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.
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!
I streamed some yesterday (a week late), and while I didn’t get to check that many boxes from the to-do-list, good progress was done anyway. Loading, placing and saving objects works again in the level editor, I added some water effects (still barebones) and implemented the basics of enemy interaction. I also made some endgame stuff for Baba.
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. :)
Today more work was done on ESA 2’s new editor; layers are now back in along with copying multiple tiles. A new feature is being able to select multiple tiles in the tileset and placing them simultaneously; this’ll make it easier to create multi-tile structures. I also added support for animated tiles and a couple other things. Nothing massively flashy but still, good progress. Hopefully next time I’ll get to work on the gameplay side of things.
As for Baba, I tidied the intro screen up some, adding a neat little background effect and moving some text around to make things nicer and more consistent. Again, pretty small things in themselves, but the effect of having the game look nicer is very noticeable (to me!)
In other news, I talked about Baba Is You at the Jam Jam in Sappee, Finland yesterday. Good fun. My IGF prize things also arrived, I’ll try to post a picture if I remember. Also also, my Summer holidays started! This is very much welcome.
Today I worked on a new level editor for the new take on ESA 2. Things went pretty swimmingly, and in 3-and-some hours I managed to implement basic tile placement & room creating, saving and loading. Next up will be layers, quality-of-life stuff for tile placement and object placement. I can’t say I’d be massively hyped about doing all this again, but it’s a promising start. Let’s hope the development keeps going at a good pace!
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!
A lot has happened over the past couple months regarding my game development endeavours but I’ve been too distracted/tired to write about them here. I’ll try to get something written sometime soon! It’d be sweet to get the weekly updates going; I wouldn’t want to see this blog go silent.
Looks like I accidentally deleted all comments from 2009 (and probably some from 2010) while cleaning old SQL databases and mistaking the comments section of my blog for one. That sucks