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

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

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About Notch

Notch's Trophies

Definitely a Celebrity Award
Awarded by maseck on April 28, 2011
You made an Epic Game Award
Awarded by shard123 on April 3, 2011
OLD SCHOOL award
Awarded by Hempuli on December 19, 2010
Countably awesome trophy
Awarded by GreaseMonkey on August 24, 2010
The "Could this game be any harder??" Award
Awarded by madk on August 23, 2010
The Weighted Companion Award
Awarded by Kouta on August 23, 2010

Notch's Archive

Timelapse for The Europa Arcology Incident

Posted by
Sunday, December 13th, 2009 6:04 pm

YouTube, Torrent (782 mb) or Real time

Feels good man

Posted by
Sunday, December 13th, 2009 4:21 pm

And I’m DONE!

Lessons learned:

* Writing and maintaining a TODO list works really good for motivation. When I started doing that at the start of day 2, my productivity shot up through the roof
* You can’t make a roguelike in 48 hours. Roguelikes need balancing. But I tried!
* The Livestream chat ban function is broken. Why not just have ip banning?
* Coffee can be TOO strong

To everyone who submitted: Great job! I can’t wait to try your games!

To everyone who’s still working on their games: You can do it! Only a few minor tweaks left!

To the people who gave up: Boooo!

Help me test The Europa Arcology Incident

Posted by
Sunday, December 13th, 2009 2:51 pm

screenshot4

Play here

Flying through the air, eating chicken!

Posted by
Sunday, December 13th, 2009 7:59 am

eating

12 items remaining in TODO list

Posted by
Sunday, December 13th, 2009 7:04 am

screenshot3

23 hours down, 25 hours to go

Posted by
Saturday, December 12th, 2009 5:56 pm

I JUST got the inventory system to work ok, meaning you can pick up items, drop items, and equip items. They automatically go in a suitable free slot if there is one.

Monsters drop loot when killed, scaled to the difficulty level of the level, and loot can have prefixes that add bonuses, like “Golden”, which adds 100% to the selling price of an item.

Still to do is implement more item types (armor, helmets, pants (PANTS!)), make the powerups from the items work, add shooting  and ammo, make some proper monster types, add level transitions, and think of some kind of ending to the game.

Oh, and I should probably make the different jobs actually behave differently as well, and perhaps make the stats matter in some way.

With 50% of the time remaining, I’d say I’m about 30% finished with this game.

I’ve reached the freak-out point

Posted by
Saturday, December 12th, 2009 2:00 pm

I have NO idea what I’m doing, but I’m having a blast.

Here’s what I’ve got so far:screenshot2

The art style (8×8 pixel blocks with grayscale and one dynamic color) is REALLY limiting.

I need to get cracking on making a game out of this.

Dinner!

Posted by
Saturday, December 12th, 2009 9:35 am

20t4a6e

First night progress update

Posted by
Friday, December 11th, 2009 9:37 pm

I decided to make a Roguelike. That’s exploratory, isn’t it?
Besides, I’ve never finished a roguelike ever, so this is the perfect opportunity!

It’ll run as an applet, and will have basic tiled graphics (basically just a glorified custom font). The perspective is that weird ultima 6 perspective since it tiles really well.

Here’s what I’ve got so far:

screenshot1

10 minutes to go, totally not prepared.

Posted by
Friday, December 11th, 2009 6:50 pm

I’m kinda hoping Castles will win. If it doesn’t, I have no idea what I’m going to make. :-D

I’ve got my chronolapse set up, the livestream is going, and eclipse is set up to a brand new empty workspace. Now all I have to do is wait.

Good luck, everybody! And have fun!

Ok, then!

Posted by
Thursday, December 10th, 2009 3:59 pm

twilight_small

I’m in! And streaming it all live, as well!

Posted by
Wednesday, December 9th, 2009 3:44 pm

After totally failing to submit anything the last time I joined, I’m definitely going to finish something this time, even if it’s totally unplayable.

AND I’ll be streaming the entire mess directly via livestream. :D

My plan is that everyone else will be too busy watching the stream to actually make any games. Muoahah.

Bunny Press source code

Posted by
Tuesday, April 21st, 2009 8:39 am

I forgot to include the source code in the original release, so here it is.

Bunny Press timelapse

Posted by
Monday, April 20th, 2009 9:43 am

On youtube!

Also, I changed the applet version to allow resetting the level with escape or backspace, but that is NOT the competition version of the game. A link to the competition version is provided on the website.
It’s a shame I forgot to add this during the competition, as it’s fairly easy to get stuck.. :-\

Bunny Press – FINAL

Posted by
Sunday, April 19th, 2009 2:49 pm

Bunny Press final screenshot

Download the zip file
OR
Play online right now!

Dev log below:

(more…)

Woo, I think it’s actually turning into a game!

Posted by
Sunday, April 19th, 2009 11:48 am

It\'s starting to turn into an actual game!!

Wow, finally!

I was freaking out bad, convinced I wasn’t going to be able to make it into a game when the nice people in #ludumdare suggested making the game about surviving the levels and having the bunnies just act as cannon fodder. I added a few random objects, and suddenly the game turned FUN!

Now I just need to add a bunch of levels, and hopefully even sound, and I’ve got myself a game!

You can try the first three levels by clicking here.

Rocks, carrots, particles, no gameplay

Posted by
Sunday, April 19th, 2009 8:43 am

Rocks, walls, carrots, particles

The wall crushes everything in its path now, and there’s blood. The rocks will continue rolling for a bit if you push them, the carrots attract bunnies, the player repels them, but there’s absolutely no gameplay still.

Crap.

Motivation.. dropping.

Posted by
Saturday, April 18th, 2009 5:24 am

Bunny Press, apparently

There’s a title screen now. But I don’t think I’m going to be able to make a game out of this random mess of bunnies and crates, heh. Time for a break, I think.

I’m going to a bday party in an hour or so, and after that I hope to be full of ideas on how to make this a game. =D

Ok, the bunnies are in!

Posted by
Saturday, April 18th, 2009 3:21 am

Second screenshot of BunnyWall

Bunnies, advancing walls of doom (the spiky things), and player interaction.

I have NO idea how to turn this into a game..

Is that some art or what?

Posted by
Saturday, April 18th, 2009 12:41 am

Collisions, pushing, dragging are all working. Time to add some bunnies, methinks.

First screenshot of BunnyWall


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