See more of my awesome games on my website http://sam.draknek.org.
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Ludum Dare 19
Ludum Dare 18
Ludum Dare 17
Not really got anywhere. Decided to try learning Haxe and spent far too long porting my Tiled level parser into a language I’m unfamiliar with. That was probably something I should have done before the competition started, or at least started it earlier than three quarters of the way through. Got there in the end though but now it is a bit late to enter the compo.
I’ll see where it goes tomorrow and enter it into the jam instead.
Think its about time to post this graph for #LD27
Add your user name to the image url to show where your game is on the graph.
The graph updates itself so is always current.
So, Another game done. Sort of.
Was uninspired by the theme again and ended up only starting the game about 13 hours before the deadline. Not really enough time.
Happy with the what I did manage to get done though.
I didn’t get round to drawing the enemy graphics or a nice shiny title screen, or making the music. but that’s all its missing from the original plan.
I didn’t completely figure out what I was going to do for the enemies which didn’t help as I ended up starting that bit way too late. An idea was to make them crawling bombs that exploded ten seconds after they go into attack mode, so you have to shoot them before they explode. Anyway we have nice cubes instead.
The spawn every ten seconds thing was my last minute attempt to connect the game to the theme as I failed to implement the planned link.
Here is my timelapse video, with some gameplay at the end.
Released a post compo version of my game Kriok
It is also my attempt to finally complete the october challenge.
It has some minor changes and a few more levels than the compo version.
Wow, Almost forgot to upload my timelapse video.
Only one person has got past level six so far, come on guys…
I didn’t think it was that hard.
Here be my timelapse video, with gameplay video at the end.
Well, I managed to survive another Ludum Dare.
I did intend to try to upload some WIP posts but again that didn’t happen.
My game could definitely do with a more work.
A better level, better AI flee behaviour, different stats for the different unit types… I could go on.
Victory and lose conditions would probably help too, forgot about them.
And I somehow completely managed to forget about the need for an ‘End Turn’ button. Oh well.
Its playable anyhow so go play!.
I will upload my timelapse video tomorrow.
Created my timelapse video. There is a short segment of gameplay at the end.
My game was written in about 14 hours, and isn’t particularly complete. I probably should have started earlier. Interestingly my desktop crashed near the start and I didn’t notice for about an hour as it didn’t affect the programs. That is why the clock stops for a bit.
The level was hastily scribbled up at the last minute. I should have left more time for that. I intended to give the last two hours but I got stuck into the music and sound effects. Also there are no ending conditions. Oh well. The legs evolution is fun to play with but the flying one needs more work. Those were the only two that work. The game supports changing the player size, mass, speed and stuff but I didn’t get the chance to do anything with that.
Timelapse video of my entry Dimensional.
Its probably about time to write this.
I had a good selection of ideas at the start of this competition, something I have had trouble with in the past, The only problem was which one to choose. Unfortunately I did not spend any time fleshing out the ideas and properly designing the games which i believe is where everything went horribly wrong.
This was supposed to be a game where you played as a cell in a petri dish. There are other cells around that either try to kill you, block your path or various other behaviors. I spend about seven hours implementing this concept but stopped when i couldnt think of how to make it a fun game. Te prototype was not headed in the direction of my initial vision of the game. I also wanted to try out the other idea.
You can play what I ended up with here.
I had spend a bit more time thinking about this one. I didn’t start with it as I thought it did not fit the theme as well as the other idea, but the extra time would definitely have helped.
More design time would have been mush better, as I did get stuck a few times in the implementation due to not having a clear grasp on the game’s structure. I ended up re-writing the code to display the blended dimensions a few times and I got stuck with the collision blending.
I eventually ended up scrapping everything but the level loader and started again from scratch about five hours before the deadline, taking a completely different approach that works much better. Unfortunately five hours was not really enough, and I ended up hacking in some elements right at the deadline, like the ability to drop orbs, which is why the controls really suck.
I tried out Tiled during the last Ludum Dare. It saves so much time not having to write your own level editor. It was definitely very useful for this competition as I had no time to make a playable world at the end of the competition.
Generally I should have stuck with a single idea, or at least not spend much time on prototypes if I am unsure. Also I should really take the time to fully design the structure of a game before I start ANY implementation. I never do this which is why nearly everything I program gets re-written at least twice. Maybe I’ll finally learn…
Post Competition Version
I have had a lot of positive feedback about the idea which is encouraging. I have already started writing a new version of this game. It is currently about the state of my entry with a few extra features. I want to add monsters and other puzzles that make use of the dimension blending in creative ways. I will upload a version of it soon.
Here is my timelapse video. I forgot to record the webcam stream this time.
I was not inspired by the theme and did nothing other than a few sketches of some of the ideas I had. None were particularly motivating. I ended up just playing other games instead. I started work on this game when I got up on Sunday, about 12 hours before the competition deadline.
I decided on a simple Castlevania style platformer.
Happy with the art, though I would like to redo the character animations. Gimp is not great for animating.
I ran out of time. The gameplay was added within the final hour, and the terrible sound effects in the last five minutes.