Ludum Dare 37
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Best Tutorials Award
Awarded by InfernoGames
on May 1, 2015
Best Game of Ludum Dare 29
Awarded by Rother Games
on May 1, 2014
Most twitch viewer's - by far!
Awarded by Aske
on August 19, 2013
General expression of well-wishing.
Awarded by xgeovanni
on December 5, 2012
Probably the most famous person with two trophies.
Awarded by Spaceoff
on September 4, 2012
Probably the most famous person with no trophies.
Awarded by xgeovanni
on August 27, 2012
Might be Unity (if so, likely 2d).
It might be pure C# as a pure console application (roguelike? zorklike?).
Either way, the whole thing will be streamed at http://twitch.tv/quill18 as usual!
And of course I’ll be streaming the whole thing over at http://twitch.tv/quill18
Maybe this time will be the time I finally make a card game?
I’ll be streaming the whole thing over at http://twitch.tv/quill18 as always.
Unity, Photoshop, etc…
And this time, for realsies, I’ll be keeping it simple. Really. For real. Probably. Maybe.
For LD32, my entry featured considerably more sophisticated (though not necessarily better!) visuals and map generation than my usual entries. While I’m proud of the fact that I pushed my boundaries, it definitely meant that the gameplay suffered. In particular, many features that would have been fun and thematic had to be cut at the end.
This time, I want to end the compo feeling like I’ve created my most polished and “finished” entry yet. I want to do this by using minimalistic graphics (but with plenty of finesse, polish, and extra effects to make the simple graphics feel intentional and well-executed) as well as a focused set of core features. Basically, I’d like to make something that feels as cohesive and complete as my successful “Drill18” entry — though I’m certainly aiming for fewer features and less complexity, because that thing was a beast and I still have NO idea how I pulled it off.
I made a thing. It might be helpful for people.
Instantiating & Destroying large numbers of objects (bullets or large hordes of enemies) can sometimes cause a game to stutter during their creation or later during garbage collection. Object Pooling counters this by simply deactivating objects instead of destroying them, then re-activating them when you need a new copy.
All the pooling solutions for Unity I could find seemed overwrought and often required a bunch of advanced setup on a prefab-by-prefab basis. The solution I’ve come up with simply requires you to use SimplePool.Spawn() and SimplePool.Despawn() instead of Instantiate() and Destroy(). Pool sizes automatically grow to meet demand. There is an option to preload objects if you know you’re going to need to spam out a bunch of something very quickly (for example, projectiles for a bullet-hell shmup).
WARNING: NOT YET TESTED IN A FULL PRODUCTION APPLICATION.
I’ve never done an RPG for Ludum Dare before (also on the list: Driving game), so I really want to go in that direction if the theme supports it. I’ve been practicing my procedural dungeon map generation. As a bonus, this could also work really well for a Master of Orion style galaxy — instead of rooms, those could be stars connected by hyperspace routes.
Brown Blocks = Rooms
White Lines = Room connectivity graph, based on a relative neighborhood graph with a bit of minimum-spanning-tree work.
Green Blocks = Hallways based on connectivity graph.
Is there anything better than Ludum Dare weekend? No, of course not.
This will be my 11th compo and the 10th time using Unity along with the standard side tools (Blender, Photoshop, Audacity, etc…). I may make use of the CoreGameKit library from Dark Tonic and A* Pathfinding from Aron Granberg depending on what kind of game I decide to make.
I’ll be livestreaming the whole thing over at http://twitch.tv/quill18
I’m really hoping to make some kind of aRPG this time, because it’s one of the only genres I haven’t covered yet.
In preparation for Ludum Dare 31, I just put out two “quicky” videos demonstrating my simple controllers for 2d Platformer Characters and for 3d Vehicle Rigs in Unity. Full project download available. Totally free.
All project files for this (and many others!) are available here:
As usual, I’ll be livestreaming the whole thing over at http://twitch.tv/quill18!
I’ll be using Unity — though I’m not sure if it’ll be 2d or 3d. Depends on the theme, I guess!
I’m super excited to be participating in another Ludum Dare compo! This will mark the 9th time I participate in a row, and once again I will be livestreaming the whole thing — since to me that’s the best part about the weekend. I still don’t know why 10,000+ people think that watching someone program is a good way to spend the weekend, but I certainly appreciate the company.
My weapon of choice is Unity, Blender, Photoshop, and Audacity.
This was my 8th Ludum Dare but only my second time doing a strategy/simulation game — which is weird, because those are the kinds of games I live for. I think the barrier is typically that coming up with game mechanics and balance is so much trickier for strategy/simulation games than a more arcade-y one. Additionally, most strategy/simulation games take a while to learn, master, and fully experience — and for Ludum Dare I always aim for something that is playable in 5-10 minutes.
What Went Right:
What Went Wrong:
What’s Going to Happen:
I was already working on a Unity Tile Engine. I’ve now added support for multi-tile, animated “rooms” and run tests to see if the performance problem was resolvable.
The Ludum Dare version needs about 30 tiles wide and maybe 30 tiles deep (about 900 tiles). I want to support an area that is at least 100×100 (10,000 tiles). So…I tested a map that was 1,000 x 1,000 (One million tiles). To make things even more difficult, I tested on a 3-year-old MacBook Air, the weakest computer I could get my hands on.
Visual FPS – Minimum Required: 60. I got 350 with ~100 tiles visible and 150 with ~500 tiles visible (which is so far zoomed out that you won’t be able to make out tile details).
Simulation Thread FPS – Minimum Required: 2. I got 30. On a 100×100 map, I get 3,800 fps. If I want to tempt ever more complex multithreading issues, I should be able to improve the performance even further for multi-core systems since I can easily chop up the map into chunks for simulation.
So I’ve definitely got an engine that can support an extended version of Drill18. It’s also immune to any weird “gap” issues in the background. People also seem to like the game. Will this finally be my time to release a polished version of a Ludum Dare entry?
“First superaddictive game on this compo” — TeamInCharge
“Complete 5 stars. I’ve been playing it for god knows how long.” — CoderMusgrove
“if I wouldn’t see your stream doing it, I wouldn’t believe you made it in 48h” — dusho
“Wow! this was the first game I [kept playing] after I was done rating it” — Dreii
“Fantastically fun” — zkenshin
“Impressive is the word.” — javifugitivo
“Oh my god the addiction” — tomvert
“Those small details and animations everywhere are what makes you love games” — PapyGaragos
“This blows most of the other games out of the park.” — Bevilacqua