Humphrey’s Tiny Adventure: Remastered

Last year I participated in my first game jam with Ludum Dare #23. The result of those 48 hours was Humphrey’s Tiny Adventure, which I’ve written about previously. I was really proud of what I was able to accomplish, but there was a lot that I wanted to do with the project that I didn’t have time for. I didn’t include any sound or music, and I didn’t have anyone test it before release, so I never had the chance to get feedback. I recently decided to give Humphrey a long-overdue makeover for one of my entries in OneGameAMonth.

Over the past three weeks I’ve rewritten every piece of code in the game. Looking back at the original code, I’m literally terrified at the prospect of dealing with it. For the most part the gameplay is nothing complex, so I was able to build on the engine I wrote for Hypothermia. I created a data-driven cutscene scripting system using Slang, which I wrote about here. This was immensely helpful both in terms of writing reusable code and iterating quickly on the way each scene played out.

I’ve also redone almost all of the artwork. The art in the original version of Humphrey was composed entirely of large colored squares. This was mainly due to time constraints; the abstract style allowed me to spend very little time on each asset while still conveying the desired meaning. For the remake I did away with this restriction, and I’m very happy with the results. As usual, I used Inkscape for all the art.

Finally, this release includes a fantastic soundtrack by Chris Logsdon. It was composed specifically for the game, and you can download it here in high quality for the price of your choice.

Download the game here! I’d love to hear what you think of it!

First Ludum Dare — post mortem

humphrey

(This was originally posted on the Ludum Dare compo blog, for competition #23 “Tiny World”)

I’ve known about Ludum Dare for a few years now, but every time it came around I would end up having too much to do in real life to participate. This time I was finally able to get involved, and it was one of the best things I’ve done in a long time, resulting in Humphrey’s Tiny Adventure, a point-and-click adventure game. Here are a few lessons I learned along the way.

Do as little brainstorming as possible

I knew from the beginning that I wanted to make an adventure game. At 9:00 PM the first day, the theme was revealed and we were able to get started. I spent 15 minutes sketching out some basic ideas and then got right to work. Not everything I wrote down made it into the final game, but it allowed me to get started quickly and add details as I went along, instead of trying to develop a complete design doc or storyline.

 

Get all your tools and libraries ready to go beforehand

This is a bit of a no-brainer, but I thought it was worth mentioning For this project I used FlashDevelop for my IDE, Inkscape for graphics and Chronolapse for screencasting. Since all three of those are necessary to get started, it wouldn’t do to have some programs downloading after the compo officially started.

 

Pick an art style that you can produce quickly

I’m mainly a programmer, and while I am capable of creating some reasonably impressive vector art, I certainly can’t pump out high-quality assets fast enough to make it a viable option for a game jam. I decided on an art style that consisted only of colored rectangles, which allowed me to keep my art simple, uncomplicated, and abstract enough that realism wasn’t a concern.

 

Use release-quality art early on

Chances are if I started out using placeholder art I would just continue using it until I ran out of time. Creating final art assets in the beginning helped me have a feel for how much work it would be to bring the project to completion.

 

Use version control

If you aren’t using version control already, start now. The first thing I do when I start a new project is create a new local Mercurial repository, and it’s saved me many times in the past. Using version control can save you if you mess up your project too badly, or retrieve old versions of your files if you decide that the first iteration of your player class is the better one.

 

Record a screencast

Keeping a video running of my work helped to keep me from getting distracted. If I wanted to update my progress on twitter, I had to open up Chronolapse and pause the capture, and even that small amount of required action was enough to keep me from constantly tabbing over to check my email.

 

Take breaks and get enough sleep

Whenever I came across a tough problem or design decision, I got in the habit of getting up from the computer and making myself a hot cup of tea. As much as it might seem like it’s necessary to spend the entire 48 hours in your computer, the best thing you can do for yourself is to take it easy. If you overwork your brain you won’t be able to think clearly and therefore won’t be as productive as you could be.

 

I think that’s about it! I had a blast participating, and I’m definitely planning on doing it again. 🙂