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About PaulSB (twitter: @PaulSBurgess)
I Twitter nonsense here: http://twitter.com/PaulSBurgess
Left my industry job September 2013 to pursue the indie dream! zomg.
This is the most I’ve ever struggled with a Ludum Dare theme. It sounded okay at first but as I thought into it more and more, I just couldn’t get to an idea that I felt motivated about. I absolutely nearly just gave up on Saturday before I finally came up with something I thought I could work with.
The “you only get one” hook in my game is in the sense you are granted one dollar to bet with at the races. From there you can try to amass as much as you are able through shrewd betting. It would have been too simple to make this about any racing that could occur in reality so instead I am transporting the player to some dubious future where a series of homunculi fresh from the labs are being tested in races. If nothing else, I hope the game can raise a chuckle or two as these awkward humanoids sprint across the screen
Due to my struggles with the theme I didn’t get to any audio but I wouldn’t say it’s essential here – this one is more of an idle browser clicking game.
I am looking forward to once again entering the grand old Ludum Dare. Since the last one I quit my day job to be an actual indie dev, but I sure can’t forget about this place! This time I intend to test drive the new 2D bits of Unity. Well; unless an achievable 3D idea really takes me… I don’t mind too much on the theme, I’ll work with what comes up.
Well, I managed to miss the October Challenge completely, but I kept working away on the further development to my MiniLD #37 (yeah, way back) entry “Stargazing” into November. The theme of the original MiniLD was “Not game”, and indeed Stargazing is a bit of a curiosity. You connect stars to make constellations while progressing through a story covering brief moments in the life of a couple. Pocket Gamer kindly wrote a little thing about it! Which was nice.
The game went live on the App Store and Google Play last Thursday. Naturally I must share this news with the community that is the reason the game ever came to be! Let me scatter some links below a screenshot for those who are curious
More info at the game’s page on my site: http://paulsburgess.co.uk/stargazing/
If I’m not very much mistaken, Thursday of next week will be the last day of October, and thus the last day of my October challenge to sell Stargazing. Well… it’s not like this was going to be easy.
Coming primarily from the programming side of games, it perhaps isn’t too surprising that what seems to be taking most of my time is everything but that. It’s easy to underestimate the time required to think through the layout of a game, and in this case the narrative. I still very much want to have a submission ready next week, but at the same time I won’t be attempting to throw a broken, unfinished mess onto the App Store.
Lately I’ve worked on the visuals a bit and I do have something of a UI coming through. The “hub” screen where you will select the level to enter needs more art yet. I’m honestly only about halfway through the level data so that remains a big task for this week. And I need to make sure all my textures are square to unbreak the iPhone build’s appearance… I’ve also had a pass at the audio and there is a piece of music in there now.
This week I really need to finish the content so that I might be able to carve out a little testing/fixing time.
There are two sides to what Stargazing is for me: on one hand it is something of an educational toy presenting a genuine layout of stars and constellations to play at identifying; but it has always also carried with it a story. This is something I want to preserve and build on in this extended version.
This would be somewhat unfair without giving the player a way of knowing what constellations might be available in this particular part of the sky so I am hoping, if I can fit it in, to include some sort of celestial atlas screen for reference, roughly depicting constellations as they were classically envisaged.
There are only three weeks of work left to complete this challenge and there is undoubtedly a lot still to do here. This week’s focus will be on more content – I have the “stages” planned out there just needs to be a bit of tedious work translating these into the game. I’m absolutely itching to give the game a visual makeover too and hopefully I can get into that quite soon.
I hereby welcome back my entry to the 37th mini-Ludum Dare jam of about a year ago: Stargazing!
This was one of my little Flash game ideas that actually felt like I’d hit something interesting and different. It’s a very simple concept at heart but that’s ideal for my first marketable game. And I see it as a great fit to touch-screen devices, which will be my market of choice. I intend to attempt submitting to both Apple’s App Store and Google’s Play store by the end of the month (*gulp*), with the actual release following thereafter.
I’ve moved the old Flash game into Unity, which wasn’t actually that painful a process at all. Everything from the Flash version is in place here (except audio for now). I think a big challenge now is making the game a worthwhile enough experience for someone to throw a bit of loose change at. For certain there needs to be more content (the Flash version can be finished in no time at all). I will be adding more areas of sky, and in fact there is already a second “stage” implemented with a bunch more constellations. I’m happy to say I have moved to data-driven definitions of stars and constellations as opposed to the many hard-coded lines in the original Flash game…
I’ll update my progress here as well as on my blog. Good luck to everyone else attempting this, should be good!
Run run run run run jump! run run run run wait… jump run run run
…is an overview of what you do in my hopeful compo entry, as I come towards the end of my Day 1. It needs filling out with a lot of stuff. But I am convinced this is the greatest run cycle I’ve ever drawn when you see it in motion (really not saying much I struggle with that part every time).
Once more unto the… game jam we go! I have entered many of these, and once again I will not be able to resist the lure of trying to hit that wonderful little nugget of a game I strive to achieve in 48 hours and don’t quite manage.
I will be using Flixel, and also I may add in Photon Storm’s Flixel Power Tools, in the case that they might help me achieve some things more easily. We’ll see. I have no idea what I’ll make until I see the theme.
Finally got around to compiling the timelapse for my compo entry Pyramid. Time spent watching the Dreamhack Open Starcraft action not included >_>
(Mostly lifted from my blog here)
I’ve threatened to make a roguelike a couple of times before. In fact one previous effort got quite far before I abandoned it. So what better time to finally get one out of my system than a game jam about minimalism? Roguelikes have always gone for a minimalist graphical approach anyway, right?
My fourth game of the year, then, is Pyramid: a minimalistic roguelike. Things went quite well on balance: I actually went with my first idea, which is often a bad move but it allowed me to get good and focused early on. The pyramid motif comes from the level progression: level 1 is merely 2×2 squares, and indeed looks very minimalistic! Each subsequent level expands the size of the layout by 1 in both directions. Gradually a vision fog comes into play more and wandering spirits (the coloured blocks) appear and will attack you without a second though.
I’m quite pleased with the clean visual style. It certainly helped having the simple graphics (although getting that highlight on the top and right edges of the squares took far more investigating than it ever should have… there’s always something).
Undoubtedly there are bugs – the occasional incompletable levels are a frustration (and the reason a reset feature was added). It’s also too hard, really. But generally from this one I have no regrets, and look forward to trying something entirely different next time out!
And I almost forgot – I’ll stick a timelapse of development up soon but I just haven’t got around to compiling it yet. Busy busy…
My rogelikelike is coming together somewhat, got a few different enemy types in now. I can’t deny the theme is really helping with that. I haven’t drawn a single walk-cycle and for that I am truly grateful. Also starting to wind my twisted narrative theme into it. SPIRITS.
I’ve settled on making some sort of abstract roguelike-like. Here we see the player, an enemy, and the exit to the level below.
Movement and progression through levels is in, and not a lot else. Hopefully a resistance to adding graphic detail thanks to the theme will give me a better chance at making something of the rest of the game. And also the Dreamhack Open has finished now, that’s going to help…