This is my game making site. I've been making experimental game prototypes for a while now and I will try to release a game every month.

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April 26, 2010

Postmortem: Beebop The Island Hopper

So I participated in the Ludum Dare for the first time and this is a postmortem of my game Beebop The Island Hopper for the theme Islands.

About Ludum Dare

Ludum Dare is a competition which runs maybe two times a year and the competition is 24 hours long with a specific theme. After the 48 hours are over everyone who submitted a game can rate the other games in different categories such as graphics, fun, theme and overall. More info here.

The other entries

View all 205 Ludum Dare 17 entries

Holy hell they look absolutely fantastic! Taking part in a competition like this is so humbling, I can't even begin to compare myself to the best games out there. But that's good, I have games and creators to look up to and so I know how I can improve. Which by the way I can do with everything.

Stats

This time I didn't log my hours and so I don't have a good enough graph to show you. Thinking back I worked about 8 hours during this 48 hour challenge, two of them on Saturday and the remaining six late on Sunday. I didn't work many hours on this game but the hours I did work were really productive.

Pressure

Once again I think I've proven that pressure is the best motivator. The game feels as finished as any other game I've made. Sure it's not the biggest game and it has very limited features but it was made in less than a third of the time. Actually even less if you count the hours and not the days!

The Game

Even despite it being extremely simple it did suck up a bit of my time when I tried to beat it (which will take you a minute or two). I kinda liked playing it.

The graphics are pretty good, I have a pretty special style and I personally think it's not half-bad and hopefully you like it too. The music and sound are... well there is no music and I have like three sound effects in total - two of them are different kinds of clicks!

Overall I like it, but it's nothing really special. If I would try to give it an unbiased score (we all think our children are fantastic after all) it would probably be a 3 of 5.

Conclusion

The pressure of a deadline is a powerful motivator and now I've found that no more than a week, or even a weekend, is enough to make a game. And it might even end up being enjoyable.

Posted by Jonas Hietala in Postmortems | Comments(0)

March 10, 2010

Postmortem: A Geek Valentine

Ah man the mush in my brain is finally letting go and I'm starting to feel this tiny little programming urge again... This time it's not Haskell or a new experimental game that's luring me on, no this time it's me longing to create this fantastic awesome epic RTS game. Sadly it's a long way to go there...

Anyway let's get this going!

A Geek Valentine isn't a good game by any means, it's really nothing special. The gameplay sucked really bad. It's kinda funny as I told Sundb00m this would be my greatest game gameplay wise. Yeah right..

Hard Work Work!

This is a small graph which shows how I've worked for a straight week from the 22th to the 28th. The Y-axis is hours and the X-axis is days. The labels are for either work or break and the height of the green peaks if you check it on the Y-axis is the sum of both green and red. Green is for hours where I actually worked and the red is for when I had a break. You know food, clipping toenails, reading manga and playing counter-strike.

Total work time: ~25 hours
Total break: ~15 hours

Weekend work: 13.8 hours
Weekend break: 8.3 hours

The noteworthy thing about this is that I spend more than half of the whole week's worth of time in the weekend and I probably got even more done during that time. I think it's the whole deal with being chased with a the brutal thing of failure that motivates me.

Graphical Adoration

About the game let's start with the positive stuff. I really like how the game looks, it actually looks pretty darn good (even though I forgot about the girls' turning, now they're just looking forward). I'm really improving in a graphical sense, something I thought impossible when I began this journey.

Do something you Like

Like with a Big L. I felt I had a really nice idea going for this one. In the end it looked and felt like a bad pacman clone but this wasn't what I had in mind at all. The idea was to build cool trap-combos sort of like in the Epic Game Evil Genius.


Here's a plan for an über-trap in Evil Genius

I really love Evil Genius and especially the base building but let's face it - I failed. But the idea kept motivating me and it was really fun to try to make it happen.

A first small taste of an "AI"

How do the girls move? They have a 5x5 vision with a 2 radius (they're in the middle) and they choose what to do. If they see the dude close to them either in front, left or right they'll go there. Otherwise they'll try to follow a path in front of them or to the left or right. Otherwise they'll just go in a random direction.

They are extremely stupid and you can trap them in a never-ending loop fairly easy and it's a stretch to say they have intelligence but it was pretty cool to dip my hand into AI programming. I know it's extremely shallow and bad and stuff but still it was pretty rewarding to see them actually move around on their own...

I might actually develop this game further with special regard to AI. Change the core of the game so you can script both the player and the girls, just for laugh and giggles?

The game sucks but hey...

Yupp it's not my best game, in fact I think it's one of the worst. But I still like it a lot and my trap-building idea is still alive and I might develop the game more, improve the AI and focus on building traps (need a lot more cool traps damnet). Yes I think I might do that...

Posted by Jonas Hietala in Postmortems | Comments(0)

January 19, 2010

Postmortem: The Chronicles of Bim: The 100 Fake Afros

My first shooter! It's working (although a friend got a null pointer error) so I'm a little happy.

The Time

I spent about 24 hours on this game. A whopping 30% was break time, mostly me eating, reading manga or playing games... This is proof of me being really lazy this month I think.


