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Archive for May, 2011

Calling It Quits (and an Analysis of the Unfinished Product)

Posted by
Sunday, May 1st, 2011 6:08 pm

Play the untitled, unfinished LD20 entry.

I’m done.  Its not finished, but I’m done.  With a little over an hour left, I’m missing:

  1. any sort of complex pathfinding for the adventurer (read: she runs in a straight line from left to right, not jumping, no anything else).
  2. any hazards other than the arrows falling from the sky
  3. any items with behavior that interacts with the missing hazards (only the shield is in there with any behavior, which simply nullifies the arrow damage).
  4. any sound effects or music
  5. any animation other than what can be done with particle effects
  6. any artwork other than the placeholder concept sketches and primitives-based models
  7. any end goal for the level run (the player will stop in front of a beautiful white cube

In retrospect, my biggest hindrance is in the art department (as is the case for many folks, I would guess).  I’m fairly comfortable artistically, but I’m out of practice with anything but a pen and paper and easily distracted all over the place.  I spent way to much time tweaking particle effects for lava ash and god-rays for item delivery and not enough time producing quality assets or features.  I’m unfamiliar with sprite animation in Unity that doesn’t rely on the commercial SpriteManager 2 framework (which I can’t submit the source for so it’s out for any Ludum Dares).  I’m unfamiliar with anything but the most basic box-modeling in 3d modeling software (which I used extensively to model my arrows, which you can’t barely see anything of and was another waste of time).  I’m also fairly useless at audio output of any sort, so I was planning on pumping out something easy in WolframTones but didn’t have any time to figure out how to get the midi file playing.

All said, I had a blast.  I was up way too late last night trying to get things put together and I learned a lot of little things here and there.  I think I need to brush up on some of my artistic output before the next Dare so that I’m prepared for another ridiculous theme.

Officer Alfred, you’re finished!

Posted by
Sunday, May 1st, 2011 6:02 pm

Just finished my entry. I’m quite happy with it, although I didn’t have nearly enough time to make it a good game.


Go see it!

Done.

Posted by
Sunday, May 1st, 2011 5:59 pm

Finished with an hour to spare. It’s a pale shadow of my original idea, but it is a technically a finished, complete (very short, buggy) game. I’m proud that I at least got something out there! And I’m also excited that it was entirely in Haskell, and to my knowledge the first Ludum Dare entry in Haskell. Thanks to the peeps on #haskell for answering my questions. I need to go get some beer and relax.

http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3863

Done!

Posted by
Sunday, May 1st, 2011 5:51 pm

Heroic Cat is done! Finished! Complete! Final! Oh yes. Can you escort the mighty green dude to where his quest takes him? I bet not!

 

More info here and a download link is here

 

Done!!!

Posted by
Sunday, May 1st, 2011 5:51 pm

Hi all,

This is the second LD48 I managed to finish (20 minutes before deadline)

My entry is a tribute to Filmation engine games from the 80s. I made a lot of effort in this game, but it is small and not too hard.

I hope you enjoy: the gameplay, the graphics, the story (yes it has a story) and the music (specially the music ;) )

The mandatory screenshot:

My entry

Good luck to all participants

Done… Sort of

Posted by
Sunday, May 1st, 2011 5:50 pm

Well, like many others, my game is submitted.

But damn, the final details were rushed, and it shows -.-

Oh well, I’m pretty happy with my first ever (finished) LD48 :D

Done

Posted by
Sunday, May 1st, 2011 5:44 pm

I’ve finished my Action-RPG, Robot Village. If I had it to do over again, I’d try to make it a bit longer.

Play Robot Village.

Thank You Hobo

Posted by
Sunday, May 1st, 2011 5:43 pm

That’s the name of the game, now with a helpful hobo running across the screen to give you weapons.  Also managed to finished the title and score screens along with adding the flamethrower you see below.  Also fixed a few bugs and who knows what else.  Unfortunately I wont have time to add other zombies, but I might be able to squeeze in more weapons if I can get some music done in… LESS THAN 1.5 HOURS?! AHHHH

I’m Done!

Posted by
Sunday, May 1st, 2011 5:42 pm

Man oh man finally…

Damn I’m tired but I managed to wrap up something fun I think. Will leave the creation of various binary files and posts for tomorrow. My bed is longing for me now, or is the other way round? Can’t ever be sure can you?

Going to bed

Posted by (twitter: @FionaSarah)
Sunday, May 1st, 2011 5:41 pm

Unfinished but whatever. At least I submitted something.

