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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Time Frame – 10 seconds in the span of 10 minutes

    Posted by
    September 11th, 2013 3:43 pm

    screen1

    So, I made a game in 72 hours. Well, the competition entry is not entirely what I had envisioned for the concept, but I accomplished quite a bit in the time I had so I’m pretty proud of it. Time Frame is a game about exploring a strange world that moves in slow motion. The game takes place over the span of only 10 seconds, which you experience over 10 minutes. With a theme like 10 seconds and I really wanted to make something that wasn’t fast-paced and frantic like I knew 99% of the other entries would be. The idea was to have a vast area that you would never actually be able to completely explore within the time limit. I succeeded with that, but I wasn’t able to fill that area with as many sights and sounds as I had hoped. I wanted to have all kinds of things happening in slow motion to emphasize the time dilation, but I ran out of time. In the end there are really only a couple things that give you a frame of reference for how slow time is moving. The first is a fountain at the entrance of an abandoned city that has water falling in slow motion. The second is an event that happens towards the end of the game that reveals why the game ends at all, so I won’t spoil it for you (though I have updated the game since the competition deadline and added more stuff… read below).

    The art style was something that I chose to make asset creation faster. Everything has a very simple, yet high-def look that emphasizes triangles. I actually made all the textures using a really neat application called Hexels. It’s an awesome tool that lets you paint using shapes other than just pixels. I used the trixel shape mode and was able to really quickly develop a unique style. Hexels has a free version that I would recommend everyone check out.

    Soon after the close of the competition I added in support for the Oculus Rift as well. I have had the Rift dev kit for about a month now and have been wanting to do something with it for a while. It was a great way to get familiar with the setup so that we can use it while developing Lacuna Passage as well.

    I’ve had most of my time wrapped up in developing Lacuna Passage, but I have been working on Time Frame on the weekends and I managed to update the game with a bunch more stuff to explore and discover. You can play the updated version or the original version via web player, Windows download, or Windows Rift versions from our competition page.

    Time Frame was created using Unity. Music by Clark Aboud (also our composer for Lacuna Passage). Programming, art, and design by myself, and additional art by Alex Senechal.

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    4 Responses to “Time Frame – 10 seconds in the span of 10 minutes”

    1. Jedi says:

      I’m loading up your game now but I just wanted to say how glad I am for entries that didn’t cram themselves into a ten-second box.

      I’ve seen many entries that were hurt by having an exact ten-second time limit and it’s silly because as game designers ALL the rules of physics are within our grasp!

      Kudos to you for embracing time-dilation! :D

    2. Larzan says:

      To me this game is the best interpretaton/implementation of the 10 second theme, i love it that you did not go the way the others went, just limiting their game time to 10s and then made whatever game they liked, without the 10s being really a theme, but a mere game mechanic.

      Here it is a philosophy, 10 seconds till the end of the world, you can see it coming, but you can’t do a frackin’ thing about it, and still so much to see/explore/do. A metaphore of human life.

      So, gotta go now, have to play the post-compo version ;)

      … a few times …

    3. […] Ludum Dare post-mortem can be seen here, and the playable game is available on the Random Seed Games […]

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