It's pretty cool that everything regarding the scripting, loading the little levels I had from lua files and writing them took only a mere hour! I could have saved so much time if I would've scrapped the whole levels idea completely. (Levels are more than just the code it takes to load them from a file... a lot more)

Immersion

We all love big bangs and loads of stuff flying around on screen and sadly I didn't deliver. I had all these ideas of pieces of dead afros flying around and dead things piling up on the ground which you'll walk over... but I never did any of it which is sad cause it would be pretty damn cool.

Another thing is the messages on the left side. Pretty cool - if they would actually say anything, but again I didn't have time or the inclination or whatever to do anything with it...

All we're left with are the quakes which are kinda cool but they could do with some tweaking, maybe shorter and less frequent to really get the omg effect.

Gameplay

It plays okay. Not a lot happening, it's just a race against time. The immersion part would really hot up the gameplay cause really, it's fun to blast things into the sky!

Conclusion

The game feels like it's not finished. The whole afro thing was cool but it's not revolutionary or anything different. It's stuck in the middle between random ideas and mediocrity. Too bad.

Posted by Jonas Hietala in Postmortems | Comments(0)

December 1, 2009

Postmortem: Jonas IceCream Stand

Ah my latest game Jonas IceCream Stand is finished and up and running and I'm really proud of it! And thanks for the feedback guys, it's always welcome.

I spent almost exactly fifty hours on this game and that's by far the most I've spent on a 7day project. To be honest it's probably more but I'm not really good at logging all the hours...

A Race

This game was a race against time from start to finish. I understood right from the beginning this wouldn't be easy. Creating a whole GUI from scratch, composing animation and a focus on graphics(!). I've never done a GUI, it would be really easy with a decent framework for it... But I don't have one for it so all the GUI code is really messy and hard to maintain.

I guess I'm learning the coding lessons the hard way. Keeping it structured and maintainable even, no, especially under pressure is extremely important. It's a good thing I have a fast iteration cycle repeating itself for every new game I'm making.

Art

I keep saying it again and again but I'm not a graphics designer but I should stop saying that! Although not wonderful I think my games are looking good and this game is no exception. It's certainly the most complex graphical wise.

The fading effect on the sky was pretty cool, but it's kinda crude and it doesn't fit the overall theme very well. The theme has a few distinct colors with a little "childish" feel to them. I feel the fading adds a bit too many colors to it. But I do think the end points (in the middle of the night with all the stars and when it's as light as possible) looks pretty good. And I'm not sure it was a very good idea to include a MenuCity silhouette in the background.


A beautiful night sky.

Gameplay

Sadly I don't think the gameplay was one of my best. Sure the first five maybe ten minutes are a blast, they almost awoke my slumbering tycoon feelings. But the game is so badly balanced, it's far too easy when you've passed a point in the game. The problem is that I balanced the game the last handful of hours on the very last day and that doesn't work, not at all. A great gameplay needs to evolve, it can't be created just there on the stop. Well that's my experience at least.

Conclusion

I think the game is really great. Sadly it gets boring far too fast but it does have great potential. It's almost worth given a remake as a "real" game.

Posted by Jonas Hietala in Postmortems | Comments(2)

September 24, 2009

Postmortem: Bugger

It's time for the follow up on my latest game Bugger.

Wow it seems like forever since I begun this monthly game business, but it's only been two months since I first thought about this and here I am having finished my third game. I've really come a long way, in the beginning I though I'd only make state of the art crap games. Like I would struggle to even get a Tetris up and running. That's partially why I decided to make Balls.

Anyway I started out with a small idea: speed-typing. It later turned out to be bugs you killed, but that's of minor importance really. They were supposed to bind to the theme Failure by letting the average gamer feel how a programmer fight for his life against bugs. Bugs are for those who don't know errors in your program - they can be as simple as a wrong letter in the wrong place causing havoc in the game or a bigger thing like a fundamental flaw in your game. Think about the balls who got stuck in mid-air in Balls. That's a typical bug...

If I followed the theme good or bad you be the judge. Personally I don't think it was as clear as I'd want it to do but meh.

The game itself took 25 hours to make - but more than 5 hours of them was me having a break...
Here's a little jummy pie of what took time:


Compared to my two other games I spent a bigger part on both graphics and level design - and that was sourly needed imho. The "embedding scripting" part is where I built in the ability to build levels from lua. I think the result was really good and it saved a lot of time just being able to edit a file without having to recompile every single little change.

You can make your own levels too, just open the "levels.lua" file in a text editor and make your changes. I won't explain anymore since it's really simple.

I'm also using about 1/5 of my working time to rest. Jikes! That's almost too much. But I dunno, it really hurts staring at your computer screen hour after hour. My longest session - without a break, even a bathroom one - was almost five hours. I totaled more than 10 hours that day I think.. As always I do the bulk of the work when I'm out of time. The last two days were responsible for at least 90% of the work!

I guess you could say that's a lesson: you're most productive, and ambitious, when you've got a smoldering iron up your ass.