Doctor Whoops and the Running Fellow

Hooray – Crunchies

Posted by
Sunday, May 1st, 2011 5:40 pm

UNfinished, but its there. Build problems and faulty POC (proof of concept) with runtime teething problems.. Buts its farther than I hoped to get on my first ld48, so thank you all and see you next time!

 

ps: 5.5-7.5hours work in a car with 1h34m to spare! yay!

And done!

Posted by
Sunday, May 1st, 2011 5:37 pm

Finally done!

The only things I couldn’t finish was a 5th level (so only 4 easy levels), and the binding of trigger points to script (that I manage not to need)…

The part I had more fun with this game was the fact that the game logic was about 60% scripted, which is quite neat… Even the menus and stuff take place “in game”… :)

Tomorrow I’ll post a post-mortem of the game and the timelapse for the compo…

This is not one of my best entries, but it was quite demanding, technically and in terms of game design… This game could really benefit with better tools for level design, or more time to do it in Photoshop… :)

Final tasklist:

  • Framework working
  • Loading a level data (from a DDS image)
  • Rendering the level (3d generated from the level data)
  • Drawing the character
  • Rendering character
  • Design levels/items so I know what to implement
  • Spawn points
  • Bind spawn points to scripting events
  • Draw “old man” and do speech system (seems like a polish thing, but it’s kind of important…)
  • Give and take objects to the player (through scripting)
  • Spawn creatures and give them rudimentary AI (also through scripts)
  • Draw and animate imps
  • Wand of Unsummoning
  • End of level (portal thing)
  • Main menu
  • Title screen
  • Game over screen
  • Sound
  • Music
  • Level 1
  • Level 2
  • Level 3
  • Level 4
  • Level 5
  • Load/Save
  • ….

Looking forward to playing all the games and to see comments on mine!

Quick Dinner

Posted by
Sunday, May 1st, 2011 5:36 pm

My fiancé is fantastic.

Baked potatoes and vegetables

1.5 hours left.

I’m finished!

Posted by
Sunday, May 1st, 2011 5:27 pm

I’ve uploaded my source code for now, and it needs python and pygame.

After not doing a lot of work yesterday due to various reasons (being over my Nans, my brother and I kicking our football into a load of brambles and spending three hours digging it out amongst others); so it was primarily a one day game. Sorry for my lack of posting also, but I was too interest in getting my game done!

A post-compo release will have music composed by my brother (he claims, heh); and if you think you have got a highscore in my game, press “s” upon losing, type in your nickname, and then head over to http://www.jonespenarth.me.uk/~ieuan/spacebombers.php to see where you rank!

Yhn is finished!

Posted by (twitter: @Jhelle9)
Sunday, May 1st, 2011 5:25 pm

Yay it’s done. Feels really good to finally have it out even with some time to spare.

Had lot of fun making it, and hope you will enjoy it too.

Play Yhn here

Last battle against the Old Man

Posted by (twitter: @zurashu)
Sunday, May 1st, 2011 5:22 pm

And now I have 1 hour, 38 minutes left to get everything together.

This will be difficult…

Finished

Posted by
Sunday, May 1st, 2011 5:15 pm

The game is done (http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=3889).

Exhausted, need sleep.

Also, on the side note for my future me: You need to prepare better for LD (learning the framework when LD starts is a baaaad idea, wasted lots of precious time on trivial tasks).

 

Oh, and future me: Get better at graphics! ;)

Timelapse

Posted by
Sunday, May 1st, 2011 5:11 pm

Yet another LD48 timelapse video here

http://www.youtube.com/watch?v=uESk8_Av0-s

“A Tiny Sin” – FINISHED!

Posted by (twitter: @TrueValhalla)
Sunday, May 1st, 2011 5:10 pm

“A Tiny Sin” is finally finished! It’s an experimental story-driven arcade shooter. Yup! Give it  ago :D

Play “A Tiny Sin”


 

Play “A Tiny Sin”

Comments very welcome :)

I failed.

Posted by
Sunday, May 1st, 2011 5:09 pm

So I failed my first LD. I spent first day trying to concentrate on the problem. Looks like I have a problem with concentration. Whatever. I managed to implement most of game mechanics on the second day. But I don’t have enough time left to add enough scenario, add graphics and sound.

The idea is you are a wise sage helping those who visit you in your hut. There are five persons: fighter, priest, thief, mage, imp. You have five artifacts you can give to anyone you like in any sequence. Depending on your choices things can happen.

First Screen

Second Screen

Third Screen

There are different story lines with different endings and different points number to score. Some lines are dead ends.

The goals are to find good ending, bad ending and score as much points as possible.


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