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    About RandomOutput (twitter: @RandomOutput)

    I'm: a graduate of the Savannah College of Art and Design - Atlanta with a BFA in Interactive Design and Game Development; an Associate Game Designer with Zynga working on mobile games; a former Indiecade finalist with, "Black Bottom Parade;" a recent Molyjam participant with, "Radioactive Multiplayer Baby Rocker Racing;" and a weekend experimental indie with [insert various bad experimental game projects here].

    Entries

     
    Ludum Dare 23

    RandomOutput's Trophies

    RandomOutput's Archive

    Maru: Timelapse

    Posted by (twitter: @RandomOutput)
    Monday, April 23rd, 2012 7:22 am

    Wanted to post the timelapse I made of Maru coming together.

    Maru Timelapse

     

    Maru Submitted!

    Posted by (twitter: @RandomOutput)
    Sunday, April 22nd, 2012 4:35 pm

    Huzzah, my first Ludum Dare competition entry complete!  I’ve got a lot of post LD48 ideas for this game.  Threw them in the backlog as P4s but I’m gonna call dev complete on Maru 1.0.  Grab a friend, give it a play, and let me know what you think.  Comments, critique, and bug reports are all greatly appreciated!

    Submission:

    http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11581

    Play:

    http://maru.randomoutputdesigns.com/

    Source:

    https://github.com/RandomOutput/DplemmonsLD48

    Tasklog: 

    https://docs.google.com/spreadsheet/ccc?key=0AkFxtj8lHyKLdEFKck1hNVZlaEg4N09zNGQ3SFVXdWc#gid=0

    Game On

    Start Screen

     

     

     

    Maru: Audio

    Posted by (twitter: @RandomOutput)
    Sunday, April 22nd, 2012 12:24 am

    Been working on the Audio for Maru.  Did some Foley work in my apartment and some field recordings out at the Marina Green in San Francisco to get the soundscape for the game.  All with my Zoom H2 Field Recorder.  When I learned how to do this sort of thing I had access to ProTools at school (just took the one audio class).  No such luck here so making due with Audacity.

    Here’s an example:

    Maru: Background Track (soundcloud)

    Dinner Time Check-in

    Posted by (twitter: @RandomOutput)
    Saturday, April 21st, 2012 7:13 pm

    Things are going well.  First pass of all the art is in except for start and end screens.  Core gameplay is functional but needs tuning (when does it not :) ).  I need to get sound in as well.  Gonna go down to the marina tonight and record an ambient track.  BFXR will probably be my goto for game sounds, though I might try and folly the sound of the sail opening (we’ll see, its been a while and I don’t have access to protools so I’m iffy on that).  I think the rock at the center of the ocean needs work, but I’m not sure where I want to go with it.  Doesn’t fit the overall style.

    Need to find some playtesters tonight or early tomorrow.  Hard to tune a 2 player competitive game when your the only one around.

     

    Googledocs Tasklog:

    https://docs.google.com/spreadsheet/ccc?key=0AkFxtj8lHyKLdEFKck1hNVZlaEg4N09zNGQ3SFVXdWc&pli=1#gid=0

    Lunch #1 Checkin

    Posted by (twitter: @RandomOutput)
    Saturday, April 21st, 2012 12:25 pm

    Current Build Screencap:

     

    Task Log: 

    https://docs.google.com/spreadsheet/ccc?key=0AkFxtj8lHyKLdEFKck1hNVZlaEg4N09zNGQ3SFVXdWc&pli=1#gid=0

    design HUD art P1 In Progress
    Tune ship movement design P1 Not Begun
    implement ammo tech P1 Not Begun
    implement ammo hud tech P1 Not Begun
    implement health hud tech P1 Not Begun
    implement health tech P1 Not Begun
    ship should switch directions tech P1 Not Begun
    Cloud art art P2 Not Begun
    World art art P2 Not Begun
    Ship art art P2 Not Begun
    cannonball art art P2 Not Begun
    Ship Raise Sail Anim art P2 Not Begun
    Ship Lower Sail Anim art P2 Not Begun
    open sail sound sound P2 Not Begun
    shoot sound sound P2 Not Begun
    Get the actual cannon shooting point working properly. tech P2 Not Begun
    Wind buoy art art P3 Not Begun
    ambient world track sound P3 Not Begun
    Wind buoys tech P3 Not Begun
    change direction sound sound P4 Not Begun
    player has control over cannonball power tech P4 Not Begun
    Ships move around world tech P1 complete
    clouds produce wind tech P1 Complete
    ships shoot tech P1 complete
    cannonballs react to world gravity tech P1 complete
    cannonballs collide with ships tech P1 complete
    Create world tech P1 complete
    Create ships tech P1 complete
    Create clouds tech P1 complete
    Clouds move around world tech P1 complete
    Ships movement influenced by clouds – (open sail, close sail) tech P1 complete

    A Little More Detail

    Posted by (twitter: @RandomOutput)
    Thursday, April 19th, 2012 8:52 pm

    Right, so a little more detail on the plan for this Ludem Dare.

    I’m gonna be using AS3 and Flixel. Which is a platform I’ve had some limited experience in. I did AS3 work for about 3 years as a student at SCAD – Atlanta so I’ve got some chops there, but Flixel is newer for me. My dev lead on our Molyjam SF game last month, “Radioactive Multiplayer Baby Rocker Racing,” decided we should use it then as he had a lot of experience with it. Turns out I really enjoyed it. Did a solo practice run using it 2 weekends ago and was pretry happy with the result. Confidence is high on it not being a big issue from a time perspective.

    Previous jams I’ve used flash, but usually in conjunction with wiiMotes or a Kinect to do more physical space focused games. I want to make something more accessible for this Ludem Dare, but if the theme gives me a cool way to bring the physical space into the game I am all there.  Probably strange uses for mice and keyboards over more obscure tools though.

    Planning on going for small scope with hopefully a higher level of polish than I usually pull off with jams. Art is going to be my major hang up as I am without my usual Wacom tablet.  Might try and go for a cartoony vector style in illustrator or flash, or the more traditional pixel art route (though I’d like to break from the traditional lowfi aesthetic if I can.

    Audio I plan on keeping things simple with bfxr and maybe some iPad apps. It’s not something I consider a strength so simplicity will rein surpreem.

    I’m really hoping for the minimalism theme or perhaps, “you build it, then use it” as I’ve got some thoughts there. However the theme goes, looking forward to making sone crazy absurd fun this weekend. Can’t wait to see what comes out of this.

    If anyone else is in San Francisco I’ll probably be working out of the Noisebridge hackerspace in the mission for at least some of the jam. Drop my a line on twitter, @randomoutput

    So excited. Damn I love a good game jam.

    Im in

    Posted by (twitter: @RandomOutput)
    Thursday, April 19th, 2012 8:22 am

    Gonna be doing the competition for the first time this time around.

    Language: As3 and Flixel

    Image Editing: Photoshop and Paint.net

    Audio: H2 Audio Recorder + BFXR + iPad.


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