Two weeks ago, Ludosity participated in the four-day Games Against Ebola game jam. Daniel and Anton made Princess Remedy In a World of Hurt, with music by Mattias and Stefan, and Simon and Nils made Fist of Healing with more music by Mattias.
Today we’re releasing Princess Remedy for free, while talking a bit about how it was made. Get the game here:
Download Princess Remedy for Windows
Daniel on the game design
In Princess Remedy, you travel around the world to heal people with various ailments. The “Healing Mode” is a single-screen action sequence where you shoot band-aids and throw a limited amount of flasks at enemies like viruses and ghosts. Most of the ideas came from looking at Anton’s various concepts made before the game jam, which were expanded upon on our whiteboard on the first day of the jam.
Since we had four days, I figured it should be possible to make a fairly small RPG world with plenty of characters to heal, and several different enemies. After coding the overworld and basic battle screens, I received 64 NPC sprites and 16 enemy sprites from Anton, and two sets of tiles for the overworld and towns. With only two days left, I made the overworld areas, 49 regular battles, spent about four hours on the final boss, wrote the dialogue (hence why it’s so simple and rushed), and in the final hour of the jam added a save system. Since me and Simon decided to skip sleep on Saturday, I worked for about 32 hours straight, and managed to finish the game without having to cut any content from the plans. We also got a set of sweet final boss tunes from Stefan near the end.
Anton on graphics
Graphics for a jam game should be quick and fun to work with. I decided on a very low resolution look with very few colors on heavy black backgrounds. To spice it up I decided I should only use 1 color per 8×8 pixel block on a sprite or a tile, and I had Daniel code the sprites “erasing” tiles below them (it looks cool! Oldey!). This isn’t to emulate a specific console (although that is fun, I wasn’t up for that kind of dedication in a jam timeframe) but merely because limitations like these are fun to work with and forces one to be creative and try new things. And trying new things is a key to improvement, I feel.
This simple style, combined with very clear instructions on exactly what graphics we needed and how they should be set up, allowed me to churn out all the graphics in 2 days. Which was necessary since I would be away on the weekend.
The biggest thing I had to make was the final boss. For his concept design, both me and Daniel drew simultaneously on the whiteboard, just doodling whatever we could think of. Then I simply polished that design and translated it to pixels (still adhering to the 1 color per 8×8 area was the thoughest part!).
Haku on music
While the graphics are technically emulating something older than the NES I didn’t want to go that far back with the music. Thus the music is made by samples from the NES and the Gameboy, but disregarding any limitations those console would have. I played around with the noise sounds and with using moody arpeggios, also, I’ve been very much into jazz since the Card City Nights OST, so a jazz track naturally made it in there. All in all, I’m very proud of the soundtrack.
The tablet version of Scrolls we helped Mojang develop is now finally released!
Download on Google Play below!
We are super-happy the game is finally out. It was a lot of hard work replacing the entire GUI – using daily beta builds of Unity’s new uGUI system – and getting the game running smooth. Now we will treat ourselves with playing this game on our tablets during the Christmas break =)
Original post here
We just launched a Ludosity Tumblr, and it’s already full of gifs and screenshots from our games and prototypes – check it out here: http://ludosity.tumblr.com/
We should probably merge it directly with this website somehow (we’re tinkering with a new design for the site) but for now they’re separate.
You can follow the team on Twitter too:
And we couldn’t happier! =)
We’re joining Humble and their Games Against Ebola jam together with a bunch of other game developers.
Please donate, every cent will go to Direct Relief in their fight against eradicating Ebola that’s currently plaguing west Africa.
We’re streaming daily, come check us out and maybe give us some ideas too!
Ludosity are today proud and relieved to announce that Ittle Dew finally has a release date for Wii U in Europe. The 27th of November, a Thursday is the long-awaited day, and we can’t wait to see it go live!
Ittle Dew is the titular hero, as spunky as ever as she and sidekick Tippsie tackles an island with curiously designed puzzles, innocent henchwomen and a Scottish pirate with a mysterious past..
The European release have seen a number of updates, chief of which is the ability to play Off TV with full sound coming from the Gamepad now.
An image soon on your Wii U?
We will now start the process of sending out press copies to those that have already requested one, and we also invite reviewers to get in touch about a copy of their own, just email email@example.com! These copies can be played on an European retail unit.
Ittle Dew was initially released on Wii U in the North American region this summer, and on PC worldwide last year. It’s sold well over 100,000 copies and continues to be our strongest performer.
Ludosity is a Swedish game development studio, established in 2008 with over 20 titles released across PC, smartphones, handhelds and consoles. Currently working with Mojang on their tablet version of Scrolls, plus in-house projects.
Today our “Ludosity’s Steamworks Wrapper” (we were legally bound to name it so..) recieved its new price change on the Unity Asset Store: FREE! Check it out here: Unity Asset Store
We also opened up a public repository for the source code (sans proprietary code such as Steam binaries) here: GitHub repository
This means we’re releasing it into the wild for everyone to benefit from. But it also means we no longer will offer support for it – though hopefully the community support will grow into something even better. And we will of course be part of the continued development ourselves as we need new features for our own games.
The main reason we chose to do this is because the coder who was maintaining the code base no longer has the time to dedicate to both development and support any more, and has moved on to new adventures. We have had a lot of fun though, and I hope the project will only become better by this decision.
UPDATE: We have now put the MIT license on this project.
Hello there, scores of rabid Ittle fans swarming our offices and staring through the windows. Daniel here to say something vague about Ittle Dew 2 again!
What’s going on?
At the moment, only me (designer) and Anton (artist) are working on the game at all, mostly planning and making the graphical content. Stefan (programmer) becomes available for some small coding work now and then, but most of the time we have to make do with the functionality we have. Therefore, progress is pretty slow.
What’s done so far?
The game’s design has been mostly laid out down to the finer details, but a lot might change as development progresses. As far as actual development goes – as opposed to me just drawing dungeons and puzzles – we have a player running around various work-in-progress areas and smacking enemies, an enemy scripting system and level editor by Stefan, and some neat room transitions.
What’s the plan?
As the rest of the team are tied up with other projects for a few months more, the game will continue stumbling along, maybe picking up a few lines of code here and there. We don’t even have a deadline on deciding a deadline yet, but hey – here’s a Fishbun with legs.
We’ve recently seen that people are speedrunning Ittle Dew more and more – which is amazing! There is now an official un-official leaderboard in the form of a Google Doc, maintained by the top runners. You can find it here: Ittle Dew Leaderboards
One of the reasons they keep this document instead of just using the Steam Leaderboards is because up until today, those leaderboards have been filled with false entries. Some are obvious hacks, while others might be the result from a glitch in the game. Either way it made serious running more difficult on those boards.
Now the boards have been weeded out though. There were some entries that were close enough to be almost believable, but in the end we decided to cut anything below the official WR (currently 636 seconds) and if we did delete a true time, then all we need is some video proof and we’ll put your time up again =)
Going forward we intend on making some updates for runners – we’re gonna look into fixing some of the bugs that make it harder to run, and also to add a no-dialogue option! Opinions are divided on that one it seems, but should at least make practice easier.
On a personal note, I’ll also try and stream some running soon – gonna try at my PB and break 12 minutes =)
Way back when, we made a Mojam game called Space Hunk.
Seems we forgot to actually put it up for download! So here you go: www.ludosity.com/downloads/spacehunk_all.zip !
Read about the jam here: http://ludosity.com/2013/02/final-build-of-space-hunk/