About catchthefloaty

Entries

 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
MiniLd #54
 
Ludum Dare 30

catchthefloaty's Trophies

LD32 Inception Award
Awarded by jukimv1986
on May 12, 2015

catchthefloaty's Archive

Did Somebody say Multiplayer?

Posted by
Monday, August 29th, 2016 10:35 pm

 

preview01

Welcome to Warmth!

A Game where fire is your only safe harbor at night.

The game is steams integrated so if your logged in you can play online with others instead of just LAN.

check us out! ive got a server open for the time being!

http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=38619

 

 

Ludum Dare 32

Posted by
Thursday, March 12th, 2015 10:48 pm

so with people announcing real world gatherings…. i was curious if anybody plans on a gathering in California,USA ? bay area preferably?

comment here if you know of one or would like to start one

LD31 – “Doggy Treats” with Timelapse!

Posted by
Sunday, December 7th, 2014 2:07 am

game here : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=38619

heres a timelapse video as well:

Post Mortem – LD30 UnderWhelmed

Posted by
Tuesday, September 16th, 2014 3:13 am

#107 Mood(Jam) 3.70
#165 Audio(Jam) 3.52
#295 Graphics(Jam) 3.58
#445 Humor(Jam) 2.27
#554 Innovation(Jam) 2.73
#663 Overall(Jam) 2.76
#677 Theme(Jam) 2.23
#747 Fun(Jam) 2.04

Now that ive had time to reflect on those scores… Im shocked. This was my teams first attempt at ludum dare. I expected our score to be significantly lower, and for some strange reason i still expect them to be lower. Honestly… thank you all who rated us above what I would’ve rated myself. That all said lets do the usual stuff.

What went wrong:
Ok, so interesting thing… alot went wrong. Like insanely wrong.
Time Management – 72 hours is a long time. I didnt realize just how long we had until that last day. now how is this something that went wrong? i was exhausted by the last day to the point i couldnt really do anymore work. Its an incredibly long time to drag out your sleep schedule. I actually wish we only had 48 hours as a team. we may have made a better product.

Art- Our art is beautiful… dont get me wrong on that. but we fell behind on it and had to call in some help the night before to get it finished. I would’ve helped myself but my art skills dont even compare when im well rested(and i was far from that)… unfortunately nobody else on the team could make comparable art either, we had to get backup help. Actually, even though im just a programmer with no art talent… i did animate the last cutscene.

Communication as a team- This is quite possibly the biggest blunder to the project. I figured irritability would eventually cause some issues between us. but i had no idea the team would fight as much as we did. I made us a stronger team i think for the next LD though. and we have ideas on how to prevent such issues next time around.

The Theme – This was literally the one theme i did not want. I refused to do some portal-esque thing. i needed something more abstract and so did the team. we spent almost the whole first night discussing ideas. but the one thing we didn’t want was some portal mechanic or the idea of going between worlds. We eventually had something that sorta fit the theme… in an abstract way. And ultimately we did make the concept we came up with, in full.

Lack of Game elements- Its hard for even me to call our submission a game. during development we discussed this issue. but ultimately we decided any gamey elements would lessen the projects value… something i still stand by. But based on comments… people understood it despite the lack of us telling anything.so despite the lack of a fun score… im happy with it.

Technical issues – this was compounded by all the other issues we had in some form or another. we got some of the art last minute… and because the code base wasn’t automatic… we had to readjust the positions of things like chat bubbles per character. by the time i received the art to do so… i was way too tired. i remember barely keeping my eyes open to finish it off. and it was far from perfect. i needed to adjust certain hit boxes as well afterword… but was too tired to even think about. The lack of good communication also resulted in separate transition screens being handled differently and looking off. But it runs from start to end, so i call it a success.

What went Right:

Art- It looks fantastic. need i say more?
Concept- We finished the concept in full, even if it is rough.
The Last Scene- This was perhaps my most substantial contribution to this. We didnt have to explain it… people just seemed to get it.
Growth- The main reason i pushed for the team to enter LD was so my artist would gain valuable experience making something from concept to a playable alpha. In that regard it did wonders. As a team we learned just how rough LD is, and how many things can just go wrong. Personally, i learned alot in my programming skillset. I had never animated sprites in unity before. I also got to play with the new Unity GUI(which is wonderful btw, try the beta). I also learned alot regard transform child/parents… and a plethora more.

Summary:
Thank you all. I cant wait for December where we are totally going to up our game. Hopefully the theme is something more approachable. lol.

If anybody would like to play our first LD entry… here’s a link

Working on my first ludum dare with the team and behold!

Posted by
Sunday, August 24th, 2014 9:03 am

so in the midst of our work this happened….
my house shook furiously…lol

http://earthquake.usgs.gov/earthquakes/eventpage/nc72282711#summary
map

 

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