About Sheepolution (twitter: @Sheepolution)
Ludum Dare 28
October Challenge 2013
Ludum Dare 27
Ludum Dare 27 Warmup
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 22 Warmup
Ludum Dare 21
The "Nice Bieber!" Award
Awarded by Jarcas Studios on January 8, 2014
LIVIN DAT HIGH LIFE
Awarded by Jiggawatt on January 7, 2014
Best Overall #1
Awarded by Bactopiad on January 7, 2014
John Nash Award for Metagame Potential
Awarded by rfgpfeiffer on August 31, 2013
The Greatest Example of Lateral Thinking To Date Award
Awarded by Tim Bumpus on July 14, 2012
How did I do?
Ever since I joined Ludum Dare it was my goal to achieve this, but I never thought I would get it this soon. I still have my moments where I realize that I actually won. Like.. Gold Overall.. what. I’m not sure what else to say than a big THANK YOU!
I was hoping on a medal for Innovation, and I’m really happy with silver! If I’m not dissapointed that I didn’t got gold you ask? Not after playing #1. That is simply brilliant. Silver? Fucking awesome!
Glad to see this! Not only innovative but fun as well, cool I managed to do that. In the top 5 for 3 categories, awesome!
In the comments I noticed some people thinking it was a good take on the theme, and others said they didn’t feel like it was related to the theme at all. So I’m glad to see I still got to #9!
People like my humor. I like that.
Uhm.. I’m too confused about this category for me to celebrate my position. But yay, I guess.
I think the style really fit the game. Looks like other people agree! Yay!
Not surprising. There was an obvious lack of audio.
I will say it once more: I am working on a post-compo version of the game. I have a friend who is an awesome artist, he will do the art for the whole game.
If you want to get updates on the development of the game, you can follow me on Twitter: @Sheepolution
And here’s a progress pic of the scene creator, that will be used to make scenes, but can also be unlocked in the game so that you can use it to make and share your own levels!
See you in April!
A game needs 20 votes to get ranked. There is less than 90 minutes to go. All these games have 19 ratings, that’s too close to the 20 to not make it! Help these games get ranked!
Click on a random link and play it!
Coming up with an idea must be my least favorite part. You’re smashing your head on the table, trying to come up with something, while instead you want to start working on your game. In general I always try to be innovative in some way. All kinds of ideas came in my mind: You only get one bullet, you only get one try, you only get one.. thing. It all seemed so obvious, too straight forward. Finding something innovative is getting harder every time. When the camera idea crossed my mind, I took it as too hard to make. All these moviescenes I need to make. All the entities move around and you need to film them correctly. Coming up with the idea alone took me 3 hours. After another 15 minutes of not coming up with an idea, I decided to risk it, and go with the camera idea. And I’m really happy that I did.
What didn’t make it into the game?
I had the idea of using a microphone. You had to avoid getting this microphone on the screen. But idea came a bit late in development, and the code was messy already. Letting the microphone move around fluently would be hell, and I like how the player has no indicator of where to place his camera and is left alone with what he thinks is good. Originally there was also going to be this guy:
A director in the chair, shouting commands. I removed him mainly because of how he looked. All humans were in the limited pixelart style, and then you have this guy. I also thought it was nice for the player to look ahead and prepare for the next task.
What would you change/add if you had redone it?
The concept of being a cameraman, which I have never seen used before, could be done all kinds of ways. My game is putting the camera on the right spot every x seconds. But a more fluent game with this concept could also be fun. The camera could have had more functions. Focus for example. I will be playing around with the cameraman concept, and see if I can make a fun, full length game.
For this version, I think I would’ve done the camera detection different. Or make it more specific in some way. I can understand people getting angry to the game, because they thought they filmed it correctly. This happens when they didn’t zoom in close enough, or they actors weren’t centered. Typing the numbers of these detection rectangles was the most boring and annoying part of the making of my game.
What have I learned?
That I shouldn’t take an idea as too hard straight away. By simplifying some parts of the ideas you can actually turn it into a really fun game! Besides that, I have learned that I can’t think ahead. The code is really, really messy. So that’s a thing I should work on. There are probably some more things that I’ve learned, that I either forgot or can’t come up with right now.
So what now?
As I said, I will most likely be planning on making a full version. But for now I hope that all you guys enjoy my game!
I recently opened my website: http://sheepolution.com/
I also have a Twitter account: https://twitter.com/Sheepolution
And here is the link to my game: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=5959
Thanks for reading, I’ll be playing and rating some games now. I’m really curious to what you guys have made!
Post mortem and stuff like that comes soon. For now, enjoy the game!
It doesn’t seem like there are a lot of changes, but that should change tomorrow.
- Make a microphone that you need to dodge.
- Make more scenes.
- Pick a name (One shot apparently isn’t the term. Not sure if I like One Take! as a name).
- Make a titlescreen menu things stuff this etc etc.
Can you see what the cameraman did wrong?
Here’s the newspaper you get when you do it perfectly:
Looks like I’ll have enough time for another scene in the game. What kind of scene should I do next? A soap? A hospital scene? Don’t make it too hard for me pls.
Not sure what he says, but I think he won.
Almost forgot to make an I’m in post. I would break a tradition if I didn’t. Anyway to the point.
Art: Probably MS Paint again. Photoshop, maybe?
What did I make last time?
Last time I made Combat Time!!
I also launched my website recently.
This is an official challenge to all Ludum Dare gamedevs.
This weekend, your quest is to put a BIEBER somewhere in your game as an “easter egg”.
