Posts Tagged ‘Ludum Dare’
Came in to work this morning to see that our LD27 game had 1000+ gameplays on Kongregate. Turns out it’s featured on the front page of the site in the “Trending” and “Hot New Games” sections!
We really want to tweak some things and add weapons, levels and music to the game for the post-jam version, so hopefully this is the start of something cool.
Thanks to everyone who played it!
Black Hole Runner is my Ludum Dare 27 entry, it’s about black hole and time dilation. I found almost everyone complains the slow vertical movement, which is caused by time dilation. To me, the slow movement has its reason, that’s just what I want, a slow motion effect. But why players don’t like it and how can I improve it?
The biggest mistake I made is let players waiting. Games should keep players busy, from receiving information (visuals, audios, texts and emotions) to taking response, always let them having something to do. Even in the turn based game like Go, in opponent’s turn, player have lots of brain work to do.
Yes, time dilation slow down spaceship’s movement, I can’t make it faster under this precondition, but I can give player more works. I found below possible solutions.
* Adding a laser weapon to break the asteroids.
* Pressing UP and DOWN to move a spaceship is so easy, increase the apm.
* Adjust the speed of background music to the in game time speed, emphasize the dilation situation.
* Adding fancy visual effect to attract players attention.
In Ludum Dare #27 I manage to create a game called “10 Floors“. In this game, the player have to reach the goal in 10 sec by avoiding enemies on their way. Its a very simple and classic concept but this is not what I came up in the first place.
As soon as I learned about the theme, I also thought about building a game where you can finish every level within 10 seconds. Its funny that when I see the games, most games have the same approach but of course the execution is completely different. Some games have totally nailed the mechanic.
My first thoughts about the game was to build a game where the game world will change every 10 seconds. As a player you have to predict in advance what the state of the world will be in the next few seconds and based on that the player will make their moves. It was more of a puzzle game than just a runner. I had the world changing logic in but it didnt seemed that appealing from the gameplay point to view. I gave it some more thought but then I moved on as I couldn’t came up with anything that looked like it’ll be fun to play.
It was saturday afternoon and I had nothing. The chances of finishing the game were getting bleak so I went back to the drawing board without wasting any more time on my first idea. The clever decision to take at that time was to turn things around in a way that doesnt involve trashing all the work I have done so far. I reused my level assets, refactored a small section of code and quickly came up with this enemy avoidance idea. It looked fun and challenging at that time. I implement the first level within an hour and felt confident. After that its all non-stop work until I reached a point where the game is fully playable. I felt really relieved on sunday afternoon after seeing the “final” results. I then spent rest of the time polishing and fixing bugs. This is my LD #27 game making story.
What went right?
- No mysterious technical issues. Yayy!
- Able to change things at the last moment without breaking too much stuff.
What went wrong?
- Struggled while creating the puzzles, didnt quite like the implementation of what I had originally in my mind. Lost too much time on it.
- Didnt gave much thought to the mechanic itself. I felt like I was interpreting the theme (10 seconds) as a mechanic. But I guess those are two different things. This slowed me down a little in the beginning.
- Controls are not refined and smooth. I received some valid criticism on it. I wish I had spent more time on it.
Overall, I had a lot of fun making this game and learned couple of new things, especially about shaders and lighting. Shaders really changed the look and feel of anything whether its a 3D model or just a simple 2D line. Its magic.. lol.
Thanks Ludum Dare and I am definitely looking forward to the next Ludum Dare. In the meantime, I have other games to make . This shit never stops, eh.
Thanks everyone for playing the game. If you haven’t tried it yet, here “10 Floors“. After you beat the game, you can enter yourself to the online leaderboard. GET ON IT!!!
Please join today on my stream now.
It’s time to play your LD games live or request to play other LD games.
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
Please join me today on my stream around 6 pm PST (-8 GMT) on 8/27/2013 (about seven hours from now).
I will play your Ludum Dare game or one requested, just as I did during previous relax streams.
Greetings Earth peoples.
For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?
We certainly hope so.
Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#. Source available.
Play on web or desktop. Soon for Android!
