Archive for August, 2011
FuhFuhFire! a Unity FPS [submitted!]
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4369
Phew, finally got it all uploaded and done! I’ll do a post-mortem later, right now I just want to sleep. Thanks LD!
WASD to move, SPACEBAR to jump.
MOUSE to look, LEFT-CLICK to do stuff.
>>> You’re the type of guy who starts fires, just so you can save people from them and be a hero. First you’ll set your Fire Bomb, then you’ll rescue your Victims. Maybe your plan will go awry (it probably will) and you’ll just have to ESCAPE by yourself, leaving the rest behind in their screaming agony?
- 8 different endings
- dynamic fire propagating system
- dynamic level destruction! wow!
- totally unrealistic model of firefighting
- … and more!
Made with Unity3D, some super simple models in Maya, some sounds recorded on a Singstar USB mic + Audacity, and some simple textures in Photoshop.
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4369
Yeah! We have a editor
So our game is nearly finished, we just need some sounds and a bit more graphics for UI. Right now I am working on the editor which you can use as well once you’ve finished the game!

Escape from Hell – submitted :)
Yeah finally done! Kinda… Still a lot I didnt get to add, like gruesome decore, music, harder puzzles… Maybe I’ll add to it someday but I’m sick of it at the moment
It’s submitted under the jam since I went over the Compo time limit. Here

Bed time!
going to make it a jam game instead :)

So I managed to get pretty damn far within the compo time I think, managed to make the game code complete, playable and finishable, it’s just lacking enough levels and some sfx. I figured I could spend the last hours missing sleep and cram those in, or I could get a good nights rest and finish off the game today instead. I always choose a good nights rest, always
FINISHED
Finally submitted my entry! Too tired to write anything else, so here’s a copy-paste of the entry desctiption! (And a screenshot!)
![]()
Here’s the link to the submission
Wow. I literally just wrote code, 3d-modelled, composed music pretty much non-stop for 48 hours. I had some problems building the Windows version in the end, so posting this a little late (thank god for the extension!).
The game is a little smaller than I originally planned, but I’m pretty proud of it and I hope that you enjoy it!
I used a framework called Polycode (which I am also the developer of and which you can find at polycode.org).
Aside from that I used Blender for 3d modelling and animation, Photoshop for all graphical needs, Reason 4 for music and SFXR for sounds.
The code is a real mess, so don’t take it too seriously. I had to jam a ton of quick fixes in the last few hours, so it’s really really ugly.
HOPE YOU LIKE IT!!
Thoughts on LD21
What a fantastic weekend! I’m beginning to realize why people always stress the importance of forcing yourself to take breaks. This is an incredibly self-involving craft, and I got so caught up I probably only took about 6 hours worth of breaks throughout (excluding sleep, of course). So, I’m broken but incredibly satisfied, and I had a great time.
View my entry, “Cells”, here:
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=3643
Post-mortem time:
My biggest gripe – adding sound and music has eluded me AGAIN! I also let it slip last time. I’m fairly new to a couple of Actionscript 3 concepts and embedding and playing sounds seems to be pretty simple, but I must be missing something very obvious because I always have problems. I did manage to get sound working in a previous project I worked on, but for whatever reason I couldn’t get it going this time. So, I opted to carry on with what I knew rather than spending hours messing around with sound.
The other problem is that I have more experience with 3D and digital art than programming, so even if when I don’t have trouble coming up with a gameplay idea I still tend to focus largely on graphics. I loved the theme this time, but had a hard time coming up with an idea, which meant by the end of the first day I still didn’t have an iota of gameplay/interaction code. The player could run and jump and all the technical aspects were in, but no game. I only came up with the hacking idea on day 2, so I didn’t leave myself enough time to create more challenging puzzles.
That being said, I was very happy with the hacking concept and I think the final game could be tons of fun as a puzzler if those puzzles were more taxing. With things like watching for enemy paths, following electrical connections and being able to hack more floors above, the game would be somewhere between an escape the room game and an arcade puzzler.
The graphics was the other aspect I was very happy with. I managed to get an animated character in too and even though his animations were a little rough, I can see that a little animation makes a huge difference. I wanted to do more with lighting – as you got higher the floor you were on would be brighter – but that, and many other tweaks, will come if and when I update the game. I also love the dark and slightly spooky atmostphere and I’d love to tie a creepy or mind-bending story into Cells.
Overall, I’m really happy with my entry. Good luck all!
Facilitated Escape
I released my game, entitled Facilitated Escape, earlier today. It revolves around escaping a collapsing facility of some kind in your rocket, the challenge coming from dodging oncoming “blocks”. See its entry page and its page on my website. I’ve also put together a gameplay video, and a time-lapse should be coming soon.
Escape from Ludum Dare!
Monday, August 22nd, 2011 2:39 amSo here’s my game!

