About duskpn (twitter: @duskpn)


Ludum Dare 36
Ludum Dare 35
Ludum Dare 33
Ludum Dare 28
Ludum Dare 26

duskpn's Trophies

The Cherokid Award
Awarded by EdoMiyamoto
on May 10, 2016

duskpn's Archive

Done for today

Posted by (twitter: @duskpn)
Saturday, August 22nd, 2015 1:17 am


It’s about 3am now, and I’m declaring the day over. Not much to show graphically, but most of the basic systems are fully coded: movement, camera, attacking, damage…

2 days left, so far so good.

Getting started…

Posted by (twitter: @duskpn)
Friday, August 21st, 2015 11:54 pm



Game completely planned, with art on the way.

Meanwhile, I’m getting started with the gameplay. I’m glad I’m using Unity, at least I know how it works.

Let’s do this

Posted by (twitter: @duskpn)
Friday, August 21st, 2015 8:31 pm

Well, I’m in for the Jam. My girlfriend is gonna help me, too.

I briefly considered using UE4, but I’ll keep using Unity for now,

Other tools to be decided, I need an idea first.

Cup’s Quest!

Posted by (twitter: @duskpn)
Monday, December 16th, 2013 7:27 pm

title screen



This is the first game that I (Paulo) make as a team with my girlfriend (Bianca)! I made the code, while she made the art.

The concept of the game is simple: you have to reach the end of the dungeon, fighting monsters and solving puzzles, but with a catch:

Cup, the hero of the game, has only one arm, so he can only hold one item!
The item you choose at the beginning of each stage will define how you progress through it, with every item having many uses.

Originally, we planed for many more items and stages, but, of course, that wasn’t possible. Currently, there are 2 short stages playable, showing everything we could make, in the time we had, even though it’s rough around the edges…
We are definitely going to improve this game later, though.

Probably very buggy, I’ll correct everything possible as soon as I can. Web version coming soon.


Engine set, starting

Posted by (twitter: @duskpn)
Friday, August 23rd, 2013 10:08 pm

Decided to go with my old friend, Unity.


And that’s a placeholder pokemon sprite.


Starting… But in need of engine…

Posted by (twitter: @duskpn)
Friday, August 23rd, 2013 8:51 pm

A little late, but I already got the game conceptualized. Problem is, I don’t have a clue as to which engine/program I’m gonna use to make it.

I won’t need nothing too fancy, just some 2d graphics. If it’s some engine that easily supports tiles, even better.

Any ideas?

Final post

Posted by (twitter: @duskpn)
Monday, May 20th, 2013 6:00 pm

2 minutes left for the end. Making a game in 48 hours was awesome and seeing what people thought of it even more. I’ll definitely do it again =D

A little idea for the next Ludum Dare

Posted by (twitter: @duskpn)
Monday, May 13th, 2013 10:52 pm

A little idea for the next competition:

change “Humor” to “Writing”

Few games even have any kind of humor, while many games here have great writing and it simply has no rating field dedicated to it… Humor is basically writing, anyway…

Square Quest: Post Mortem

Posted by (twitter: @duskpn)
Tuesday, May 7th, 2013 9:37 pm


Last weekend I took part in my first ever Ludum Dare, the awesome competition where you have to conjure a game out of nothing in only 48 hours. The first thing I have to say about the experience is: goddamnit, that was fun.

Dividing the whole game development process over 2 days, as opposed to a little more than a month while I was making Cave of Nihil, forced me to think fast, code efficiently and cut features without any mercy. I managed to make something that, while far from perfect, is perfectly playable and a decent protoype.


One thing that really surprised me in LD was the community: a few times during the competition, I asked on the LD blog about a few features I was unsure about, or about where to find some resource. Every single time I had useful answers in a few minutes. That was definitely awesome.

The graphical style I chose for SquareQuest has really grown on me. It’s insanely simple and leaves a lot to the imagination, while freeing me from doing complex art. I intend to force my art soon, but I managed to work around my weakness when needed, so that’s a plus.