Please procure the
diversion game here:
And that’s a wrap! Congrats everybody who participated!
I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever! I managed to implement, I believe 100% of the features I planned! I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…) Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!
I’ve got my code up, but haven’t squished it down into an executable for y’all yet. I’ll try to do that tomorrow!
I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.
…Speaking of which, it’s time for me to get some sleep.
Oh right, have a link to my entry!
It’s that time again. You know you love it. Join me on my stream at 6 pm PST (-8 GMT) on 8/27/2013 on Tuesday because
I will play LD27 game just as I did during the previous relax streams.
I’ve been itching to participate in the Ludum Dare for a while now, so I’m very excited to submit my first game – ESCAPE BASE 10. This definitely reminded me that graphics and SFX/Music aren’t my strong points, but it was fun to make a complete game in less than 20 hours.
To play the game, visit http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5475
Created in Construct 2, music recorded in Audacity, SFX generated in SFXR, and graphics drawn in MSPaint/Paint.Net combo =]
(HTML5 version currently uploading, source and Win32 binary available now)
OK so now is time to give you a preview of my entry so far: 10 Second Paper Flight
The objective is simple, but not easy, you have to throw a paper plane and make it fly for 10 seconds. Sounds easy, but you have the wind to judge, not to mention whatever can be found in the park you are trying it in.
Here’s the latest WIP screenshot:
and here’s the current menu, only added in an hour ago:
I’m gonna be working on getting a few scenes and getting the sound effects created. Not to mention art assets and music.
Wish me luck! x_x
The second bi-hourly post has come, and I am really late for it. One hour and 20 minutes late in fact. Oh well. Better late than never, as they always say.
I am starting to get really tired. Ludum Dare started at a fairly bad time for me. It started at 6:00 PM, so by the time Ludum Dare began, I was already wake for like 12 hours. Nevertheless, I continued on for as long as possible. So, what have I gotten done since the last post?
If you remember, during the last post, I had nothing playable. Just some engine level stuff. In the 3:30 hours since then, I have finished most of the core features. I finished about 25% of the assets, and got more done on ideas.
I now have a working menu Which is sort of playable I guess. So goal number 2 finished, Goal number 1 sort of failed.
|I don’t really like this menu background. I will probably change it later.|
I don’t however, like the menu. I think it is rather ugly, and will need a revamp later on.
The game itself isn’t playable. I still need to finish the tile, player, and enemy assets. Tomorrow will be a lot of asset work, then debugging all the things I couldn’t test, because I didn’t have assets.
You might say a solution to the debug problem, is to use placeholders. However I hate placeholders. I would rather spend the art time doing something that may end up in the final submission.
Nevertheless, I am making decent progress so far. 42 hours and a half to go.
Before the next post, my goals are:
- Get sleep.
- Work on the game in my dreams.
You can follow my Ludum Dare blogs at www.kerinova.blogspot.com
Hi, this is PhilZ.
Unfortunate for me, I lost my other account’s password and could not get a new one, mostly of because I forgot the email (whops), So made a new one. This will be my second time on Ludum dare (If I participate in the competition and I am looking forward to it).
Hi all! I’ve known about Ludum Dare for quite some time now, but this is my first chance to actually participate in one.
I know it’s kind of late to do this, but I’m announcing my entry into Ludum Dare 27. I will unfortunately not have much time to work on my game due to some real life events, so I don’t anticipate having a very polished project ready by the end of the compo, but I’ll try anyways.
Game Engine: Game Maker: Studio Professional Edition
Sprites: Built-in GM sprite editor, perhaps photoshop if I need it
Music/Sound effects: Composed in Anvil Studio as .mid files, then converted to something more up-to-date such as .mp3 or .wav
Thanks for reading! I wish you all the best of luck!
Well, here we are again! All LDs I joined before were total failures
Let’s sum up my former tries:
- For Ludum Dare 24 (Tiny World) I made a 3D model of a hoover. I was trying to do something with it in Unity, but inevitably failed due to lack of time, skill and willpower.
