Posts Tagged ‘jam’
If you want to wander in a surreal world, try my entry “The Other Sky”. The Ludum Dare version only has 3 levels, but hopefully I could make a better version in the future.
I really enjoyed making this game, but I wished the I could make the levels more intricate. The theme unfortunately induced me to try to make something very ambitious. But other all I had fun.
Rescue Shump – musicm122 – Jam Entry
Rescue Shump : The shump where you don’t shoot anybody.
My First LD48 Entry submitted EVAR!
You: A member of a technologically advanced society, whose sworn mission is to save refuges of other time and space incidents before their world is destroyed.
Safely maneuver an unstable planet and save as many survivors as you can before their world explodes.
#1- Slow Down Time
#2- Dodge Immediate threat
Space – Emergency Brake and pick up survivors
Left and right keys – Accelerate & decelerate
Up and Down keys- Move ship up and down
So I drew a lot of the inspiration from a portion of the pop fiction novel When Worlds Collide. Specifically when they fly a rocket around the world to collect animals and people to survive the explosion of the two colliding planets.
I wanted to focus more on the narrative of the individuals piloting the ship and as the survivors. If I were to build on this I’d add a mode in the game that would allow the player to walk around in the ship and in the world (thinking FF6 in the airship) and delve into the whos, whys and whats of the Org that is indiscriminately saving everyone they possibly can as well as the origin of the ship and its pilot.
Development Issues\Challenges\Wishful thoughts
- I hate that I had to spend so much time on UI stuff. I should build in more ui stuff for any future jams. (Which is pretty much my least favorite thing to do in Game Development)
- I did start to put together enemy planes and the like but didn’t feel I had enough time for a decent AI and I wasn’t so sure I could make sense for something like that in the narrative. At the end of the world who in their right mind would be trying to kill humanities’ last hope?
- I wanted audio but my sound card was being a pain for the duration.
- I totally ignored setting up any sort of parallax
- I wanted a timer and for the falling debris to gradually get worse the longer you played.
- Generally I would have liked to have a valid way to articulate a narrative with dialog.
If anything I think it might make an okay mobile game…. Not really sure I wanna do anything atm though. It was a welcomed diversion and I had a lot of fun. At this point I’ m just happy I have something submitted that is relatively playable.
- No death animation for mountain collision death. The game just ends.
- No end of level
- You can rescue survivors an unlimited amount of times
- When dead and selecting restart game stays paused.
Like prophesied I didn’t have the time to implement any gameplay. Having to work on a Monday tends to get in the way of creative expression and sleeping late for that matter.
Nonetheless I did get some optimization done. While it still tends to slow down when zoomed out and in full swing, it’s an undeniable improvement.
Try it out if you can muster the will to do so. As for the rest, take another Gif(t) from the Gods!
With our game, Melody’s Long Ladder Home (play it here!), complete, it’s time to look back a post mortem of our experience in Ludum Dare 30.
- We – my friend Will and I – learned allot. We learned how to best use our tools (especially Stencyl) in the future, and we learned about the awesome game dev community out there.
- Our live stream was fun and fruitful. We got to interact with interesting people and had a blast doing it. We did over 12 hours of total streaming over three days (which is nothing compared to the 24 hour Extra Life marathon stream we do).
- Our game turned out well. We really like the result, and actually impressed ourselves with it – we weren’t sure what we were going to come up with, but this turned out well.
- Turns out Stencyl has some technical limits, and we kinda pushed beyond them. Namely, we overloaded it and started getting 3-5 FPS while testing. Fortunately the game exported fine and runs smoothly outside of Stencyl.
- Some idiot running our live stream’s video feeds (me) forgot to turn off the full screen webcam for several minutes on two separate occasions. Not really a big issue, but c’mon… that’s a rookie mistake.
- I personally didn’t sleep worth a darn the entire competition, so I’m looking forward to a long night’s rest tonight.
Long story short, we had fun and hopefully everyone else participating had fun as well. See you guys next time!
It’s done! Since the last update, I’ve added a goal (buy all the planets), rebalanced everything to be more interesting, and added a bunch of quality-of-life improvements. (Windows stay on screen, you can rename lorries, etc.) It feels like an actual game now, and I’m really happy with it.
With all my previous attempts I’ve tried to get something done within the 48 hour time frame.
This time though my Sunday was booked ful with family stuff so I wasn’t able to make it.
What amazed me though, is that I’ve never came as far within the 48 hours of a complete game.
All the mechanics are there, it’s just a matter of allowing the player to use them via UI.
There is still some art polish to do, sound and – as stated – loads of UI.
Switching to the Jam and see what I can do with the extra time
Good luck to all and have fun playing and rating!
Our team for the LD 30 Jam is still going strong, 15 hours to go. The game is about – you guessed it – connecting worlds by building bridges. The cultures that live on the worlds evolve based on the resources you provide them access with. Simultaneously, the evil enemy culture is growing without your influence, and your goal is to nurture the friendly cultures to a level where they can defeat it.
Can’t wait to see what everyone else has done with the topic! But first, the UI and controls have to be finished and the game be balanced. Also we encountered some interesting ideas and techniques which might make it into a postmortem.
(Screenshot) I don’t know why I give the characters such creepy faces: the game is a basic platformer XD
Graphic assets: done
Tomorrow, I’ll have to do all the level-design & the sound fx. Everything should be done without too much panic for the Jam. (And I will even have time to watch some 30 Rock episode).
Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!
Today we fought our first major issues (first serious frame rate drops and than later items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.
Well, as nice as we can, anyway.