Shoot (AAA_FPS_GOTY)
0Things that I did this Ludum Dare that pretty much go against every recommendation:
- Throw away everything and start over from scratch after 13 hours into the competition with a completely different game.
- Make a 16-player multiplayer game. With automatic matchmaking.
- AI bots too, to fill any empty slots automatically. Make sure they have the ability to navigate a 3d space in real time, looking for powerups if there’s nothing to kill.
- Livestream the whole thing to almost 8,000 unique viewers and try to keep everyone entertained while coding.
- Include nearly 50 different death sounds, because it’s not like we’re on a tight deadline or anything.
Despite all these ridiculous challenges, I’ve completed what is by far my most fun Ludum Dare entry ever! At peak load, there were nearly 200 players connected simultaneously to the multiplayer servers. The only unfortunate thing is that now that the stream is over, there are sometimes no human opponents available — and they really make the game a lot more enjoyable.
If you’re going to test Shoot (AAA_FPS_GOTY), see if you can get a friend or two to connect at the same time. It’s way more fun than just fragging bots.
This visual makes death sting a little less.
Everything you see in Shoot (AAA_FPS_GOTY) can be made using entirely free tools.
I used the trial copy of Unity 3d Pro that was offered for Ludum Dare, but the free version would have been perfectly sufficient. The only “pro” feature I used was the shadow on the character — but a blob projector would have been just as good here. I also made use of the A* Pathfinding Project Free library as well as Photon Unity Networking. A free Photon Cloud server is used for matchmaking.
I used Blender for modelling — including making an animated character for the first time for use in an actual game. That was fun. The textures were drawn in Photoshop, but could have been made in Paint. I also used Substance Designer (trial) to get the ambient occlusion texture for the character as a learning experience, but I could have done the same thing just as easily (better?) in Blender itself.
The face of a killer.
Anyway, I hope you can take the time to try Shoot (AAA_FPS_GOTY) and pwn some noobs.
Ludum Dare 26: Final Round!
0Here’s the final list of themes, from which a single one will be selected. (This post will be updated over the next two days as I come up with more ideas.)
MY CRITERIA:
- The game must be easy to understand. The judges play dozens or hundreds of games. You can’t expect people to spend a lot of time learning complex rules. Also, complex games are harder and slower to make.
- Ideally, the game should also suck you in instantly. Get to the action right away.
- I really want to make a multiplayer game.
- My primary concern is making a game that is FUN. Even if I lose points for innovation, theme, or mood.
- I will consider any score above 50% to be a win, though my real goal is to get in the top 25% in “fun”.
Afterlife: It makes me think that we’ll be playing a lot of generic games that happen to be placed in heaven or hell or something. That being said, there are interesting opportunities to draw from a variety of more interesting literally sources and to mine from a large variety of religions and mythoses. Mythosii? Mythosaurus Rex? Anyway, there’s also the mechanic angle — where the game changes after you die or somehow requires death to progress. Note that this is different from a game that revolves around things killing themselves to accomplish goals (i.e. Baneling swarms or something). I’m still having trouble coming up with a specific (and hopefully multiplayer-friendly game).
After the End of the World: What happens after Mario reaches the castle at the end of Level 1-1? Of course, there’s also the obvious post-apocalyptic connotations. That being said, I think I’d personally lean towards “Humans have left Earth” (Wall-E style? Nuclear War? Dying of the sun?). Turn it into a Homeworld/Battlestar Galactica kind of thing. Players pilot fighters to defend the mothership? Or maybe
Against the Rules: So broad and yet so specific. Maybe it’s just a lack of creativity on my part. I guess what starts to come to mind are all the “do not” signs you see in life. “Wrong Way”. “No Skateboarding”. “No Smoking”. “Employees Only”. A graffiti game? A game about removing tags from mattresses? Actually, the graffiti game might really be fun as a multiplayer game. Everyone is trying to “tag” as much stuff as possible within a time limit. Maybe you can’t “tag” something that’s still wet (forcing people to spread out), but after a certain amount of time you can start to overwrite other people’s tags. Okay, I’m starting to like this now. It could also be about breaking the laws of physics in some ways.
