About bogdan.tana (twitter: @bogdantana)


Ludum Dare 35
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29

bogdan.tana's Trophies

bogdan.tana's Archive


Posted by (twitter: @bogdantana)
Friday, December 9th, 2016 7:05 pm

Joining you guys and gals for the 48 hour compo.
Will be using the regular, more or less:

  • Unity
  • VS Code
  • MagicaVoxel/Blender
  • Photoshop
  • Bfxr/Sfxr/Audacity
  • Ableton Live Lite

Have fun!


Posted by (twitter: @bogdantana)
Friday, August 26th, 2016 4:15 am

Will be attending the compo, as usual.
Unity, Visual Studio, Photoshop, Ableton, Audacity, MagicaVoxel, Blender.

Virgin Blood – Post Mortem

Posted by (twitter: @bogdantana)
Monday, May 9th, 2016 1:01 pm


Hey everyone, this is my post-mortem, for the entry which I dubbed ‘Virgin Blood’, a game about an aged count who seeks to rejuvenate himself by consuming the blood of a fair maiden: the castle princess.

Lucky for him, the princess is spending the afternoon in the castle gardens.

Unlucky for him, his fatigue makes him unable to fly high enough to avoid guards and get straight to her, being forced to make his way through the garden labyrinth.

And may I say, I finally got to achieve something important in this LD – enough gameplay to call it a game.


So here are some things worth mentioning about its development:


– it helped A LOT to use software like MagicaVoxel for content creation, although you should always squint an eye on the stats/profiler. I had some trouble with poly count, before ending up simplifying things, so that the game has a proper framerate even on webgl builds.

– it helped A LOT to plan level design in a way that progressively helps the player understand the game. Very few people complained about not knowing what to do in the game. Although I do regret I had no time left to scatter the instructions themselves across the levels.

– it helped A LOT to sleep well. And although this is the compo I worked on the LEAST (around 12 hours or so) , it feels as if I’ve done the MOST so far.

– I made a really good choice combining twitch elements and move planning


– it would have helped A LOT to spend at least 15-30 minutes for the audio. no loop, no sfx for this entry, which is sad :(

– it would have helped A LOT to spend more time fixing bugs after the submission. I only fixed the critical ones. But as it turns out, a glitch that had no actual implications except for aesthetically looking odd, made players think some of their fails were caused by it. I’m talking about the feeding animation. Should’ve fixed it from the start.

– I made a really poor choice combining tile-based character movement and keyboard input. I could have probably changed that in time but I was so caught up with what I was working on, that I dismissed the issue. And a bit lazy.


These being said, cheers and congrats to everyone!

And don’t forget to play and rate the game if you haven’t already. I’ll be dedicating these last hours doing the same for you :)

Virgin Blood Progress Report #4

Posted by (twitter: @bogdantana)
Sunday, April 17th, 2016 7:06 pm

– third stage all set!
– guards see you now (in vampire form)
– guards will ignore you when shapeshifted in bat form
– travelling in bat form requires energy
– energy replenishing mechanic: feed on guards (in vampire form) when they’re not looking!

And here are are some sneak peeks:



From now on, half an hour level design, half an hour sfx&music and then sleep.

Cheers and good luck everyone!
Keep them posts coming 😉

Virgin Blood Progress Report #3

Posted by (twitter: @bogdantana)
Sunday, April 17th, 2016 3:54 pm

– second stage is done!
– fresh models: guards, statues, doors, keys
– integrated a key-lock mechanic
– added patrolling behaviours
– general content optimizations and code refactoring

And here’s a little teaser:


More to come!

Virgin Blood Progress Report #2

Posted by (twitter: @bogdantana)
Sunday, April 17th, 2016 10:17 am

– finished some environment props for the first areas.
– “juiced up” the Count with some fresh animations.
– planned for the next 3 stages


I spent a lot of time on content, not that much on code.
Still have some mechanics to finish and a bit of content, and I’ll be focusing more on level design from that point onward.

Time for a short break, and then I’ll get back to that.

Good luck, everyone!

Virgin Blood Progress Report #1

Posted by (twitter: @bogdantana)
Saturday, April 16th, 2016 6:26 pm

So I’m in as well (compo),

Had a really slow start but I feel like I’m getting there.
Had my share of the fun today with MagicaVoxel, I give thee Count Suckula!


And here’s a gif to put him in (not-properly-defined-yet) context (Unity):


I think I’m going to call this Virgin Blood. Since that’s what this old-aged count is after.

Cheers & have fun, y’all!

Some inspiration

Posted by (twitter: @bogdantana)
Saturday, April 16th, 2016 5:46 am

I think I finally found an idea for what I’ll be working on right here


Posted by (twitter: @bogdantana)
Friday, April 17th, 2015 3:42 pm

In for the 4th time ^_^
Attending the 48 hour compo again 😀
Will be using Unity, Photoshop, Blender, LMMS, Audacity, and lots and lots of coffee.

Good luck, everyone!

Update #1 (finally)

Posted by (twitter: @bogdantana)
Sunday, December 7th, 2014 7:34 am

Finally a layout that makes sense.
Finally found a good story.
Finally a screenshot to share! 😀


Yes, the “screen” that the game is centred around is the one from the terminal to the left.
And yes, that ugly thing standing in the hall is a snowman. 😀

Good luck, everyone, in your ludological endeavours!


Posted by (twitter: @bogdantana)
Thursday, December 4th, 2014 4:30 am

In for my 3rd ludum dare compo attendance.
Will be using:
– Unity3D
– Visual Studio
– Photoshop
– Blender (if needed)
– Audacity
– Loads of coffee


progress #3

Posted by (twitter: @bogdantana)
Sunday, August 24th, 2014 10:13 am

Hacking time!


progress #2

Posted by (twitter: @bogdantana)
Saturday, August 23rd, 2014 9:31 am

Colors!…annd particles!!…and stuff…

progress #1

Posted by (twitter: @bogdantana)
Saturday, August 23rd, 2014 6:25 am

Not much to show but… IT’S ALIVE!!! *mwhahahahah*


Cheers & happy coding!


Posted by (twitter: @bogdantana)
Friday, August 22nd, 2014 7:48 am

In for my 2nd Ludum Dare compo.

Tools of the trade:
– Unity
– Visual Studio
– Blender
– Photoshop
– Audacity
– Audiosauna
– Bfxr

I will also be using LeanTween for tweening.

Cheers & happy coding, everyone!

Slow but steady

Posted by (twitter: @bogdantana)
Sunday, April 27th, 2014 1:07 pm

Finally I can show some progress!

I have a quick reference of controls before starting the game.
You will be able to interact with terminals such as the one at the bottom in order to understand the story.
Also, added interaction with pipes through pipe wheels. And a sliding door!
Next up: flood the water and make the player rush towards the surface!
And of course, fix glitches, and so on.
I still don’t have any graphics for the character yet, though. Will get to that soon!

Terminals to tell a story

Good luck to all of you who haven’t finished yet, and congrats to all of you who have!
Until next time!

[cache: storing page]