About Jedi (twitter: @coderTrevor)
Just an indie who makes a lotta games. Soon, one of them will become super-popular ;)
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Justin Beiber Presents: Justin Beiber in, Justin Beiber-Ball starring Justin Beiber: Mad Swag edition
Ludum Dare 28
Ludum Dare 28 Warmup
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 21
Saved My Bytes Award
Awarded by MadGnomeGamer
on May 14, 2012
It is a period of nonexistent civil rights. Piriform bouncers are trying to maintain the Congress, but the Ethmoid Constellation are having none of it! They keep running the whole of Space! Our hero, the malformed Rutherford clone, must use his parasympathomimetic compound-crossbow to defenestrate the bad guys!
The final friar, Jiggawatt, uses his friendly vitriol to contemplate some serious llama!
So, you know that game, Mad Libs? Lately, I’ve started doing something very similar to get my game ideas.
Here’s an enticing screenshot from the last game I started with this format and input from tacospice. It’s not yet finished:
… and then zaniness ensues when the Jolly Borg come to spelunk the world!
Here’s what I need for my MiniLD game:
authority figures (such as “police”)
adjective x 6
noun x 4
pluralism (such as: bunch, group, herd, gaggle, flock… )
proper noun x 2
verb x 3
[via IRC: awsumpwner27 “accidentally” submitted vitriol, sorceress submitted bouncers and constellation, and Bcadren submitted Congress after that, so not sure if I can use it but I’ll try]
[Update: DONE! Woohoo! Thanks Jacob123, drnick, oranebeast, Pitzik4, awsumpwner27, sorceress and Bcadren!]
‘d be totally was awesome if that a bunch of you swooped in and each contributed several of these in the comments until there ‘s were none left. The fate of my game is was in your hands, Ludum Dare!
I’ve lost a LOT of time and who-knows what else. This is what I’ve been dealing with:
In case you can’t see, one of my hard drives is FUBAR and my development system won’t boot. The good news is that my code is safe. The bad news is that there’s no way I’m getting to it before the jam deadline.
BUT I REFUSE TO GIVE UP!
I’ve re-retooled my (real-life) game to be a lot simpler, and I plan to just play it and post a video of me playing it. Kinda lame but not as bad as an “I’m out.”
[Posted from a laptop running Vista. Blech.]
Working on the paddling system. My thinking was I could use the r/c’s steer function to wap a foam paddle to the left or right, hitting a ping pong ball.
Here’s the playfield:
I don’t have much expectation of finishing in time, given the rate this project is moving, but I plan to use the Pomodoro technique the entire rest of the time and not giving up! Been working on this post during breaks.
(check my journal if none of this makes sense)
That’s why I’m still working on this crazy idea:
I’ve made progress but not the best kind. As you can see, the track is all setup in it’s prototypical glory:
Here’s the bad news: This game I’m making is not going to be a race. All the cars I’ve gotten my hands on are just toooooo crappy! One of the little ones no longer works at all, another doesn’t drive remotely straight, and the other two just-plain-don’t-work-very-well.
The big ones aren’t terrible but they don’t turn well and don’t work with this space (which is pretty big!). It looks like I’d need hobby-grade RC’s and a warehouse to make this work!
What’s the next plan?
I dunno exactly but the gist of it is to hack up some RC cars and make some kind of Pong or breakout game, using real-life physics. Wish me luck.
After almost an entire day of cleaning and more cleaning ahead, I’ve started to lose some enthusiasm for this project.
So I made a crappy video for you all to
enjoy watch! (It really is very crappy and I’m sorry, OK?)
Hopefully, you’ll tell me how much you love the idea and how I need to finish it for the jam because you want to play it so badly!
If I’m going to make games, they should really be fun! So, I’m trying to better understand what VDZ is trying to teach me.
To that end, I did some “Homework.” I took it upon myself to look at some of the top-ranking LD games in the fun category, and try to figure out what makes them so fun. I tried to pay particularly close attention to the concepts of challenge, reward and risk. I thought it would be useful to share here, so that you guys can “Grade me.”
Ludum Dare 09/19/13
There’s a very simple game mechanic:
you shoot, you pick up gems.
