Posts Tagged ‘game’
If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.
I will try and play every game entered.
I will be streaming most evenings.
Enter your game link here:
Hello, everyone! I’m Shaquille Stoutamire (Defacid/Acid) and I had a lot of fun with Ludum Dare this year! I’m really excited that, even though I still had a lot going on, I managed to finish my entry! It’s not as fleshed out as I wanted it to be, but I submitted it in time… with a whole minute to spare!
WHAT I ACCOMPLISHED:
- Randomly generated worlds with terrain and plantlife variations
- Pretty decent gravity and rocket physics (there are definitely bugs, but it’s relatively solid)
- Basis to a leveling system
WHAT I FAILED AT:
- Fleshing out the level system to actually DO something
- Adding outposts and environmental interactions like gathering resources and using them to survive
- Spending too much time on the planet generation: I had already build a similar system before, funnily enough for a previous Ludum Dare, but I ran into an error didn’t want to look at it or use that code base – when I do a game jam, I like to work from scratch in the engine/IDE that I’m using. Next time, even if I’m not going to copy and paste, I’ll at least look.
- Actually fleshing out the morality element. Right now, the player themselves has to ask the question of “Why am I killing these little guys?” when experience doesn’t change anything about the gameplay. But I wanted to actually add something of value to the mix like planets losing color saturation when you kill enemies, but you get something in return so you have to weigh whether or not it’s worth it to kill these defenseless little guys.
- Clearing my schedule for the event. It was unavoidable (school, watching my son, my car broke down haha) but it still definitely hurt my game. I lost AT LEAST 24 hours due to obligations and 8 to sleeping. So I ended up with about 12 or so game dev hours at the maximum.
WHAT I’M DOING NOW:
I’m going to port my game to HTML5 within the next day so that more people will play it! But within the next 20 days, I’m going to play as many other compo entries as possible! I will make sure to play and rate every game of every person who rates and comments on my game.
Play as a rogue wanderer, with a mystical gun capable of absorbing lost souls for ammunition.
Stop the creatures from another realm from capturing enough souls to grow to their true forms!
In case you’re looking to dive straight in to another jam, the second annual #SpeccyJam starts on 29th August 2014
Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)
Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!
You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).
For more details about rules and registration (by way of forum), check out http://www.speccyjam.com, and follow @SpeccyJam on twitter
Thanks for reading, and hope to see you there!
Hi guys, this is a post-mortem of : Must to be Invasion
For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.
What I used:
- Unity 4.6 (2D project)
Day 22/08 – Start: 23h – Total work: 5 hours
- 3 hours of brainstorm
- 1 hour enhancement concept
- 1 hour prototype
- Sleep (4am day 23)
Day 23/08 – Start: 13h – Total labor: 16 hours
- 2 hours drive to implement player
- 3 hours collecting the web assets
- 2 pm Lunch / Dinner / Rest / Play / Chat
- Implement person 30 minutes
- 1 hours Implementing player commands (shoot, abduct)
- 30 minutes Implement cars
- 1 hours Implementing fake-physics
- 1 hours tidying bugs
- 1 hours rewriting code to be more readable
- 2 hours placing and arranging scenery animations, camera
- 2 hours writing fake-AI for helicopters
- 30 minutes implementing the helicopters
- “Breakfast” 30 minutes
- 1 hours testing and correcting bugs
- Sleep (15h day 24)
Day 24/08 – Start: 15h – Total labor: 7 hours
- 4 hours Rest / Eat / Play
- 1 hours tidying bugs
- 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
- 1 hours Fixing problems in resolving
- 1 hours recreating scenario
- 1 hours and adding difficulty leaving the way I think it has to be the level
- 30 minutes implementing sound
- 2 hours doing input screen and other screens
This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
- Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
- Use an engine and language (programming) I understand and used before
- The clear concept is the key
- Eat well
- Sleep well
- Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
- Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
- Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth
What I learned and / or should have done
- I need to learn more about other areas (art, sound). Ex: Scenario
- I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
- Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
- Having planned my time better. Ex: I overslept and spent time playing and doing other things
What will never be satisfied and always will think that I have to improve (for game jams)
- Learn more about the tool
- Structure the game before you start
- Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
- Mechanics and Design Level
Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?
