Ludum Dare 28
Ludum Dare 26
Ludum Dare 25
Ludum Dare 23
I talked a bit about my entry in the postmortem post, but some people might still feel the lack of a tutorial. With this post, I’ll try to create a sort of manual and strategy guide to the game, that tries to go from the basics to the tricks. First of all, a disclaimer: THE AI IS BROKEN. Yes. Crushed to little pieces by lack of experience. It may stop working or behave strangely (such as attack things far away), but this guide will consider ideal conditions for the game.
Okay, so I’ll do a classic The good/bad/ugly postmortem about my entry: Farm Fortress, a fast-paced (kinda) strategy and economy management game. You can play it by clicking on the image below:
The goal of the game is simply profit, and for that you need the income that having planted farms provides, but invaders will try to destroy your farm as it gets bigger.
You start by building a house, to be able to plow land and plant on that. You get gold every five seconds from interest over each plant you have planted (plowed ground doesn’t count), and a bit more when the plant is harvested.
The main mechanic here is to combo the timer with the most plants, so you get more money. Plants cost more to be planted than what they give when harvested. You also increase the income from your farms when you build additional houses.
You can also build towers and fences to protect your farm, because when you get to 6 farmlands, invaders will begin to attack your farm. Towers shoot arrows at them, and fences aggro them the most. When a building is destroyed, you need to clear the debris before being able to build on that spot again. If you lose all your houses, you lose, after all, you get only one farm!
I will probably continue developing this in the upcoming weeks, maybe add different types of plants and even a multiplayer mode! But mainly, a tutorial and/or menu screen.
- Used a familiar engine (Unity, with C#)
- Learned new things (namely LINQ and reflection)
- Using the new things above, made a really nice layer of abstraction for the game
- Thought about the theme a lot when the top themes were revealed
- Cleaned up schedule for the weekend
- Used a commercial tool (SimplePath, for AI), and couldn’t follow my open-source ideal (Though if you want the source, contact me @kroltan)
- Didn’t have any experience with the aforementioned tool, using 12 hours to integrate it
- I’m terrible at graphics, even worse at sounds (that’s why the game is mute, BTW)
- Having this concept from before the LD started, wneh I saw the theme I couldn’t think of a way to fit this idea, so i wasted 6 hours on another game prototype, then came back to the defense strategy idea
- Wasting all this time, had to publish my compo-targeted idea as a Jam entry.
If for some reason you want to see me failing miserably at modelling, go here: http://www.twitch.tv/kroltan
Ok, so my game will be about a futuristic(?) sniper who has only one bullet left for his entire mission, however since it’s in the future(!), the bullet can bounce off walls and travels instantly. However, as resourceful future snipers can be, the player also has the ability to send a flying robot to scan the area before doing his job.
I’ll use Unity (with iTween), Blender and Paint.NET.
It’s got flying orbs!
This time for real: http://www.twitch.tv/kroltan
Well, again with Unity, all I say is my game isn’t minimalistic at all (well maybe object placement, but eh). It’s going to be a little story about patience.
The mechanics is just walking around, following very vague orders that appear onscreen and general whatevering around. It’s going to be very boring.
But I somehow expect this to be interesting. I guess i’ve been playing too much Antichamber lately.
Hello again, fellow ludumdarians! I participated on this competition 2 times, and I’m looking forward to the third. However, the start date is very tight this time (school…), and I’ll probably enter the Jam, but I hope I can get in time for Compo. Anyways, I’ll either use Java or Unity3D (probably Unity, I’m used to it) with sounds from BFXR and graphics from Paint.NET and/or Blender. My previous Compos: LD25, LD23 (both open in new tabs).
I wish best of luck to everybody since now!
(and pardon the bad English)
This time I had a lot of time to tinker around the game, and I placed decently, comparing to my previous entry. See my entries.
EDIT: 42% Coolness!
|The Little Glitch|
|You are the Goatman|
Hello all fellow ludum-darians, since I already finished my entry, it’s time to do a little recap of my achievements and difficulties during the making of this game.
The game is about a ancient monster that defends goats, however, to that he kills anyone that seems dangerous to his protected creatures. For that he is considered a villain between the human society. He spawns wherever goats are in danger, and right now is in a frozen tundra.
In the game you must run towards villagers to bump them to death, so they don’t do the same to your goats.
