Home | Rules and Guide | Sign In/Create Account | Write a Post | Donate | #ludumdare on irc.afternet.org (Info)

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

[ Results: Top 50 Compo, Jam | Top 25 Categories | View My Entry ]

[ View All (Compo, Jam) | Warmup ]


About khakionion

Engineer in the Bay Area. I'm here to check out the bleeding edge of indie game development, and maybe toss my hat in the ring from time to time :D

khakionion's Trophies

The Hameln Award
Awarded by Mechamagizmo on December 20, 2011

khakionion's Archive

Timelapse and Postmortem

Posted by
Monday, December 19th, 2011 10:40 pm

It took a few tries in Motion to upload to YouTube properly, but without further ado, here’s my timelapse for the creation of The Travel Section, with a postmortem after the link:

http://www.youtube.com/watch?v=xhNemclQU7s

So, what went right:

  • Sticking to UIKit was a great idea, as it let me visually design my interface and make sure it was going to come out right on the first try.
  • SpriteSomething on iPad was super-useful for making pixel art.

And of course, what went wrong:

  • I totally misused UIStoryboard in my first pass of the app. If I had done just a touch more reading before I started, I wouldn’t have lost five or so hours near the end of the compo.
  • CoreAnimation isn’t for games. I had four or five hours to make my minigames near the end, and if I had stuck to basic NSTimer and manual animation at the start, I probably could have done three or four of them in the time it took me to do just one on the second try.

So, that was my Ludum Dare 22! It was a tough experience, taught me a lot, and was quite a bit of fun. Hope you enjoy the game, if you happen to put it on your iPhone/iPod!

Submission Complete!

Posted by
Sunday, December 18th, 2011 9:39 pm

Yes…! I had to stitch up a few unfinished things, but the app was completed and uploaded during Submission Hour.

If you have an iPhone, iPod touch, or can use the iPhone Simulator, give it a whirl:
http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=4720

Fully Playable

Posted by
Sunday, December 18th, 2011 3:47 am

The game can now be played all the way through, and either won or lost. All the character stats, money, and objectives are achievable. Here’s a screenshot of the “daily summary” that tracks your progress:

Time-Consuming Stat Tables

Posted by
Saturday, December 17th, 2011 5:51 pm

I’ve lost quite a bit of time to the creation of stat tables for the various activities one can do in my game. Since I’m using real world locations and MKMapView, hopefully my progress will speed up now that the tables are mostly implemented.

A Character Creator

Posted by
Saturday, December 17th, 2011 1:59 pm

Spent some time making a nice, responsive character creator.


Next up is finishing the different sprites, then creating the mini games that our lone reporter will be dealing with!

My workstation.

Posted by
Friday, December 16th, 2011 10:03 pm

My Workstation

This is the set up I'll be using for Ludum Dare 22.


11″ MacBook Air, first-gen iPad, fourth-gen iPod touch, and a Dell UltraSharp display. Timelapse is being recorded onto a Seagate USB drive.

Khakionion is in.

Posted by
Monday, December 12th, 2011 9:41 pm

Hello Ludum Dare, I’m in!

I’ve done game jams in the past, and watched the last miniLD with envy, so I’m going to see about taking part in LD #22.

Platform: iPhone.
Code: iPhone SDK, Objective-C.
Graphics: SpriteSomething (on iPad), Pixelmator. (SketchUp if I need 3D graphics.)
Audio: GarageBand (iPad/Mac), Audacity, sfxr.


All posts, images, and comments are owned by their creators.

[fcache: storing page]