Post Mortem
Here is my post mortem entry. It’s a bit long so click the read more thingie to view it.
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Mini LD #5 :: November 7th-9th Weekend :: Theme :: Cover
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Here is my post mortem entry. It’s a bit long so click the read more thingie to view it.
My webcam timelapse video is available on youtube. I’m not posting the screenshots only one as it’s really boring.
A few tips for people testing my game:
Use the C key to test the alternate camera style (it’s very hard to play with it but it’s nice). EDIT: Also even in normal camera mode you use the END key to place the camera temporarily behind our blobby hero and view what lies ahead.
On the second level, you just have to get rid of the creature guarding the jump point. They always move in your direction so maybe you can trick it.
If everything else fails, use the cheat code: ctrl-shift-J makes a huge jump so you can skip levels or just have fun.
Here it is!!
I forgot to to add it on the screen but F1 brings the help screen.
EDIT: I’m still trying to resolve some dll dependencies, it doesn’t work on all machines currently.
EDIT2: Solved! the zip has been updated.
EDIT3: YouTube video available (also available as a higher quality avi (7.2MB)
EDIT4: I forgot to include the source code when i made my release (shame on me)
Not much of a gameplay yet, but at least it’s possible to move around in the tower.
YouTube Version (I couldn’t find how to embed it in the blog entry :/)
So much left to do, so little time.
So it has begun! The theme was among my favorites as it’s an open theme. Lots of games can be made with a tower theme.
I have an idea of what kind of game I’d like to make. The gameplay details are still fuzzy but I have enough to get started so now that the caffeine is slowly starting to work I’ll start the coding.
I’m not using a fancy pre-made engine library so I have to do the boring stuff again. I hope I don’t waste the whole day just to display some 3D objects, so that I can start working on the interesting parts. It’s annoying to have to code stuff like texture loading or a timer in every compo but at least we’re not using the insane “mechanical cat” rules where you weren’t even allowed to look at code you had written before the competition (apparently the poor people competing in PyWeek still have to do that). I remember losing hours because of that stupid rule during the making of my Lightstream48 and Ring48 games.
Hey guys,
It’s been a while since I participated in one of these but this time I’ll be there. Now I need to get ready as it’s been a long time since I did any game programming.
Once again, I’ll be using C++ and OpenGL to make a 3D game. This time I want to include some things I haven’t done in a LD before like using shaders for per pixel lighting instead of the default OpenGL lighting like in my previous games. So I need to make a few tests in the next days to make sure I remember how that stuff works.
I also need to see if I still know how to do everything to produce the 3D content quickly. Last time I used ZBrush and Cinema 4D and was able to model/texture/animate simple creatures quickly and export the results in a very simple text based format. So I’m going to do basically the same.
I think it’s going to be a great week-end.
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