- For Ludum Dare 25 (You Are The Villain) I wanted to make something with my not-yet-gamedev friends from real life. One of them wrote a storyline about an illegal gun trader. In the end, I only made a glowing human model which I later used for my January #1GAM/#1GAMCRUNCH game.
- For Ludum Dare 26 (Minimalism) I made my best LD entry yet (as of that moment). It was so silly so I don’t even wanna link it here. People found it trippy.
- For MiniLD 43 I teamed up with Tim and Finn and made Song of Sparks, the first game since DOSball (which was my very first game years ago) I was proud of. Actually, I didn’t do much coding and design, though it was me who put Finn into the music-drunk trance which led to creation of the game. Surely it will be a great commercial release soon, so I’m not linking.
This Ludum Dare I wanna make something good. No need for it to be super cool or great, my goal is to reach an overall note higher than or equal 3.
- It will be probably a 2D game, so I’m gonna use LOVE engine.
- For LOVE engine, I will need a nice text editor. Kate or Nano, I didn’t decide yet.
- For music, I’m gonna use my Yamaha PSR-E423. Yeah, I’m totally proud of remembering it’s model number.
- For music to listen while I’m coding, Tomahawk. There’s no way I listen through something else. Feel free to add me through Jabber resolver, my ID is firstname.lastname@example.org
Don’t expect me to stream, I don’t have a stable internet connection. But surely you can find me on Twitter or AfterNET IRC server.
Good luck, my dear friends.
this is my first time that i want to take part in this competition.
i use Unity3D and Photoshop.
I hope you all enjoy this competition.
Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!
Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.
- Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
- Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
- Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
- Game ends when one army is wiped out. No base building, its all about the Troops.
- Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
- Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet
- Select your troops with left click / drag and move them by right clicking
- Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
- Scroll the camera with the middle mouse button
The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.
Also, check out an entry made by one of our programmers for #LD26
Hey guys, just wanted to take the opportunity to write a bit more about World’s Aftermath, and the process behind it.
One thing we strived for when we were planning this project was that we really didn’t want to use any content that wasn’t our own. So, from day one, Nicolas set out drawing pixel art, laying down guitar tracks, and doing voice overs for the character deaths. He kept a steady stream of content coming in, and I plugged away endlessly programming it all together. Every day when I returned home from work Nick told me he’d been up till 6am drawing dozens of animations. One night he stayed up all night animating 30 strips of animations and laying down the entire soundtrack. By the end of it all, we had 300+ frames of graphics, 6 original songs, 50+ original sounds, and half a dozen levels.
All of the source code is original too. I’ve been working on a 2D game engine since 2007 that I’ve been using for all my other projects. The night before the competition I gutted out one of my projects of all it’s content so I could start with a blank canvas. I used my custom World Builder (level editor) to design the levels. The engine is written in Java, and uses the Java2D graphics library for rendering (which I’ve optimized immensely). The most important thing, I realized, was that I would need to be able to create units for the game as quickly as possible, and that I wanted hundreds of units and hundreds of bullets on the screen at once. The game was going to be visceral and gratuitous and I think we hit the mark.
Every single variable, animation, sound, and unit/bullet type is defined in the INI files in the /gamedat/ folder (which leaves rooms for mods). By the time we were finished, units, bullets, sounds, levels, etc. could all be added without a single line of programming. To make sure the units could pile up without slowdown I wrote a spatial partitioning algorithm that sweeps over all the units at the beginning of every frame. Each unit is put in a different “bin” for every 100 pixels. This way, unit vs unit or bullet vs unit comparisons are made only on those units in the surrounding area by getting only those “bins” in range.
We really looked to Command and Conquer as a source of inspiration for this bad-boy. We wanted to capture the vibe of the original Command and Conquer, but we also wanted to make a game that could be played by anyone, without ever having played an RTS. So, we simplified the control scheme and mechanics quite a bit from a traditional RTS. This is where we feel we’ve innovated. Without direct control of unit placement, we were able to reduce the gameplay down to three actions (purchase, attack, defend), but made sure we left room for emergent gameplay and strategy. This created a very casual gameplay experience but also leaves room for a great amount of depth.