Alternative Physics: The “Dreams” calvin-ball idea certainly fits here! I don’t know what the single-player version would look like though. AI bots are hard enough in CONVENTIONAL physics. Maybe the physics change on their own, and you’re trying to “score” as many points as possible in the amount of available time? There can still be the option of changing things yourself to try to make things easier for you and improve your time — and in multiplayer, it’s a combination of easy for you and hard for the other players. Maybe your in a “cube” room — you start on one side and have to go to the other. There are obstacles in the way that you can shove away. The catch is that the bottom/left/right/top of the room each has its own gravity — and every time you score you get moved to a different floor. So when you change the world, you are potentially screwing other player or just yourself on future rounds. A different, but related idea: “The Enemy Gate is Down”.
Ancient Ruins: Maybe an exploration game. Find artifacts. Could be done a puzzle game — some variant of Sokoban or Soduku. Maybe you’re constructing Stone Henge. Who doesn’t like a good henge? Or maybe even building the Valley of the Kings in Egypt. Kind of a “prequel” to them becoming ruins. An E Truly Hollywood story. Maybe the ruins are of an alien civilization on a distant planet? The players are a team of archeologists…and then they accidentally awake some ancient monsters or a robot self-defense system. You have no real weapons. You have to get back to your ship somehow (or maybe defend the ship while it powers up?)
Beneath the Surface: Could be subterranean, submarine, or subcutaneous. It could also be about hidden thoughts and emotions, but I don’t think that’s the kind of game I want to make. Some kind of mining game? Fish Tank Commander 3d? Are the players part of the human immune system, fighting against viruses?
Colony: A solid contender in recent LD votes, and certainly something that would align itself with what I — and my viewers — enjoy. A co-operative survival game. Maybe in space. Maybe on a deserted island. Maybe in the “new world”. Heck, maybe you’re a colony of fungus. Or Ants. It’s Dwarf Fortress, except YOU are the dwarves. Hard to make in 48 hours? Fuck yes. Epic as hell? Indeed.
Creation and Destruction: The first types of game that come to mind to mind and minecraft/terraria-esque games, where maybe you are smashing rocks or tearing apart old structures to build new ones. Maybe you have two vehicles — one’s a wrecking ball and one’s a crane or something. Single player, you hope back and forth between the two — but in multiplayer you can be paired up with someone (or many someones) and work together to do…something. Are you building skyscrapers out of a husk of an abandoned city, like Wall-e? Maybe it’s a survival type of game, where you are running to escape monsters — they can outrun you, but you have the ability to put up walls that they take a while to break through. A never ending sequences of run, create, and then more running while the destruction happens.
Death is Good: . You could use the ideas discussed in Parallel Worlds, where when you die you play on as a ghost. It could be a game about dogpiling a fortress wall and building a ramp out of bodies. Or maybe you’re playing as “banelings”, exploding on death. You could also play as Death (the Grim Reaper).
Dig Deeper: Unless you really go for a figurative interpretation, you’re going to get a lot of games that are pretty literally about digging. Those sorts of games aren’t necessarily bad — just lacking in variety. Dwarf Fortress, Minecraft, Terraria, and Dig Dug are all sources of possible inspiration.
Every Death Is Meaningful: . You could use the ideas discussed in Parallel Worlds, where when you die you play on as a ghost. It could be a game about dogpiling a fortress wall and building a ramp out of bodies. Or maybe you’re playing as “banelings”, exploding on death. You could also play as Death (the Grim Reaper)
Exploration: Roguelike / action-RPG? I mean, if I wasn’t trying to do a multiplayer game, I’d just try to design some interesting looking area and hide a bunch of stuff all over. I suppose that the “eXplore” phase of a 4x space strategy game might be something interesting to play with. And of course, we could probably do a pretty decent space sim based on this theme.
Islands: Has strong literal and figurative parallels to Parallel Worlds. These could be actual islands, or they could be little asteroids or pocket dimensions in space. It could be about traveling from island to island.
Minimalism: Carries the risk that people will make boring games and try to pass them off as “minimalist”. On the other hand, this can really push people to do interesting and creative stuff. The other problem is that super minimalist art actually needs a really good sense of colour and movement to pull-off…which is not something I have faith in my ability to pull off. That being said…. I REALLY liked the level design and look of my FPS Tutorial level. Simple, flat textures, but with carefully placed lighting. Portal is technically a good example of a minimalist game, at least while you are still being tested: Tight, focused gameplay with an uncluttered visual style. Maybe this could work. Not sure what the “game” itself would be though…which is rather key.
