About RaysAndLazors


Ludum Dare 35
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Ludum Dare 30

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Awarded by terryg
on May 2, 2016

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I don’t mind the theme and I’m certainly glad it won over a few others…
…although that did not stop me from sitting 3 hours trying to come up with something I can do with it.

I thought about making a flintstone car racing game, but figured out there are better things than madly tapping on the keyboard to move your car.
I thought about the Antikythera mechanism, making a sort of puzzle around opening an ancient box with riddles… but I wouldn’t have half of it done before next friday.
I thought about floppies and tape drives, but it turned out I wasn’t alone in that idea, and ultimately I couldn’t think up an engaging mechanic do do with those.
I thought about aliens and stuff, but that seems to be even more popular…

…so now I’m sitting in this lazy low-poly ship and sailing towards implementing the base game mechanic. I’d really love to show you more, but

  1. There is not much more done
  2. Maybe because I slept last 2 hours instead of coding
  3. I don’t want to show everything yet
  4. Yes, this is a crude attempt at teasing a game before it even hits pre-alfa


In once again!

Posted by
Friday, August 26th, 2016 2:21 pm

Alone this time around, but I’m in!

No good reason to repeat the old tool list that does not change too much, so have this instead:

~~ RaysAndLazors Questing Log ~~
Main quest: Work on monday! Better fit in the 2 day compo limit this time!
Optional quest: You have just downloaded a trial of Cubase. Make sure your game has some funky music!
Optional quest: Use your nifty little sound recorder to prepare some SFX for the game.
Optional quest [0/10]: Publish 10 blogposts with meaningful information about your game.
Super optional but highly appreciated quest: Make your game about cats!

~~ Completed ~~
Main quest: Set up a git repo before the jam starts.
Optional quest: Have at least one idea written down for every possible theme.
Optional quest: Take a nap before the theme announcement


Oh my blob we are done

Posted by
Monday, April 18th, 2016 8:06 pm

Just in time too. I’ll make a proper post once I get enough sleep, for now I’ll leave you with this.


I have lectures in 5 hours. Send help.

2 hours left

Posted by
Monday, April 18th, 2016 5:45 pm

Oh my glob, so little time and still so much to do D:

I have been saving this guy for this moment.


Go go go, Ludum Dare does not end until it ends. I’m gonna make this game work even if it means I’ll be sleeping on the lectures tomorrow.

Now you are thinking with portals

Posted by
Sunday, April 17th, 2016 9:11 am


Rev dun did it and dismantled the whole blob controller in hopes to fix a major-minor issue, so we are working on different stuff. Now would be a good moment to think about some sounds and music.

Also a question for you, what do you think would be the best way to highlight the blob that you intend to shapeshift?

More gifs inbound!

Long time no post

Posted by
Sunday, April 17th, 2016 7:34 am

But that is going to change right now.


Levels are being worked on as I’m writing this down. Only a few more pngs and we can start merging it all together into scenes. Still need to come up with a script to keep the score and we are good to go to the polishing sector.

More gifs inbound :3

Making meaningful commits

Posted by
Saturday, April 16th, 2016 4:58 pm

I know it’s late but that shifts won’t shape themselves. Or was it the shapes that were supposed to shift? I have too much blood in my caffeine to be able to tell.


Git is super useful. Super confusing, but I have no idea how we would be managing 3 coders doing stuff at the same time otherwise. It appears that we finally fixed that pesky tilemap, so our artist can stop pulling her hair out. We have a bunch of levels going on, so what’s next is replacing our jumpy placeholders with actual shapeshifters. Next up: a win condition AKA a castle with teeny tiny star particles.

Go shift them shapes people, we are getting close to one full day here.

