About Tommy Brunn


Ludum Dare 18

Tommy Brunn's Trophies

Tommy Brunn's Archive

The LÖVE-PARTY’s post mortem

Posted by
Tuesday, August 24th, 2010 9:46 am

As you may recall, last night with three hours to spare, we managed to finish and submit our game Fistful of Beef for Windows, Linux and Mac OS X. After a good nights rest, the LÖVE-PARTY has had some time to reflect on the last few days and the work that has been done. As such, we felt it may be fitting for us to round off our participation in this Ludum Dare with a post mortem, and sharing what we’ve learned.

In a previous post, we mentioned that we spent the first 24 hours doing nothing constructive other than putting together our intro screen. There were a few reasons for this:

  1. We didn’t have our workflow set up. We hadn’t decided on what frameworks and libraries to use, so for the first 8-10 hours we were trying to use a custom framework that only one person really understood. After deciding that it was rubbish, we switched to yet another -even stranger- framework that I don’t think anyone at all understands. It wasn’t until after 24 hours that we decided to rip all of the complex stuff out and replace it with something with loads of documentation that everyone could grasp in minutes.
  2. Our team structure was unclear. Our team was originally far too big. I think that we were originally going to be 7 or 8 people. It’s really, really hard to manage a group like that. Especially when you’re spread out across timezones. It wasn’t until about half of the group had defected that we could really start focusing and getting things done. If your group is larger than 3 or 4 people, I would advice splitting it into two groups instead.
  3. Coordination problems. This ties into the above mentioned point, but it can be equally as much of a challenge even in a smaller group. Because we were spread out all over the globe, some people were never around when the “core” of the team were awake. While we were unconventionally organized with proper game design documents (okay, so maybe not proper design docs. But they were better than post-it notes.), it was still hard for everyone to know what had been done and what was going to happen next.

It wasn’t until we had solved all the above problems that we were able to get started, but once we did that, I’m amazed at how efficiently we worked and how everyone stepped up and took care of what needed to be done. The team did great and I would certainly not mind working with them again (albeit in a smaller group). I’m very much looking forward to participating in another Jam, but I hope that in the future there will be a competitive version of it. Making games together is damn fun, but it does feel a little anticlimactic to have worked so hard and then just have your game sit there.

As for the game itself, I’m pretty happy with it. In the best of worlds, I would have liked to have implemented a highscore and prerferably a way to upload that highscore to a central server, but what the hell. It’s a game about beating bulls down to a pulp.

Before signing off, I would just like to thank all the LD:ers for an amazing time. I would also like to thank all the members of the LÖVE-PARTY for their hard work. And finally, to my incredibly supportive girlfriend who kept comparing my cowboy hat to a vagina and my bull to a turd: I will have my revenge…

It's not a vagina nor a turd...

It's not a vagina nor a turd...

If you want to try the game out, go grab it from the game page!

The LÖVE-PARTY presents: Fistful of Beef

Posted by
Monday, August 23rd, 2010 3:50 pm

After hours of hectic development by myself, Bartbes, Roybie, Textmode and thelinx, the LÖVE-PARTY is proud to present: Fistful of Beef!

Click the pretty screenshot to see a gameplay video!

Click the pretty screenshot to see a gameplay video!

As was explained in a previous post, the objective is to destroy all cattle by catching a bull with your lasso, swinging it around your head and smashing all the other bovine scum to pieces – preferably as quickly as possible!

We were off to a horrible start, and after the first 24 hours, none of us really thought we’d get anything done in time. But here we are, some 45 hours later, and we now have a pretty cool little game! A proper post mortem will be posted tomorrow, but for now, we’d just like to get some sleep. Have fun playing the game and please do leave a comment.

Go play the game!

The LÖVE-PARTY, out!

THE LÖVE-PARTY… Is… Still around?

Posted by
Sunday, August 22nd, 2010 10:09 am

After spending the first 24 hours trying to understand certain team members’ obscure frameworks (and subsequently trashing said frameworks), as well as assembling what I think is technically known as “a sweet-ass intro screen”, we have now finally started working on an actual game!

Click to see it in action
Click to see it in action

The premise of the game is rather simple. You play the role of the manliest cowboy to have ever walked in hot pink boots. With your vagina-resembling hat, your mission is to lasso a roaming bull, swing it around and use it as a flail to destroy all the other bulls running around. Why? Well… Ehrm… To make ground beef, I suppose? The only bullshit is the one we’re catching.

Our graphics aren’t all that snazzy (our bulls are rather turd-like, and they have no legs) and there’s not really a game yet. But what you can do is lasso a bull and dance with it!

A deadly -yet graceful- weapon

A deadly -yet graceful- weapon

Next up is probably making stuff collide. Can’t make a hamburger if you can’t smash bulls into each other! With roughly 33 hours to go, it seems like the LÖVE-PARTY might actually be able to create something as awe-inspiring as LÖVE itself.

Who are we, you ask? Today, still wanted by the government, we survive as coders of fortune, if you have a problem, and no one else can help you, and if you can find us – you can hire THE LÖVE-PARTY!

[cache: storing page]