Ludum Dare 31
December 5th-8th, 2014

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Rediculosis Final

Posted by
Thursday, April 26th, 2012 5:41 am

I added some bits and bobs to my entry version of the game. I’m done with it for now, but maybe in the distant future I’ll come back to it and make a much better version.

main changes:

– added sound and music

– added pause, sound and music toggle

– changed level layouts to be more interesting

– changed speed of the game to generally to play faster

You can download it for Windows from here:

http://bit.ly/IgNrL6

Rediculosis Post-Mortem

Posted by
Monday, April 23rd, 2012 1:30 am

My first Ludum Dare was neither a success or a failure. I managed to “finish” the game enough to submit it in time, but it lacks so many of the things I drew up at the beginning of day one.

Things I learned:

– Plan how to use your time, just as you plan the game. I ended up cutting like crazy in the last two hours just to submit something that felt somewhat finished.

– Start with a pre-made engine. I spent hours in the beginning setting up my core classes that I could’ve really used at the end.

or

– Use pre-made art. I was more focussed on the code, but I still spent SOME time drawing that could’ve easily been replaced with some (far better) open license stuff.

– Decide before the theme is announced roughly what TYPE of game you want to make and think about it. I had planned out the whole game in the first hour, but I hadn’t really considered how long the code would take for the game from scratch. With more thought beforehand I could’ve planned out the code better and hit the ground running.

Title screen thrown together in the final moments of the compo

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