About DormouseDevelopment


Ludum Dare 22

DormouseDevelopment's Trophies

The Badass Sushi Award
Awarded by GamerFoeLife
on December 19, 2011

DormouseDevelopment's Archive

Eyes of the Exorcist Post Mortem.

Monday, January 9th, 2012 2:24 pm

Eyes of the Exorcist was made as the first collaborative effort
between six strangers from who met through the San Diego Game
Developer’s Meet-up Group
. The team consisted of 3 programmers, two 3D
artist, and one 2D artist/musician. We spent the full 72 hours of the
Jam in the living room of one of our member’s home. On a whole it was
an incredibly fun learning experience.

What went Right:
* The Location – Caryn and her family were gracious enough to let 5
strangers take over their living room for the weekend. Sharing ideas,
sketches, and code face to face was far more productive than a more
technology based solution.
* Concept Voting – Once the theme was announced we brainstormed for a
while but had not reached a consensus. We agreed that main proponent
of each idea would do a final pitch, then we would vote on all the
ideas. Voting was handled by anonymous paper ballet. Each participant
wrote the numbers 1-8 next to each of the eight ideas. Eight indicated
their favorite idea and one was the least favorite. Each idea’s ballet
score was added up, and we picked the one with the highest cumulative
value. This process allowed all of us to air our ideas, and choose one
that we could agree on.
* Team Energy – Working face to face and having other people depend on
your output brought about a tremendous energy among the group. Two of
us had participated in prior Ludum Dare’s as individuals. We both had
far more energy and drive working as a team than our individual
* Using Unity – We used Unity for game development. We were able to
take advantage of the input, GUI, character controller, particle
system, and camera components that unity provides. This saved us a
great deal of time not making basic game control objects.
* Art Asset Naming Convention – Despite using Unity for our project
our artists used the Unreal Engine’s naming convention to organize the
art assets. This naming convention allowed us to keep track of who was
working on what, and what stage it was at.
* Division of Labor – Since our team was comprised of programming and
art specialists the programmers could focus on the scripts while the
artists could focus on the art.
* Food – Prior to the start of Ludum Dare the team acquired a large
quantity of sushi, sticky rice, tea, coffee, and chocolate covered
banana chips. We were able to graze off this bounty over the course of
the contest and only had to go out for food three times.

What went Wrong:
* Ambition – When we selected our initial concept we voted on the idea
that we felt would be the most fun game, not what we could complete in
the time limit. This concept involved a spooky ghost town, two
different vision modes, multiple attacks, power ups, inventory items
and a leveling system. In retrospect this was way too much for a Ludum
* Lack of Documentation – We kept verbal and mental track of what
features we wanted to implement and in what order. As development
progressed new features were added to the list, but there was no clear
indication as to which features were vital to the build and which were
nice add-ons.
* Tool Familiarization – Since this was our first collaborative
project the artists and programmers were not familiar with each
other’s tools. As such we spent valuable contest time figuring out how
to get art assets into the game. Also we could not utilize the
artist’s time to do level design due to their unfamiliarity with the
unity editor. These things should have been resolved prior to the
start of the event.
* Lack of Leadership – We did not have one person in over all control
of the project, and instead spent a lot of time debating amongst
ourselves over the proper course of action. Also we were unable to
incorporate some of the art assets since the programmers were too
focused on programming tasks.
* Lack of mile stones – We had an idea of what we wanted the end
result of our project to be and when it had to be done. We did not set
time limits on the intermediary steps to get to that final goal. There
were two attempts to have working builds by a certain hour, however we let
both those deadlines slip trying to get it to work perfectly instead of
Kludging together something so we could move on.
* Wasted time on Kitty – One of our team members (Wilson) was insistent on
getting kitty bonus points and wasted valuable time creating scripts
for an NPC cat that did not do much for the end game experience. This
feature was cut from the contest build and all that time was wasted.

Ludum Dare Game Jam was an incredibly fun learning experience. Working
as a team kept us incredibly motivated. Sadly we bit off more than we
could crew and the end result suffered for it. We now have a better
idea of each other’s capabilities and what can be accomplished in 72

Feature cutting time.

Monday, December 19th, 2011 6:07 am

This is our latest build:


Many of our features are still unimplemented. It is time to focus on making this a game.

Play the alpha demo






Wilson – Crunching on major code, added day and light. Managing and helping everyone on the workflow, art & code. Gave everyone some sushi. Modeled a cat as an additional feature in the game and created a cool code add-on in the game. Working with Alex on the AOE effects in Unity.
Anthony – Worked on the basic UI/HUD layout. Created more bushes. UV mapped and textured Wilson’s cat model. Creating tree assets.
Jon – Coding for the UI/HUD (Health bar, mana bar, etc.) and moderating the livestream, banning trolls. www.livestream.com/dormousedev
Caryn – Rigging the main character models to animate (Ghosts & the Priest)
Thomas – Programming a power pick-up for the player and fine-tuning the player’s function in the Unity scene. Compiling the assets/prefabs in Unity to view/test the game. Posted the web player demo of the alpha.
Alex – Working on the UI/HUD designs, doing some quick QA on the game, working on the AOE effects, adding a fireball feature and adjusting the attacks. Brought some good Chinese food for everyone.

Eyes of the Exorcist DLC (Dumpling in Large Counts)

Sunday, December 18th, 2011 5:33 pm

Homemade Sushi Getting Us Through Day 2

Sunday, December 18th, 2011 2:43 pm

Wilson's homemade sushi has kept us well fed over the last couple days.

Working hard!

Anthony and Jon go for the last piece of sushi... a fight soon followed.


Remember, you can follow all the action on our livestream!

Shouting Priest

Sunday, December 18th, 2011 1:29 pm

I just found a page of insults in latin:
We can use these for the verbal spell casting.

Dormouse Development Alpha Debut

Saturday, December 17th, 2011 2:22 pm

We will be live streaming our playable alpha at 3:00pm pacific, join us!

Live Stream

Saturday, December 17th, 2011 4:52 am

You can see our live stream here


Saturday, December 17th, 2011 1:28 am

Project Dormouse (Working title)
After 4 hours of debate we decided on our idea for an action adventure game. I can tell we will be fighting our imaginations to narrow down to a defined and plausible idea; but, so far we have been enthusiastic, productive and collaborative!

Lets Jam

Tuesday, December 13th, 2011 9:58 am

Hello I am Wilson Saunders, and I will be game jamming with Dormouse Development. I have participated in two prior Ludum Dares under the moniker “hamster_mk_4”. I will script in C# and use the free version of Unity3d. I may also use GIMP, Blender, or Audacity for asset creation.

Introducing Dormouse Development

Monday, December 12th, 2011 2:13 am

Hello World!

This is the first posting from Dormouse Development. We are a team of 6 programmers and artists located in San Diego and are excited to take part in Ludum Dare #22.

From left to right we are: Caryn Cook, Thomas Le, Alex Stiglich, Wilson Saunders, Anthony Garcellano, Jon Ross




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