Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 19
I have helped make games in the US, Korea, China, and The Netherlands.
What went right:
+ Memorizing: Dots to connect is surprisingly challenging even at your own pace.
+ No words: Matt suggested connect the dots and Diana had ideas about constellations. Jennifer and Beth also playtested, which clarified the tutorial. No words needed to play. The title ** also has no words. I now call the game .. (DotDot).
+ Drawing: Exported Flash drawings to Adobe Illustrator format and wrote a Python script to parse them into a JSON-like object. Clean separation of model and view.
What went wrong:
– Convoluted teardown state: A bug that showed another drawing after the end of the game cost hours of troubleshooting. Next time could simplify the last trial teardown.
– Silent: Wasn’t satisfied with 8-bit sounds, so didn’t add sounds post-compo version. Next time could prepare to use MuseScore.
– Strict: Dots were too exact until post-compo version. Next time could playtest more Sunday afternoon.
– Scoreless: Wasn’t clear about a scoring system until the post-compo version. Next time could playtest more Sunday afternoon.
+ Friday night, Jethro looked at my thumbnail sketch of wires and seemed interested.
+ Saturday, Jethro and Tyriq played the manual levels and wanted more; Sunday, Stephen confirmed the overlap.
+ Flash made shading lines and integrating manual and random levels easy.
– Program random paths before randomly placing junctions.
– Simplify path data structure.
– Start making Friday night.
Tools: Flash CS4, LabChirp, vim.
+++ Scope: One button switches lanes.
++ Share: Windows, git, FlashDevelop, Flixel, and PhotoShop.
+ Agree: We discarded ambiguous warnings, words, and refueling.
— Decide: Saturday we could structure the 4-column sprite sheet.
— Play: Early on Saturday, we could playtest timing.
– Edit: Saturday we could quiz American/British like “restroom/toilet”.
By Duncan Robson and Ethan Kennerly
Out of 100, here’s my favorite web games (and their task):
Orbicular (Aim and dodge)
Root Route! (Navigate)
Less is More (Simulate)
Mind the Gap (Optimize)
You Must Escape (Memorize the maze)
Potato Dungeon (Swipe)
Leaf Me Alone (Explore)
Gods Will Be Watching (Manage)
Flight Time (Orbit)
The Lamp (Seek and avoid)
And here is Duncan and my entry:
Right Side of the Road (English)
I usually use:
Code: ActionScript, Flixel
Graphics: Flash CS
Audio: BFXR, SFXR, Audacity
May leave San Francisco to join the gathering in Oakland.
What went right:
Simple reference game: Friday at 6pm, Dave Alleca showed me Spike: A Love Story. Press a space bar to drop a spiked ceiling onto a passerby. It was simple to play, and the animation, sound, and writing was polished. I managed my scope.
Simple reference art: There’s many illustrations of dragons, peasants and knights to borrow from. I enjoyed referring to these and composing some cartoon characters. Cartoons are easy to make in Flash. Most everything was morphed from an oval. I felt relaxed on Saturday evening as I illustrated and animated.
Pace: Almost every hour I committed to git. I logged each hour. I was aware of the time left and the goal for the hour. The log motivated me and balanced my perspective for the next time I make a game quickly. I took a break most hours; that was part of the rhythm. I slept eight hours each night. I was never exhausted, even though I did work 10 hours on Friday before starting the Ludum Dare at 6pm.
What went wrong:
Over invested in infrastructure. I used Flixel. For such a simple game, next time I might go with native Flash. I was concerned about performance, yet the walking animations still had a little bit of stutter in them in Flixel. I used a scene movieclip to compose the elements and to sync the sound with the visuals, and to dynamically generate sprite sheets from the animations.
Nice to have polishing before essential requirements. I had planned to add fireball since the beginning, but I did not start programming it until about 2 or 3 hours before the end. Until that moment I could not consider the difficulty. Afterward, I made the fire and bite more deadly, but enabled a dominant strategy to pace fireballs.
Indecision. I over-invested and polished because I was not sure about how much time I would need and wanted to have a well-rounded game. I put off adding more features because I wanted to polish what was already there. I was not too clear about my goals. I was not sure about blitting or vector art, about using particles or custom animation. So I made both.
Altogether I enjoyed the experience and have been encouraged by the positive comments that imagine a potential follow-up for Sleeping Dragon.
A warm up made in a few hours over a few nights. If you don’t disdain black & white box Pong quality graphics:
Press LEFT or RIGHT to keep the white “car” in the middle of the gray buildings.
Download the SWF here and drag into a browser:
A videogame concept made in 2 days. September 1-2, 2012 Version 0.1 Last weekend John Wilkinson, Dave Alleca, and I made a game for Ludum Jam. The theme was “Evolution.” We brainstormed ideas, including mixing Conway’s Game of Life with Space Invaders. We expected it would be too chaotic. This weekend I wanted to make another game, and sessions of Conway’s Life monopolized my imagination.
Here Be Monsters!
Civilization I sailing meets R-Type I side-shooting. Sound fun?
Play it in your browser.