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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 2 days, 15 hours, 43 minutes, 5 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 2 days, 15 hours, 43 minutes, 6 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]

    Posts Tagged ‘unity3d’

    Humble homage to a classic

    Posted by
    Sunday, February 9th, 2014 9:12 am
    Xeewolf Screenshot

    Xeewolf Screenshot


    Xeewolf my humble homage to the classic Zeewolf try it on Kongregate

    Post-Results & Tips

    Posted by
    Wednesday, January 8th, 2014 4:39 am


    I figured I’d do a writeup of my results for Asphyxia .  I wish I could put these ratings into a sexy graph, but seeing as it was my first ludum dare that wouldn’t be very interesting ;)


    #20 Mood – Nice, the game was obviously aimed at the mood and there was some though competition in this category, with masterpieces like rxi’s game. Some described the story as very sad, others as a punch in the stomach (the ending) and some as intense, it’s nice to have been able to put some mood into it (which is a first for me).

    #35 Audio & #118 Graphics - Surprisingly high, the music in the game was the first I ever created, so this result very awesome to see! I’m definetely no artist, so for me this graphics rating is a nice proof that even a programmer can score moderately high without talent if you put effort into it (first time I’m putting anything other than programmer art/primitive shapes in a game).

    #131 Overall – I was aiming for top 100, which I didn’t make, but I suppose that goal was a bit too high for a first ludum dare. 131 is still a very nice result regardless!

    #415 Fun, #494 Theme, #546 Humor - I think this game was quite the opposite of humor, but still an average score of 2.13? Strange :) As for fun and theme, it was not very original in the theme category (one life in story) and funwise, it was way too hard.

    Alright, so much for the ratings, they’re not what LD is about, it’s more about what you learn.

    Here are some tips for next jams that I have learned along the way in this jam, I tried to add those that I don’t read in every other tip list (eat and sleep):

    1. Your game is probably too hard.  As the maker of a game, you are much more skilled in your game as you know exactly how it works and have played it a whole lot. Have your game playtested, even in a jam, and scale the difficulty down.
    2. Add story skip functionality. Add skip functionality to intro’s and parts of the story (if your game has one). In my game the intro was not skippable, which was a big, big mistake.
    3. Add level skip functionality (in my game I had a button show up after X failed attempts). This allows players that are struggling or simply don’t have the time to try many times to see the story/ending of your game regardless. This is not that hard to add and in my eyes is a must in story-driven games.
    4. Add sound. Any sound is always better than no sound, if you are not an audio pro, consider recording things around you with your crappy microphone or generating sounds with bfxr. If you do it really well, it can make for a great experience all by itself, see Atmospherium‘s game.
    5. Do one thing well. I often end up over-scoping in jams, it’s not so much that I didn’t put in every feature I wanted, it’s that the game does not do one thing very well, but does a lot of things. I think this problem is especially present in  the programming-end of the game developer spectrum.
    6. Don’t finish with programmer art. Making art is not impossible for programmers, do plan to span some time on at least reasonable art.
    7. Build for Linux too. I’m not a Linux user myself, but many of jammers (especially the veterans (who vote on a lot of games and give great criticism)) are. There is no Unity Web Player for  Linux, so build for Linux!
    8. Put instructions in the game, when the player needs it (first) . In my opinion this is so much better than putting a list on your submission page or at the very start of the game. Here are some examples of how it can be done.
    9. Watch a stream of someone playing your game (or an IRL person). This is basically how I learned most of this, post-jam there a bunch of people streaming games, it’s a great opportunity to see someone struggle with things that you thought were intuitive/easy.

    Hope this helps some of us ;).

    Blue Harpoon, postmortem p1

    Posted by (twitter: @Haite)
    Tuesday, December 31st, 2013 5:19 pm

    If you didn’t played, please, here is the link http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11311 /o/

    Don’t forget to play comp and the updated version!

    Because it got so big, I decided to divide the postmortem, so, let’s get started:

    How it was made:

    Before the jam

    The thing is, work alone is all about time management, how much time you will spend at which task will set how good will be, but in other hand, get more time to certain task makes the other tasks have less time, so, get the equilibrium is the real challenge here.