What went right:
- I knew how to fix most bugs
- I had the right tools
- I chose an idea that was seemingly doable in the period of time I had
- I slept well before beginning
What went wrong:
- I had so many different ideas for the game, but all impossible in the timeline
- I changed ideas about 4 times
- I wasted time reading random texts on the web when my brain was “hot” brainstorm-wise
Things to improve:
- Again, have a pre-made library for character movement, AI and graphic management.
- Projecting instead of doing everything as ideas pop from brain
That’s much it, and again I wish you all good luck, and may your fingers be swift!
This game contains goat-related characters.
The Goatman is a deadly and vengeful villain, few has escaped his horned iron helmet’s pummels. He attacks anyone that dares to harm innocent goats, and for that he is a hero among these. All humans who tried to kill him have never returned.
Game objective: Ram the 6 citizens to death in this frozen land.
Warning: This is a really really unfinished version, I still have to add goats and make citizens attack those. Also, add more citizens.
Please feedback on anything, tomorrow I will do the processing of any feedback and add the features above.
*The resolution is stretched because of my Unity workspace setup. The final game will not have this horrid aspect ratio.
I feel much prouder of myself this time than my last, because I got a decent running demo in the first day, in contrast of getting something playable in the last 3 hours of last time and then having to design the level.
Due to the perfectly calculated time zone conversion, LD actually started at midnight here. And my mother still has power on me so I had to sleep. Going to start now, grabbed the Unity 4 and probably going to get a pro trial.
If you want to follow my progress, I may be uploading screenshots to my Twitter (opens in new tab).
Hey, it’s my second time here (I’ve been on LD#23), and I expect to do something better than last time. I will use the same tools as before (Unity (free), Paint.NET), and will be participating in the Compo. That’s much it. Good luck to all other contestants too!
Well, I guess that’s time to do a little recap on my entry: The Little Glitch
What went right:
- I finished on time!
- Made the basic engine abstract enough to be able to be extended to any interaction possible.
- Focused on code first, then level design, then graphics.
- I chose tools I am used to.
- Kept ideas in the plane of doable.
What went wrong:
- Wasted 5 hours of great inspiration in a event.
- Internet was slow as hell
- Used outdated beta version of Unity, had to upload web version later.
- On-the-fly slow level designing
- Saw the theme 5 minutes in the compo
What to improve next time:
- Make a usable and efficient library for basic things
- Cancel all events.
- Check the theme right when it is chosen.
- Plan features before implementing
- Make concept art
- Take screenshots
I kind of planned the game as I went creating, with no design beforehand, no plans on what to do.
But overall, I think I made a good job. This is the first game I am officialy completing, everything else I made was just tech demos to test engine capabilities.
I also hope new Ludum Darians (or whatever) read these post-mortems and prepare themselves before joining.
Tips to fellow programmers:
- Plan yourself, let nothing in the way of your creation.
- Use a platform / engine you already know.
- Sleep enough, or sleep a lot before the event starts.
Note to self: buy a faster and more stable internet.
Yep, that’s the name of my entry. It’s a 3D puzzle game where you impersonate a Debug agent and you must rebuild the glitched megabyte to allow it into the Internet. I almost lost the time for sending it, and probably you’re not allowed to download it for ~30 mins, I’m still uploading it. A web version will be out as soon as I get the stable version of Unity. Let’s get to the screenies!
My game got so abstract it can be transformed into a tool for other Uniteers!
The game starts on a small platform and you must solve the simple puzzles to expand your tiny world!
- Portals! (not with guns, no)
- Buttons, step pads
- Moving platforms and spawning stuff
- Total flexibility to add more behaviors.
- Second “floor” (kind of level)
- Polish portals (polishment, not Poland!)
- More floors!
- Visual representation of connections in editor
But now I have to put this on hold… See you later today! (or tomorrow for some timezones)
Finally, decided what the game will be, and got the first area working!
Just lost a lot of time I could be making my entry sleeping.
Live stream (laggy!)
After watching Notch make Prelude of the Chambered and Minicraft, I decided that i am inspired enough to try to participate a competition!
Yes, there is a mrror behind my screen.
It’s a kind of average gaming computer. I like to play games and code stuff (mostly obnoxiously useless tests) and play with physics.
If anyone wants to see what I’ve made, visit my site.