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LD22 Postmortem
Well, my game did pretty well, so I guess I’m happy. There were a lot of cool games this time around.
My big lesson from LD22 is that I can make a game in 48 hours, seeing as even in the Jam I had pretty much wrapped up by the 48 hour deadline. My second biggest lesson is that I can’t psychologically handle 72 straight hours of LD Jammin’. I’m going to try the compo next time around.
Done!
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=4884
It’s finally finished!
I think the 72 hours of the Jam really proved too long, since I had to take many breaks of doing other things (besides eating, sleeping, etc) in order to remain sane. Next time I will definitely consider entering the Compo. I will also remember to play all the games I really want to play BEFORE I enter a 72-hour single-track development contest.
Day 2 Postmertem and Day 3
Well, on Day 2 of the Jam I managed to make a few new weapons, work on enemies, listen to the music my brother composed for the game, and more stuff. I don’t remember yesterday all that well, actually.
Today, I’m hoping to add a lot more weapons, more levels, hopefully a title screen and level select, scoring, game balance, and the put the music into the game. Things are looking up. I hope.
Day 1 – Postmortem
My progress so far:
There’s a level with solid tiles and tiles you walk through. Enemies use basic pathing to find you. The player has a weapon, which fires bullets. The sprites onscreen are sorted by depth, so they don’t have that nasty sorting hting where you;re in front of someone and on their face. But I disgress.
Tomorrow: bullets kill things. Enemies are spawned. More weapons. An artist friend is stopping by to help finish the music my brother made and to do art.
Sunday: I expect the basic game works by then. More weapons, finishing art, testing. Probably score stuff, menu and title, maybe more enemy types.
Monday: Testing, testing, testing! Then testing of the distribution to the only other Windows machine in the house, which went badly last LD. Sorry I use XNA, all.
Getting Going
I must say, this was not my favorite theme. Nonetheless, I was able to adapt my idea for Kittens to Alone, so everything worked out fine.
So far I have a level with floors and large solid tiles, a player that moves around, and enemies with horrible pathfinding. It’ll play a bit like Boxhead: Zombie Wars, but with kittens, rainbows, and awesome soundtrack (which my brother is composing as I type).
I’m too lazy to post screens right now, and they aren’t that impressive. I’ll just say everything except pathfinding is going along nicely.
Personal Libraries
I’m doing the Jam, so I don’t know if this is required or not, but I thought I’d share the two classes I’ll most likely be using this coming LD. One’s a text drawing class that uses a pixel-y font image, which was coded by my friend Lectus (who is doing the 48-hour compo). The other is a basic class for handling menus, which you use by making a new Menu object for each menu, adding menu items, and running introduce() when you switch the menu you update/draw. The buttons take delegates as arguments, so the class that creates them needs to define the functions itself.
http://dl.dropbox.com/u/36926855/Menu.cs
http://dl.dropbox.com/u/36926855/Font.cs
Whee!
I’m going to have an… interesting LD this time around. First of all, this will be my second LD compo and my first LD48, as I did the Jam last time. Additionally, I have finals the two days leading up to the compo weekend, so I will have literally seven hours between taking my semester finals and starting a 48-hour game. But hey, it’ll probably be all right.
Language: C# using XNA
Platform: Windows (I use XP still, btw)
I plan to make the sound effects myself with a mic and sound editor, so my game will either have bad sound effects or literal onomatopoeia ones like “bang”.


