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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘dinner’

Dinner with Hurricane Danny

Posted by HybridMind
Saturday, August 29th, 2009 4:46 pm

As the remnants of Hurricane Danny thrash against the windows on it’s way out to sea I’ve finished with my dinner and half-finished with my beer.  Been working on the game now since 5am EST and it is now almost 8pm.  I had way too much coffee a few hours ago and in some attempt to bring my nervous system’s ballast back in line I’m having a Corona.  :)

LD15-sat-dinner

The game is going well so far.  Angry Caverns is starting to be fun and I’m starting to refine some of the ideas and mechanics with all the time I’ve spent playing it.  I hope I can get a bunch more finished tonight before I have to crash though.  As soon as I start nearing this point in the competition (usually about 15 hours of dev in) I start getting a little loopy and distracted.  If I can just stay focused for as long as possible I can lay the ground work for a productive day tomorrow.  Well.. back to the game dev!

Game Idea, Dinner

Posted by jolle
Sunday, April 20th, 2008 7:20 am

I’ve finally started working on an entry. Is a column game with a weird addition. I’ve worked on it lightly for maybe four hours now, or so. We’ll see how fun it turns out.

I’ve also just had dinner. Chicken, rice, chicken gravy. Stuff. Nom nom.

08dinner2.jpg

09dinner2.jpg

This-is-not-Sokoban: Screenshot!

Posted by chrisp
Saturday, April 19th, 2008 1:25 am

In just over an hour, including player movement. Not too bad. (Although I’ve spent like 10 minutes on this post. Gah!) I’m going to have a dinner break now, and then spend my remaining 2 hours on actual gameplay.

Work-in-progress screenshot of my game

I know, I know, it’s ugly as sin. My artistic skills are, uh, minimalist. The character at least definitely needs work.
The gameplay currently consists of moving left and right until you get bored. A Sokoban-ish clone with gravity is the planned gameplay. E.T.’s Ugly Twin here will be able to lift blocks above his head and place them down, either to make his way to the exit (by building piles / filling in holes) or to crush monsters. Because, as everyone’s favourite anti-games lawyer idiot knows, no game is complete without at least a little bit of ultra-violence

Minimalism is present in at least the following ways:

  • Colour palette (totally monochrome, baby!)
  • My artistic skills
  • Pixels (all sprites are 12×12 pixel art)
  • Squinting required (the sprites are resized up to 48×48 pixels so that they’re visible to the human eye)

There are others, but I’ll leave them up to you to guess!

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