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This is my 7th Ludum Dare and this time I want to make something different. For the last two years I have been using Construct 2 as my game engine. I am no programmer and this tool suits me great as it probably has the lowest entry point amongst competitors (after RPG Maker) and requires no programming skills. But it’s time to move on, and while I still regard Construct as a great prototyping/jamming tool, I’m eager to try some new and more complex stuff, namely – 3D game development. And UE4 with its Blueprints system is probably the best tool out there that suits my needs. That said, I’m still at the beginning of its rather steep learning curve and won’t be able to make something more complex than a walking simulator… So, the challenge is to adapt ANY possible LD theme for the walking sim game type.  Hope everything goes well

Tools I’m gonna use:

Unreal Engine 4 – engine
Blender for 3D modeling
Paint.net or/and Photoshop or/and Substance Painter for texturing
Zoom H2n recorder and Audacity for sfx
Cubase with VST plugins and/or electric guitar plugged straight into PC for music

I’m in?

Saturday, December 10th, 2016 7:37 pm

The “blank sheet of paper” problem has been fueling my procrastination since the theme announcement. And here I am – almost one day late. But I’m not giving up – there’s still time to make something. something

teaser

Grab & Defend v1.1.1 released!

Friday, September 9th, 2016 5:00 pm

First major post-jam update! I’ve added unit animations and reworked some sprites. But there’s more to come:  upgrades, multiplayer etc. Stay tuned!

screen4

Try it now!

The rating system

Friday, September 2nd, 2016 4:54 pm

So far I like the Feedback Friends system. It forces me to write a comment to every single game I’ve played and encourages to spend more time on them.  On my previous LDs I commented only roughly 1/4 of entries played. So what if starting fom December, when the regular system is back, users would gain coolness only if they leave a comment (in addition to 1-5 star ratings)? What do you think?

Progress

Sunday, August 28th, 2016 7:15 am

Yesterday I wasted like 10 hours before coming up with an idea. Now I’m busy working, some very basic mechanics are done but there’s still much to do. I hope to finish the gameplay part today so that the entire Monday will be dedicated to graphics and sfx. Already have a plan for a post-jam version. Here’s a work-in-progress screenshot with placeholder sprites. Can’t wait to turn this ugly duckling into a swan!

teaser

Monday, April 18th, 2016 5:50 am

This is the fourth time I’ve tried to do compo and I failed to finish on time again. Something is wrong either with my time management or planning :)

Снимок

No fun at all; feedback needed

Saturday, December 12th, 2015 4:51 pm

NoFun

Hello everyone, I’ve been messing around with my game for the last few hours. The idea behind it looked promising on paper but turned out to be NOT FUN AT ALL in reality. So I don’t know what to do next. There are still 28 hours left, so I could try to make something different from scratch… What do you think, is there anything that could make this one actually fun to play?

Description:

You are trapped in some sort of magic dungeon/labyrinth. You goal is to make it to the room 9,x (you start at 0,0). There are 2 doors in each  room. One of them will take you to a higher level room, the other one will bring you back to a random room of a lower level. Your goal is to find the way to room 9.x before you run out of lantern fuel. (FYI, All the assets are placeholders)

PLAY

 

A question

Thursday, August 27th, 2015 6:46 am

Is it possible to see a list of posts which I commented previously?

Compo or Jam?

Sunday, August 23rd, 2015 6:11 pm

I’m working on my game alone and definitely will not finish on time. SO what do you think is better: to submit an unfinished Compo game (lacks audio, some features, gameplay polish &balance)  and then make a post-compo version of it or to work one more day to make a Jam submission?

Progress so far:

ALEX-PC-2015-aug-23-009

Making some progress

Sunday, August 23rd, 2015 11:17 am

But there is still a lot of work to do.

Was:

ALEX-PC-2015-aug-23-001

Now:

ALEX-PC-2015-aug-23-002

Just a monster?

Saturday, August 22nd, 2015 6:45 am

I’m in and I have a question: does the definite article the really matter here? I mean, is there a significant difference between “you are a monster” and “you are the monster” ?

Working on UI — need feedback

Tuesday, May 5th, 2015 5:21 pm

Hi there, this is Alex, I’m working on the post-compo version of my game, “I don’t feel like shooting right now!”. If you haven’t heard about it yet,  you may give it a try here.

At the moment I am trying to improve the UI feedback, but this appeared to be a hard task. I don’t exaclty know how to tell the player what each button does. So I created 4 versions of UI. They differ in what happens when the player hovers the mouse cursor over a button.

Which variant seems most intuitive to you?

Variant 1 – The default one. There is text under each button, describing how each button affects emotions. Nothing else.

Variant 2 – Is still a bit glitchy but you can get the idea.

ui2

Variant 3

ui3

Variant 4

ui4

Variant 4a – It is slightly different from the the v4.

ui4a

This is the first time I have participated in LD.  Generally speaking, it was awesome!

1

First of all, when the theme was announced it was 4:00 AM where I live, so I went to bed just after reading the keynote. I didn’t like the theme, it is too mechanics-oriented and leaves not so much room for interpretation (I expected to see a flood of platformers with characters using bread instead of swords, kitten cannons, and other stuff about the power of love). It took a lot of time before I came up with an idea and the work has begun only at 5 PM.

The idea was to make a game about a conventional weapon that has unusual properties, such as, for example, emotions. So I googled classifications of moods and emotions and found this:

Plutchik-wheel.svg

This classification fitted the game design purposes greatly. After a while, the vision of my future game was finally formed.

Gameplay wise the sources of inspiration were Gods Will Be Watching and Long Live The Queen.  I arranged 8 emotions into 4 scales of opposites. Each emotion influences cannon characteristics in a way and the player has to find the right combination to make the cannon shoot. It seemed a bit simple to me so I decided to add also 8 feelings, each one formed by a pair of emotions (see the image above. For example, joy+trust=love). And this was a big error on my part. The implementation of mechanics has taken about 90% time of development. As a result, I had only 40 minutes to make graphicsand there remained no time to record music and sound effects (I expected it to be the fun part of development), and there was not done any work on balancing at all. So,

What went right:

  • I have made a game.

What went wrong:

  • I shouldn’t have added 8 feelings, it took too much time and made the game balancing even harder. As a result:
  • No sound
  • No balance
  • Game mechanics are too unpolished
  • Some minor features were not implemented.

I’m going to release a post-compo version which should be more polished.

You may play the game here:

firebutton-sheet0

 

See you next time!

I’ve made it (in fact, not)

Sunday, April 19th, 2015 8:28 pm

So, my first LD has come to an end. I failed to create a game I wanted, but mainly because of lack of time. I clearly see how could I make my game better and I will probably finish it after the LD.

 

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