I’m in — Ludum Dare 29

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April 19th, 2014 12:13 am

Jeez, I haven’t been able to do a Ludum Dare game in a whole year. That changes now, though! Because I’m most certainly in this time.

Tools:

  • Unity Engine, or Python and PySDL2, depending on how I’m feeling at the time of the theme announcement.
  • Blender, Photoshop, Aseprite as needed for graphical assets
  • Sunvox, Bfxr, Audacity, for sound needs

Last time, I did an SFML and C++ solution for a one button tower platformer. SFML is messy and icky and I will not use it again. So if I choose not to go down the Unity route with something 3D, I will make it in SDL2 directly, because I love the SDL API and I have been itching to do some serious Python code after I spent a few weeks toying with it.

I have also been spending a lot of time learning Sunvox and Blender, the former in particular, and can now produce some programmer-level assets in all fields of the game’s development. Which means not only programmer art, but programmer sound and music too. Is this a good or a bad thing? I am not sure.

While I’m on it, Unity’s 2D support in 4.3 is bad for a few different reasons, so if you’re planning on doing 2D in Unity, I’m going to advise you to stay away from it unless you have a hand made physics solution (something that just uses box colliders would be ideal) and a reasonably well optimized tile map system. Neither of which are difficult to implement on the spot, but it’s a pain in the butt that Unity’s own support for physics is bad and there’s no editing grid let alone tile mapping at all.

 


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