This “Bieber challange” will be like a meta game in which everyone tries to find the kittens in each game they play. You know you want to.
Do it – for the love of Bieber. For the love of meta. For the love of all things LD48.
Edit: I was cool enough to make an icon that you should put in your game title screen or game thumbnail screenshots so we know to look for your Bieber:
Here are the tragic results of theme voting. Where’s the Bieber love?
|1.||You Only Get One||+499|
|2.||Break The System||+351|
|5.||End of The Universe||+71|
|8.||Strength In Numbers||-92|
|13.||The Beginning is The End||-199|
|15.||Time and Space||-257|
|19.||The Fourth Dimension||-596|
|21.||Bieber 4Evar <3||-2082|
Hey everyone! I’m stil waiting on Desura to get approval on publishing my game on their website. Meanwhile I’ve uploaded my game on http://itch.io.
Buy the game on itch.io!
HOX is a turn-based tactical game. It’s origin was the idea for a board game. The number of steps you can take is based on the opponent’s square anti-clockwise from you. So if Green stands on 2, then Red can do 2 steps. Everytime you move, you leave a colored square behind. You can’t land on these, but you can move over them. If it’s your turn but you can’t move to anywhere, you’re dead. If only 1 players is alive, he wins the game.
HOX provides a fun single and multiplayer mode. If your friends aren’t around, you can also play against the computer instead. Each level is randomly generated, so every level is a new experience! Try to out think your opponents and be the last one standing!
HOX is DRM-Free, so share the game with anyone you like after buying the game!
Hey guys! This is my newest game called Fukke! Right now the game is multiplayer only, I’m going to work on an AI these next days. This game has been in development for 1.5 days now. The game’s development went smooth as fuck. No big bugs or anything.
I came up with this game after we got an school-assignment to make a boardgame. The teacher wanted us to come up with a way of movement, other then dice. And then this came out of my head. I felt like I could easily program that in a computer game. So here we go.
I’d like to know: What field-size do you prefer, like what should be standard one?
Then we can use that size for the real thing.
So what is still to come?
► Singleplayer (vs AI)
► Maybe slight gameplay changes
► Visual changes of course!
► More custom settings.
*I am going to try to make my game online once again. I tried this with Combat Time, but it failed. It’s one of the reasons why I’m not working on it anymore. This game should be a lot easier to make online though, since the data being send is a simple number.
Hey guys. October Challenge is awesome. I have never been so dedicated on finishing a game, and I force myself to work on it. It’s going great so far, I’m on schedule, and the bugs are being solved just in time. The local multiplayer is as good as done. I now have a whole week to work on the online multiplayer. This is pretty new for me, so I hope I’ll make it in time.
The further I get with this game, the more excited I become. Art has yet to be implemented and I can’t wait to see what it’ll look like! I have a lot of ideas for cool features I could implement for when there is time left. Replayable, saveable and shareable replays of your battles for example! As you can see in the schedule Alpha is planned on next week’s Sunday. I can’t wait for you to try out what we’ve made since then.
After 3 failing Ludum Dares, I have finally found myself being able to create something again I’m proud of. I present to you: Combat Time!
From the very beginning things were going smooth. I had my idea in an hour or so. My original idea was a level where you could see the first 10 seconds of it, and then you could play the level and both start playing together. I then came to the conclusion that this would be great for a multiplayer game as well. I considered doing both gametypes, but with only 48 hours I wouldn’t get far with that, so I decided to focus on the multiplayer.
The characters were made spot on. I started with the Sergeant Willhem, with very basic shooting. My original plan was to stick with only 1 character till I was about done with my game, and had time left. But this Ludum Dare I turned things around. Instead of doing what was most important, I did what I felt like doing. And that worked out great! I believe that if I didn’t made those characters on day one, they would’ve probably never been there in the game. You can see in my timelapse that I started very early with things like the logo and the player select screen. I felt stupid on the time doing it, and I still think it was a dangerous descision. But in the end it worked out. I didn’t even think about how and what when making Alfred the Wise and El Marco the Armless. I didn’t know yet what their attacks would be. I just wanted to make characters. El Marco was going to have arms, but I was too lazy to make the walk cycle with arms. That’s kinda the sole reason he’s armless. The balancing of the characters was also pretty hard. Some people thought Willhem was OP, other thought he was underpowered. Same for the wizard. In the end I think they were decently balanced.
Normally I have one big bug in my game which I can’t fix for like 3+ hours. I don’t think I had such bug in my game this time. So glad that happened. The fun thing is that the whole game concept of play seperate then repeat together, was implemented in the last 8 hours. Before that I wasn’t sure how I was going to do that, or if I even had the knowledge to do that. But it turns out that the idea of how I had in mind worked. I’m now even more in LÖVE.
I’m very glad people like the game, and want to see more characters and a more polished version. That is exactly what I will be making. I think that if I spend a good time on polishing this, it could be extremely fun to play and watch. I was afraid people might not understand what they are supposed to do. But most people are after playing the game once.
This Ludum Dare was awesome. And I will be back in Ludum Dare #28 with a new game (I hope). Make and play awesome games! Cheers
You might have already played my game
Well, I decided to continue a bit on it. Making it work smoother, better balancing, LAN connection. s/tuff like that. So I decided to put in some more characters as well.
Introducing [Put a name in the comments], the Bomber and [post a name in the comments], the spear man. They don’t have names yet so put one as a comment.
The French guy will drop bombs, which will a second or so later. The spear man throws his spear to the very end of the level, but he will need to get it back, to throw again.
Character ideas are also always welcome.