    Roughly how I planned to spend my time at the jam.

    Roughly how I planned to spend my time at the jam. It is in portuguese, but I think you guys got the idea.

    Before the jam started, I made a graphic to more or less know how to use my time and a list with when I should do what. The goal wasn’t to roughly follow these things, but to just make feel save to switch tasks, because I would know that if I took more one hour at some task, I would have less with some other and not just mindless (which WORKS with some people, just making it clear) do everything I can, until the deadline for example.

    Again, how I planned to spend my time, this time, more detailed, day 1 I set for myself spend x hours planning the game and y hours programming for example. There wasn't specific tasks first because it wasn't the objective and second because was made before the theme was release, so if I did specify, the risk of completly ignore this would be much higher.

    Again, how I planned to spend my time, this time, more detailed, day 1 I set for myself spend x hours planning the game and y hours programming for example.
    There wasn’t specific tasks first because it wasn’t the objective and second because was made before the theme was release, so if I did specify, the risk of completly ignore this would be much higher.

    Having the planning, I could feel save and wait for the theme came out.

    The idea

    As soon the theme came out, I started thinking in what I could do, so I made a mind map of theme using mindmup.

    Again, in portuguese, sorry guys :(

    Again, in portuguese, sorry guys :(

    Mindmaps, working relating everything you can think with the theme, this is very useful to not get stuck with the first idea and speaking of which, I almost did about a guy that would fight for a coin to a cola machine, crazy isn’t?

    I abandoned the idea because for the idea work, I would necessary do some cutscenes to the player understand that he’s fighting for the last coin to the cola machine, because the coin itself would not make part at all of the gameplay, so, if I couldn’t make the cutscenes in time, I would be with a confusing game, that I would have to explain with some other way of what is going on, which is not ideal…

    In other hand, the idea that I took worked very well, you would have a weapon and would have to throw it AND take it back, because you only have that ONE weapon. It would make it clear why I choose this idea because it would be clear just by playing it, even if I did less things, less art, one enemy, no sound, the core of what I was thinking would be reachable much faster. I think, the ideal thing that you will try to do when making a game, is to reach that “core” as soon as possible. Your game will work without that fancy menu that you thinking, but will not if the player don’t get it what you tried to do.

    The idea being set, I started to do…

    The programming

    So, was still the first day, I decided to program a little before go to bed, that because if I had a trouble with it, I could think in a solution before and after the sleep. It is good to do this because you will have a fresh mind about the problems that you had before, also, I didn’t want to sleep very much at the end of that day.

    The idea of being a 2D arena was because I wanted to study the new features of the unity. Every jam that I work alone I have a goal of what I want to learn, usually on the fly.

    I had some troubles to do the controller and with the 2D layer system of the unity, but, the 2D animation system is wonderful, one of the best I had seen I think.

    However, I could not do the program isolated, mostly because of the mecanim system that unity uses, so I started to do the…

    The Art

    Do a pixelart game was because had been a long time that I wasn’t doing and be a demon at some kind of ritual was just because…well, I wanted to do demons. lol

    More than the half of the first day the main character for example looked like this:heropack

    Yeah… I started to get nervous that I wouldn’t be able to make the art of the game…

    When I started to make I took references like Frogatto and manly, Savant.

    What I wanted to my game to look, maybe I was a LITTLE too ambitious? .__.

    However, it didn’t worked as I planned. For some reason, I think small pixel art character in a big scenario looks wrong and because I didn’t want to lose time making a camera control, I wasn’t even sure if it would work with the gameplay, I didn’t zoomed.

    Also,  hard to animate. I liked what I achieved but maybe it would be better a simple art but better animated? I don’t know for sure…

    Having the art and the programming I hoped to make the…

    Music and Sound Effects

    This really made me happy. Music and SFXs were always, along with animation, my weak spot. I saved a good amount of time to do this, but really, I didn’t expect to be able to do something.

