The crowd has been enhanced with the +1 staff of randomness.
There’s also now some (crude) gameplay, but more on that later.
Ludum Dare 29 | Ludum Dare 27 | Ludum Dare 26 | Ludum Dare 25 |
The crowd has been enhanced with the +1 staff of randomness.
There’s also now some (crude) gameplay, but more on that later.
Just posting progress so far. Now just to add some gameplay that takes you beneath the surface of these people.
https://www.youtube.com/watch?v=MtxnHiWyOyI
So I’m in once again, on another Jam entry with comrade Tulse Luper.
Hoping to have a slightly more relaxed time this weekend than our last entry, but still rocking out an intersting game for the Jam entry.
Anticipated tools are Unity, Blender, and whatever else we have lieing around.
So, in my two previous LDs (23 and 25) I rather overstreched, failing to finish in 23, and making a satisfying, but rather seriously unpolished and unbalanced submission a couple of hours before the deadline.
This time around, I started with an escape-the-minimalist-room FPS project. I liked the idea initially, but very quickly went off it, and didn’t really get anywhere with developing or implementing puzzles for it. It looked a little something like this:
So having decided I was more likely to give up on the whole thing the following morning that finish it, late last night I changed tacks.
Instead I would make a game about creating something minamlist, or rather making something minimalist from something complicated. This resulted in Minimalize This!, which looks more like this:
I got it done in rather a lot of time really, and feel like I rather undreached. Perhaps I should have made something that was functional in a more exciting way, but there you go.
Anyway, pleased to have finished.
So I started out making a 1st person escape the room type game, which was somewhat an ode to minimalist interior design.
Problem was that it didn’t inspire me at all, and I wasn’t getting on with making puzzles for it.
So late last night I switched to a different plan. There’s an overcomplicated structure, and you have to make it more minimalist.
You can find a (web) player demo of one level over on my site
So, late announcement, but been planning this for a while.
Going to be using Unity, Boo, whatever other tools come to hand (so probably paint.net and Blender).
Also likely to be reusing code, both from this pile of stuff (roughly a tile based system for Unity) and from my previous entry.
Catch you all on the other side.
So, went right to the wire, with the last half hour being spent solving web issues that prevented me from hosting the game – yay?
Anyway, it’s up now, will provide a more complete post later. Find what is available on my site here.
What’s missing from the game so far:
Still, second LD attempted,, first LD succeeded. Yay I guess!
So I had a shot at LD #23 and didn’t get something I was happy with, abandoned it with 5 hours or so left.
Going to give it another shot with #25 though, with much the same notices as before
Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.
I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.
So, even though there’s still a little more than two hours remaining, I’m giving up at this point. I’m too tired, and the game as it is at the moment is absolutely no fun to play. That’s something that could be fixed in two hours, however there’s also no sounds, incomplete graphics, and pretty much no environments to actually play in.
However, this is far from saying that it’s all been a waste of time. I’ve got a lot done, up until about lunchtime today, where it all ground to a crushing halt on a mess of inconsistent bugs and Blender screwing me over. What have I managed to acheive though? Well quite a few things that will hopefully be useful in the future:
So yeah, I’m planning to enter LD23, although we’ll see how far I actually get.
Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.
I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.
I’ve only got one Unity game under my belt so far, and tat was hardly stellar, so wish me luck!