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Some Thoughts After My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Thursday, May 2nd, 2013 10:03 am

I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.

I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.

I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.

Ludum Dare 48 #26: End of My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Monday, April 29th, 2013 7:15 pm

Ludum Dare END

SUBMISSION: Cave Runner

Screenshot

And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Ludum Dare 48 #26: My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Friday, April 26th, 2013 2:48 pm

This is going to be my first Ludum Dare. I’m pretty nervous.

Here are my choice for tools, libraries, etc. so far:

  • Language:  C++
  • IDE:  Visual Studio Express 2012
  • Libraries:  SDL
  • Art:  GIMP
  • Platform: Windows

My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.

Here’s my game plan from the start time so far:

  • Friday Night –  Saturday Night
  1. Get basic program up and running [window, rendering, update, fps control, input].
  2. Create a basic game state control [nothing too complicated].
  3. Get something moving based of of input.
  4. Plan the game elements I want to implement.
  5. Break the game elements into there gameplay atoms, and check the scope of the game.
  6. Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
  7. Get the core gameplay implemented.
  • Sunday
  1. Start polishing the game, and looking for bugs.
  2. Add more/extend features if QA is finished early enough.
  3. Finish quality control at least 2-3 hours before the end time.
  4. Submit.

My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:

  1. Core Gameplay
  2. Basic Art
  3. Extended Gamplay
  4. Polished Art
  5. Sound/Music

I will be hosting my game on my website here:

http://benshutt.com/[Projects]/LD48-26/

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