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How to Make a Video Game in 48 Hours

· 6 min read

Making a video game in 48 hours is tough. In fact, it's one of the most gruelling mental challenges you can face. But every 4 months, thousands of die hard game developers enter Ludum Dare, a game jam of epic proportions. And they're not doing it for the prizes (there aren't any) or even the glory. They're doing it to give the gift of a game. And when it's a game you have created yourself, it's a very personal and powerful gift.

So I took part in Ludum Dare once more on the 26th-27th of April. Before I even knew the theme, I developed a number of aims:

  • I was going to be using PlayCanvas and I was going to be pushing the tools as hard as I possibly could.
  • I was going to be building my game more transparently than any other game jammer in history. Seriously.
  • I wanted to make something 3D and physics based.

As usual, the theme was announced in the early hours of Saturday morning: 'Beneath The Surface'. Ordinarily, I would settle on an obscure interpretation of a theme, but this time around, my creative juices were not in full flow so I took the literal route. I was going to make a game where you would pilot a submarine.

After about 30 minutes, I had the basic physics of a twin propeller sub implemented (arrow keys to control):

https://playcanv.as/b/iwysiIRg

I was off to a flying start! But making video games is art. It's practically a spectator sport and I was determined to give the internet full access to my creative process. And this is what makes PlayCanvas so cool. I could simply invite the internet into my project:

Pipe Wars Tweet

And indeed, I had a steady flow of curious spectators dropping in and out of my project as it slowly took shape. If nothing else, it kept me super-motivated.

The Twitter comms continued throughout the weekend. In all, I published 10 interim builds of the game plus the final 'gold' release at submission time. You can find them all in the Publishing Dialog in the Editor. So it's great to show the world your game rising from its foundations, but are there any other benefits to this 'bare all' strategy? Why yes! You get feedback on your game design, you graphical design, your audio, everything! Your Twitter followers are your QA team. Use them!

So I was absolutely nailing the comms side of things. But there was the little matter of actually making the game. I had my simple prototype and now I had to build it out. I slowly developed the concept where the player has to explore an undersea environment to locate and salvage 10 pipes and return them to a 'drop off' point. I also added the necessity to keep the sub topped up with fuel by visiting refuelling points. There were a number of challenges that I had to solve. I'll go through the main ones now:

Terrain

I needed a dramatic undersea landscape. Unfortunately, my modelling skills suck so I resorted to a sneaky procedural solution. Step 1: Generate a heightmap. Check out this tutorial that shows you how to do that in Photoshop. Step 2: Create a 150x150 division plane in 3DS Max and apply a Displace modifier. Then set the heightmap as the source texture for the displacement:

Pipe Wars Terrain

I also exported a 75x75 division version which I would use for environment collision which would essentially be an optimization for the physics engine. It would have been nice if I had had time to texture map it. In Ludum Dare, you have to avoid getting caught up in the detail. Keep your eye on the goal and if you have time left at the end, come back and polish.

Building the Submarine

As I mentioned, my modelling skills are pretty horrendous. Perhaps the hardest thing I had to build was the submarine (I also made a Flappy Bird-esque pipe, a refuelling station and a drop off point). So between 2AM and 5AM on Sunday morning, I built this in 3DS Max:

Pipe Wars Submarine

So it wasn't pro-level art production, but I was proud that I had improved my skills in this area. I built the propeller separately since they were controlled independently in PlayCanvas. Anyway, I had a lot of fun learning all about powerful 3DS Max features like boolean geometry (for combining meshes in different ways) and various modifiers for skewing and warping meshes.

Game UI

HUDs can be a nightmare to build and build fast. Luckily, there's a handy PlayCanvas extension that renders bitmap fonts beautifully. It was developed originally for the game SWOOOP and it worked so well, it was open sourced on GitHub. I found an open source approximation of the Flappy Bird font and imported it into my project. Super easy and it looked great:

Pipe Wars Intro

Audio

I've already mentioned that I can't model for toffee. My composing skills are even worse. So what's a Ludum Darer to do? I googled: 'Ludum Dare procedural music'. Top link:

https://pernyblom.github.io/abundant-music/index.html

The Abundant Music procedural music generator is great:

Music Generator

Check it out for yourself!

