About The Pelranthean

College student styling himself as a game programmer.


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

Well, it looks like this time I didn’t make it.

Around noon today, I realized than 75% of my game’s mechanics were unimplemented. At this point, I started taking as many shortcuts as I could to get things playable.

Unfortunately, small typos and bugs stopped me from completing bottleneck functionality, so I was stuck trying to implement player movement in the last half-hour. That’s a rather core mechanic to miss, and of course, I missed a capitalized letter for 15 minutes during that time period.

… Sigh…

On the flip side, I learned the Urho3D framework much better and got to try out some fun C++11 stuff.

For those of you who want to see my descent into madness, here’s an image and the github repo:


I maintain foolish optimism that one day (soon) I’ll come back to this project and finish it.

I look forward to seeing your successes where I failed.

Good job everyone.

I’m In – Let’s Dare

Posted by
Friday, December 9th, 2016 7:40 pm

It feels like it’s been a while and I’m fairly out of practice… so what better to do than pick a new framework!?

I’m planning to use a C++ game engine called Urho3D this time around. I’ve been playing with it for a little while and it looks promising, so let’s hope it allows me to make a good game.

Tools I’ll most definitely use:

  • Krita – painting (and animation?)
  • Atom – generic text-editor of awesome
  • Clion – commercial C++ IDE (it’s so pretty… sorry open source IDEs)

Tools I might use given the opportunity:

  • Tiled – in case I need a level editor (which I probably will)
  • Blender – 3d rendering is useful sometimes
  • Emscripten – I might be able to compile this for the web… this is pretty optimistic though
  • An audio tool – one of these days I need to learn how to effectively use one of these

Good luck to everyone! I look forward to seeing all sorts of cool games.

Prettiness? Nah…

Posted by
Sunday, April 17th, 2016 12:36 am

Look! Look at me!

I have a cube!

View post on imgur.com

In other news, I think I have most of my main mechanics working. I haven’t been able to get to any AI yet, so my game may not have any enemies, but I think it’ll work as a platformer without them.

Unreal is still fairly new to me, so I’m not proud of some code that I’ve written for this project. But it seems to work. Mostly.

I hope the jam is going well for everyone else.

So little time, so much to do…

Posted by
Friday, April 15th, 2016 10:46 pm

I came up with a concept fairly quickly (at least, quickly for me), so I wasn’t certain if it would really flesh out that well. So far, it looks like it might work, so now I have to try and pull it off. Here it goes!

First step, make a list of all the things I’m going to need…

ARGH!!! So much to do!


Well, it’s worth a try. I’m going to get some sleep to prepare for some full-on modelling, animation, and programming tomorrow. See you later!

I’m In

Posted by
Friday, April 15th, 2016 8:21 am

Let’s get this started.

This is my… fifth?… Ludum Dare. I’ve participated in a few more Jams, but it’s always interesting to see how far I can get by myself.

Tools I’m planning to use?

  • Unreal 4 – because I haven’t used that before
  • Blender3D – because I have used that before
  • Krita – because it’s awesome
  • Gimp – because Krita doesn’t do everything

See you later tonight at the theme reveal.

Good luck everyone!

Complete. Woohoo!

Posted by
Sunday, December 13th, 2015 10:05 pm

I think that’s the first time I’ve finished the Ludum Dare and been relatively happy that I’ve accomplished the game I set out to do.

Granted, it could use some work still… but I “finished” it.

Over Grown Gameplay 2

I’ve played some other peoples’ games, and they’re pretty cool. I don’t think mine really compares, but it is good to actually finish one of these.

It’s been fun guys. Until next time!

I’m OP

Posted by
Sunday, December 13th, 2015 12:30 am


Not to say I’m good at programming. I just haven’t made my enemy very effective. See the small growth of lighter green squares?


That’s my AI. It needs help.

So, tomorrow, I hope to give it some help. Also, it’d be nice to have some nicer art, so it’s time to start getting creative.

Yeah progress!

Growth Happens

Posted by
Saturday, December 12th, 2015 9:24 pm

I’ve finished most of my growth mechanics. Next up, level generation and AI.¬†As you can tell, the current level generation is thoroughly complex (and definitely doesn’t consist of a one-liner like ‘(x +y) % 4’).



Also, I hope to have time for graphics. We’ll see though.

I hope everyone else is making even better progress than I am!

Concept Selected!

Posted by
Saturday, December 12th, 2015 12:32 am

Here, have a title screen.

2015-12-11 23_29_35-Clipboard

Looks like I’m going to be attempting a psuedo-strategy game where the main mechanic is growth. You control how you grow and attempt to “over-grow” your opponent.

I’m going to bed. Hopefully tomorrow will be a super-productive day!

