LD25 participation declaration

Posted by
December 10th, 2012 2:57 pm

I’m in for LD 25. I’ll be using C++ and SFML.

I made three promises after LD23 (my first LD) — things I would do before my next LD.

1) Dan’s Tile Maker has been updated. Use it to procedurally generate these kinds of tiles. Like an sfxr for tiles. See the LD23 game I made using it here.
Windows precompiled here.
Source here.
Blog post about it here.

2) This might be a cop out, but check out the midi editor MuseScore.

3) Dan’s Audio Lab. If you want to write your own instruments and procedural sound effects in C++.
Source here.
Blog post about it here.
Update: that same effort has evolved into this.

A few things I learned from my first LD that you might like to know, in order to reach a wider audience:

-The thumbnail picture of your game is worth thinking about. The LD coolness system works well, but I still discriminated which games I played based on what the thumbnail image of the game looked like.

-Games should be easy to get into:
a) Simple controls. They should be so simple you don’t even have to explain them. And make sure you explain them somewhere visible.
b) No walls of text. Maybe I’m biased, but I don’t think LDers want to see a (possibly well written) book. We’re looking for a unique gaming experience that makes its point and ends.

-No installers. I’m not going to bother. I know you don’t want to screw up my computer, but _installers screw up computers_.

-No XNA runtime. I’m hoping (for you XNAers) there’s a way in XNA to avoid requiring this. Because I’m not going to install the XNA runtime. I think Unity requires something as well, a Unity Web Player or something. Not going to happen.

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