That’s one small slide for a snowman, one giant leap for snowmankind! –Neil Snowstrong
Historical footage here:Also don’t forget to write a comment 😉
Hi! I'm currently student of the computer graphics and multimedia at Brno University of Technology. I like PC games since I was about six years old and my first programming experiences are at least ten years old (do you remember good old Visual Basic? :-) ). Currently my obsession is Java and great LibGDX library/framework.
Ludum Dare 31 | Ludum Dare 29 | Ludum Dare 28 | Ludum Dare 27 |
![]() you met the boss in Helevenium #LD29 Awarded by alvivar on May 19, 2014 |
That’s one small slide for a snowman, one giant leap for snowmankind! –Neil Snowstrong
Historical footage here:Also don’t forget to write a comment 😉
Hey! Snowman is actually pretty happy how everything went during this Ludum Dare even when his builder didn’t had too much time to polish or finish everything what was planned mostly due to school and personal life. Snowmen are deaf anyway so they don’t mind that there isn’t music or sounds much :-). They are also speechless so they can’t tell you what’s definitely wrong or what’s exceptionally good. If they want to tell you something then they have to create a big sign. Look at this one:
He also thinks that leaving comment should be necessary if you want to rate! Not just this game, but in general. Why? I will speak for him because he can’t spend so much time with creating these signs… Leaving comment is important. It makes you feel good that you’re not the meanest person in the world when the comment is full of hate, words how your mom is fat, how your game sucks and how your life is so pointless that you should have jumped from tallest building already. And it makes you feel proud when someone says why he enjoyed your game. Rating without commenting is pointless. It gives you nothing. It gives us nothing as we (game developers) don’t learn from our mistakes and we wouldn’t know in which areas we are really good. So if you spent time playing someone else’s game, give him comment, even critical one! Snowman personally thanks to everyone who will be leaving comments from now on (until the database server burns because the number of comments overflow).
Another image summary for TLDR‘s:
I’m going to write some summary of what I have done and what’s left to do — mainly for myself
So, here it is:
Now I’m going to sleep, see you tomorrow today, again!
Hi! I finally had some time to made some pretty video from screenshots of me creating the One Rogue. Because I didn’t have time to show anything during the compo here is “multi-screenshot” from the game:
It’s almost traditional roguelike rpg.. almost.. You wouldn’t find any items in the level! But what’s the point then? You have to kill at least N enemies to open the gate, where N is equal “how many times you went through the gate” + 1. Then you will receive three random items but you can pick only one. You enter the gate.. And again!
I’m planning to made post-compo version with more balanced game-play, better controls and few more locations and items during the upcoming weekend. I will also try to make version for Android..
Enjoy the time-lapse!
In this post I’m going to talk about difficulty in games and future of my LD27 game, ShuffleLand.
First of all, thanks again to all of you who tried and rated my game (ShuffleLand) yet. I’m very aware of the fact that it’s too hard. Too hard for this age of gaming… I’m used to things like Dungeon Master, Prince of Persia I, Doom, Blood and many more (you know, when you have only three or four games on your ‘dos era’ PC, you are very happy of the fact that these games are hard — it means that you’ll get so much fun as possible of these games.. trying over and over)… In the fact, I find my LD27 game very hard and difficult too (I didn’t planned this as feature though). But as I promised in my “I’m in” post, ShuffleLand is going to be ported on Android platform (sometime). Don’t hold your breath. There’ll be much more content, joy and elegance in the finished game. Now I can only promise you online level editor, multiplayer, easier levels and maybe a little bit more. I’m also aware of the fact that audio isn’t as good as I planned (I didn’t have time to made it right )…
But, after all, this is Ludum Dare, right? Nobody expect that games here will be the best you can find (or create), it’s all about our experience, vehemence, enjoyment and 48 hours of bestiality. Programming and creativity. I’ve enjoyed my first Ludum Dare event and I’m looking for the next. Thanks for reading this. I’ll be very happy If you leave comment on this as well.
Here is small insight into the development of ShuffleLand, my game for LD #27. It’s turn based strategic game, where your goal is to save your first (aka king) with your seconds (aka servants). You have exactly 10 seconds to give orders to your seconds (servants) — king can’t be moved by himself, he must be pushed by his servants. And If you think it’s easy there are bad guys too If you lose during your gameplay 10 your seconds (servants) you’ll lose for good.
Here is actual screenshot:
And here is short list of what is finished already and what must be done during following 10 hours:
Overall felling? 90% done syndrome 😀
Code statistics:
lang: Java files: 12
LINES blank: 276 comment: 94 code: 1139 total: 1509
If you want to give it a try, here is java applet: ShuffleLand [DropBox]
I’m going to participate in Ludum Dare And what I’ll use? As I have some experience with LibGDX I will use Java as programming language. I’ll try to target both desktop and android platforms. For art/graphics I’m not really sure yet… But I wouldn’t be surprised if I use Inkscape in the end. So I wish you (and myself too) good luck!