- On top of that, there’s a risk: die if you don’t make it to the potion in time (and lose your progress)
- On top of that, there’s another risk: you lose the opportunity for gems if you get the antidote too fast
Challenges include getting further in the dungeon and getting as much $ as possible (or higher than last play / higher than your peers). [It could be improved by clearly showing the amount of cash picked up upon death, like Coin Rush does]
Rewards come in the forms of seeing new dungeons, seeing and hearing effects of the gun, destruction or shuddering of enemies / objects on shooting, seeing shiny gems pop out, hearing sounds of gems hitting the floor, hearing sounds of picking up gems, seeing indicators that your money is increasing
I updated my Jam game, Pro Crastinator, to have the ten-second solutions I originally envisioned for it. After finishing those, I can safely say that what I had in mind was WAY out of scope for Ludum Dare!
Sound is still conspicuously absent (Martin_Monosys), partly because levels one and three don’t present many opportunities for it, but mostly because I’m running outta time to rate games!
Won’t you please check it out and leave some feedback? I put way too much time into a few visual jokes that as far as I know, are literally going UNSEEN D:
This game is going so well, it scares me. Even now, I didn’t want to write that, because I don’t want to jinx it.
Anyways, in my game, Pro Crastinator, the player takes on the role of someone who bounces from job to job, always trying to finish whatever he’s doing in the last ten seconds. I imagine the game having multiple, puzzley, half-assed ways of doing the job.
It’s crazy ambitious, I have to admit :/
Here’s some early controls and a ROUGH DRAFT of what level one: paint a room – might look like:
The paint effect that’s in the game now is just a placeholder and will (hopefully!) be replaced by something better when I figure out how to do that.
Here’s the game if anyone’s curious enough to see it this early. Feedback is welcome!
No super-clever post here; just saying I’m in!
Do I need to say it? Yup. I don’t want to back out or half-ass it. Like I did with 7dFPS. Or 7dRTS. Or The miniLD before that. All of which have mostly-completed games that I didn’t push myself toward finishing, because I never completely committed to making them. (Lesson: Write I’m in posts!)
This will be my 6th attempt at a Ludum Dare, but my first time going for the gold: the 48h compo. Woohoo!
- There’s some free asset for making procedural music in Unity on the asset store. I might use that. I’d tell you what it is but the &$($234 @#$@#ing asset store won’t load right now.
I have been really, really looking forward to this LD, but busy as hell and not completely ready for it. I’ll be using Unity, Paint.net, maybe Blender and others.
This theme is proving extremely difficult for me. All of my games are pretty minimalistic so the theme may as well be “Game in 48 (or 72) hours” >:(. And yes, I know it’s gauche to complain about the theme but few people will even read this and it makes me feel a little better.
I’m scrapping my first attempt, a “minimal” Ocarina of Time clone (really, what was I thinking?).
The thing I hate most about this theme is that in my head, all of my games start looking a bit like this:
(Made with Unity about 15 minutes after reading the theme, but decidedly not interactive)
Well, whatever. I’ll figure something out. I’m in
My goal for January was to create and release one game a day.
I managed to get 22 of them done so far, and you can see them here.
Here’s what’s been happening – what’s gone well and what’s gone awry.
The first thing I would like to say is that this endeavor has been many, many times more fruitful than I imagined it could be. There really is a certain amount of experience that you get from finishing and releasing a game vs tinkering with one. I didn’t know this fact before discovering Ludum Dare, and I’ve come to an even greater understanding of it now.
However, because I didn’t reach my goal of one game a day in January, and worse-still, because I retreated from my goal and my passion altogether for a period of time, this post has a bit of a defeated tone. I want to make VERY clear that nobody who wants to embark on this or any similar quest should be dissuaded! In fact, not-doing was the biggest source of my undoing, and it’s just part of my own baggage that I know I need to shed as I traverse the path of my life.
Also, I’m going to try to offset the fact that this is a huge wall of text by interspersing screenshots of some works-in-progress. I’m adding these after all the writing, so, apologies if they break the flow.
Mine too. It really takes a lot of hats to make and sell a game, and sometimes you don’t know what you don’t know until you’ve tried. Know what I mean?
Does that mean I’m giving up? HELL NO! Read on: