All major gameplay features in place. Now need to work on the UI, sound, and finalize a win/loss condition.
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
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
I look forward to Ludum Dare more than any birthday or holiday. Here’s my “I’m in” post.
Except for the time that I participated while flying across the Atlantic, I’ve always livestreamed the entire process from start to finish. For LD #28, I had tens of thousands of people watching me — and if you told me before all this that people would be willing to watch someone program in real time, I would have told you that you’d be nuts. I guess maybe it’s just my audience that’s nuts.
Tool disclosure: Unity, Photoshop, Audacity, Blender, and possibly the A* Pathfinding library from Aron Granberg, which I still prefer to the built-in Unity pathfinding. Additionally, I may use some code from my freely available Unity 3d tutorials. Specifically, I’m feeling a little “tilemapish”. I’ve done a couple of multiplayer games in the past, and if I go down that route again I’ll likely make use of Photon.
BTW, for all you Indie Devs — I do game preview/review videos on YouTube. I have 140,000 subscribers and I love to cover indie stuff (primarily strategy, simulation, and RPG games for PC). Email me at [email protected] if you have something you think I should see.
48 hours to make a game isn’t crazy enough. Why not add multiplayer?
You can play my LD #26 entry here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7862
I’ll be trying to make another multiplayer game this time, if the theme fits. Maybe something more strategy-oriented.
Watch the tutorial video here: http://youtu.be/AIgwZK151-A
I actually make a lot of Unity 3d tutorials, and my First-Person Shooter one is definitely the most popular of the bunch. Now I’m raising the bar by making a complete Multiplayer First-Person Shooter using only free stuff available in Unity.
What is covered:
I didn’t think I’d be able to participate at all this Ludum Dare, as a result of being out of the country for business-related activities. However, I really didn’t want to break my 6-LD streak, so I decided to take my own advice: Just participate in any way you can, even if it’s just with an extremely simple game.
So when I found myself on a trans-Atlantic flight with no mouse, no Internet access, but with a small amount of free time, I decided to do the best that I could. What resulted is a infinite-frogger-style game with a very weak hacking theme. What I really wanted to do a riff on the Hollywood-style hacking visuals that you see in movies and tv shows. To do it right, I would have really needed some nice custom shaders, and that’s not something I can produce without more time AND access to copious documentation.
Still, in the end I produced an actual game. It has loss conditions (get “traced” by running out of time, smash into a firewall) and a goal (accumulate as many points as possible before you inevitably collide into the ever-speedier firewalls, or run out of time of course). My interpretation of the “10 seconds” theme is very obvious, but enabled me to focus on a very simple arcady game that would be doable in just a few hours.
I started the game when I was still in Germany, finished it up somewhere over the Atlantic, and uploaded it using the Toronto Pearson International Airport’s free wifi.
Things that I did this Ludum Dare that pretty much go against every recommendation:
Despite all these ridiculous challenges, I’ve completed what is by far my most fun Ludum Dare entry ever! At peak load, there were nearly 200 players connected simultaneously to the multiplayer servers. The only unfortunate thing is that now that the stream is over, there are sometimes no human opponents available — and they really make the game a lot more enjoyable.
If you’re going to test Shoot (AAA_FPS_GOTY), see if you can get a friend or two to connect at the same time. It’s way more fun than just fragging bots.
This visual makes death sting a little less.
Everything you see in Shoot (AAA_FPS_GOTY) can be made using entirely free tools.
I used the trial copy of Unity 3d Pro that was offered for Ludum Dare, but the free version would have been perfectly sufficient. The only “pro” feature I used was the shadow on the character — but a blob projector would have been just as good here. I also made use of the A* Pathfinding Project Free library as well as Photon Unity Networking. A free Photon Cloud server is used for matchmaking.
I used Blender for modelling — including making an animated character for the first time for use in an actual game. That was fun. The textures were drawn in Photoshop, but could have been made in Paint. I also used Substance Designer (trial) to get the ambient occlusion texture for the character as a learning experience, but I could have done the same thing just as easily (better?) in Blender itself.
The face of a killer.
Anyway, I hope you can take the time to try Shoot (AAA_FPS_GOTY) and pwn some noobs.