About quadtree


Ludum Dare 37
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quadtree's Trophies

quadtree's Archive

All done!

Posted by
Sunday, December 11th, 2016 9:43 pm


I’ve uploaded my game, Plastic Regiment. Play it here. I’ll hopefully have a post mortem and HTML5 version out later.


Posted by
Sunday, December 11th, 2016 6:46 am

Here’s another screenshot of my game, which is tentatively titled “Plastic Regiment”, showing how much of a mess you can make of the room you’re in:


Getting the scale down

Posted by
Saturday, December 10th, 2016 4:10 am


It doesn’t look like too much, but I’ve finally gotten the character correctly scaled compared to the (relative to them) huge room.

I’m in!

Posted by
Monday, December 5th, 2016 3:24 am

I’m in! This will be my 18th Ludum Dare. My toolset:

Good luck everyone!



All done!

Posted by
Sunday, August 28th, 2016 7:58 pm

I’ve submitted my entry, Robot Recycler! Had a brief scare when the form wouldn’t accept my PNG screenshots, but switching them to JPG seems to have fixed it:


Some Progress

Posted by
Saturday, August 27th, 2016 12:21 pm

So far all you can do is bounce around in a impossible maze:


I’m In!

Posted by
Monday, August 22nd, 2016 8:00 pm

This will by my 17th Ludum Dare. My toolset (barring last minute changes):

Good luck everyone!

All done!

Posted by
Sunday, April 17th, 2016 8:17 pm


I’ve finished my entry, Law Claw. It got a little hairy there for a bit, but I’ve managed to post both a HTML5 version and a Windows version. I’ll see if I can get a post-mortem post up later.

Play Law Claw here.

I’m in!

Posted by
Friday, April 15th, 2016 12:22 pm

I’m in! This will be my 16th LD. My toolset:

Good luck, and have fun!

All done!

Posted by
Sunday, December 13th, 2015 9:07 pm

I’ve submitted my entry, Agglomatron.


I’m fairly happy about how it turned out, although I wish I’d had time to add a few more things. Play it here.


Posted by
Saturday, December 12th, 2015 4:26 pm

Here’s a screenshot of one ship flying away from another in my as-yet-unnamed game:


Eventually it should be possible to destroy enemy ships and steal their pieces to grow your own ship. It has more than two buttons for control though, so I guess it’s only going to fulfill one of the themes.

I’m in!

Posted by
Friday, December 11th, 2015 4:23 pm

I’m in! This will be my 15th Ludum Dare. My toolset:

  • Engine: Unreal Engine 4
  • Language: C++
  • Graphics: GIMP, Blender
  • Sound: Bfxr, Audacity

Vale of Embers: Post Mortem

Posted by
Tuesday, August 25th, 2015 2:12 pm

My entry 48 hour compo entry was Vale of Embers, a game where you play as a raid boss and must fend off various raiding guilds:


What Went Well

  • The HTML5 port: Nearly every previous time I’ve done an HTML5 build I’ve had some nasty last minute issues. It hasn’t just been with UE4, but with any of the previous frameworks I’ve used (PlayN, libGDX). I was sure this was going to happen again so I delayed the HTML5 build until after the compo. But in the end the only thing I really had to fix was a couple minor lighting issues.
  • Using UE4.9 Preview: The current stable version of Unreal Engine is UE4.8. But UE4.9 Preview has a much improved HTML5 lighting engine. This was a big risk, but in the end it paid off. While I did encounter a bug where config files didn’t save correctly, having access to decals and better lighting in HTML5 mode more than made up for it.
  • The top down view: At the beginning, I had to decide between a more “Diablo like” top down view or a more 3rd person view. In the end I decided to go with the top down view as it does a better job of disguising how crummy my modeling job was, and I think it worked.
  • The Idea: The theme was one of the ones I voted for, although it probably wouldn’t have been my first choice. I quickly came up with three ideas: A Godzilla like game where you’re a large monster smashing up a city, a horror movie like game where you play as the monster, or a game where you play as a raid boss in a fictitious MMO. I essentially rejected the first two ideas because they’d need to be “serious”, and I judged that my lousy art skills created too much danger of narm.

What Did Not Go Well

  • Time Management: Every time I do the LD, I tell myself that I’m going to come up with a plan that’s simple enough that I will not have to stay up till 5AM on Sunday. Yet, this time I ended up staying up till 5AM on Sunday anyway getting the models ready. At this point it’s starting to feel like a tradition for me.
  • Meteor Balance: While I’m fairly happy with how game balance turned out, the Meteor spell is still underpowered even after I tripled its damage and halved its mana cost. The problem is that meteor is the subject of a joke where it’s supposed to be easy for the raiders to avoid it so they look stupid when they get hit. The problem is that it really is easy to avoid, so they usually avoid it. I really should have gone with my original idea, which was to have certain raiders be extra stupid and fail to avoid meteor.
  • No Difficulty Scaling: Originally as you killed off raiders they were supposed to go get their fire resistance gear and eventually alert more elite guilds who would teleport in. In the end I didn’t have time to implement any of this so difficulty is essentially flat throughout the game.
  • AI Issues: The raiders’ AI is pretty complex, and I think there are a few bugs remaining where they’ll fail to attack the boss properly. Still, I am happy that they usually manage to attack the boss despite the bugs. See chart below:


All done!

Posted by
Sunday, August 23rd, 2015 7:47 pm

I’ve finished my entry, Vale of Embers:


So far only Windows. I’m hoping to make a HTML5 version, but it looks like it’s going to need some optimization to work in a browser.

I’m in!

Posted by
Friday, August 21st, 2015 4:07 am

I’m in! This will be my 14th LD. My toolset (barring any last-minute changes depending on the theme):

  • Engine: Unreal Engine 4
  • Language: C++
  • IDE: Visual Studio
  • Graphics: GIMP, Blender
  • Sound: Bfxr, Wolfram Tones

Vehicle Physics

Posted by
Saturday, April 18th, 2015 5:09 pm

Here’s a screenshot of my test vehicles that I’m using to get my vehicle physics just right.


My game is tentatively called “Armament Proving Grounds”. Hopefully the final version will be a little less gray though.

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