    At day two, last day of comp, first I tried to put a bunch of samples together, but didn’t work. Then I tried again to compose the music, looking tutorials but mostly trying things out and for my big surprise, this time it worked!

    Being the first ludum that I was able to compose the music and sfx by myself.

    first "success" with music, yay!

    first “success” with music, yay!

    The SFXs were made by using free generators. I’m not completely happy with them, but at least, they are there.

    Having everything was time to submit! Yay! :D


    Wow! Are you still here? I will try to do a part 2 as soon as possible, telling what went right and what didn’t.

    Thank you so much for reading and for playing!

    If you still in 2013 when reading this, good holidays!

    LD23 Post-Mortem: Our Man, Dragon

    Posted by
    Monday, December 30th, 2013 5:05 pm

    (cross-posted from my blog here)

    (you can play it right here)

    When I last submitted an Ludum Dare game, I gave myself an MS Paint trophy. I submitted another game, one I daresay is a bit better than the last, so here’s my reward.

    that’s some CGI right there in case you can’t tell.

    This LD was a blast. I spent the weekend hacking with four colleagues from Braintree and we had ourselves a hootenanny.

    The game is more or less as I had imagined, albeit with a few missing bells and whistles. The last big gameplay feature where villagers build huts is still in-progress, and it could really use a GUI to tell you what’s going on. Still, remarkably complete, especially when compared to how very far short I fell last time.

    What Worked Well

    •  Knowing Unity – this time around, I knew the tools somewhat before going in. I have yet to finish a game in Unity, but I have banged out a couple of rough prototypes prior to this. In particular, the Catlike Coding tutorials were very helpful.
    • Comradery - While I remain a fan of the solo format, leaving home to gather with like-minded hackers was extremely helpful. Just as in my daily work, my colleagues inspire me to be better than I am.
    •  One Fun Thing - I took Tom Francis’ advice and made a game around one fun mechanic and prototyped that mechanic immediately. I spent a lot of time making sure the fire-breathing looked and felt just so, but I think that was time extremely well spent. It’s still fun to fly around and set things on fire, even if you don’t understand what the game is really about.

    What Didn’t Go Well

    • 3D Modeling – I realized I needed better tooling to make the ork fortresses, which is where I started to spin my wheels. Google Sketchup is a straightforward enough tool, but I really found it hard to navigate. I have a license to Blender somewhere – I need to dig it up and rediscover that tool.
    • Visuals - These aren’t my strong suit. I cheated by going for a very basic look (one kind commenter compared it to Darwinia), but even then I spent more time on them than I ought to have. I don’t know what the solution is here though.

    Other Miscellaneous Thoughts
    I really had fun with this. One of my 2014 New Year’s Resolutions is to try and make a game every quarter. I have a few things I’d like to experiment with – in particular, I want to see how hard it is to make an online multiplayer game. I am going to finish up Our Man Dragon first though.

    As always, thanks to the organizers for making this happen. LD is a very special event for me.


    Trial: Behind the Scenes & Post Mortem

    Posted by
    Sunday, December 29th, 2013 10:22 pm

    Ludum Dare Afterisk Trial

    Hi Everyone, our take on the theme was an action/arcade game based on a randomly generated grid that was filled with colors and mines. The player could select one color to reveal at a time, thus showing the safe cells. This game came out much harder than we expected since there was little skilled involved. We ended up creating special abilities to balance it out: such as armor, reveal, jump, etc. Also, we tied each ability/color to a positive character traits: courage, perseverance, resilience, and forgiveness. Here’s a run down of the good and the bad:

    What went right:

    • Polish. The game had logo, sound, artwork, and there were no bugs.
    • Although difficult, the game was generally fun.
    • The visual design was minimalistic, colorful, and most importantly, something we produced within our skill and time limitations.
    • We experimented with a new creative process and the result was not too shabby. We plan to keep refining our approach.
    • Easily published for Web, Windows, and OSX using Unity. We wanted the game available to as many people as possible.

