About voxel of Chaotic-Neutral (twitter: @voxel)
Entries
Ludum Dare 26 | Ludum Dare 24 | Ludum Dare 23 | Ludum Dare 22 |
Ludum Dare 21 | Ludum Dare 19 | Ludum Dare 18 |
voxel's Trophies
![]() The "Don't Reward That Kind Of Behavior" Award Awarded by Henry McLaughlin on December 8, 2010 |
voxel's Archive
Winners don’t use potatoes
Monday, April 22nd, 2013 8:42 pmI’m in .. a snowstorm
Friday, December 14th, 2012 6:59 pmSo I’m temporarily relocated to the top of a mountain and it is snowing, I am very tired and I will probably not have Internet, not to mention I’m supposed to be here to interact with the humans that live here on a permanent basis, but despite all that I’m going to see if I can cobble together a quick entry so that my close friend Devlin is not disappointed by my absence.
Also I just wanted to write an I’m in post and contribute to the server load at this most critical of junctures.
In for all future events
Monday, August 20th, 2012 2:58 pm
TO WHOM IT MAY CONCERN,
Please accept this as written declaration of intent to participate in all future Ludum Dare events, thus precluding the need for excessive repeat notification of my wish to participate in the finest of 48 game making competitions, Ludum Dare.

Should the rules change at some point in the future to include the tollage of an entrance fee, or the anti cheating system be upgraded to require urine analysis, this declaration still applies. In preparation I have stored a cache of urine soaked money in a plastic bag at waypoint zulu.

Kindest Regards,
Voxel
I’m in
Sunday, April 15th, 2012 11:33 amFairly sure no-one has ever been disqualified for failing to post an ‘I’m in’ LD post, but WHY RISK BEING THE FIRST?
Not committing to any particular tools until I see the theme, but I’d suspect Unity is in with a strong chance.
LD22: Mountain
Monday, December 19th, 2011 1:51 amCrossposted from http://www.thomaspurnell.com/ld22-mountain/, not that you care
Woohoo. Ludum Dare 22 was a happy fun time for everyone. 48 hours to singlehandedly make a game from scratch around a theme that is not announced until the beginning of the competition. This Ludum Dare was themed ‘Alone’, which I understand was pretty unpopular with a good deal of LDers, but then there always seems to be a group angry with whatever theme our glorius leader PoV the people choose.
This Ludum Dare I decided to make an effort to use Unity, mostly to finally see how it actually works and also to make the game more accessible to the ‘I don’t like to download games’ crowd, even though I will have lost my beloved Linux LD comrades votes.
Given that I’m quite unfamiliar with Unity I decided to keep the game fairly simple, and decided to make use of a number of canned scripts and functionality, such as the bog-standard first-person-camera with collision detection and predefined keyboard+mouse controls.
So I decided to make a dangerous mountain to climb alone. An initial test showed that climbing a large low poly mountain was both easy and boring, so I spent some time thinking about how to better meet the theme, make the game more challenging and try and add something a little unusual or interesting to what might otherwise be an extremely mediocre offering.
I’d heard about some kind of message system in Demon Souls, a game I haven’t played, where players can leave messages warning other players of traps and dangers in the vicinity, and often lie in these messages to mislead other players. Sounds like a great idea to me. I also wanted to make the game a lot more difficult to encourage some kind of communication between players beyond obscenities and gibberish, so I wrapped the mountain in almost total darkness and made the messages players leave illuminate their surrounding area, allowing for players to create a trail of lights up the mountain, showing where the dangers are hidden. The player can only leave a message at the spot they die, so even if they decide to write nonsense or query my parentage, their message will help illuminate whatever obstacle was responsible for their demise and so help other players better navigate the mountain. So I whipped up a database back-end and spent some quality time with the Unity documentation for dealing with web streams.
In terms of gameplay, I managed to achieve my goal. The Mountain isn’t particularly difficult to navigate, but does have some pretty mean, unfair areas. The graphics do their job, but aren’t particularly exciting, and the white text on the sometimes white background can become impossible to read. Audio was left until the last minute and really suffers as a result, the music was written in less time than it takes the track to play, and I didn’t have time to record or create any ambient or event noises that probably could have added a good deal of atmosphere to the game.
As it is, Mountain is a slow stroll to the top of the hill through a swarm of sometimes offensive messages, but for me it’s an enjoyable stroll, and seeing evidence of other players passing through the environment makes me happy.
Infall, gameplay and timelapse videos
Monday, August 22nd, 2011 6:42 pmHad a blast. Got a lot done. Gameplay really needs some adjustment and balance but I ‘realised my vision’ and I’m pleased with that. Hopefully this game will actually run on someone’s machine, unlike my last entry.
Game Video:
Timelapse, for whoever it is that watches these things (fairly sure I’m the only one):
Disc Over Y Timelapse
Monday, December 20th, 2010 1:44 amKind of sad to see two days of work reduced into this flurry of rapid inactivity
Disc Over
Sunday, December 19th, 2010 8:10 pmWell that was fun. Game is buggy as a buggy bug bug bug no imagination left. Need to go away for a while and not think about Ludum Dare for a few hours. Forgot about memory management so everything is just dumped into RAM, which is fine if you dont mind my crappy game using over a GB of your memory
.
I recorded a timelapse video which I’ll upload sometime soon.
Well done everyone
LD19: Day One
Saturday, December 18th, 2010 4:38 pmDisc Over Y
Friday, December 17th, 2010 8:21 pmDiscovery theme. Wasn’t expecting it to win, but it’s nicely open ended and I’m sure there will be a host of great games to come out of it.
This time I’m taking my own advice from my previous atrocity and am spending a good deal longer on planning and design. I’ve a few ideas, but to get going though I’m going to do some audio work before I fully commit to a design.
#ifndef CODEBASE
Friday, December 17th, 2010 5:05 pmDumping the code to my incomplete ‘cabbage’ game engine here in case I use it. Won’t be sure if I’m going to be using it or not until the theme is announced.
cabbage.zip ~39KB
LD19 Prep
Wednesday, December 1st, 2010 2:41 pmAlright. LD19 will be my second Ludum Dare, and I’m going to be applying the lessons I learnt in LD18 to win this time. Or at least finish my game
.
I will be using a self written pre-existing code base so that I can spend some time actually making a game instead of spending most of the time making an engine. I’ve also preinstalled a collection of fine free FOSS audio editing and creation software, booked the time window (I’m in Australia and the hours are a little inconvenient, but WhatCanYouDo) and even made a half hearted attempt at trying to get some other potential candidates interested in entering LD19 themselves.
Now i just have to wait and hope that Double Zombie Rainbow is not the chosen theme
Going in blind
Friday, August 20th, 2010 4:22 pmNaive firsttimer here! I have pygame! I have a text editor! All I need now is a theme. And 48 hours of continuous miracles. If it runs, I’ll be happy.