No Enemies: The thing to remember is that this is a theme, not a rule. Just making a game that happens to be the sort of thing where there is no conflict (like SimCity), is not a particularly strong use of the theme IMHO. Additionally, the game could actually HAVE enemies — as long as there was an odd subversion in there somehow. Maybe you have the ability to mind control people, therefore making them not be your enemy. That sort of thing. And then there’s the idea of still having some kind of conflict, but not against personified enemies. Like man vs the environment (castaways, lost in space, etc…) It could be a kind of “social” game of deception, where all the characters are supposed to be working together (and not be enemies), but people are secretly competing and trying to get an advantage over one another. We could call it “Frenemies“. You could play as vicious, gossiping high school girls out to ruin each other’s social lives via Facebook.
It could be a game about a huge interstellar war fought over huge distances — and when an invasion fleet finally reaches the enemy homeworld…they discover that they’re already dead, having accidentally killed themselves by mistakenly detonating a super-weapon.
No Weapons Allowed: Is, in many ways, what I consider to be a classic Ludum Dare style theme. I think that’s because it reminds of some of the older LD themes, such as “Enemies as Weapons”. Now, it’s important to remember that this is not a rule of the competition. You could have a game in which you have TONS of weapons, but you’re trying to go into an area protected by metal detectors and x-ray machines. Although, as I type that, all the scenarios I’m imagining are kind of “terrosisty”…so best avoid that. There’s also the idea that you aren’t allowed to use conventional weapons, but what about fists, or nerf bats, or paint guns, or maybe you’re fighting “grumpikins” by throwing “flowers” at theme. You could make a classic Quake-style FPS game…but all in bright cheery pastel colours. I like this theme because it should force creativity. To me it’s not about making a game that just doesn’t have weapons — it’s about explicitly subverting genres that classically rely on weapons to function. What is a “weapon”? Paint guns feel too weapon-y, but what about snowballs? Of course, this could be a game about rebuilding after a war so devastating that everyone is trying to come together to build a big peace monument. It could also be a game where you don’t have weapons and are mostly stealthing/running/parkouring away from people who do.
Parallel Worlds: Has many literal and figurative interpretations. It could be a game where you constantly have to switch “modes” to be able to complete it — and in a multiplayer setting people could co-operate by splitting up between the parallel worlds. It could be about a bunch of castaways, each stuck on their own island…not far from each other, but separated by shark-infested waters. Maybe you can throw stuff to each other to build a signal fire. We could take a more symbolic bend — imagine a game where everyone plays in a single vertical column, representing a single human life. You start at the bottom as a baby in a randomly assigned country/income/culture/class and try to make it through life. Everyone progresses forward at the same speed, but not everyone has the same opportunities — but you have the option of helping each-other out. It’s kind of a Prisoner’s Dilemma game theory experiment. We could also do a space sim, where the players share a starbase at a wormhole nexus, and they can pass through the wormholes to switch to parallel dimensions to look for resources. It could also be a riff on the life/death thing — it starts off as a typical FPS/whatever, but when you die you switch to a “ghost” form where you interact with the world in a completely different way until you respawn.
Side Effects: We could recycle the “Alternative Physics”/ “Calvin “Ball” idea, where obstacles removed or physics modified in one round get in your way on subsequent rounds. I feel like there’s more room for interesting and original ideas here, but I haven’t figured it out.
You Are Your Enemy: Okay, first thing that comes to mind here is a game that switches back and forth between two modes. For example, a tower defense game where you first place towers, the you have to spawn enemies in such a way as to overwhelm the towers, then you have to play as the towers in a way to defeat the wave that you just won with, and so on… I’m not saying this idea is a winner (and it’s way too complicated) — it’s just the sort of thing that comes to mind. We could go meta and make it a parable about people who pre-order games.