    What went wrong:

    • The game was really challenging because we didn’t have enough gameplay elements to empower the player. We could have identified this sooner and planned accordingly.
    • It was more based on luck than skill. It didn’t feel like you can improve skill and overcome the challenge.
    • We aimed for 5 minute game session, it averaged 30-45 seconds.
    • The introduction story was conceptualized after the core mechanics. It was trying to provide purpose via a “spiritual elements” concept, which was too abstract for such a literal game.
    • There was no tutorial or instructions. We just tossed the player into deep waters without teaching them how to swim.

    Even though our creation is essentially a “glorified minesweeper variant’, we are very happy with the game. We are continuing to work on it and making it the best it can be.

    Trial Gameplay

    Full Article with Behind the Scenes

    Play our Ludum Dare submission: Trial!

    Near the end, updated!

    Posted by (twitter: @Haite)
    Sunday, December 29th, 2013 2:21 pm

    Hi guys!

    Near to the end of the Ludum Dare 28 I had updated my entry, which you can play it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11311

    Remember to play the entry sended to the comp too if you had not played before.


    Also, unity-chan! Yaaayyyy…

    A post-mortem will soon be made, stay with me guys!

    You Only Get One Limb post mortem

    Posted by
    Thursday, December 26th, 2013 2:21 pm


    1) Keep it simple, no gravity, no physics.
    2) Think of new patterns, learn more about engine.
    2) Test content pipeline for full-HD graphics.
    4) Have fun.


    And i broke the first rule almost immediately after i started working.
    At first i wasn’t quite sure if one limb mechanics is going to work, so i spent about 2 hours experimenting with physics model configuration, character mass and different approaches to moving the limb until i hit the fun combination. After that i started adding variants to basic grabbing and moving mechanics.

    The pistol was the first thing i did (because GUNS):

    But it didn’t get into the Jam-build, as i didn’t have enough time to make bullets and shooting mechanics. Controls in the game are hard to master, so i had to slowly introduce player to the motion and physics. First few level were going to be just “acrobatic”, and i only managed to make 3 levels.


    I used the free Unity with the new Box2D physics, and my library of Unity classes with all kind of maths, utilities, and base objects (that’s why i’m doing jam, i can’t work without an extensive library of functions, mad props to everybody who can use bare minimum and do all the math from scratch in 2 days).

    I have my own free-transform thingie:
    I know, unity now has default 2d-transform, but this one works in 3d as well as in 2d, allows to transform all meshes and physics objects (not just 2d sprites in 2d), has shortcuts for depth and also does all the stuff that default transform does (including multiple object transforming). It saved me so much time on level editing. Also not using default 2d graphics.
    I used my animation editor and playback system again:
    There’s not much animation in this game though.

    And here’s a tip:
    super window
    If you are working with Unity, i suggest you to make an editor-window like this and put there all the frequently used functions. This one allows me to quickly lock background/foreground, add shapes/sprites/bodies to objects and bunch of other useful stuff.

    I did a lot of drawing this time. There are total of 70 sprites:
    all sprites
    I spent a lot of time choosing color scheme, and then cutting all the platforms, but it was fun.

    What went right

    1) I spent most of the time working on mechanics, graphics and level design instead of code.
    2) Engine didn’t break down, all the custom tools worked as planned, so i didn’t waste any time debugging tools.
    3) All graphics were made to look crispy in resolutions up to FullHD.
    4) It was fun XD

    What went wrong

    1) Didn’t manage to implement some of the mechanics i wanted, and didn’t make enough levels.
    2) The game becomes too hard too soon, again, could be solved with more levels and more gentle difficulty slope.
    3) No sounds, no music. I didn’t think about it, but i should have chosen some free music before the jam.

    And the links:

    Link to the game

    Timelapse video

    Thanks to everybody who participated, having a lot of fun playing your games!

    One Gunman Post Mortem Kombat

    Posted by (twitter: @GaTechGrad)
    Wednesday, December 25th, 2013 2:08 pm

    One Gunman is my third official Ludum Dare entry, and it was my eleventh game developed for this site (including mini-LDs and warm-ups) since I registered in April 2013.  I feel like I’ve learned a lot during that time, and these projects have definitely made me a better Unity developer.  For this Ludum Dare, I knew I wanted to do something different.

