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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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A Postmortem – Jammed…

Posted by
May 3rd, 2011 2:37 am

A quick postmortem of my LD20 experience…

Woke up read winning entry and then turned over to dream a game, got up a bit later with a fully formed game design buzzing in my head!

First play with Unitys Terrain tools had an island rising from the sea, but made the first mistake of using Unity textures to paint the island and skybox!

But a static view of an island with nice water and skybox does not make a game. Dropped in the FPS controller and he presto running around on the island.

(2 hours)

Oops the player can’t climb steep slopes, spend time trying to make the slopes shallower and test/repeat…

Some time later.. ! Change settings for max slope in controller!

(1 hour)

Towers: using default cubes and physics build a tower! Find a cool diamond material (oops!) and prefab it.

Position towers…

(3 hours)

Build weapon and plinth in blender…. drop into Unity.

(1.5 hours)

Picking up and Throwing the weapon to destroy the towers…

(4.5 hours)

Boomerang weapon return after throw.

(1.5 hours)

Day one over…

Day Two…

Played around with the graphic effects to give the impression of fatigue and near collapse for player.

Getting the towers to fight back fireballs were needed.

Spent a good deal of time tweaking the basic gameplay and had a lull, this seams to be a recurring problem in LD’s by day two I’m tired and tend to make less progress.

Got back too it and pulled together an intro scene and then released it as a Jam…

I should have avoided using Unity textures and prefabs (palm trees) to make a true LD entry!

Definitly should have done a warm up game/project to get the feel of starting from scratch again!

No Music/Sfx – Need to work on music/sfx creation from scratch!
No Player death/health
No Win State
No Levels
No Variety

Had great fun and I think ‘From the wreck of HMS Lightning’ is very atmospheric but lacking in depth!

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