So, I’ve never done Ludum Dare before, but I’ve done the Allegro Speedhack a few times (seems like another life ago now); and I’ve been wanting to get back into gamedev, so… why the fuck not?
Also, Ludum Dare has a few things that Speedhack didn’t:
- No file size limits!? FUCK YES. (As opposed to speedhack’s 250 KB limit — heh, zip level 10 time, take your sprites down to 4 bpp, let’s get that mp3 sound-fx system working, ’cause wav aint cuttin’ it, etc. haha — way too much time fucking around with bullshit — for the benefit of the 7 people left on this planet who still call the internet up on their telephones — and not enough time coding the shit out of some awesome games!)
- No technology limits! That means I can use C#, or any other technology stack I so choose? DOUBLE FUCK YES. (Seriously, C++ is only 3% faster, and for all the trouble it will cause you, it’s really not worth it if you’re writing something that’s going to run in “user land” anyway.)
Sounds like I just have to wait for the rules to be announced, and then submit my game to the appropriate thread in time, and bam — I’m good to go. I can’t tell from the rules so correct that if I’m mistaken — somebody — please. Also do I have to decide if I’m doing the 72-hour-jam or the 48-hour compo up front? I mean — if I start out aiming for the 48 hour comp, but decide later on that I really want the 72 hour jam , I can just switch it over, right? — Man, I wish I was an IRC nerd right now.
–Mikey
Tags: Challenge Accepted, fuck, fuckyeah, I-gave-that-blogpost-a-picture-blogposts-love-pictures, jam, questions
As long as you comply with the rules of the compo, you decide compo/jam when commiting your game.
Thanks!
Also: What if I let people test my game (and report bugs or give feedback) — does that count as “working on a team”?