Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

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Ludum Dare 28
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 23

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Kroltan's Archive

Nobody likes graphics anyway…

Posted by
Sunday, August 24th, 2014 10:48 am
so many buttons, so little knowledge!

so many buttons, so little knowledge!

I’m in, with a new station!

Posted by
Thursday, August 21st, 2014 6:49 pm

I will be participating this LD, possibly with a team, and definitely with Unity on the toolbelt.

Or maybe something a bit more… Unexpected? You might or not find a very peculiar entry this LD.

 

Also, I got some new upgrades on my machine, which now runs on a lovely GTX760 and FX6300 combo:

Le PC

Farm Fortress explained

Posted by
Tuesday, December 17th, 2013 3:41 pm

Play Here

I talked a bit about my entry in the postmortem post, but some people might still feel the lack of a tutorial. With this post, I’ll try to create a sort of manual and strategy guide to the game, that tries to go from the basics to the tricks. First of all, a disclaimer: THE AI IS BROKEN. Yes. Crushed to little pieces by lack of experience. It may stop working or behave strangely (such as attack things far away), but this guide will consider ideal conditions for the game.

(more…)

Postmortem of Farm Fortress

Posted by
Tuesday, December 17th, 2013 4:10 am

Okay, so I’ll do a classic The good/bad/ugly postmortem about my entry: Farm Fortress, a fast-paced (kinda) strategy and economy management game. You can play it by clicking on the image below:

The goal of the game is simply profit, and for that you need the income that having planted farms provides, but invaders will try to destroy your farm as it gets bigger.
You start by building a house, to be able to plow land and plant on that. You get gold every five seconds from interest over each plant you have planted (plowed ground doesn’t count), and a bit more when the plant is harvested.
The main mechanic here is to combo the timer with the most plants, so you get more money. Plants cost more to be planted than what they give when harvested. You also increase the income from your farms when you build additional houses.
You can also build towers and fences to protect your farm, because when you get to 6 farmlands, invaders will begin to attack your farm. Towers shoot arrows at them, and fences aggro them the most. When a building is destroyed, you need to clear the debris before being able to build on that spot again. If you lose all your houses, you lose, after all, you get only one farm!

I will probably continue developing this in the upcoming weeks, maybe add different types of plants and even a multiplayer mode! But mainly, a tutorial and/or menu screen.

The good:

  • Used a familiar engine (Unity, with C#)
  • Learned new things (namely LINQ and reflection)
  • Using the new things above, made a really nice layer of abstraction for the game
  • Thought about the theme a lot when the top themes were revealed
  • Cleaned up schedule for the weekend

 

The bad:

  • Used a commercial tool (SimplePath, for AI), and couldn’t follow my open-source ideal (Though if you want the source, contact me @kroltan)
  • Didn’t have any experience with the aforementioned tool, using 12 hours to integrate it
  • I’m terrible at graphics, even worse at sounds (that’s why the game is mute, BTW)

 

The ugly:

  • Having this concept from before the LD started, wneh I saw the theme I couldn’t think of a way to fit this idea, so i wasted 6 hours on another game prototype, then came back to the defense strategy idea
  • Wasting all this time, had to publish my compo-targeted idea as a Jam entry.

Stream up!

Posted by
Saturday, December 14th, 2013 4:46 am

If for some reason you want to see me failing miserably at modelling, go here: http://www.twitch.tv/kroltan

Got an idea!

Posted by
Saturday, December 14th, 2013 3:48 am

Ok, so my game will be about a futuristic(?) sniper who has only one bullet left for his entire mission, however since it’s in the future(!), the bullet can bounce off walls and travels instantly. However, as resourceful future snipers can be, the player also has the ability to send a flying robot to scan the area before doing his job.

I’ll use Unity (with iTween), Blender and Paint.NET.

Derpstreaming the (almost) game

Posted by
Sunday, April 28th, 2013 4:36 am

http://www.twitch.tv/kroltan

It’s got flying orbs!

Stream up!

Posted by
Saturday, April 27th, 2013 4:06 pm

This time for real: http://www.twitch.tv/kroltan

It’s something!

Posted by
Saturday, April 27th, 2013 12:03 pm

Well, again with Unity, all I say is my game isn’t minimalistic at all (well maybe object placement, but eh). It’s going to be a little story about patience.

The mechanics is just walking around, following very vague orders that appear onscreen and general whatevering around. It’s going to be very boring.

Title Screen!

But I somehow expect this to be interesting. I guess i’ve been playing too much Antichamber lately.

The tools: Unity (Pro LudumDeal, with iTween, freely available), P22 (f0r music), Blender (for modelling)

I’m in! I guess…

Posted by
Wednesday, April 17th, 2013 3:11 am

Hello again, fellow ludumdarians! I participated on this competition 2 times, and I’m looking forward to the third. However, the start date is very tight this time (school…), and I’ll probably enter the Jam, but I hope I can get in time for Compo. Anyways, I’ll either use Java or Unity3D (probably Unity, I’m used to it) with sounds from BFXR and graphics from Paint.NET and/or Blender. My previous Compos: LD25, LD23 (both open in new tabs).
I wish best of luck to everybody since now!
(and pardon the bad English)

Sucess! Yay!

Posted by
Tuesday, January 8th, 2013 9:29 am

This time I had a lot of time to tinker around the game, and I placed decently, comparing to my previous entry. See my entries.
EDIT: 42% Coolness!

The Little Glitch
Coolness 55%
#403 Graphics 2.94
#414 Innovation 2.97
#462 Mood 2.64
#573 Humor 1.95
#616 Theme 2.63
#617 Audio 1.96
#648 Overall 2.64
#689 Fun 2.33
You are the Goatman
#203 Graphics 3.39
#204 Humor 3.00
#240 Innovation 3.13
#381 Overall 2.95
#435 Mood 2.65
#468 Audio 2.09
#487 Fun 2.58
#675 Theme 2.30
#817 Coolness 42%

 

Postmortem of “You Are The Goatman”

Posted by
Sunday, December 16th, 2012 6:23 am
The Theme Goat Badge

The Theme Goat Badge

Hello all fellow ludum-darians, since I already finished my entry, it’s time to do a little recap of my achievements and difficulties during the making of this game.

The game is about a ancient monster that defends goats, however, to that he kills anyone that seems dangerous to his protected creatures. For that he is considered a villain between the human society. He spawns wherever goats are in danger, and right now is in a frozen tundra.

In the game you must run towards villagers to bump them to death, so they don’t do the same to your goats.

What went right:

  • I knew how to fix most bugs
  • I had the right tools
  • I chose an idea that was seemingly doable in the period of time I had
  • I slept well before beginning

What went wrong:

  • I had so many different ideas for the game, but all impossible in the timeline
  • I changed ideas about 4 times
  • I wasted time reading random texts on the web when my brain was “hot” brainstorm-wise

Things to improve:

  • Again, have a pre-made library for character movement, AI and graphic management.
  • Projecting instead of doing everything as ideas pop from brain

That’s much it, and again I wish you all good luck, and may your fingers be swift!

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