The game’s code…started well. I was writing decent, clean code for the first 24 hours. From that point onwards, however, sleep deprivation and desperation drove my code to the ground. The final result, while not that bad, has a few classes that have an insane number of responsibilities and is far,far,faaar from being efficient. SquareQuest takes up an insane amount of memory and processing power for such a tiny game. When I return to it soon, I’ll definitely have to work on that.

Every in-game map is generated out of a bitmap image, using a method I learned looking at Notch’s Prelude of the Chambered, also a LD entry. I did that purely to save time while creating the maps, but that makes it so easily expandable that anyone can edit the maps, that’s actually a really cool side effect.


After a whole month of walking in circles, I also finally managed to learn some Libgdx, thanks to Ludum Dare!

I definitely intend to take part on future Ludum Dares, it was a great experience to test my programming and game design skills. Next time I might push myself a little more artistically, I really want to improve every single skill I can.

I’ve been spending some time rating LD entries. I want to rate at least 300 before judging ends and I intend to post about my favorites after every 100 reviewed =D It’s amazing what people can make in 48 (or 72) hours…

Play Square Quest!

Square Quest is done!!!

Posted by (twitter: @duskpn)
Sunday, April 28th, 2013 7:00 pm






Not as complete as I wanted, heavy and very buggy, but it’s done, with five minutes left, after fixing a horrible memory leak during the last hour…

This is my first Ludum Dare entry: “Square Quest”
The basic idea of this game is to take the style of a Zelda-like game and strip it down to the bare minimum.

Download game: https://www.dropbox.com/s/bsvpsphx10qmpyg/Game.rar

Download source: https://www.dropbox.com/s/jbwdh57kda1ot2h/Source.rar


Posted by (twitter: @duskpn)
Sunday, April 28th, 2013 5:00 pm

…aaaand I just discovered a major memory leak problem that somehow escaped me before…with only 2 hours left…

Giving up on the web version…

Posted by (twitter: @duskpn)
Sunday, April 28th, 2013 4:13 pm

Using libgdx, I expected to port my game to a web version when it was done. Apparently it isn’t that easy, so I’m abandoning it in favor of finishing the desktop version decently…

Less than 3 hours! x_x

Almost done

Posted by (twitter: @duskpn)
Sunday, April 28th, 2013 3:21 pm


Project status…less than ideal, but almost done. Can’t stop to eat, must finish on time.

Must  finish remaining maps, add a few more monsters. Still need an ending. Still, chances of it being done on time are high.

Must get back to work now.

In need of music…

Posted by (twitter: @duskpn)
Sunday, April 28th, 2013 11:03 am

Is there any random music generator that lets me save the music it creates? I looked around on the tools, but found nothing…

Half way there…

Posted by (twitter: @duskpn)
Saturday, April 27th, 2013 7:06 pm


Most game systems are already in place, I just need to implement level changing, enemy IA and a basic key system.

after that, make the levels, add sound and title screen/game over.


Current status+full plans+indecision

Posted by (twitter: @duskpn)
Saturday, April 27th, 2013 6:45 am

This is what I’ve got up to this point:


The player can move around and trees/water are impassable. The level is loaded from a bmp image.

Here’s the full plan for the game: it’s a Zelda-like stripped down to the bare bones. The player will be able to move around and shoot (“sword beam”) with a limited range.

The basic idea is “explore, get treasure, explore”. There will be dungeons and caves with enemies to be killed and treasure. As the player collects more coins, his attack’s range and power increases.

I’m not sure on what to do with health. I initially thought of doing a hunger bar, slowly depleting and recovered by enemy drops. After I thought of the coins, I thought of making each coin recover a little bit of like, in addition to increasing the player’s power slightly.

Another option is to add separated hp drops, but maybe that would make it too complicated for this theme.

tl;dr, the basic gameplay loop is:

explore->find treasure->get stronger->find more treasure.

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