    After hearing the theme announced at our local Knoxville Game Design meetup, I knew I wanted to make the number “one” a central part of the game.  Going with that approach, I decided to make the number “one” humanoid, since I knew how to quickly make meshes from text in Blender.  I added eyes, arms, and legs, but the character was still sort of boring.  I thought about some of the characters in my latest XBox Live Indie game TTY GFX ADVNTR, and remembered the character “Needles”, which is a humanoid cactus wearing a cowboy hat.  Then I remembered playing the classic game GunSmoke at one of those 20-in-1 arcade machines not too long ago.  There really haven’t been too many western themed games lately.  Therefore, I gave my humanoid one a cowboy hat, boots, and a gun to shoot.  I also went ahead and modeled a cactus in Blender as well as a background prop.

    OneGunman 2013-12-25 01-02-19-01_small

    One Gunman gameplay

    Another classic western game was Wild Gunman.  I liked the Gunman name, so I decided to call this game “One Gunman”.  The name is also sort of a play on the term “Lone Gunman”, which differs my game’s title name by just the leading “L”.

    After creating the models, I got the main character imported into Blender and moving around.  I also created some enemy boxes that moved around.  Next, I implemented shooting projectiles.  However, I quickly found that trying to aim on the X-Z plane with no lock-on could be quite difficult.  Therefore, I limited the character to just being able to move left and right, and he is only able to shoot forward.  This makes the game similar to other classic arcade shooters, except this game uses a third person view instead of a top-down birds eye view.  Shooting enemies was fine, but it still seemed really boring.

    One Gunman Time-lapse

    Then I had the idea that One Gunman would shoot number sequences as the targets.  For each enemy, I assigned a random digit value in the range of 2 through 9.  First I decided to use evens and odds as the requirements.  Once I got those working, I added a countdown so that the requirement would change periodically.  I was really inspired by a game called Pig and Bullet, which makes the player switch between collecting red and blue bullets every few seconds.   The problem with that game was that you never knew when the objective would change, so I added a visible countdown in my game.  New objectives were added, such as Fibonaccis (2 3 5 8), Squares (4 9), and Perfects (6).  I didn’t include 1 in the sequences, because that would mean that One Gunman would be wanted as well causing unneeded confusion.  Each sequence also has a set reward associated with it, where the more complex sequences have higher reward values.  For the lose condition, I made it so that the player lost a life if they run into a number or shoot an incorrect number.  Finally, I rendered 3D numbers in Blender, which replaced the box enemy meshes in my game.  I included statistics such as number of shots and accuracy percentage on the game over screen, which was inspired by other classic arcade shooters.

    Since I had the core engine finished on the first day, I worked on polishing the game on the second day.  A “WANTED” poster was added which displays the current objective in the lower right portion of the screen.  The objective change countdown was converted into to a bar which shrinks as it nears zero.  Like my previous entries, I used Garage Band on my laptop to make the music for the game.  The piano and guitar sounds were primarily used to give the game a more western feel.  Bxfr was used again for making the gunshot and other sound effects.  Using my computer microphone, I recorded myself saying “Shoot X”, where X is the current objective.  Then, the vocal recordings were modified a bit in Audacity to give it a better sound.  The voice seems to really enhance gameplay, since it keeps the user’s attention on shooting the numbers, instead of looking at the Wanted poster.  Finally, particle effects were added using a star texture that I made in Gimp.  I tried changing the particle system color over time, but for some reason it just wasn’t working for me.

    I learned a few lessons from this game.  The first lesson is that people don’t like shooting at a perspective.  I thought the controls were intuitive, but some people definitely found it difficult to shoot.  The best I can explain the shooting controls is that it is similar to rolling a bowling ball on a bowling lane.  The game could have included some additional visual cues to help line up the shots down range.  I could have also used a top-down view, but then the player would not be able to see the details of the model that I had created.  Using an orthographic projection may have helped as well, which would have kept the numbers and bullets traveling vertically on the monitor screen.  Another option would be to highlight the number that the player is currently targeting, but I thought that may make the game too easy.


