So I failed to submit in the previous two LDs this year, one time as a team and the other solo. I’m not going to let that get me down, however. I’m going to narrow my process and scope and really work on coming up with one solid mechanic and getting it implemented ASAP. If it takes me more than 2 or 3 hours to code the mechanic then it’s no good!

As for my toolset, it really depends on what the theme ends up being. I’m really itching for a broad enough theme that can allow me to get away with a real simple 3D game, but alas, I’ll likely be settling for a 2D game.

Engine: Unity3D or Construct 2
Code: VisualStudio 2013 or Sublime Text 3
Graphics: Photoshop CC
Audio: FL Studio 12 and BFXR
Support: Trello, TweetDeck, Google Docs/Spreadsheets, Spotify, SourceTree (for Git)

I’m really making it my goal to “keep it simple, stupid”. I don’t even care if I personally don’t like the game, I need to execute to get this puppy done! If you want to follow the journey, I’ll be microblogging over at http://thoughtreactor.tumblr.com and streaming at http://twitch.tv/thoughtreactorlive.

Good luck everyone! Keep it simple. And most importantly – have fun!


2 Responses to “I’m in! Time to rebound from the last two failed LDs…”

  1. d_0o_d says:

    For my first ludum dare, I wanted to implementiert this cool feature ( I think it was a Portal gun ) which took me forever to implement. When I realized that, I was struggling whether or not to finish the gun, because I put a lot of effort into it, but it was just killing my time. I scrapped it and it was a good idea.
    Really learned from that experience :)

  2. Yes, it’s always great to have ideas going into it (trust me, I have tons right now), but it’s even greater to be able to recognize the weight of those ideas before diving in. This is the ultimate challenge of Ludum Dare! It’s what keeps me coming back every four months.

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