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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    A Turmeric Post-Mortem

    Posted by (twitter: @Local_Minimum)
    December 27th, 2013 7:26 am

    This Ludum was chiefly a social experiment:

    Could I bully some of my friends to come here to our house and have them make a game with me?

    Given that some would show up, most of them not programmers and those that are… they code in different languages and are hard to coax into new platforms.
    I had decided, though I put if forward as something that could be discussed, that we’d use Unity’s new 2D mode.

    The art-style was sort of set on the Friday. In an attempt at harvesting everyone’s talent the most, we decided that all content be made IRL and no CGI trickery allowed. I also expected this would make our game stand out, which is extremely important when there are so many entries.

    So we went to sleep and woke up to the worst theme we could have imagined.
    We had a meeting, but I can’t say we ever got to a clear “You only get one”, so instead we had many weaker “one friend”, “one direction” (camera was not supposed to allow backtracking as in old Mario games), “one inventory”.

    We never got around to formulating any strong connection with the theme, that’s the first thing that went wrong.

    The IRL department sat out taking photos of things and tediously magic wanding and lassoing away their backgrounds:

    Turmeric Jam Jar's moss sprite

    The moss sprite

    In parallel I was coding behaviors with colored blocks feeling very professional:

    Development Scene

    Development scene

    I had a novice Unity assistant working on animating the main character (his first experience of Unity) which saved me several hours.

    How did it all work out?

    Turmeric Master Plan

    A design for a friend.

    What went wrong

    • Character controller is a bit funky, we’ll try to fix that soon.
    • Time ran out for me, so all animations and effects were not included
    • There’s a bug: If some items are picked up and dropped they become very very small
    • There’s another bug making the hearts not affected by gravity (one could also miss the meat-heart and right now there’s only one crane-flight)

    What went right

    • The graphics! The atmosphere!
    • The characters way of movement
    • Some of the puzzles were quite awesome

    But most of all, I proved to my friends that we’re a game making team. I got several of them hooked, and some that missed this time I’m expecting will join next.

    Finally, we set out to make a game with no violence and no sexism in it. We stayed pretty much true to the no violence, though one ending can be interpreted as such, the game itself is very non-violent. As for sexism, there should be absolutely none in this game.

    Try our game, many find it scary. We’re just proud that we did it: The Turmeric Jam Jar’s No-Name Game

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    One Response to “A Turmeric Post-Mortem”

    1. hamster_mk_4 says:

      I roped a bunch of non-programmer, non-artist friends into helping me with a ludum dare once. I ended up making a 2.5D brawler engine before the event and using my friends as models for digital pictures. Most of my time was spend wiping out background artifacts from a 200+ digital images. Still it was good fun, and gave my friends a view of what game development is about.

      Here is the result.
      http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=4265

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