    There was also some difficulty with getting the model moving correctly.  When I assigned the armature, I used the default “with automatic weights” that I always use in Blender.  However, since the arms and legs were so skinny, it didn’t properly weight paint all of the vertices.  I’ve done manual weight painting before, but this model had some difficult to reach vertices.  After some trail and error, I discovered that it is possible to pose the model while weight painting it.  This made reaching some of the difficult to reach vertices much easier, and you can see the vertices snap into place while weight painting it.

    Overall, I am satisfied with the game that I have created.  I would have liked to made the other numbers humanoid as well, and I really needed to add more props to the environment.  Things like buildings, dust, and tumbleweed could have really added to the environment.  If I get the time to work on this game some more, I definitely think it could be turned into a great game.

    Play and rate One Gunman here


    Posted by
    Friday, December 20th, 2013 7:19 pm



    I uploaded Linux and OS/X versions of my game,
    so you can now test Web or Windows or Linux or Mac OS versions of
    superfrozenkittengetsonlyonesecretbottleforyou game:)

    It’s ->  here!
    (it’s 1:1 game jam version)


    Faif postmortem and why we love game jams!

    Posted by (twitter: @beavlgames)
    Tuesday, December 17th, 2013 1:39 pm

    We’ve said this in a previous post: Last Ludum Dare (#LD28) was kind of weird for us. We’d decided to skip it (busy weekend, one of us turning 30, etc.) but on Monday (the last day for jamming) we had an early meeting, talked a little about how awesome the theme was (“You only get one”) and took the day off to make a game!

    Talk about crazy, heh.

    We pitched some ideas, evaluated its scopes and decided on one. We were going to make a small game built from scratch designed exclusively to fit the theme.

    And hell we got it right. You can play faif right here

    But before talking about the game itself, I’d like to say something about these jams we happen to love. This was our 5th jam (three LD’s, one #7DFPS and The Walking Dead Game Jam). Radius Minigolf, Antarctic Glitch, Galaxel, The Narrow Path and faif… every one of these games wouldn’t exist if it weren’t for these amazing jams and all its constraints!

    Radius Minigolf, Antarctic Glitch, Galaxel, The Narrow Path and faif.

    Faif – Making a game in less than 12 hours

    Take faif for example. Theme was “You only get one”. The core idea of the game is making a selection of five adjacent tiles in a grid and after doing it so, the game would randomly choose one. If it weren’t for the theme, we would never come up with an idea like this. Ever.

    So we had the core idea, now we needed to work on the gameplay itself. We decided that the player should battle against AI in a turn-based game scheme and we chose iconic RPG elements to make different types of tiles: a sword would attack your enemy, a heart would give you a life and a skull would take out one.


    When we had a playable concept, we noticed something we’ve suspected. As the game progresses, the grid was full with skulls! Not the dumb AI nor the player would select them. So we decided that the attack (sword) would have no base attack and for every skull in the selection it would get +1.

    So, if you select 4 hearts and a sword and you get the sword, your attack is 0. But if you select 1 heart, 2 swords and 2 skulls and you get a sword, your attack is 2! Got it?

    Battling with the odds

    So hey. We think we have an interesting concept here. Luck is a decisive factor in the game, sure thing, but as all Hunger Games fans should know: “may the odds be ever in your favor!”.

    40% +1 life / 40% +1 attack / 20% -1 life

    Early post-compo version

    We did not have enough time for sound design on Monday. So we released on Tuesday an early post compo version with some sound FXs!

    What’s next

    We are really pleased with the results of the jam. We think that working on more types of tiles, investing some time on visual feedback and adding some tweaks to the gameplay, faif is going to be an interesting title. Imagine a campaign mode against different types of enemies and hey! Think about multiplayer! Also, faif is a perfect fit for mobile devices, so there we go!

    Give it a try here and don’t forget to vote and/or comment.

    And now we are going to play as many entries as we can, cheers everyone!


