I’m in. Doing the jam this time.

Posted by
December 5th, 2015 4:01 am

So I’ve decided that I want to start focusing more on gameplay in my LD entries. Looking back at all of my past entries and taking a closer look at how they were developed, I usually spend the first 24 hours on engine code. I spend almost half of the damned competition just getting tiles to work while the other people out there using Unity/UE4 or whatever are beaming way ahead of me… and making more polished games in the process. I’d like to fix that this time ?

Over the past week or so I’ve been working on a map editor for a non-competition project unrelated to LD, and I figured “Why not use that for the next event?”, so that’s exactly what I’m doing.

You can get it here: https://github.com/xkaype/LD34-PreDev

Here’s a screenshot of its level editor to give you an idea:

For the sake of fairness I’ve licensed it under the WTFPL. The code isn’t amazing though.
There isn’t that much to it. It’s just a basic map/entity system and a level editor I’ve created to dedicate more time to gameplay. This isn’t an ad by any means, I just wanted to keep you all updated ?

For my IDE I will be using IntelliJ Idea, as well as Photoshop for art assets and FL Studio 12 for audio/music.


4 Responses to “I’m in. Doing the jam this time.”

  1. LavaGhost says:

    Good luck! I am also currently working on a 3D game engine in Java.

    • kaype says:

      Thanks. I don’t plan on continuing this engine after the competition though, it isn’t that type of project. It’s just something to work on top of for 72 hours \o/

      • LavaGhost says:

        Oh Ok. I really think you should carry on working on that engine.

        • kaype says:

          Honestly, I’ve wasted enough time on these type of projects.
          It can get really unproductive if you’re trying to finish a game. You begin to get in this pattern of dedicating more time to polishing an engine and less time on the actual product. I’m only doing this to improve my workflow for one competition. I wish that in the future somebody more skilled with engines would make something similar with a better codebase though…

          Also, in the post I mentioned that this was actually the basecode for another game that I’m working on. So, technically, I will continue working on it after the compo, just not as a public project.

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