Ludum Dare #26: Round 4 Voting Results
0
(shorter write-ups this time)
Death Is Good and Every Death Is Meaningful aren’t literally the same, but there’s obviously a lot of room for crossover. You could use the ideas discussed in Parallel Worlds, where when you die you play on as a ghost. It could be a game about dogpiling a fortress wall and building a ramp out of bodies. Or maybe you’re playing as “banelings”, exploding on death. You could also play as Death (the Grim Reaper).
You Are Your Enemy…hm. Okay, first thing that comes to mind here is a game that switches back and forth between two modes. For example, a tower defense game where you first place towers, the you have to spawn enemies in such a way as to overwhelm the towers, then you have to play as the towers in a way to defeat the wave that you just won with, and so on… I’m not saying this idea is a winner (and it’s way too complicated) — it’s just the sort of thing that comes to mind. We could go meta and make it a parable about people who pre-order games.
Exploration…roguelike / action-RPG? I mean, if I wasn’t trying to do a multiplayer game, I’d just try to design some interesting looking area and hide a bunch of stuff all over. I suppose that the “eXplore” phase of a 4x space strategy game might be something interesting to play with. And of course, we could probably do a pretty decent space sim based on this theme.
Dig Deeper is not ideal, IMHO. Unless you really go for a figurative interpretation, you’re going to get a lot of games that are pretty literally about digging. Those sorts of games aren’t necessarily bad — just lacking in variety. Dwarf Fortress, Minecraft, Terraria, and Dig Dug are all sources of possible inspiration.
Ludum Dare #26: Round 3 Voting Results
0Who could have guessed that game programmers would upvote a theme called Creation and Destruction? [sarcasm] Obviously, similar themes have made appearances many times in previous LD voting, although I don’t think that they have ever been picked in the end. The first types of game that come to mind to mind and minecraft/terraria-esque games, where maybe you are smashing rocks or tearing apart old structures to build new ones. Maybe you have two vehicles — one’s a wrecking ball and one’s a crane or something. Single player, you hope back and forth between the two — but in multiplayer you can be paired up with someone (or many someones) and work together to do…something. Are you building skyscrapers out of a husk of an abandoned city, like Wall-e? Maybe it’s a survival type of game, where you are running to escape monsters — they can outrun you, but you have the ability to put up walls that they take a while to break through. A never ending sequences of run, create, and then more running while the destruction happens.
No Enemies definitely sounds like a game competition type of theme. It’s specific in one way, but otherwise quite free to explore. It’s a hipsterish reversal of the norm. The thing to remember is that this is a theme, not a rule. Just making a game that happens to be the sort of thing where there is no conflict (like SimCity), is not a particularly strong use of the theme IMHO. Additionally, the game could actually HAVE enemies — as long as there was an odd subversion in there somehow. Maybe you have the ability to mind control people, therefore making them not be your enemy. That sort of thing. And then there’s the idea of still having some kind of conflict, but not against personified enemies. Like man vs the environment (castaways, lost in space, etc…) It could be a kind of “social” game of deception, where all the characters are supposed to be working together (and not be enemies), but people are secretly competing and trying to get an advantage over one another. We could call it “Frenemies“. You could play as vicious, gossiping high school girls out to ruin each other’s social lives via Facebook.
It could be a game about a huge interstellar war fought over huge distances — and when an invasion fleet finally reaches the enemy homeworld…they discover that they’re already dead, having accidentally killed themselves by mistakenly detonating a super-weapon.
Parallel Worlds has many literal and figurative interpretations. It could be a game where you constantly have to switch “modes” to be able to complete it — and in a multiplayer setting people could co-operate by splitting up between the parallel worlds. It could be about a bunch of castaways, each stuck on their own island…not far from each other, but separated by shark-infested waters. Maybe you can throw stuff to each other to build a signal fire. We could take a more symbolic bend — imagine a game where everyone plays in a single vertical column, representing a single human life. You start at the bottom as a baby in a randomly assigned country/income/culture/class and try to make it through life. Everyone progresses forward at the same speed, but not everyone has the same opportunities — but you have the option of helping each-other out. It’s kind of a Prisoner’s Dilemma game theory experiment. We could also do a space sim, where the players share a starbase at a wormhole nexus, and they can pass through the wormholes to switch to parallel dimensions to look for resources. It could also be a riff on the life/death thing — it starts off as a typical FPS/whatever, but when you die you switch to a “ghost” form where you interact with the world in a completely different way until you respawn.
