The things we do in the name of Ludum Dare…

Posted by
April 22nd, 2012 11:25 pm

So, I’ve completed my very first Ludum Dare, and I must say, I’ve learnt a great deal about the game development process.

First and foremost, you can view my entry (We Fall Again) from this link.


It didn’t take me long to come up with a well thought out and intriguing idea, but damn, was I in for a treat when I discovered that there was no way I was going to implement everything I set out to do.

Establishing the core mechanics and gameplay wasn’t hard, despite minor setbacks I thought I was on track and possibly even ahead of schedule by the 12 hour mark. This was not the case, but I didn’t realise, so at this stage I thought I could slow down a bit.

While I had completed the majority of the technical work by the first night (In Australia, the competition started 11 am Saturday) I thought I’d stay up and try pull an all nighter, only after midnight did issues start to arise, I won’t bore you with the details but here is a rough rundown of the things I’ll be paying more attention to for future Ludum Dares:

  • Sound design – in order to get this right (especially in a game where the sound will make or break it) this must be considered early and refined extensively, dedicate a good portion of your time to sound, if you believe you require it.
  • Graphical assets – being a programmer at heart, this was the first time I seriously had to make my own graphical assets, and let me tell you, it’s damn hard to find which colour palettes ‘work’ with the atmosphere of your game and what kind of artstyle won’t look out of place in your environment. Less is more is the lesson I learn’t too late.
  • Menu’s, GUI’s, introductions, and formalities – you never consider putting in a credits page until the end right? While you shouldn’t be dedicating too much precious time to the little things, remember to consider them and be ready to implement at a moments notice.
  • Finally, be sure the player has a clear view of what the goal of your game is – I found that my game was a bit difficult to understand a bit too late, and in my haste to correct and clarify the objective(s) I believe I actually ‘damaged’ my creation. :(

Overall the challenge was a lot of fun and I really look forward to the next Ludum Dare, I hope to be able to compare my next games to this one and think “I sure have come a long way since then”.


All the best everyone!

Komradus signing out.

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