About VonZippenstein
Entries
Ludum Dare 25 | Ludum Dare 22 | Ludum Dare 22 Warmup |
VonZippenstein's Trophies
![]() The "Runs Under WINE" Award Awarded by Raptor85 on January 8, 2012 |
VonZippenstein's Archive
I’m in it again for LD26
This will be my third attempt. My previous game ran long and I couldn’t make it within the comp time constraints Even with the jam’s extra day I failed to add proper game objectives, ending, music, or coordinate the theme but I haven’t given up. Just gotta stay focused and spend less time experimenting with game interface and inconsequential effects. I’m going to be using the same setup as LD25.
*Game Maker Studio http://www.yoyogames.com/gamemaker/studio
*Labchirp http://labbed.net/software.php?id=labchirp
*PXTone Collage http://www.cavestory.org/downloads_musictools.php
Good luck everyone. Can’t wait to see what you come up with.
POST_MORTEM
This was my first Ludum Dare. Really this is my first time ever making a game in such time constraints. Our game is OUTPOST_NULL. It was created by a team of two, Delko and VonZippenstein, for the jam.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7436
What went right: We planned this game around the theme and focused on making it atmospheric. The sound effects came out pretty good and the 3D art looks amazing. The collisions, computer text effect, and the doors are all perfectly functional. The 2D to 3D stage editor turned out great.
What went wrong: We knew that 3D in this time limit was risky but did it anyway. I spent the first two days working on the collisions and the moon surface and star effects, but in the end only used the moon as an ending screen and the collisions didn’t work right with the new 3D models. Really all the work was finished on the last day. The models took 2 days to create and when they were finished is when actually creating the game could begin. I got the models Sunday night, stayed up all night making a map editor, and didn’t sleep until it was submitted 9pm Monday. Due to the time constraints not all of models, stages, and gameplay could been added and there was no time for play testing.
Even with everything we had to cut I still think it turned out pretty decent.