Islands has strong literal and figurative parallels to Parallel Worlds. These could be actual islands, or they could be little asteroids or pocket dimensions in space. It could be about traveling from island to island.
Isolation could also be played with in similar ways to Parallel Worlds. Imagine a multiplayer game where players share the same space…but can’t actually see each other or interact directly. You can move objects or write on blackboards or something, which affect everyone’s world. Of course, it could also be a group of people isolated from the rest of the world (castaways or some such thing).
Ludum Dare #26: Round 2 Voting Results
0Round 2 is done!
Minimalism carries the risk that people will make boring games and try to pass them off as “minimalist”. On the other hand, this can really push people to do interesting and creative stuff. The other problem is that super minimalist art actually needs a really good sense of colour and movement to pull-off…which is not something I have faith in my ability to pull off. That being said…. I REALLY liked the level design and look of my FPS Tutorial level. Simple, flat textures, but with carefully placed lighting. Portal is technically a good example of a minimalist game, at least while you are still being tested: Tight, focused gameplay with an uncluttered visual style. Maybe this could work. Not sure what the “game” itself would be though…which is rather key.
After the End of the World invites “meta” games. What happens after Mario reaches the castle at the end of Level 1-1? Of course, there’s also the obvious post-apocalyptic connotations. That being said, I think I’d personally lean towards “Humans have left Earth” (Wall-E style? Nuclear War? Dying of the sun?). Turn it into a Homeworld/Battlestar Galactica kind of thing. Players pilot fighters to defend the mothership? Or maybe
Beneath the Surface could be subterranean, submarine, or subcutaneous. It could also be about hidden thoughts and emotions, but I don’t think that’s the kind of game I want to make. Some kind of mining game? Fish Tank Commander 3d? Are the players part of the human immune system, fighting against viruses?
Side Effects. Huh. We could recycle the “Alternative Physics”/ “Calvin “Ball” idea, where obstacles removed or physics modified in one round get in your way on subsequent rounds. I feel like there’s more room for interesting and original ideas here, but I haven’t figured it out.
One Shot. Sniper game? Death Star Trench Run?
Forgotten Places. I must be tired, because my creativity is waning more and more. This really has a lot of potential for a moody, interesting theme, but I’m having difficulty nailing down specifics.
Survive. I like the base-defense / starship-troopers kind of thing here, and it feel great as a multiplayer. Setup barricades, turrets, etc… and defend for as long as you can against wave after wave of enemies.
Ludum Dare #26: Round 1 Voting Results
0Note: This is only the FIRST ROUND of votes. The top few themes from this will appear in the FINAL ROUND, which decides the actual theme (on Friday).
Afterlife made an appearance in the previous few LD votes, and it always seemed a bit dull to me. It makes me think that we’ll be playing a lot of generic games that happen to be placed in heaven or hell or something. That being said, there are interesting opportunities to draw from a variety of more interesting literally sources and to mine from a large variety of religions and mythoses. Mythosii? Mythosaurus Rex? Anyway, there’s also the mechanic angle — where the game changes after you die or somehow requires death to progress. Note that this is different from a game that revolves around things killing themselves to accomplish goals (i.e. Baneling swarms or something). I’m still having trouble coming up with a specific (and hopefully multiplayer-friendly game).
No Weapons Allowed is, in many ways, what I consider to be a classic Ludum Dare style theme. I think that’s because it reminds of some of the older LD themes, such as “Enemies as Weapons”. Now, it’s important to remember that this is not a rule of the competition. You could have a game in which you have TONS of weapons, but you’re trying to go into an area protected by metal detectors and x-ray machines. Although, as I type that, all the scenarios I’m imagining are kind of “terrosisty”…so best avoid that. There’s also the idea that you aren’t allowed to use conventional weapons, but what about fists, or nerf bats, or paint guns, or maybe you’re fighting “grumpikins” by throwing “flowers” at theme. You could make a classic Quake-style FPS game…but all in bright cheery pastel colours. I like this theme because it should force creativity. To me it’s not about making a game that just doesn’t have weapons — it’s about explicitly subverting genres that classically rely on weapons to function. What is a “weapon”? Paint guns feel too weapon-y, but what about snowballs? Of course, this could be a game about rebuilding after a war so devastating that everyone is trying to come together to build a big peace monument. It could also be a game where you don’t have weapons and are mostly stealthing/running/parkouring away from people who do.