You must escape from Ludum Dare by completing microgames, each based on a Ludum Dare’s historical theme! Play Escape from Ludum Dare here!
I Finished!
Monday, August 22nd, 2011 2:25 amI got my entry submitted at about 2am BST, which makes a change from the 2-minutes-before that I usually end up doing. So here’s my entry, VOLCANOWNED!:
I was pretty happy with how it turned out. It’s a very simple game but I think I did a decent job with the graphics. Next time I’ll leave that little bit extra time to record some proper sounds and music.
I’m going to put my timelapse together later and write a full post-mortem soon. And oh man I can’t wait to start playing all the other entries – I swear they just get better and better every time!
Timelapse released!
Here is the timelapse for my entry (“A tale about life, death and a looser”)!
As you will see, there lots of copy paste while painting the assets, just to speedup the process a bit
The blond woman is actually the hero slightly modified, so is the boss..etc.
Entry:
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=2982
Timelapse:
Have fun!
Bunnies, Back Into Your Cage!
OK, I confess, I could have posted earlier. I am not much of a blogger, so please bear with me.
I changed my plans Saturday evening, when I couldn’t see my Unity3D project any more and I just thought: “This isn’t fun!”. Instead, I stopped thinking about the theme and started FlashDevelop. I already looked into FlashPunk, but didn’t use it seriously; on the other hand, somehow I got the idea of a “PixelCraft”, a minimalistic Minecraft, and it was obvious that I should try it.
So I did this for some hours and it started to become fun. You can pick up and placing blocks, and other characters in the game follow you. It only missed the gameplay. Sunday afternoon/evening I decided that some animals escaped from their prison and you have to capture them. And that was it.
You can see the entry for Bunnies, Back Into Your Cage! here!
Graphics were done in Photoshop Elements 9, sounds in bfxr, music in inudge.
Timelapse!
For those who care, here’s my LD #21 timelapse: http://www.youtube.com/watch?v=vNmF2BMoW28
Also, for comparison, here’s the code I started messing with: http://pessoa.fct.unl.pt/d.serrano/amaze
And the game that it ended up being: http://david.substanciadigital.com/ld21
Hope you enjoyed this LD as much as I did =)
See you next time!
Wow ! 500 games!
That’s awesome to think that more than 500 games were made last 48h!
congrats all !
![]()
Since there is little amout of time added I updated my game adding a usefull reset button
: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4651
Run Run Robo: Well, I’m bushed.
I got a fun chase animation for our boss going, which was an interesting bit of practice/experimentation for watercolor-style animation. I’ve been trying to fill in art assets where I can and we’re all buckling down and trying to finish those last bits that really make the thing playable. Enemies drop weapons and health now, things can die, and there’s a high score screen. Go team! I’ve proven less useful in this code than I’d hoped since I sent myself to art-land, but I still poked around in there a bit to make the game end properly when the boss dies. I’ve written up the todo list of things left before submitting. It’s bigger than I’d like, but pretty doable.
Good luck everyone!
One Dare down
Well, that was exciting,
Since this was my first try, you might think I wouldn’t be able to get much done in 48 hours. You would be be correct. I had (I thought) modest plans at hour zero, but same plans looked preposterously grand at hour 36. Nevertheless, I feel like I had a great chance to try a few techniques I’d been pondering for a while and actually “finish” a project and, for the low price of a weekend’s worth of sleep, I ended up with a nice little point-and-click adventurer (with a brilliantly original name to boot).
I have never been so drained in my life.
Entry: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5391
I am going to go pass out in a pile of laundry.
Hollow – A Rewarding Experience
This was my first jam of any kind (I happen to be off seemingly away from other indies, which prevents meet-ups, and my schedule never seems to leave a nice 48-hour swath available to do this kind of thing) and I had a great time! It was very motivating just knowing the time limit, and I can’t say I’ve been more productive on a game. I hope everyone else had as good a time working on it as I did! Anyway, on to the actual game.
Hollow is an atmospheric game about a white creature who has fallen down an enormous pit into a cave. Your goal is to help him escape the cave and return to the surface through a maze of caves and corridors filled with monsters of many kinds. The art direction was very much meant to be bleak, dreary, and dark, as to show the sadness of the creature and the landscape. The monsters are all multi-eyed pupil-less guys (as they live deep in a cave!) which makes them all group well and fit the environment as well. The monsters are also (hopefully) relatively original in how they act.
The controls are on the games page, as well as the tools I used to make the game. I will most likely be extending this game into a fuller experience later on for sponsorship, so look for one with more levels later on! And see if you can find the secret alternate route
Thanks for reading!