Hopefully, that gives you a good idea of how I spent a lot of my time while developing the game. Do check out the project for yourselves to learn more and, hey, if you want to see the finished game:

PLAY NOW!!

So I guess the moral of the story here is that you don't need to be a Leonardo de Vinci to make artwork or Mozart to make game audio. There are tools out there that can do 90% of the heavy lifting. You just need to know which buttons to press. Doing your research in advance of a game jam will help you. And the more jams you do, the more tricks you will have up your sleeve.

I've been making video games for decades now and I'm still learning. I guess that's what keep me coming back for more. See you all for Ludum Dare #30 in August!

Ludum Dare 28: PlayCanvas Round-Up

· 2 min read

So Ludum Dare 28 came and went last weekend and the theme was 'You Only Get One'. Here's a quick round up of the superb PlayCanvas games that were submitted this time around:

This is a point and click adventure. You only get one (game) hour to get all the things Ann needs to leave the house. It's based on video game radio show One Life Left.

Going Around

A 'one button control' game where you drive a truck along a randomly generated track. You can only control the car by accelerating (using LMB, space bar or screen touch). You only get one minute to drive as far as you can!

Accelerally

You only get one... body! And since you are a HUNGRY self-eating centipede, your tail wants to eat it! So you need to collect food as fast as you can in order to stay alive. This is an endless-runner, Snake type of game in which your body gets smaller and smaller over time and you have to collect power ups to grow it back up for as long as you can.

Hungry Centipede

In this game you only have one coin/ball, you must use it to save as many people as possible. The game is based on a charity coin cascade, but it seems to be magical (or broken). Depending on where the coin lands, you might save people, or get more coins. Keep going until you run out of coins and save as many people as possible. In game, choose one of the top four slots to drop the ball through, then click 'DROP THE BALL!' to drop it.

Charitable Donation

You only get one enemy. These two rectangles hate each other. Knock the other off the bridge to win. This game is 2 player only. Player 1 uses A and D to move left and right, W and S to spin, and G to jump. Player 2 uses the arrow keys to move and spin, and space to jump.

The Bridge

Enjoy!

Who Ludum Dares Wins!

· One min read

Submit a game to Ludum Dare and get a 1 year pro account for free!

At PlayCanvas we love to Jam. Specifically, we love to Game Jam. And of all the Game Jams, the one we love the most is the "build a game in a weekend with nothing more than your wits" Jam called Ludum Dare.

Ludum Dare logo

To celebrate Ludum Dare #28 we've launched a deal. If you submit a game to the Ludum Dare competition (Solo or Jam) using PlayCanvas this weekend you'll get a 1 year pro account for free. That's an amazing $180 of game development goodness for you right there.

All you need to do to claim your prize is email support@playcanvas.com with your PlayCanvas username and a link to you game page on the Ludum Dare site.

Happy Jamming

Welcome Ludum Darers

· One min read

Ludum Dare logo

Ludum Dare 26 is coming up this weekend. To celebrate we're giving anyone who wants to enter using PlayCanvas instant access to our closed Beta. To double celebrate if you submit a game using PlayCanvas we'll give you a full year's subscription to the Indie plan when we go public in a few weeks. That's over $150 worth of HTML5 game-dev goodness right there.

To get involved, email info@playcanvas.com or just go and sign up. Make sure to mention LD48 and your LD48 username so we can check out what you make.

We'll be entering ourselves as usual (you can see our previous entries) and probably much of the weekend will be on #playcanvas IRC channel on freenode. So if you enter and you want help, support or just to chat about what your making come join us.

Remember, it's good idea to get familiar with your tools before a game jam, so sign up today and get some practice in.