    - Note: If you like to know more about Beavl, you can follow us on Twitter and/or like our Facebook page.


    Posted by
    Tuesday, December 17th, 2013 12:42 pm


    My second LD experience and it was just as awesome as the first. This time around remote deving and using Git/BitBucket source control and it worked out awesomely for our workflow.

    I really like how we planned our design out, because it had 3 distinct phases planned. If any 1 of the phases were complete there would be an experience there. Whilst we only managed to finish the first phase – which is quite a shallow experience – I’m pleased with how much content I managed to create. I don’t consider myself to be an artist that can work very fast but I find LD to be the perfect event to try increase my work speed. I phaff way too much and LD’s time restriction really helps you call “Done” faster, mostly because I think of Done as Done, for now. I’ll come back and clean you up if we got time, and we did.

    The first iteration of the character animation was a two solid graphic states with wobble animations that lasted 10 frames or so, I then revisited the character to make a cut out animation with multiple graphic swaps for different body parts and I think it turned out awesomely. It’s the first time I’ve animated properly in the new unity animated editor, it’s far better than before, but still lacking BASIC functionality that all other 3d animation editors have.

    That’s really the number one lesson I learned this time round: Make art fast and dirty that covers the extent of what you planned, then revisit and clean up the really bad stuff.

    Iteration is King and spend your time where you’ll “see” it the most.  Because of whatever reasons your games scope isn’t as big as you first planned, the asteroids you painted didn’t get put in because of X. When you only spend 10 mins on it it’s not going to be so bad that it got cut, you also need to reassess every half day or so to find out what assets you should be making or not, figure out if you still in good standing to complete the scope you have planned.

    We planned out  a ship phase in the first 20 mins of the dev which didn’t happen. Because of our reassessment on day 2 (at which point I had mostly completed what we needed for the suit phase) meant that I had the time that I would have been spent working the ship on improving the quality on what we already had going.I’m by no means the guru of time management, but I do believe I did a really good job this time round with where I spent my time.
    Play Wrecked here

    Watch my timelapse of the art for Wrecked dev here:

    Finally, that creative outlet!

    Posted by
    Monday, December 16th, 2013 7:17 pm


    30554-shot3    30554-shot2

    I’ve been wanting a programmer as a friend all my life! Finally, I have one, and he’s amazing! I’m so thrilled to have an outlet for my own graphic design skills I’ve worked to develop over the years. Please rate our game. It takes a little time to download, but it’s a solid experience all the way to the end.

    You Only Get One [Planet]

    Click and drag on the planet to rotate around it.

    Click on problems that arise to try and balance the planet out.

    As new problems develop, there are new solutions you must choose from in your tool bar.

    Thanks alot! I can’t wait to play everyone else’s submissions too!

    Dinosaur Ranger Interview: Burrito Challenge SUPREME Done!

    Posted by (twitter: @udellgames)
    Monday, December 16th, 2013 5:19 pm

    Completely forgot to formally announce my Compo game, so here it is!

    Dinosaur Ranger Interview: Burrito Challenge SUPREME (DRIBCS) is a quirky, fast typing game made in Unity3D.

    It’s the job of your dreams: dinosaur ranger. You’re on step away from living your life to its fullest. You’ve trained for years for this moment and all you have to do is pass the interview.


    In a fit of foolishness, you snarfed down a huge burrito for breakfast, and now it’s trying to make its way out! Quickly type your responses, avoiding mistakes and try not to soil yourself!

    Go play it! (Web, Windows, Linux)

    It’s getting there

    Posted by
    Sunday, December 15th, 2013 9:24 pm

    After adding the parts to flip the tiles it was still kind of crazy so I had to go through and clean things up, make some things work how I didn’t intend and make it so there could be more empty space. It’s much better, but there is still a decent amount that needs to get done.

    The right side I have to deal with and I’m thinking I may need for it to fix up certain areas automatically because as is, the logic can’t fix all the problems due to it not knowing what the next piece will be.  I may have it look ahead one space to choose the best piece, but that’s still a lot of work.


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