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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Posts Tagged ‘tea’

    Ludum Dare Jammin’ Day 1

    Posted by
    Saturday, December 15th, 2012 2:05 am

    So me and my brother are taking a go at the jam, and it’s been going rather well. I’m using Löve+lua to do the programming and he’s doing the artwork in photoshop I believe. This is a day summary of all of our activities. :)

    First off we brainstormed ideas for around an hour and 20 minutes. We thought of a rather unique idea about a thief who doesn’t murder but finds clever ways to incapacitate enemies and meet the objective mission. All of the missions are randomly generated, as it’s intended to be in arcade-game style.

    Second I ate dinner and took a photo for all of you guys to see. Oh yeah, and I set up an awesome tea tray:

    All of it was damn awesome.

    All of it was damn awesome.

    And then began the creation of the “engine” for the game. It’s more of the deep internals than anything, as you can see in the screenshot below. The graphics are really nice, and as you can see I haven’t split the character’s image slices yet. Animation should be simple with a side-library called anim8 however. Since this is the jam I’m confident I’ll be able to get all the features in by the deadline (which is Monday 6pm of course.) The main game elements I hope to have together by the end of tomorrow, and then I hope we piece them together on Sunday and really polish and finish the game on Monday.

    Progress

    Progress

     

    Time to go to sleep now. :)

    Only Forward

    Posted by (twitter: @whitingjp)
    Sunday, December 7th, 2008 1:31 am

    Well, back to the grindstone then. Took forever to get to sleep last night, my brain was just buzzing with ideas, probably a good thing, but quite frustrating nonetheless. Work up feeling kind of tired, but still plenty motivated, so I decided to start double buffering my tea consumption.

    Taking my hot brown beverage consumption total to 7, rock and roll!

    I spent the last hour or so crafting a bunch of progressively harder levels to ease a player into the game (it is, I suspect, pretty damn confusing if you just get thrown into it). Definitely glad I took the time to make an in game level editor. It also means it’s really starting to feel more like a game and less like a dodgy prototype, which can only be a good thing.

    Still loads and loads and loads I want to get done though, so I guess I’ll just keep plowing on.


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