Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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About koredozo

Hi. I'm DOZO, but that handle was lost forever in a tragic verification e-mail accident. I'm a professional failure at amateur game development. Let's see if Ludum Dare can change that.


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Posted by
Sunday, August 24th, 2014 7:07 pm

Things I can’t handle:

  • Creative game ideas
  • Art
  • Math, and therefore physics
  • Focusing
  • Recording music off a PC98 emulator (y u no play individual .M files, hoot?)

And just for a teensy bit of positivity, things I can handle:

  • Unity
  • Unity 4.6’s sexy new UI system

Definitely jammin’ next LD I enter. I figured I’d go for the easy idea that didn’t require real art and try the compo one last time, but it isn’t worth the extra prestige when my game isn’t fun.


Posted by
Sunday, August 24th, 2014 5:52 pm

30 minutes before submission hour as I’m trying to do last minute tweaks to my game is not a good time for you to call and insist on chatting.

The Final Frontier

Posted by
Sunday, August 24th, 2014 10:55 am

So, after an all-nighter and overall way too much time and effort considering it’s just a fancy version of Dope Wars, the game is playable. It was two hours ago actually, but I took a much needed break.


What next? Music? Add some more features to try and make it actually fun? Just submit it and go to sleep? I’ll take a shot at the former, it seems like the most sure thing, then maybe the features.  Sleep can wait when I’ve already come this far.

Great Glittering Galaxies

Posted by
Saturday, August 23rd, 2014 8:22 pm

So I was busy this afternoon, but managed to sneak in the following accomplishments here and there:

  • Markov chain-based name generator for stars
  • More interesting looking planets of various types
  • Hovering mouse over a star displays some info on it

Now for the gameplay. I keep saying that and it keeps not happening, but I had a better reason this time. Not much time left so I need to make good on it.


The Stars My Destination

Posted by
Saturday, August 23rd, 2014 4:23 am

I coded a BSP subdivider to create a galaxy full of stars, in three dimensions rather than two to make things a little different from the average indie space game.


Then I got caught up in aesthetics for the rest of the night just like I said I wouldn’t, and it was a waste of time for the most part; my stars still look more like gas giants than stars. I really need to quit doing that during LDs. There isn’t enough time for it.

I made myself a serviceable skybox in Spacescape without it consuming too much time, at least.

(Loosely) Connected Worlds

Posted by
Friday, August 22nd, 2014 10:43 pm

So I decided that this LD, I’d rather try to make a relatively fun and polished game that I can be proud of than spend all Friday trying to be original or clever with the theme, and end up with something that might require a lot of work. Thus, I’m going to be working on Wealth of Stations, a space trading game as I’m sure many others are already doing. (Not even the title is clever.)

The silver lining of this is that since only programmer art is necessary for a game like this, I can aim to have it done in time for the compo. I think it’ll also be relatively simple to design and program, though I may regret that attitude.


I’ve spent the past few hours setting up my tools and creating a star and an Earthlike planet that orbits around it. They aren’t gorgeous, but you’re usually going to be seeing them at a much smaller zoom, so they’ll do the job.

Now it’s time to put together the game before I focus any more on aesthetics.

I’m in… maybe

Posted by
Friday, August 22nd, 2014 6:46 pm

Mmh, not exactly thrilled with the theme. I’m gonna have to think about it for a while. I don’t want to just make an LttP or Quantum Conundrum look-and/or-play-alike.

If I enter, I’m probably going straight for the jam this time because I hate creating art and would rather use someone else’s. Even though I have work on Monday and won’t be able to do anything for most of it.


Posted by
Monday, August 26th, 2013 1:07 am

So I was putting the finishing touches on the chess rules, when I discovered that the king could ‘escape’ from checks by pieces like rooks by moving away from the rook (because the king’s previous position blocked its new one from being threatened.) Attempting to fix this bug introduced a bevy of new glitches whose causes are eluding me. All in all, I don’t feel like missing sleep over it or trying to salvage things in the six or so hours I’m likely to spend awake before the deadline tomorrow.

There’s also no way I would have time to add an AI, so you might as well find a friend to play Ridiculous Chess with.

I blame my ongoing illness for my failure, so I’m not ashamed of it and I think I did alright for the 24 hours I was actually able to spend working on my game. I might revisit this project later when I’ve gotten over the cough, or maybe do a private 48 hour jam of my very own (I’m gonna need to think of something else to submit to 1GAM.)

Fool’s mate

Posted by
Sunday, August 25th, 2013 9:53 pm


Almost all of the game logic is in place, except for the more complex rules of chess like en passant captures, castling, and pawn promotion. Those probably aren’t going to be implemented.

I’m not sure 20 hours is long enough to implement an AI either. Progress is being made, at least, and I should have something playable by the end of the jam.

King’s pawn

Posted by
Sunday, August 25th, 2013 4:27 am

I finally started to feel decent enough to really get to work fairly late at night, so in what is probably an inadvisable move, I’ve decided to pull an all-nighter to make up for lost time.


Here you see the opening of the game, with Black ready to move. (I decided to make the player play as Black because the AI probably needs the minor advantage, plus having it move first might help the player acclimate to the mouse controls. Also made some other minor visual tweaks.)

I’m glad I entered the Jam or I could probably write this off as a failure for reasons beyond my control; as is it still has a chance of getting finished.

Slow progress

Posted by
Saturday, August 24th, 2013 6:22 pm

What else is new?

This time though, it’s because I’ve had some kind of respiratory complaint for the past month and it saw fit to remind me of its presence today. I spent most of the past 24 hours in bed or not in an ideal state to work on a game, and got pretty much no concrete work done up until an hour ago. As of now, though, I have a serviceable chessboard and data structure for representing it.


The bright side is that I have a pretty clear idea of how to proceed from here, both in design and implementation terms, which I think puts me at an advantage over my past LDs. I’ll just have to hope the malaise doesn’t flare up again.

Oh, I’m also renaming my game Psychic Speed Chess. It alliterates a little better and I have some fun stylistic ideas, though I’m going to make sure the game is fully playable before I start trying to make it snazzy.

So what’s cooking?

Posted by
Friday, August 23rd, 2013 6:36 pm

First things first: Despite working on my own, I’m doing the Jam, not the Compo. I’d just much rather make use of all the nice stuff one can find on OpenGameArt than spend hours coming up with my own shoddy placeholders. I might still compose my own music, since I like to think I’m pretty decent at that, but I’ll leave that until last and only do it if I have enough time.

Also, I already have an idea, and a descriptive title for it: Telepath Speed Chess. You can probably guess that this means each chess player has ten seconds to move. The interesting part is going to be coding an AI that thinks ‘slowly’ to put the human player on a fair footing; Telepath refers to the fact that the game will display insights into the AI’s thought process.

I’m not sure that was the clearest of descriptions, but you’ll see soon enough. I’m also not sure if this game will be all that fun, but well, I won’t know until I try it. Time to get to work!

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