The memes are in

Posted by
Saturday, April 16th, 2016 2:49 pm


I’ll trade you this unending nightmare for half a bucket of sleep, deal?

if(!jumping) { jump(); }

Posted by
Saturday, April 16th, 2016 1:29 pm

Can’t straight up call it a progress, but it’s not like we are standing in one spot either.

try{ jump(); } catch(NotJumpingException e) { jumpMore(); }

try{ jump(); }
catch(NotJumpingException e) { jumpMore(); }

Shifting in the right direction

Posted by
Saturday, April 16th, 2016 6:05 am

10 hours, 3 github repos, a bunch of cursewords and a couple bottles of cola later we… kinda still have nothing. But it appears that all the major malfunctions we did not anticipate were cleared out of the way. Animation is going smoothly. A page worth of level design waits to be implemented once Szasz finishes with the tilemap. All is looking reasonably good for the next hour or two. Time for a nap maybe?

Oh my shapes the theme

Posted by
Saturday, April 16th, 2016 2:06 am

After at least 4h of brainstorming and countless more or less silly ideas we finally made it to the point where we have something that could be called an idea. We’ll be taking our own spin on a classic, but with a little shapeshifting to it, hopefully making for an interesting enough gameplay to be worth the effort. A little sleep deprived, we are currently fighting with Unity physics casting to get our cute heroes to interact with the world as intended. Szasz is hard at work with the graphical design and I think at this point it’ll be safe to assume it will be a strong point of the game.

Did I mention explosions?

Premortem aka we are in!

Posted by
Friday, April 15th, 2016 12:34 pm

Rays here again for another Ludum Dare, this time with a new team up. I have gathered a few talented friends and have great hopes for this edition.

Szasz – our artist, her drawing talent will give us an edge in the graphics segment
Rev – main coder, tea addict and the only person not on site due to logistic problems
DeathTost – coder, game polish™ applicator and team’s sarcasm drive
RaysAndLazors – coder, designer, sound guy, marketing and pr department and whatever else required

The plan for this edition is as follows:

  • have a “product” – have it look and play like an actual game, with menus, win and lose conditions and enough bells, whistles and sparkles to catch the eye and feel good
  • “sell” it – more blog posts and other media (maybe even a trailer and a press kit, to try and learn how to make that), with the ultimate goal of gathering more votes than just the coolness system would
  • get along with others – this time I gathered a team, I hope it will become something more than just a one-time thing – there are some other jams we are already thinking about

A list of tools and whatnot, because we all like lists:

  • Engine – Unity once again, might prove to be a little harder to get it to work with multiple people, but ultimately should be worth it with it’s rapid development capabilities.
  • Code – Probably Visual Studio supplied with Unity, although it’s up for the individual coders to decide what they want to use. Git with git-flow methodology for version control, means we’ll be able to work on the project at the same time and merge features easily as they are developed.
  • Graphics – Leaving it to Szasz, her Cintiq and awesome art skills. Also a little Gimp for processing, Inkscape and low-poly Blender work if the game calls for it.
  • Sound – SFX handled by the power of the Internet and/or my Zoom H1 recorder paired with Audacity for processing.
  • Music – Power of the Internet again. I do have some software to make the music, but I’m no composer – although it might still be used if that would fit the game.
  • Sustenance – Pizza. Fizzy drinks. Tea. Coffee. You know the drill, coders can’t live without caffeine and junk food.

I did my duty

Posted by
Thursday, April 7th, 2016 5:57 am

Help, I’m trapped in a theme slaughterhouse D:


Here’s hoping we’ll get only the interesting themes this time around.

Trying to make you smile a little

Posted by
Saturday, August 22nd, 2015 8:30 am


Thank you Mr Skeltal

Posted by
Saturday, August 22nd, 2015 7:43 am


I didn’t even know I can model with such ease.
Maybe we’ll have more than 5 mobs then! 😀

Got it

Posted by
Saturday, August 22nd, 2015 12:07 am

What happens when you mix an idle game with dungeon keeping and being a mean boss monster?

We don’t know but we will find out soon enough!

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