Against the Rules is kind of “meh” to me. So broad and yet so specific. Maybe it’s just a lack of creativity on my part. I guess what starts to come to mind are all the “do not” signs you see in life. “Wrong Way”. “No Skateboarding”. “No Smoking”. “Employees Only”. A graffiti game? A game about removing tags from mattresses? Actually, the graffiti game might really be fun as a multiplayer game. Everyone is trying to “tag” as much stuff as possible within a time limit. Maybe you can’t “tag” something that’s still wet (forcing people to spread out), but after a certain amount of time you can start to overwrite other people’s tags. Okay, I’m starting to like this now.
Dreams. Wow. And I was complaining about other themes being too open-ended? Okay, what comes to mind is the idea that dreams can shift so rapidly on you. One minute you’re running through the jungle and the next you’re walking down and aisle in Walmart. Okay…the art for that would be impossible for me to produce in the allowed time (or ever). Maybe it’s more that your abilities shift? One minute you can fly, then you can’t, but you can breath fire, then you can’t and all of a sudden you can’t open a door even though it wasn’t locked a minute ago. Or, with the door thing in mind, it could just be a totally surreal adventure game where the way to unlock the door is to put the teddy bear in the coffee can. Well, no, that sounds pretty dumb. Maybe it’s more of a building game, where you can create physics-defying landscapes? Gravity could be totally subjective — walk along vertical surfaces — and some areas you just “float” in. Calvin-ball? You can do something that changes the physics on the fly, to screw over the other team.
Colony. A solid contender in recent LD votes, and certainly something that would align itself with what I — and my viewers — enjoy. A co-operative survival game. Maybe in space. Maybe on a deserted island. Maybe in the “new world”. Heck, maybe you’re a colony of fungus. Or Ants. It’s Dwarf Fortress, except YOU are the dwarves. Hard to make in 48 hours? Fuck yes. Epic as hell? Indeed.
Ancient Ruins. Maybe an exploration game. Find artifacts. Could be done a puzzle game — some variant of Sokoban or Soduku. Maybe you’re constructing Stone Henge. Who doesn’t like a good henge? Or maybe even building the Valley of the Kings in Egypt. Kind of a “prequel” to them becoming ruins. An E Truly Hollywood story.
Alternative Physics. The “Dreams” calvin-ball idea certainly fits here! I don’t know what the single-player version would look like though. AI bots are hard enough in CONVENTIONAL physics. Maybe the physics change on their own, and you’re trying to “score” as many points as possible in the amount of available time? There can still be the option of changing things yourself to try to make things easier for you and improve your time — and in multiplayer, it’s a combination of easy for you and hard for the other players. Maybe your in a “cube” room — you start on one side and have to go to the other. There are obstacles in the way that you can shove away. The catch is that the bottom/left/right/top of the room each has its own gravity — and every time you score you get moved to a different floor. So when you change the world, you are potentially screwing other player or just yourself on future rounds. A different, but related idea: “The Enemy Gate is Down”.
Anyway, that’s the last of the positive-voted ideas. It’s possible that Journey or Chaos or something will still show up in the final round, but in theory the above themes have the best chance to win out of this lot, so they’re the ones to start thinking about.
Round 2 voting should be finishing up soon!
Ludum Dare: I want to make a multiplayer game.
3As I mentioned in my previous post, my plan for this Ludum Dare is to try to make a multiplayer game in Unity 3d.
It’s crazy. No one does that. 48 hours is a microscopic amount of time for a simple, single-player game. Debugging is going to be a *bitch*. The real challenge, however, is that the game must be playable solo because I can’t guarantee that there will always be other players online when a judge tries the game. Fun times.
Anyway, as a mental exercise, I’m going to go through the top-20 voted themes from the PREVIOUS Ludum Dare and try to think of ways to work this theme into a multiplayer game. The basic control schemes I’m considering, in ascending order of “hardness”, are:
- First-person (may or may not be a shooter)
- Over-the-shoulder third-person (shooter? platformer?)
- Diablo/UO/-style 3/4 view (RPG/Adventure?)