I’m In and Optimistic

Posted by
Thursday, December 10th, 2015 8:15 pm

Let’s go make a game! I’ll finish my game this time for sure…


  • Phaser – Game engine
  • Krita/Blender/Gimp/Inkscape – Art stuff (use all the open source art tools!)
  • Atom – Coding n’stuff
  • Audacity – For if I actually get to sound this time…

No really though, I think I’m ready this time. All the libraries are set, the tools are up to date, and the weekend is scheduled for productive game-making. Let’s do this.

Good luck everyone!

Jump Mechanics… Again

Posted by
Saturday, August 22nd, 2015 9:19 am

Last night I got stuck with jump mechanics… again. But a good night’s sleep reminded me that physics objects are reset every frame and that physics information will only be available after physics has run for that frame. Silly me. So jumping works now.

Next up, making enemies.

Test Page

I’m In… Barely

Posted by
Friday, August 21st, 2015 7:38 pm

Last minute decisions are always the most reliable. This reasoning has led me to go for LD33. I’m sure everything will be fine…

That said, I’m going to stick to tools I’ve used before; hopefully I can solidify my experience with them a bit more. That means my tool list will probably look something similar to this:

  • Atom (for writing code)
  • Phaser (for not writing too much code)
  • Krita (for art)
  • Gimp (for refining art)
  • Blender (for avoiding shading and tweening the art)
  • Audacity (for sound – maybe)

I reserve the option of adding or subtracting from this list. Crazy things happen when making a game, as I’m sure many of you know.

Good luck everyone. And have fun!

Semi-Completion and Lapses

Posted by
Sunday, December 7th, 2014 10:21 pm

One of the most frustrating things about game jams like this is how much I don’t get done. Every time, I feel like I got side-tracked by one of the subtasks, resulting in an incomplete product. This round was no exception.

It is comforting though, that every time I finish one of these, I get better at streamlining the process. Looking back at this, I managed to model, skin, paint, and nearly animate an entire bipedal character. For me, that’s impressive.

In the future though, I should probably stick to what I’m strongest in, which if wasn’t clear by the product I made, is coding. While I do get lazy sometimes, when I actually sit down and code, I can make some pretty good progress pretty fast.


Ok, enough rambling.

I finished. Woot! My submission had a few bugs so I fixed them.

I recorded a time lapse of my work. They are separated by day here:

Thanks for following me on this journey.

I hope everyone else learned some stuff and had fun too! I certainly did.

Apparently I’m Lazy

Posted by
Saturday, December 6th, 2014 10:35 pm

If I’ve discovered anything from this round of Ludum Dare, it’s that I’m a lazy programmer. Unity is currently bringing out the worst in me. I’m avoiding scripts because they require thought and I’m spending all my time making art… not good or well designed art. Just subpar, mindless art.

I need to go to bed so that hopefully tomorrow will be more productive.

Right now, I have basic movement down and a short ‘level’ (if you can call it that). Honestly, anyone who uses Unity on a regular basis could through this together in 30 minutes given the models… I just made everything myself, so it took me longer.

I’m sorry that this has been such a downer, at least for me. I struggled to find a concept I wanted to/could tenably make. Then I got side tracked by spending too much time on a single model (which naturally still isn’t done). Finally, I avoid actually accomplishing anything by trying to make Unity do the work for me when I should just code it myself.

But that doesn’t mean this Ludum Dare is a waste. I’ve learned about myself and how I tend to tackle projects in Unity and with 3D assets. I’ve learned that I should implement basic functionality with cubes or something that doesn’t require animation, texturing, modelling, skinning, etc. I learned that just because I can create a humanoid model in 9 hours doesn’t mean I should spend 16% or more of my available time doing that.

Thankfully, I still have tomorrow. See you guys then!

Oh Look! A Rabbit Trail

Posted by
Saturday, December 6th, 2014 4:07 pm

I have a sneaking suspicion that I’ve been side-tracked. My player model stole at least 9 hours of my time… when you only have 48 hours, that’s a lot of time.

For the sake of an update, here is my progress on the player model. I like it… but the rest of the game is rather non-existent¬†so far.



Since I’m not a very good artist; the art I do takes me far too long. I should probably scale back on art and focus on getting something working.

I’m feeling so much deja vu right now since I’ve been side tracked in various ways for each of the Ludum Dares I’ve been in. Maybe one day I’ll learn better.

I hope everyone’s doing better than I am.



My Biggest Enemy

Posted by
Saturday, December 6th, 2014 12:29 am

Well, it seems my biggest enemy in this process is myself. I’m stuck in the brainstorming phase, just enough of a perfectionist that no ideas that are doable are desirable and no ideas that are desirable are doable.

Since I’m getting sleepy and still not getting ideas, I’m going to sleep in hopes that a comatose body is more creative than a wakeful one.

I hope everyone else has better creativity than I currently find in myself.

Until tomorrow morning then, good luck!

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