For the last, I encourage you to write and share your post-mortem, I would love to read.
I hope I have been as thorough. I swear I blacked out many other details to spare you from them.
Comments, criticisms are welcome.
Thanks for reading this far.
Images – More images here
Hey, here is my game: ludumdare.com/compo/ludum-dare-30/?action=preview&uid=26780
It has some mechanics of crafting & building and teleport system.
This LD was my 3rd one and as previous ones it was fun.
Random progress screenshots:
A Jam entry game made on 24h!(ok ok, we use one day more to make this better!)
This is a introspective game, about how music connect people, places, all the universe. Different sounds, styles, with a flat art and easy way to play. It was a experimental game. The first we made with this purpose. We knew that will be a lot of games with planets and universe. And than I think “Hey, why we don’t make the comum idea with different flavor?”
And that is Universal Feeling.
Feel free to play ^^
My first ever Ludum Dare! I was dared by a coworker to enter and make a game on Friday!
Enjoy playing Jacob’s Ladder here!
Jacob’s Ladder is an attempt at meeting my goals here.
I have had many successes through the last two days!
[x] Intro Splashes / Animations
[x] learned to make materials / textures / normal maps
[x] GUI Buttons
[x] city maze : Jacobs Ladder level
[x] Audio, Music, Sounds
[x] Secondary Main Menu / SubMenu
[x] how-to-play / controls / input
[x] footstep sounds triggered when walking
Didn’t get around to adding :
[ ] skybox
[ ] Cross Maze Level (from brainstorming session at start of LD30)
I surprised even myself on what could be done it such a limited amount of time. I learned a lot and can now add the scripts I created to a personal script library to use in other game dev projects!
Ludum Dare For The Win!
I didn’t have as much time as I like to spend on LD this weekend, but I’m super happy to have been able to finish a game in something like ~20 hours of development time! In the last hour I had to rush copy/paste a lot of my event code, and so that aspect is much less interesting and diverse than I wanted… but at least it functions and (so far) doesn’t crash.
Now my next big goal needs to be to actually get a bunch of judging done this time around. This has always been a huge problem for me due to how LD always falls on the calendar, and I doubt this year will be an exception – Last week was the first week of school, and as a teacher I’m super busy trying to get things off to a good start. I’ll do my best though!
Here’s the game project page! http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=3911
I am done with my game! And I’m finally even proud of it. There was a time when I wasn’t – but that lies in the past xD
Well, my interpretation of “Connected Worlds” was this one: Screen split in half, each half is one world. They’re connected somehow.
And the result is some funny game with two colo[u]rful slimes, that are jumping in opposite directions, held together by a rubber band. So, connected worlds. Connected with a rubber band.
I guess I would normally make an animated .gif and throw it into here, but I’m way too exhausted to do that now. So, have a static screenshot (don’t be sad! at least there IS a screenshot.):
Oh, and also one where the rubber band just broke (one of the more difficult levels is shown in the picture):
Click the cake to go to the submission page, and please don’t forget to vote & comment
My compo entry is a puzzle platformer with hand painted graphics.
I used Unity to create the game, Photoshop to paint and Cubase, some synths and my mouth for sound effects.
Unfortunately, I didn’t have time to finish the music.
I managed to finish 8 levels ranging from easy to rather tricky.
It’s possible to get stuck in places, press Enter to restart the map.
There is no progress saving etc, but once you know how, you can finish the game in a minute or so, so shouldn’t be a big deal.
Made on a Mac so Windows and Linux are completely untested, but should work.
All in all, a pretty successful weekend.
Let me know what you think!
Download and vote here.
Music is finished and added into the game.
Here is the current title screen for your enjoyment:
Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!
The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.
“De Yuang” Anne Wijning – Programmer
Jere “Turtana” Jalonen – 3D modeller
This is a very simple game. Your goal is to connect two worlds together by expanding or shrinking wormholes. Mostly expanding. The score is based on how many wormholes you used. The more wormholes, the less your score.
Here is a animated GIF showing the simple mechanic of the game: