Ludum Dare 29
Ludum Dare 28
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 23 Warmup
About Gemberkoekje (twitter: @Gemberkoekje)
I had a little idea for this Ludum Dare, and it was the first thing I implemented.
Instead of ye olde Timelapse, I decided to create something I decided to dub a ‘Gamelapse’. Essentially, instead of making screenshots of my entire screen, I decided to let my game make screenshots of itself every 5-ish seconds. I made a video of my progress up till now, and I hope some of you will have a look and tell me if you like this better or worse than a ‘normal’ timelapse.
As for my progress, my original idea was for a Post-apocalyptic survival simulator. For some reason, that evolved in a red Imp (you can see it in the gamelapse) – so right now it seems more of a Dungeon Keeper clone than anything post-apocalyptic survival-esque, but what can you do. I do intend to add some survival elements, but it’ll probably be a hodgepodge of game ideas, and I hope it works out well.
Right now I have my imp running around and digging stuff, and I was just beginning on different tools for some base-building esque-escapades. Or something.
I’ve had 1 proper ludum dare, and it was my first ludum dare ever.
For some reason, since then, it never really came back together, due to lack of time, or lack of interest, or lack of inspiration, or other less distinctive lacks.
But I really want to make another cool game. So here’s to hoping my GF doesn’t take too much of my time, I’m in a good mood, I feel like programming, so let’s do it.
I actually bought the discounted ‘Pickle 2′ to help me with pixel art. Not that the pixel art will look any better than it ever did, cause I’m a programmer! But still, I hope I can use the tool to make somewhat more interesting art.
I’ll be using:
And probably tools like SFVX or whatever that thing’s called which produces sound effects, as well as some overtly random music generator.
If I use the last 2 of those list, I’ll have succeeded, as that means I gotten far enough with my game to even consider putting sound and music in.
It’ll be a distinct 2D game, and I’d really love to make some kind of builder game, whether it be City Building, RTS, Spaceship building or whatever, but I’ll let that depend on how well it’ll fit into the theme.
However, I’m also considering doing a 3D game with 2D sprites (real ortagonal-like) but I’m not sure if that’ll work, and again it’ll depend on the theme.
Anyway, good luck to all, go forth and make games!
C++; Visual Studio; CinderLib.
Yes, that’s right, I’m gonna try to stay away from the likes of GIMP and other drawing or sound/music programs. Especially for sound/music this is gonna be a challenge, but I’mma try anyway!
Yeah, i know, it’s not in the Ludum Dare idea to reward prizes, but I’m just trying to do something nice.
The game I personally find best of the games I will play for the next few weeks made for #LD48 will have a choice for a free game in my steam inventory, as linked above.
I’m gonna do a few things differently this time, partly due to necessity, partly due to past experience. For one, I’m not going to look at the final round of voting. I don’t want my idea bin to be polluted by incompatible ideas.
Secondly, I’ve decided, theme permitting, to create a 3D game, most likely with some form(s) of procedural generation… Though perhaps I’ll keep it to basic shapes. The challenge being that I don’t want to use any kind of assets.
Anyway, I’m done typing. I wish y’all a good game this weekend. LET’S MAKE GAMES!
So yeah, I’ve rated roundabout 40 games, and the game I’m about to link I enjoyed the most up till now.
Not that I have the best tastes, mind you.
Yeah, I’m a little too late for a new game idea based on the theme, so I thought I’d share it anyway for your reading pleasure.
My idea is as follows:
The player creates a level based on certain elements. These could include simple platforms, ground, but also pitfalls and traps.
Then a hero goes and runs through the level with some basic AI. At first he is a weak simpleton, but he can upgrade.
The trick is for the player to balance the level, so the hero does die due to lack of skill, but isn’t actually unable to complete the level.
Because if the hero is unable to complete the level, the upgrade mechanic kicks in. If there is a jump which is simply too far to ever get across, the hero gets a jetpack. If the hero finds himself stuck in a cave, he gets a drill, stuff like that.
So I should make a post mortem over my game:
What went right?
- I figured out how to work with the physics engine Box2D, and how to combine it with my game library, CinderLib.
- I sorta-finished everything I wanted to finish, and I technically had time to spare.
- I have a functional, albeit simple, level editor.
- The gameplay idea was pretty ok
What went wrong?
- Motivation. It’s not that I didn’t enjoy making the game, but I can’t seem to keep myself loaded up for the entire weekend.
- I couldn’t be bothered to polish much due to motivation. The game is too easy because of that, it’s more of a physics sandbox than an actual game.
- No sound, little variation, all because of motivational issues.
- The excecution of the game isn’t very good
Well, after doing Borderlands 2 for the.. err.. entire afternoon, cough, I’ve decided to create a level editor with QT and cinderlib. Make a house ish thing, then blow it up. You know the idea.
EDIT: On second thought, I’m not even going to bother with QT; i’ll just use cinderlib to put up a little editor.