About Jase (twitter: @jasedeacon)


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Jase's Archive

13 hour mark, what I have so far

Posted by (twitter: @jasedeacon)
Saturday, April 16th, 2016 9:01 am

Working on a shooter where you’re a transforming robot and you change forms for different weapons.

Here’s an early gif from around hour 6:


Here are some shots from a more recent build:



Tomorrow will be spent fleshing out what the enemies can do as well as putting in some levels. Should be fun!

What to do when in prison? Tear it up!

Posted by (twitter: @jasedeacon)
Sunday, December 13th, 2015 3:06 am


Get meaty goodness from the bodies of the fallen. Femur spike? SURE! Tendon bow? ABSOLUTELY! Synovial slime? YE-wtf?!

Start of day 2 intro screen

Posted by (twitter: @jasedeacon)
Saturday, December 12th, 2015 7:33 pm


Our ordinary writer person is interrupted by the police and taken to a black site.. now, to escape!

I’m in again!

Posted by (twitter: @jasedeacon)
Friday, August 23rd, 2013 4:27 am

This time around I’ll be using Monogame, so targetting Windows users primarily.

I think I’ll be sticking to 2D this time, last time I went 3D and it was just a bit more effort that it was worth I think.

I’ll be using:

  • Visual Studio 2012 (Dark theme, of course)
  • Monogame
  • Photoshop
  • Maybe Tiled for creating 2D tilemaps, if I need to create them
  • Probably going to use iNudge for the music, captured with Audacity (since you can’t export from it directly).

I want to keep the concept super simple and focus on atmosphere and polish this time around, and hopefully score higher than my previous entries.

Can’t wait!

12 hour mark, minimalism?

Posted by (twitter: @jasedeacon)
Saturday, April 27th, 2013 7:26 am

It’s been twelve hours since LD has started and although it took a while for me to get some traction on an idea, I’m definitely happy with where things are at now.

My take on minimalism was twofold, one graphical and one conceptual.

The concept started off as me wanting to explore the idea of human connection which essentially forms the basis for the daily lives of every living thing on the planet. We all form connections to other living things, some good, some bad, and some purely neutral. This game explores the idea that there is a connection which can be better than the others, and you have to find it through a simplistic mechanic of simply walking up to a character and chosing to interact either positively or negatively, which impacts the connection you have with that character.

If you find the character which has the highest possible positive connection with your character, you win. However you have limited time and you also have to avoid characters you form negative connections with (or who start the game with a negative connection to you!) because they will reduce the amount of positivity you can use to interact with the other characters, thus not being able to win.

Graphics are single-colour simplified 3D objects with just ambient occlusion baked in, representative of the concept that I’m attempting to explore. Connections are represented visually through the use of three colours to indicate the state of the connection. The town in the screenshots is just a small representative of the style, the final one will be about 4x bigger and actually have things that resemble houses and whatnot, just for a bit of atmosphere.


And just a stress test of 160 characters, because.. well.. why not?


I’m not sure what this will end up being like, if it will be fun or not, but I’ll see it through to completion and see how it goes.

Just another “I’m in!”

Posted by (twitter: @jasedeacon)
Sunday, April 21st, 2013 12:53 am

This is my ‘official’ I’m in post. I missed LD25 unfortunately, so I’m really looking forward to this one!

My tools:

  • XNA/Monogame via Visual Studio 2012
  • Graphics from Photoshop (will be sticking to 2D probably)
  • Sounds from OGA, or maybe I’ll try one of those schmick grid-based music generators

I’ll probably be doing a timelapse recording as well.

I’ll be using a custom-written base framework, of which the source is available here: http://spacedjase.com/LD26/LD26Framework.7z . It just provides a basic ECS and application settings framework, as well as screen management (from the XNA game state management sample).

Here’s hoping for a good theme!

Warbot:Evolution – Game mechanics > pretty art

Posted by (twitter: @jasedeacon)
Saturday, August 25th, 2012 4:16 am

Quick update..

Struggled with an idea as it appears a lot of people did. Settled on something which I’m still evaluating, but doesn’t quite feel right. Onwards and upwards.

Very early screenshot of Warbot: Evolution

This screenshot is extremely rough. Basically only contains placeholder art to get some mechanics working.


I’m in! (again)

Posted by (twitter: @jasedeacon)
Thursday, August 23rd, 2012 4:41 am

This will be my third Ludum Dare and I’m getting a little more involved in the community side of things this time round.

I’m using trusty old XNA this time around, even at the cost of less people being able to play it. Besides, if it’s a good game people will overcome that lazy barrier to install a runtime or two, right? Right?

Language: C#
Framework: XNA 4.0
Supporting Code: An extremely basic ECS system written for my previous LD entry (http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5737)
Graphics: Photoshop
Sounds: No idea. I’ll probably just ‘bip’ and ‘boop’ and grunt into my microphone, then munge it with Audacity. Maybe.

I’ll be recording a timelapse with Chronolapse again.

Really looking forward to this one, can’t wait!

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