Posted by Jonas Hietala in Postmortems | Comments(0)

August 21, 2009

Postmortem: Black and White

All this time working on my latest game I thought it sucked and I was trying hard to make it to not suck. My spirit wasn't high, just check this post and this but now when it's done it's like night and day, or like black and white! I'm damn happy I got it done!! Aah I'll try to make this postmortem shorter than the last one... That was huge.

Lessons I've learned


  1. Levels take time
    I know you're all disappointed by a measly three levels in the game and for that I'm sorry. I hadn't set aside time for making the levels in my mental plan so when I ran over the time limit of 7 days I had to cut down on some stuff - this time it was the levels.

  2. A codebase rocks
    For my first game I had some basic code from older projects I used, like handling states, a small menu and a vector class among others and that saved me a whole lot of time. Now I had even more code so I got something on screen a lot faster and I could afford beginning with creating the dude and his animation (although I kinda overdid that) knowing I already had the basic foundation in place. Now I'm going to get my coding skillz up and the experience and this is another really big stone which will allow me to make bigger and more badass games later on.

  3. It might not suck so hard after all...
    In the beginning I was pretty confident but I quickly lost that momentum and I thought a lot about how sucky this game is... It's not polished, it's not fun and the levels suck etc but it turned out to be okay! I have to stop being so damn negative! These are experimental games for crying out loud, they're expected to fail once in a while and guess what? It doesn't matter!

Posted by Jonas Hietala in Postmortems | Comments(0)

August 4, 2009

Postmortem: Balls

So it's been what? Two, three years since I discovered the art of programming and I haven't made one single game?! Well now I'm not counting the visual basic nightmare mastermind I made a long time ago but a real game. Whatever that means. I've had these monster-projects;


  1. point and click monkey island style adventure game - the beginning c++ adventure for me. Kinda harsh start up don't you think? I thought so too - it never got anywhere near completion or playability.
  2. another heavy game - think fully destructible environment. Need I say more?... No.
  3. the Game Engine - the project everyone dreams of making games ends up doing and either discover it didn't amount in anything playable, which I did, or you'll end up thinking creating games is extremely hard and it'll take years for just a small game.
  4. the Dream project - I've been thinking of making a few posts about the games in my dreams. Which I'll most certainly complete! Sometime... Maybe...?!

Somewhere about now I got interested in Indie games. I think World of Goo was the first but I'm not really sure. Maybe armadillo run or bridge builder? Damn! I couldn't even google the link to bridge builder aka pontifex 3 - all I found was a thousand torrent sites...

But what I did find was kloonigames, some guy who did the same thing I'm doing. Or I'm doing the same as him: following the footsteps of the Experimental Gameplay Project. Making a game in 7 days, something surely impossible, and I haven't even made any game before! Oh crap! But as Petri (kloonigames dude) so elegantly put it:

My experiences told my that creating, even a small, game takes months, if not years. So to do it in 7 days seem frightening. And not only the code, but graphics, music, sound, levels and all things included. I shit my pants even thinking about it and almost gave up. Luckily I realized that the worst thing that could happen (beside shitting my pants) was wasting a week of my life. I could do that easily with a Buffy the Vampire Slayer marathon.

And here's a summary of my first ever game Balls. It's available here for download.

The Good


  1. I got it done!
    It seemed impossible and it scared the hell out of me. But I made it!! Aaah... It feels so good right now. And the game is actually pretty fun! It doesn't suck, it doesn't crash (but it's a bit buggy) and I can sort of say I managed to stick to my theme Addictive Gaming. Now with this over with I can focus on my next game. Not just now but in a while, now I'm confident to try new, bigger and hopefully better things and I know I can pull it off!

    I'm on top of the world! Nothing is impossible! Superman and Neo - you're just sooo jealous right now.

  2. It didn't even take long...
    I end up using timelog from kloonigames to track my time. The game took 25,5 hours to make, but I spent 7,5 hours of that time on a break! Either reading manga, playing cs or just surfing around and chatting. This isn't the time to nag about my lack of concentration and that I'm lazy, this is where I realize I didn't even work myself to death making the game. I could afford a break here and there, and now when I think about it they were really necessary.

  3. Pressure is good
    I did manage to implement some physics and collision detection, even though it's really simple. This was a first for me and I did it under a tight schedule! A coincidence? I don't think so, a small amount of pressure is really really good. It is during these times I'm most productive and I really do get things done if I have to.

The Bad

  1. The motivation didn't stick
    Although I made the game and it was pretty good I didn't even remotely invest as much time in it as I could - and I don't know why. I lost that super motivation pretty early in development and when I hit a bug or something that needed a lot of changing to implement I usually cut corners or just ran away screaming.

    Is this the every day life of a developer? If it's this though to get motivated wonder how you can motivate yourself working on a shitty project?


The Ugly

  1. The code
    Wow - I'm never showing the source of this to anyone! I tried doing the things which would make the game nearest completion, I did cut some corners but in the end the job is done. But it's really ugly and before reusing the code I'll need to clean it up a lot!

    What's that smell...? It stinks of smelly code!

Posted by Jonas Hietala in Postmortems | Comments(1)