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I’m in!

Posted by
Friday, December 9th, 2016 12:11 pm

This will be my third Ludum Dare (Compo), and the plan is similar to the last time.

I will be using:
Game Engine – Unity
Art – Paint.NET, Blender, OpenSCAD/OSCADSharp
Music – Autotracker.py
Sfx – sfxr/bfxr

One additional note – I’ve been messing around with the touch API for Unity, and I’m hoping to put out an Android version of whatever I make in addition to my typical PC game.

Good luck everyone!

Saving Steve Postmortem – Try to Save Steve!

Posted by
Sunday, May 1st, 2016 4:12 pm

I had a great time making Saving Steve for LD35, and overall I’m very pleased with how it came out.   Saving Steve was my second compo entry, having competed in LD32 about a year ago, and I felt that I managed to pull off a much better game this time around by keeping to a very simple game mechanic and focusing on building out interesting levels and humor.

The biggest challenge was the difficulty curve.  Although I intended for Steve to die many many times even for skilled gamers, some players reported not being able to get past Level 2, and found some of the later levels to be easier.  (Oops!)  This will factor in heavily if I continue working on Saving Steve with a more polished version – which I’ll probably do because the game seems simple and fun enough to be viable as a mobile game.

 
If you haven’t tried Saving Steve yet, check it out:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=49499

 
Hint for level 2 – see how long Steve survives if you don’t touch the controls!  Join the few and proud members of the I-Saved-Steve club!

I’m In!

Posted by
Friday, April 15th, 2016 3:48 pm

It’s official – I’m participating in LD35!

My tools:

Code:

  • Unity
  • C#

Art:

  • Blender
  • OpenSCAD/OSCADSharp
  • Paint.NET
  • InkScape

Sound

  • autotracker.py
  • sfxr

 

Good luck everyone!

AEterno: Postmortem

Posted by
Monday, May 4th, 2015 1:55 am

As a first time participant.  My experience with the Ludum Dare has been bittersweet.  Although reasonably well prepared, I had few expectations going in as to how I’d fare.

That being said, it was a huge success!  I built a game in 48 hours, I didn’t lose a ton of sleep, and I didn’t work right to the last minute!  I imagine some of that steadfastness was due to being lucky enough to attend the Seattle Games Cooperative meetup for Ludum Dare 32, hosted by the fine folks at Atom Jack.

Now that the dust has settled, the bittersweet part comes in figuring out what to do with my newly-proven skills.  If I can finish a game in 48 hours (albeit a cursory one), what excuse do I have not to follow through and get something to market?

 

With regard to AEterno, here’s what I thought went well and could have been better.

What Worked Well

  • Gameplay feel:  Multiple users said they enjoyed smacking enemies around, complimented the fluidity of the attack animations.
  • Simple mechanics/win condition:  Smack enemies into the spikes to kill.  Smack them all into the spikes? You win!
  • Programmer graphics/animations worked OK:  Lacking significant art skills, I felt overly-accomplished in just being able to cobble together rudimentary humanoid/monster/goomba shapes and apply transform-based animations to them.  Not having crashed and burned or wasted tons of time in this area was a huge win for me.

What didn’t work well

  • Way too short:   Victory can be achieved in just a few minutes once the control scheme is learned
  • Controls not intuitive:   As a rabid fan of the Smash Bros series, I was surprised by how few people understood how to use the control scheme effectively.
  • Feels unfinished:   Due to a number of factors.  One being that an endboss was ‘in the works’, but I had to scrap the idea since I only had a few hours left, in favor of solidifying and submitting the game.  Another being that the ‘goombas’ just weren’t that fun to fight against and were too numerous in the first level.  Thirdly, when you die you’re sent back to the beginning, making the second point even more problematic since you’d need to ‘sweep the  floor’ with the goomba-like enemies again to get another shot at completion.  I think this was the number-one thing that I observed that caused players to give up before playing to completion.

 

Closing Thoughts

I learned a lot during this Ludum Dare – though rather than evolving AETerno, I think I will take things one step further and revamp/recreate the whole game in 3d.  The game begs to be taken to the next level – with true omnidirectional top-down combat rather than fakey 2.5d isometric top down, and ragdoll-like physics to round out the experience as you batter your foes.  It’s going to take a lot more than 48 hours of effort, but it will be worth it!

If you haven’t played AEterno  yet, here’s the link!
AEterno: Warrior of Light

SS3_CasterHit

Another first timer – I’m In!

Posted by
Thursday, April 16th, 2015 12:32 am

Super excited to be participating in my first Ludum Dare!  I’ve dabbled with a number of games and game dev technologies in the past, but always wanted to do the dare.

My tools:
– Unity 5 (2d)
– Paint.NET
– sfxr for sound effect generation
– autotracker.py for music generation

No clue what I’ll build, but I am excited for the challenge!

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