About DragonSix (twitter: @drag0nsix)
Ludum Dare 28
Ludum Dare 26
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
LD21 Innovation #1 (jam)
Awarded by DragonSix
on December 13, 2011
I can’t for the life of me get inspired enough by the theme. I only had ideas that where either pretty bad on a gameplay standpoint, or just plain impossible to make within my current tool set. Makes me realize that my Unity workflow isn’t quite as ready for primetime as I thought.
All I have is that one screenshot of that one character model I made today, with some neat looking shader I tested. Not enough to make an interesting game I’m afraid. I’ll try to think of something, but I fear this wont be a Ludum Dare for me.
This will be my sixth Ludum Dare, and I’m still both excited and afraid about it. I fully made my transition from XNA to Unity, and now is time to see how good my new tricks are.
I enhanced my workflow quite a bit and I will be able to do some things I never could before. It will be a trial by fire of both my tools and personal efficiency.
Wish me luck.
Like promised, I’ve submitted my game in time. But this time I couldn’t really finish it like I wanted.
Trying Unity for the first time was a very interesting thing to do, but it took a big chunk of time to get it fully ready for all the gameplay ideas I had. Time that I ultimately lacked.
Unity is indeed very good, and I will draw from that experience for my future projects. During the jam I made made a lot of refinement in my AI programming practices. The sort of things I would’ve never done if I kept to my usual XNA engine.
In the end, it was lots of personal development for not a lot of game done. Can’t do both perfectly.
I’ll take my revenge next time.
I’ve learn how to use Unity at the same time as making this game, and things wasn’t all absolute smooth sailing. I had to make some big system implementations when I was supposed to concentrate on pure gameplay and design.
It’s done now, but I only have 24h left to finish the game and I begun by making the map, GOTTA GO FAST.
24h left. Good thing I’m on the Jam.
Yup, once again I’m participating. It will be my 5th time, and still enjoying it greatly. So far, I had the time to brainstorm a good idea, model a character and animate it with all the needed movements. Now I need to make the Map, finish the look of the shaders, and actually code the gameplay.
It is the first time I am using Unity for real (I was just getting ready for larger projects), and so far I am really loving it.
The theme inspired me a crazy idea, and I hope I will make it in time as I will need to make a LOT of features into it, breaking again my own game size record.
Wish me luck
Fearless is out there, ready to be played.
Fearless is a stealth game set in a pseudo-abstract universe, you also have to find and use upgrades scattered through the level to find new areas, to progress further in the mission culminating in an epic final escape.
At the last minute I had a bunch of nasty bugs and stuff that didn’t show up correctly or at all. But I got everything sorted out, and now it is fully playable for your pleasure.
I was very late to the beginning of the Jam, but apart from those last minutes difficulties, it was going pretty fast. I think Ludum Dare begins to have a real effect on my game making speed. It is very satisfying to see yourself making games more and more complete in less time. I hope you’ll enjoy it too
Mid session, I decide that finally I still want to make a game, even if I wasn’t too happy of the theme (as in all LD games are already kinda minimalistic).
But enough of that, it’s time to make a GAEM!
This time this game is about sneaking. Accomplishing your mission and escaping without being seen. It’s a pretty straightforward concept, but I thought why not, make it really good and see how far it can go.
There will be a few powerups scattered through the map, and each will let you go to new parts of the mission and sneak around more efficiently.
Hopefully I can pull it all in the little time remaining for the jam. Wish me luck!
The game I’m working on is titled Proxy Gear, I’ve been on it for more than a year now, and it’s about damn time I finish it and sell it.
Being an XNA based dev, my first choice of publishing is XBLIG, but, as I try to come to an end with the project, I took a look at my other options.
The Playstation Mobile framework seems like a great porting candidate for Vita/Android, and of course, there’s the PC, which would require some additional accessibility work (control configs and such) but is the most attractive those days, especially on Steam.
So, to test the water, I made a Steam Greenlight concept entry (not a submission, since I don’t have that sort of money to spare).
Please take a look and comment on the project here:
I never really exposed the project to any public, I’m really interested in what people might have to say about it.
My third participation to Ludum Dare is out. Once again, this is not like any game I ever made before.
Give it a whirl, it is very short.
I’m still not quite happy with the game design in general, but at least I’m doing some good mapping.
Not an adjective, not a verb. It is very difficult not to make a clone of either Mario Galaxy or Minish Cap (seems like nintendo got the exclusivity on the theme).
This is my third ludum dare now. And I’m so stocked to make a game once again. The last two themes were really good and I hope that third one can too unleash imagination.
LD is for me an unique occasion to challenge the very nature of what a game is.
And to celebrate my third participation, after the jam, I’ll also update and release an xbox version of my very first jam entry Faceless
This time I made a much much bigger game than in September. A big map, some objects and characters, 3 endings, many animations and models, it was a very hectic week-end.
I’m already very happy that I succeed to do a lot more in the same timeframe.
As for the game itself, it’s now your turn to figure it out. Getting to one of the endings is only up to you. I hope you will like it and get all 3