructuring it to make more sense. I kind of dreaded streaming beforehand but it was good fun once I got going. I’ll be trying to stream ESA 2 a bit more in upcoming streams because I’ll need to work on Baba outside of streams as well.

In other news:
– I won the Excellence in Design & Best Student Game awards at IGF! I’m aware that this update is over 2 months after the fact, but looks like I didn’t post about it.
– Stumblehill, the penguin game, is pretty much done! It was quite exhausting to concentrate solely on it so I’m happy that I can soon leave it behind.
– I’ll be going to No More Sweden, the oddly-named game jam, in July!

Let’s see if I can get this to work, now!

Progress post #98: PENGUIN

I had a massive 8+-hour stream yesterday and another of some 4-5 hours today; I spent most of those working on the penguin game (now titled “Stumblehill”). I’d like to get the game’s levels done before GDC but that’s looking somewhat unlikely. I finished the second level on Saturday and worked on the game’s map today. It seems that the biggest slowing factor is the need for extra assets, and hopefully the third level won’t be quite as demanding in that regard.

I’ll be leaving for the Game Developers Conference on the 18th of March! From there it’ll be a week of probably outrageous amounts of social interaction and receiving Baba compliments from various directions. I’m not *super* stressed about this but I’m sure it’s a force that affects my mood on the background. It’d be really cool to get a prize in the IGF! The beginning week will probably be mostly work on first Stumblehill, then making sure that Baba works at GDC.

What else… 7drl was last week and I started making some simple prototypes but (maybe luckily?) I couldn’t concentrate on them much due to all this vidyagame hubbub.