- RTS
Things that WON’T work:
- Fully automatic physics. The built-in physics engine does not work correctly in a peer-to-peer setting. Physics aren’t impossible, just trickier and/or more limited.
- Persistent worlds. I will be using cloud-based peer-to-peer networking, with no central server. (Assuming something miraculous happens, I MAY have time to have some things sync to a central server, but those things would be more like leaderboards.)
Note — these were the possible themes for the PREVIOUS Ludum Dare and are unlikely to come up again. This is just a mental exercise.
Chaos:
- Butterfly theory — what kind of small changes can players do to something that has a large effect down the road?
- Are the players trying to build something, but there are unpredictable disasters that keep happening?
- Some twist on something like the classic Kerplunk game might be possible (with just the Master client resolving the physics).
Colonize:
- FPS game with day/night cycle. Players are space colonists that have crashed on an alien planet. During the day, they can scavenge for debris, resources, build barricades, etc… During the night, they must defend themselves from monsters. Each night brings more enemies. How long can they survive? (Number of enemies scale proportionally with number of players.)
- Multiplayer dwarf fortress/SimCity/Tropico. Because I’m a masochist.
- Players are shipwrecked. Gilligan’s island. Under the Ocean. The Settlers. Players have hunger, thirst, tiredness, dryness, and coldness. They must hunt, make fires, cook food, build shelter, craft items, and survive for as long as possible (X number of days until rescued?). Friendly-fire is enabled (can be disabled when creating a room?). Dead players drop their inventory…..and meat.
Construction:
- See “colonize”.
- Players control cranes and work together to build a tall tower. Depends on ability to resolve physics on the master client with reasonable latency to clients — not sure if this is possible.
End of the World:
- See the ideas for “Colonize”. Replace space aliens with zombies. Cliche game, but a good one.
- See the ideas “Chaos”.
- The world is literally disintegrating around us.
- Some kind of “free running” game? Where’s the interactivity? Or is it just a race?
Fortress:
- See “Construction”. Medieval variant?
- Alternatively, top-view castle building. Tower Defense game?
- Rampart.
- Co-op or competitive?
Journey:
- Players are on a souped-up bus, trying to make it out of town during a zombie invasion. One person drives, others fight? Problem: Some roles are more fun than others. What about solo-play?
- Players part of a convoy of vehicles? Cars? Horse-drawn wagons? Players can choose to drive (including for solo play) or if they’d prefer, they can man turrets or something.
- Players represent the environment — either assisting or obstructing something trying to make a trip. Are they working together to blow a ship through a reef-filled bay? Maybe they take turns placing down road segments, jumps, turns, etc… for a vehicle (or instructions for a robot) or something. Players have 5 seconds to place their next piece somewhere on the board. Reminds me of something like RoboRally.
Night and Day:
- See “Colonize”.
Outer Space:
- See “Colonize”.
- Multiplayer space sim. Artemis? Escape Velocity? X-Wing?
Parallel Worlds:
- Players cannot see each other, but changes they make in their environment are reflected to other players. Where’s the game? What’s the solo mode?
- An actual play on “parallel”, where one player operates on the XY plane and another operates on the XZ plane. Solo mode could allow players to <TAB> between them. Or if it’s competition, have an AI opponent option.
- Maybe each player is playing on a separate “floor” of something like an office tower building.
- It might be fun if we intentionally FAIL to sync something across the network, such as physics. Players can see each-other, but their worlds start to diverge as various boxes and stuff get moved around or destroyed in completely different ways. Imagine an FPS where a box you can see doesn’t exist for another player. He can walk right through it or shoot you through it, but you can’t do the same. You need to build a mental map of what you think HIS world looks like and how you can take advantage of it. Maybe you can place “bombs” that only blow up in other dimensions, allowing you to affect other worlds in ways different from your own. No solo mode that I can think of, but remarkably innovative/unique.
Salvage:
- Maybe a “sorting” game, where you’re having to divide up paper/plastic/metal recylables using some sort of claw? A little like the construction crane game. Each player has his own claw.
- See the Colonize idea, where players are salvaging during the day.
Time Loop:
- Ugh.
- Seriously ugh.
