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

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The "You Made Mincraft" Award
Awarded by lxd1
on September 5, 2014
Inspiring me to make games Award
Awarded by Crafting4U
on August 25, 2014
Best programmer ever
Awarded by lorniebear
on January 5, 2014
Best Insperation Ever Award
Awarded by BillyTheCodingKid
on December 15, 2013
The Most Known Game Written in Java Award
Awarded by Jared D
on June 15, 2013
For perhaps making the greatest indie game of all humanity + being one heck of a programmer
Awarded by GhostID
on May 7, 2013

Notch's Archive

Giving up, need more sleep

Posted by
Sunday, December 19th, 2010 12:46 pm

You can play what I managed to finish here. You can get the source code from there as well.

Well, six hours to go, it’s 9pm, and tomorrow is Minecraft Beta Day, something I probably should be well rested for. My game is nowhere near a game yet, although the game engine is pretty fun.
I’m giving up! I’ll go watch some tv, go to bed early, then check out what the rest of you managed to finish later next week! :D

Good Ludum, good night!

Sleep, then turn Engine into Game

Posted by
Saturday, December 18th, 2010 5:09 pm

Play the current version!

I spent all of today working on just the engine. You can go up/down stairs, pick up items (actually, the engine can detect clicks on any sprite), and throw items now.

I sleep now. Tomorrow, I turn this into a game.

Here, try this!

Posted by
Saturday, December 18th, 2010 12:21 pm

As usual, I’m working in Java, and I make everything from scratch. I decided to go with a purely billboarded sprite based 3d engine this time, and I’m making some kind of dungeon crawler a la Dungeon Master or Eye of the Beholder. I’ve got much of the engine implemented, and it’s about time to start working on the actual game now.

The plan is to build game areas, and add the required game features as I go along, so I won’t implement monsters until the map actually requires monsters.

Click here to try the latest version. Use WASD + Q +E. There’s not much gameplay yet.

I’m also streaming the entire thing live here. There’s no sound because I have a cold, but there is soothing music.

I think I’ve decided what to do

Posted by
Thursday, December 16th, 2010 10:39 pm

I want to make a first person dungeon crawler a la Eye of the Beholder. Of course, having said that, I’ve jinxed any chances of a suitable theme winning. Making an interesting tile based first person game about evolution might be an interesting challenge..

tl;dr: vote elements!

Totally doing this!

Posted by
Sunday, December 12th, 2010 1:55 am

There’s a big release the Monday immediately after LD, but I care not! I will do this!

We’ve also got a board game/ginger bread baking day planned with friends, but I still care not! Making games and eating junk takes precedence!

I will be developing my game in Java, using Eclipse.
For art, I will use and quite possibly my wacom tablet thing + photoshop.
For sound, sfxr, of course. DrPetter is a wonderful human being for that tool.

I’ll record the entire thing using chronolapse, and stream it live on livestream.
Socially, I’ll be tweeting and hanging out in the irc channel, and I’ll try to post something on here every now and then.
Food will be fatty and salty, and there will be red bull.

Good luck, everybody! I’ll see you next weekend!

Metagun timelapse and post mortem

Posted by
Sunday, August 22nd, 2010 6:04 pm

First of all, here’s the timelapse: Making Metagun timelapse

This LD was timed extremely well for me, hitting one of the few free weekends I have these days.
During the voting rounds, I hoped for Skyscrapers, so I could do a life-in-the-city simulation that I’ve been wanting to do for quite some time. Of course, it didn’t win, but instead the somewhat hard to work with “Enemies as Weapons” won. Because the theme gets announced at like 4 am my time, I was asleep when it got announced, but I managed to wake myself up at about 5 am to see what it was. I stayed up for a couple of hours, thinking about what kind of game I could make, but couldn’t think of anything interesting.

So I got some more sleep. When I got up, I almost felt like giving up. There just wasn’t anything interesting I could do with the theme. But since I had promised people I’d livestream it, I eventually got online and started brainstorming. Not long thereafter, I got the idea of having a gun that shot other people who shot back at the player. I figured it’d make for an interesting platformer mechanic if you yourself were responsible for the dangers in the level.

And strangely, after that, I never ran into any real problems. I implemented some basic physics and rendering framework, then added some graphics, and got started on level design pretty early. I added new features to the game as the levels demanded it, which both meant that new features would get introduced gradually, but also that I didn’t waste any time implementing stuff that never got used.
I felt relatively finished with the game when there was about six hours left, so I spent a few hours just polishing it and adding some fluff features like an ingame credits list and such.

I think I got a bit lucky this time around by finding an idea that fit my style pretty well, but I also felt some experience from old Ludum Dares help me guess how long certain features would take to implement.

What went right:
Almost everything went surprisingly well! I had a great flow this time.

What could’ve been improved:
As usual there is no music. But worse, the jumping still feels a bit off. I should’ve spent more time early on to really nail it.

Metagun: COMPLETE!

Posted by
Sunday, August 22nd, 2010 3:40 pm


I made it! It’s a bit difficult at times, but that’s what makes games fun, right?

You can play it by clicking here.

I’m looking forward to playing everything everyone has done, the screenshots I’ve seen sure look tasty! But first, sleep.

Wow, you guys are making amazing things!

Posted by
Sunday, August 22nd, 2010 2:52 am

I woke up after about eight hours of sleep, shuffled to my computer to get an early start, and checked the LD news stream. And it was full of awesome screenshots and even cooler, screenshots of games I saw yesterday, but they look much nicer now!

You guys kick all kinds of ass!

Metagun progress, time for sleep!

Posted by
Saturday, August 21st, 2010 5:01 pm


I managed to get lots of stuff done for Metagun today, including the first mini boss fight and some basic level progression.

And sfxr is the best program ever made.

I’ve uploaded the latest version here, so you can play it:

I will go get some sleep now, then tomorrow I will just focus on cramming in as many screens of content as I can, adding new features and blocks as I go. There’s some pretty interesting bullet hell mechanics going on that I will probably explore further, and I need to make the title screen for the game as well.. But I feel like I’ve got plenty of time, so I’ve got a good feeling about this. :D

Good night, y’all’s!

Metagun, starting to become almost playable!

Posted by
Saturday, August 21st, 2010 12:12 pm


You play a guy in a fodora hat who recently found a cannon that fires tiny angry brown guys. Use platforming skills and puzzle solving to beat the levels and reach the end of the game. Although almost nothing of that is in place yet. :D

You can play what I’ve got so far here:

Play Metagun!

Getting started, here’s my setup

Posted by
Saturday, August 21st, 2010 4:19 am

First of all, here’s my setup:


I will be livestreaming the entire ludum dare here, as soon as I get started:

I had a few ideas in mind for some of the other themes, especially for skyscrapers. While I had a feeling enemies as weapons might win, I totally wasn’t prepared for it to actually DO so.
So now I’ll start by eating some food and trying to work out what game I’m making. This is going to be FUN! =D

Good luck, everybody! And have fun, for those of you in the jam!

Skyscrapers is still a contender? =D

Posted by
Friday, August 20th, 2010 1:12 am

You know what to do! Vote for it, and I’ll give you money!

(disclaimer: no money will be given)

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