From the start, we realized the importance of making sure it was completely clear how to play without any sort of tutorial. So, we designed an intuitive and simplified control scheme that is ultimately compatible with touch screens. In this fashion, the entire game is playable with only a mouse, only a keyboard, or only a touch screen. Unfortunately, we had to ditch the tower defense and defend actions for this version, but adding them in our final release will give that additional layer of control that will really bring the gameplay together as a complete package. Forcing the player to commit to an attack makes each decision of what units to send, how many, and how often, that much more important; and the immediate urgency to capture towers right from the start sets the pace from the start of a match. Finally, the need to unlock tiers of units, as well as the importance of purchasing and defending your harvesters ends up making each purchase critical.
Finally, I’d like to mention that a design decision was made very early on to use object oriented code design to cleanly separate each aspect of the game. In this fashion units are separated from teams, and teams from players. We will be able to add in network support fairly easily for the full release, as the code is designed in a way to make networked control of a player trivial. Something we wanted to do from the very beginning was to play versus each other, so the full release will certainly have online multiplayer.
We’ve both always been huge fans of the earlier games in the Command and Conquer franchise. And even though Nick won’t play me anymore because I dominate him every time, we wanted to draw from these games for inspiration. We intentionally left out a unit cap, and made sure the game could facilitate as many units as a player could afford. The music and sound design were crucial, also, in creating an homage to these games. We laid down some guitar tracks ala Frank Klepacki (see below), and did our best imitations of the Wilhelm scream that Command and Conquer used so charmingly for it’s infantry death sounds. Getting the artistic direction of the two factions and the mood of the game just right was critical–since graphic design makes or breaks a first impression–so we worked hard to capture a dystopian “Red Alert Vs Tiberian Sun” feel. We decided the more conventional “Rebel Scum” vs the domineering and futuristic “Allied Collective” would be a good representation of this. There isn’t a story explicitly stated in-game, but we feel we hit the mark with our “show don’t tell” approach that we meticulously crafted through the subtle use of our art direction and the limited wording/naming we sprinkled throughout the game.
Looking back, we feel very satisfied by what we’ve accomplished here. In 7 days we’ve completed a game from start to finish with all the technical aspects of game development accounted for (sound, music, graphics, level design, victory conditions, menus, AI), and a strong core set of game mechanics. We’re geared up to now create a proper release of the game, having proven our prototype, and in the coming weeks we’ll polish the game with all the love in the world and release a free version of the game with all the bells and whistles.
Download/view our entry here:
So, after a day and a bit, I’ve finished my second ever Ludum Dare game, game jam game, and game full stop, in one fell swoop. BotWars is a real time, tactical local multiplayer tank battler where you hopelessly try and control four tanks at once, while fighting over the space key with your friend. It was also my first time working in 3D, using Unity, and I must say, is it one sexy piece of kit. My game works on Win/Linux/Apple, with absolutely not extra effort required from me. Rather stellar, really.
So, what have I learnt?
Smaller is better. Really. I know I said so last time, but it really came in use this time around, working with software I wasn’t used to and with not as much time as I’d have liked. Power-ups were cut, AI got cut, and I didn’t even try to make network multiplayer. Am I disappointed? A little. Some semblance of AI, even if all it did was randomly wander through the map, would have been good, but hey, baby steps.
Polish is good. And I don’t do any. I really don’t. After a day and a bit of coding, I was so damn knackered, I just wanted to publish and go home. So take breaks, and figure out some time to do stuff like improve your sound and graphics. Oh, and put in an actual end condition. I don’ think I did
Take liberties with the theme. I was never, ever going to finish an actual RTS in 2 or so days. So I made an RTS-lite, and you know what? I think I probably learnt more. This is the whole point of game jams! Proper RTSes are silly anyways.
Play to your strengths. I’m a terrible coder, a terrible artist, and a rather good writer. So why aren’t I including any damn writing? I really need to start thinking ahead, and use what I’m good at, even if it doesn’t feel like a conventional way to approach games.
So that’s it! 7DRTS, done. I’ll see you for the next LD, or possibly for 7DFPS.