About ursagames (twitter: @@ursagames)


Ludum Dare 37
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ursagames's Archive

First night of progress

Posted by (twitter: @@ursagames)
Saturday, December 10th, 2016 5:13 am



After a very slow start, I actually have something created.

Okay, so it’s just some awful animations and a workflow for creating characters, but progress is progress!

Now I will get some rest and continue making my game when I wake up.

Good night fellow Ludum Darers!


All in one room!

Posted by (twitter: @@ursagames)
Friday, December 9th, 2016 10:48 pm

One hour and thirty minutes. Many ideas thrown away.. but I think I have something I can work with!

I’m going to make a Dungeon Keeper/Darkest Dungeon type of game where you must protect a single room from would be adventurers.

My original goal was to make a menu based game so I could practice my UI skills, and I think I can do that with this.


  • Unity 5.5
  • PyxelEdit
  • Gimp
  • Inkscape
  • Krita
  • Audacity
  • LMMS
  • ChipTone


Posted by (twitter: @@ursagames)
Sunday, August 28th, 2016 3:26 am

There’s still some issues with combat.. but I need to start working on other things if I want to actually get something presentable done.

That being said, it feels better than my previous Ludum Dare entries. At least to me.

I also found out after doing most of my animations that I didn’t have enough bones for ragdolls… I am sad. Yes. This is why you practice your tools before jumping into the fray.

View post on imgur.com

Morning Progress

Posted by (twitter: @@ursagames)
Saturday, August 27th, 2016 1:10 pm

Added in a targeting system!

Not sure if I will do animations for strafing or not.. It doesn’t look that bad now and time constraints being what they are…

Will work on a health bar above current target though!

Ancient Darkness

Posted by (twitter: @@ursagames)
Saturday, August 27th, 2016 5:31 am

I’m not 100% in my direction, but I know it’s going to be heavily Dark Souls inspired.

Glad to be done fighting with movement glitches for now though!

View post on imgur.com

Remembering how to animate!

Posted by (twitter: @@ursagames)
Saturday, August 27th, 2016 12:03 am

I really should have spent some time relearning blender before jumping into this, but that’s what I say everytime.

4 hours of work has gotten me a textured, rigged, and animated character walking around on a box!


Let’s do this!

Posted by (twitter: @@ursagames)
Wednesday, August 24th, 2016 4:33 pm

It’s been awhile since I’ve been able to join a Ludum Dare!

Really looking forward to seeing how I do this time around.

No really, I’m not going to spend all my time making a procedural level generation algorithm again… I promise. Maybe.

Engine / Tools

  • Unity3d
  • Blender
  • Gimp
  • PyxelEdit
  • Krita
  • LMMS
  • jukedeck
  • CG Music
  • ChipTone
  • BFXR

A failed compo, but a productive Jam?

Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 8:27 pm


There’s too much missing from this for me to submit this to the compo. I haven’t even started sound effects, and I would really like to add in more types of monsters… chests and some deco.

Not to mention any sort of story. However, I’m really happy with the basic gameplay this time around.

Cheers to all of you who finished in time for the compo! This will be my first time joining you Jammers out there!

Make that extra day count!

Progress! And Death.

Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 4:07 pm


Whoops, cropping. Anyways! Stamina and health are implemented in the game… and dying!

Having more fun making little sprite animations than I expected. It’s pretty satisfying.

Need to add in more dungeon content, moving from floor to floor, and menus!

….also sound effects. I REALLY need to get some sound in there.

Screenshake all the things

Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 11:19 am


Gotta improve that game feel!  First time implementing screen shake into one of my games.

Also, the slimes are now randomly spawning in the maps! Fun times!



Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 9:53 am


Really basic combat that needs a lot of tweaking.. but it’s working!

Next is adding in enemy recoil off of blocked hits and then I’m going to add in some more to the procedurally generated maps.


Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 6:53 am


Slime animations! Not hooked up to anything yet, just toggling the triggers manually. Gotta work on getting player attack animations in and then programming it all to work together.


Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 6:05 am


Added in some blocking! Setting up all the animations in mechanim is so time consuming.

There is so much I need to drop if I want anything playable by the end of the compo…

Ah well, hope everyone else is having fun!

Sprite Progress

Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 3:00 am


Been working on some sprites for attacking and defending. I was considering adding in aging and swapping sprite sheets with the player as he ages…  I don’t think I’ll have time for that. It’s on the end of the todo list at least.

This is why we can’t have the nice things

Posted by (twitter: @@ursagames)
Sunday, December 13th, 2015 1:36 am


Spent the last 10 hours settings up my procedural generation.

To get the rooms connected I wrote my own implementations of : min-heap –> priority queue –> A* shortest pathfinding

Time to work on something fun… like combat! Hopefully I’ll have something more than just an empty random dungeon generator.

On the bright side, it should be easy to add in spawning of things in the rooms.

Scope Creep

Posted by (twitter: @@ursagames)
Saturday, December 12th, 2015 6:28 pm



I have the base of my procedural generation in place to create rooms. Now I need to get them to connect to each other.

Also, the scope for this game is going to be impossible, but I don’t care, it’s fun to make procedurally generated roguelikes.

I really just like doing Ludum Dare’s for the experience. Maybe I’ll end up doing the Jam this time around to give me that extra day… we’ll see!

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