You Are The Villain:
- The players are the enemies in a shmup or something. They have hundreds of (shared?) lives and must destroy the “hero” before he reaches his goal. It would be neat to show a “zoomed out” view of the area, where you can clearly see where the hero’s screen view is (and bullets cannot go in/out of that area) and then the huge armada of ships that the players can claim just outside of it.
- Dungeonland.
Ludum Dare is Coming!
2Like a smoker waiting for his lunch break, I am craving the next Ludum Dare. This will be my 5th time participating, and each time just gets more and more fun.
You can read about (and play) my 4 previous entries here.
Why do I love LD so much? It’s a combination of things. Certainly I love making games, but that’s only part of it. Part of what makes it so fun for me is the fact that I livestream the entire process for my relatively large audience. There is something unbelievably gratifying about getting instant reactions about your ideas and massive amounts of feedback as you post hourly builds (most of it complaining about how it’s not a AAA-quality title). Last LD I peaked at around 600 concurrent viewers. I strongly expect that I’ll pass 1,000 this time (with 5,000+ individuals checking in over the full 48 hours).
For LD #23, I did a multiplayer strategy game (a sort of “Chess meets Starcraft”), which was a great way to bring my audience together. However, because games took a while to play out and because you needed to create a user account, the LD judges often were not able to fully experience the game. But since then I’ve done a tutorial for multiplayer in Unity 3d on my programming channel — and it’s got me thinking that I’d like to revisit the idea of doing a multiplayer game for LD, but now with instant, automatic matchmaking and much faster and shorter gameplay sessions.
I’m almost certainly going to have to drop a few bucks to acquire a server that can handle the required matchmaking (which is not optional, IMHO) — but I think that the pleasure I’ll derive from having my community play together (destroy each other?) will be priceless.
Tools (may change in a post closer to the actual date): Unity 3d, Photon Unity Networking, Photoshop/GIMP/Paint.Net, Blender, Audacity, BFXR, atrk-bu, SchismTracker.
SimCity Traffic, Under the Hood – Explained
0The offcial SimCity blog just made a post explaining the internals of the traffic routing system:
http://www.simcity.com/en_US/blog/article/under-the-hood-of-simcitys-traffic
It’s pretty simplified, but I suspect that it might still be hard for people to understand so I figured that I would try to distill it even further. I’ve done work with pathfinding systems in the past, and for the last couple of weeks I’ve been studying D*Lite, which is the pathfinding algorithm used in SimCity, and also playing with road networks and such in Unity (hence the latest tutorial on quill18creates).
There are two ways in which the pathfinding system in SimCity differs from how most people “think” of pathfinding in real life.
- The pathfinding system works backwards. It starts from the “goal” and works its way to the “start” location.
- The pathfinding system is about intersections, not roads. (NOTE: This doesn’t necessarily mean ACTUAL multi-way intersections — sometimes road segments can get split depending on how they were laid out. You can see this in game when you are upgrading roads or CTRL-bulldozing them. Sometimes only a certain amount will get selected. This will look like a single road, but is actually several road segments.)
Basically, here’s how it works:
When a vehicle is at an intersection, it looks at all other connected intersections and asks: How close are you to (this thing I want). Each intersection then replies and the car picks the one with the lowest number.
Note that at NO POINT does the vehicle have any idea what the cost of travelling to that next intersection is.
For example:

A car leaves the green residential area in the morning, trying to get to work at the yellow industry.
It will turn NORTH onto segment 5, because the north intersection has a lower number than the south intersection.
It will then go NORTH onto segment 6, because the next intersection on that route has a lower number (60) than the one on segment 4 (110). It doesn’t matter how much traffic is on segment 6, because the next intersection Is truly and correctly 60 away from the industry.
Now let’s look at the next example, in which segment 6 is split into two by the addition of a little dirt road intersection:

The previous intersection still has a weight of 60 (which is correct). However now, because of the traffic, the mini-intersection in between 6 and 7 has a very high weight, which means that our car will now take segment 4 (I am 110 away from industry) instead of segment 7 (I am 560 away from industry).
Using this information, we can DRAMATICALLY improve our traffic. Again, as mentioned above, this doesn’t mean that we literally need to add intersections (which slow down traffic in their own way) as long as we can force road segments to split.
Expect a video soon!






