I'm a PhD student who enjoys making games in his spare time.
I've dabbled with several languages for my games: C++ and Java with OpenGL; C# with XNA; and most recently Flash with FlashPunk.
Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]
[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]
I'm a PhD student who enjoys making games in his spare time.
I've dabbled with several languages for my games: C++ and Java with OpenGL; C# with XNA; and most recently Flash with FlashPunk.
Ludum Dare 21 |
This was my first Ludum Dare competition (but not my first 48 hour competition) and I’m very happy with how my game turned out. When the theme was announced, I was disappointed — I didn’t think I could come up with anything good, but eventually settled on a sliding block puzzle with patrolling enemies.
By the end of Friday, I had all the sprite-work done, a player that could move around the screen and some basic level collision stuff. Saturday was much more productive, and by mid-afternoon I had most of the game mechanics finished. Saturday evening was divided between making music/sound effects, making title and instruction screens and trying to come up with more levels.
On Sunday I made the animation smoother (originally characters moved an entire square with each step; a quick hack changed this to a fluid motion over several frames), added some slightly better music and introduced pressure switches.
I also redesigned all of the levels except for Level 3, making them more compact and placing more emphasis on the puzzles. In hindsight, leaving Level 3 alone was a bad idea, and it seems like the game for most people ended up looking like this:
…which is a shame, because Levels 4 and 5 are my favourites.
Lessons:
All posts, images, and comments are owned by their creators.