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Time repartition of a successful realization
Hi there ! For once, I finished and polished completly my entry. All went well, and I’m satisfied by what I did. Whether it’s really good or not will be your judging, but since I had nothing wrong during the 48h, I decided to analyse my timelapse to make some stats about time repartition between the different tasks.
You may want to know that my game emphasis narration (so there are lot of scripting) and is illustrated with normal mapped pixel art (which is a bit longer than classic pixel art to handle).
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Here is a description of how I managed pause time/work time. For time repartition in the projet itself, jump to the second table below.
Competition starts at 4:00am in France (A bit early) so I prefer to complete my sleeping night and start at 7am. I took 2 pauses in the first day for lunches, I had the chance to have my parents at home this week and they offered and prepared me the food !! I shared some thime with them, 2 and 1 hours breaks were just good, not too long but enough.I need a lot of sleep and the 6:30 hours long night was just mandatory. Could not be shorter to keep efficiency to the best ! |
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Time repartition Data and Graph
The total is 42h05 instead of 48h because I finished and posted the game 6 hours before the deadline. As you can see, almost 1/3 of the time is kept for sleeping and taking pauses !
If I remove sleep and pauses, the remaining 29h11 are divided this way : Coding (47%), Graphics (23%), Searching idea (11%), Polish (9%), Music (5%), Souds (3%), Conception (2%). Level design and some conception are included in Coding because it was really done in the same time. I did not really had phases were I needed to work level designs only (because of the narrative nature of the game).
Of course, if you did not tried it already, I invite you to play my entry : Long live the King !
I’m In =)
Hi all,
I already made a few LD so I begin to have some tools ready ! I might team up with my mates from “Le Creeper Dépressif” because I’m a (I-like-to-think-it) good dev and GD but a very average graphist and sound designer.
Technology : Haxe + NME
Frameworks : HaxePunk, HaxePunk-gui, My own haxe lib
Art : [if alone] Paint.NET, [else] Pyxel Edit
Sound : cgMusic, Audacity
This time I want to improve my storytelling skills and try for real my 2D normal mapping lib.
Good luck to every one ! Can’t wait to try all your great games ![]()
Cheers,
Lythom
I’m in !
Wow I’m a bit late to expose the sources I’ll be using, but I just woke up (7:30am in France !). Here are the sources of my template : https://bitbucket.org/Lythom/ldtemplate
It’s based on HaxePunk and include some libs I developed specifically : Attribute system, normal mapping for 2D Sprites, animation ripping from swf, this kind of stuff
Good luck to everyone !!!
Cheers
Lythom
Here we go again !
Let’s start =)
I’m trying to use FlashPunk this time, maybe with ogmo editor. It seems to be simple enough to be used even without previous exprience with it, yet powefull enough to worth using.
Streaming at http://www.justin.tv/lythom
Good luck all and have fun !
How to Tinyvilize
(faire défiler pour la version française/for french version scroll down )
I had several comments and feedbacks saying that Tinyvilization lacks comprehensive gameplay. It’s not hard but my in game instructions are pretty minimalistic : I’m sorry, it’s my bad. To make it up, here is a “how to play” instructions to help you enjoy the deep gameplay proposed by this game !
Have fun !
How to play (quick start quide)
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Ambitious but in time ! (Tinyvilization Post Mortem)
Tinyvilization is a game where you plan a strategy to conquer a new tiny world. Unfortunatly you are not alone and an other settler will try to build cities over the world. The concept is inspired by the facebook game “Survivium” : you make an instruction list which is executed by your “unit” (a virus in Survivium, a settler in this game), and you watch how efficient (or not) your strategy is against another strategy in miror. Then ajust your strategy or find harder opponents !
I first wanted this game to be connected to a server so that player can send his strategies and fight against other players strategies and have a leaderboard. Finally I just had time to implement an Import/Export system which allow player to share a “strategy code”. Some strategy codes are exposed in my guide to build effective strategies to help player learn to play with great strategies.
I planned a bit to much, but I could land on my feet and have what I wanted in time : overall, I have a fully playable game which allow asynchron players interactions that is graphically descent and really enjoyable once you know how to build a strategy.
Oh by the way, I did a timelapse !
http://www.youtube.com/watch?v=pc-4xiPKzaM
Tinyvilization strategy guide
(for a french version, scroll down)
Hey guys, as Tinyvilization is a little tricky to get in, here is a short guide to learn how to build strategies by exemple. I don’t say things explicitely, but I give you exemples that you can compare to each other to understand how it works. Try to beat those exemple to begin, they are much easier than the built in levels.
Tips to learn how to build you strategy.
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