Posts Tagged ‘first compo’
I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.
I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.
I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.
Ludum Dare END
SUBMISSION: Cave Runner
And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.
- My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
- I did not add sound. This had to be cut in order to meet the 72 hour deadline.
- I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
- I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
- I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.
This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2′s or 3′s, and maybe get some insight from comments.
This is going to be my first Ludum Dare. I’m pretty nervous.
Here are my choice for tools, libraries, etc. so far:
- Language: C++
- IDE: Visual Studio Express 2012
- Libraries: SDL
- Art: GIMP
- Platform: Windows
My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.
Here’s my game plan from the start time so far:
- Friday Night – Saturday Night
- Get basic program up and running [window, rendering, update, fps control, input].
- Create a basic game state control [nothing too complicated].
- Get something moving based of of input.
- Plan the game elements I want to implement.
- Break the game elements into there gameplay atoms, and check the scope of the game.
- Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
- Get the core gameplay implemented.
- Start polishing the game, and looking for bugs.
- Add more/extend features if QA is finished early enough.
- Finish quality control at least 2-3 hours before the end time.
My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:
- Core Gameplay
- Basic Art
- Extended Gamplay
- Polished Art
I will be hosting my game on my website here:
My first Ludum Dare Compo submission.
Had problems with creativity, so ended up something being shoehorned into the theme.
Hello mates !
To tell the truth I don’t like this theme. Also, this is my first attempt to any game making’s jam. I hope I’ll find a way to make my game
I have plenty of food, coke and coffee. So I’m ready. Here’s my idea :
I’m taking the word ‘Discovery’ as what happen when you Explore & Stuff. So it will be a Space RTS gameplay where at start you control a “home world planet” bound to a sun with (fake) gravity – I sucks at physics things. On the journey, you’ll have fight in space battles against (scary?) aliens. Your goal is to expand, control the solar system(s) and eliminate all the aliens…
Rotating planets :
By the way, the game is in Python2.6, using pygame (SDL) and pycairo (Cairo) library. Currently on GNU/Linux, I hope Windows version will be fine.
To follow the tradition for this Ludumdare:
“I’m declaring that I intend to participate for the first time”
maybe it turns to the good or maybe it turns to the very bad, we’ll see.
Well this is my first Ludumdare… …well my first Competition for making games ever.
Furthermore i must go for maybe 2 hours to a party.
And I must help a friend in Photoshop.
But I still have plenty of hope that I have something playable in the end.
You know “While there’s life, there’s hope.”.
Because I played in last time with AS3 and Flixel, I will use that, Photoshop for concepts and the visual eyecandys and maybe Alchemy for inspirational use.
Like a few other here, this’ll be my first LD. I’ll be using Construct for the creation of the binary if my concept ends up being 2D. For 3D, I have a variety of technologies I’d like to explore.
The first is Dage. I’ve been playing around with it for a few days now, and even though the odds of me getting to make a 3D adventure game are hard, I’d certainly embrace the chance to use my recent experience.
I’m also not above Unity, if the trial is viable.
No matter what I use to assemble the game, though, I’ll be using Blender, Photoshop, and Notepad++ for the majority of modeling, texturing/art, and writing, respectively. I know that I’m a bad egg and should use GIMP–but, hey, I like Photoshop’s interface better. If I wind up with Dage, I’ll also have to use Max in my pipeline, another evil, commercial program.
As far as my experience in other areas, I’ve tried a few compos, followed more than a few, but never made a real entry. I’m determined to sneak one into this LD. I’m pretty experienced with Construct, Blender, and Photoshop, and I’m just learning other techs like Unity and Dage. I grasp programming concepts pretty well (Event Sheets in Construct come almost naturally to me), but I fail pretty hard at actual programming (even XNA is beyond me). I like it that way. I like that in this modern day and age, there’s a bunch of technologies (Construct, MMF, AGS, Wintermute) that allow you to script an entire game without programming it. I like that many things are set up for you, and I like WYSIWYG. There’s nothing wrong with WYSIWYG in my book–if you can create something totally awesome, it doesn’t matter by what means.
Anyway, that’s me. Sorry for being wordy. I can’t wait to participate, honestly. I’m sure I’ll be dreading my decision in about 144 hours.