Posts Tagged ‘screenshot’
Hi everyone the game I created for this LD is ‘When Worlds Collide‘
You can play, rate & brutally criticize it here!
Direct unity web player link here!
- Randomly generated solar systems, planets, moons etc.
- Hover your mouse over planets to see planet name, planet population, and planet wealth
- Grapple multiple planets to haul them around the solar system
- Solar system radar displaying location of planets and the sun
- Player health
- Destructible planets and moons
- Dogfight with enemy fighters (pretty tough; got it in last minute)
- ‘Spacebar‘ = Grapple planets
- ‘F’ = Fullscreen
- ‘Enter/Return’ = shoot
- ‘R’ = Create new solar system
- ‘WASD’ = Move up, left, down, right
- ‘Left Click’ = Hide controls
- ‘Mouse Hover’ = View planet information
The game is a little rough, but I feel pretty confident with how much content I got into it. There isn’t a definitive goal but it’s still an interesting free roam concept
It’d be awesome if you guys & gals would check it out and tell me what you think and give it a rate. And again, criticism is encouraged. Have a good one!
- Follow Me : @OfficialDingbat
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!
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.
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!
This was my first gamejam entry ever. I knew the Ludum Dare was coming as a friend had asked me to join his team, but as the voting result got out, I got swooned in the hype and decided to try entry of my own. Get something finished. At the same time, it was good intro to Unity & programming – neither of which I’m that practiced with.
What I went right:
-Scope: small and simple was well within the time limit and my coding skills.
-Atmosphere, Thanks to unity particles. Sure, they are done with presets, but it made nice boiling sea. As my main challenge was coding, models were very minimalistic, worked here.
-Music composed with a generator. Fast and good enough.
-Support: having helping minds to bang against when solving issues and good documentation to refer to.
-Learning. There was lots of that.
-Finished it! Yes!
What went wrong:
-Coding, while it went alright, even some more experience under the hat would’ve enabled so much more. Better effects, more effects, smoother everything, better controls.
-Testing. I’m not certain it is possible to complete the game as it is supposed to. Luckily, some triggers collision detections bug and make it possible. Actually generating and validating levels like these would be interesting. topology problem. Afterwards got good feedback regarding controls and field of view, but that was already past the deadline.
What was missing:
Mainly a proper player character and more levels. A Menu, story screens, some animations, more sounds and music, timer based scoreboard and testing.
Proper Name: Went for the silly compound word just for the sake of visual of quirky triple l’s boderd by symmetrical i’s. Amh, yeah.
First completed LD. This was a good intro for the starting season in the uni, got confidence knowing that I can make it. Inspiring, wanting to work more on graphics and I’m certain I’ll participate again!
Thanks to the friends and family making this possible.
I appear to be afraid of making games.
My LD26 submission was an immersive world with graphics and audio, interactions and special effects, challenge and progress. It was clunky, confusing, cheesy, and short, but it was a game.
When LD27 rolled around, I looked through my feedback and made a plan. Graphics and interface were the biggest complaints I received, so I focused on a clean interface and smooth graphics. In that, I succeeded… but at the loss of a complex goal, and immersive interaction. The comments indicated such, but I didn’t get the hint.
LD28 added back some of that interaction, and gave the player a means to manipulate the ways they interacted with the game. It added back a challenge and goal, but lost the graphical and auditory polish, and it required content to really shine. Most of my time was spent on the upgrade interface, which was lauded, but the game suffered for it.
I didn’t feel too bad about my LD30 submission. I mean, it was missing 90% of my desired features, the graphics got skipped again, and I didn’t have enough time to playtest it well, so it’s statistically unlikely you’ll complete even a single objective… but that’s Ludum Dare right? 600 lines of code later, the inventory system works, the random goal and automatic goal-checking works, the random resource generation and base-color modification works, and the entire backend ties together in a bug-free manner. There are simple particle effects, some moody ambient audio, and a few hurried attempts at humor… It’s still a moderately successful submission.
The comment that really kicked me in the gut was, “Nice GUI Demo”. I know they didn’t mean it maliciously, but really? The worst part is, I can’t argue with it. I watched my timelapse, and I spent almost the entirety of the Compo mucking with the GUI. You don’t interact with the planets (yes, those were supposed to be planets), you push buttons. Everything is a button. You don’t live in this world at all. It worked for Adventure Games, but I guess we grew out of those in the late 90′s.
Immersion is hard. And evidently important.
Amidst the complaints Elder Scrolls Online receives (yes, random neuron firing here), one is how they focused on a nearly GUI-free experience. I’m beginning to understand their decision.
My goal for Ludum Dare 30 was to make a game that didn’t disappoint me. Instead, I think I discovered one of the issues holding me back. Just as good, I’d say.
- I only had 24 hours so I went sleepless. Too excited to sleep.
- The physics of the bird was the hardest to tweak. It still needs a lot of work
- Procedurally generated world.
- Fart poo noises was done by my mouth, not my bottom.
- Music was done with garage band
Playable here http://www.ludumdare.com/compo/ludum-dare-30/?uid=34676
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!
(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).
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
Making a lot of good progress today! On my LD entry at least. My other weekend obligations… not so much. Oops!~ I’m down to adding in my random events and the end game criteria (Timer based, I think I’ll go with) and then I’ll have a completely playable game! YAAAAAY!~ There’s also still a tiny chance I’ll try to add sound before the competition ends. We’ll see about that though.
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.