About Valon487

I do some coding, and I've always wanted to make game. I like the concept of Ludum Dare as well.

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Something Akin to a Speech

Posted by
Monday, August 25th, 2014 7:12 pm

The word for the title eludes me. However I wanted to write a little bit about my first Ludum Dare experience. (FYI I entered the compo)

First off, Ludum Dare was a blast and I learned a whole lot. At 8 years old, I had downloaded python to learn programming because I wanted to make games. 7 years later, I finally did it, and only because Ludum Dare gave me the motivation and deadline to do so. The whole thing means so much to me and I’ve only done it once.

I had no prep for the compo. I knew how to make a canvas and get the context, but that was it. It was intimidating trying to learn how to make the game in a limited timeframe. That plus splitting up work to do graphics, sound, and the three hours it took to get an interpretation of the theme, of which I’m quite proud of.

I had so many ideas for the theme. All of them involved space, or time travel, or the multiverse. I spent three hours going through themes that had no motivation, no originality, or no real interest to them. Finally I had a great idea. A TV Crossover Episode. Connecting two fictional worlds. It was perfect, and allowed me to use and setting, genre, or characters I wanted.

The game I made has no real gameplay. I tried to focus on telling a story. There was some movement, and a section of dialogue choice that didn’t matter because they all lead to the same end. The gameplay is very similar to Telltales, I’d say, yet not as complex. Everything to do with dialogue was tedious, even simple stuff. The dialogue choice section, which has two sections of choices, took up almost half my total code. I would have loved to do more.

Art was fun. The only real art I can do is pixel, and I love seeing good pixel art and the design. I’ve always seen good pixel art as something that was made oddly, but works for some reason. Take for instance, my characters. They have no faces at all. It’s just blank. But it works. Another thing I liked doing was the close ups. For dialogue, I wanted to make the changes in screen during dialogue emulate the effect of camera angles on tv. So the angle may go from close up on the talking persons face, to backed out on something he’s talking about.

Music has had a positive response in the comments, though it’s one tune played on a loop. Never ending. Writing the music wasn’t even really a writing process. I found some double chords that I liked, threw them together with a snare drum rhythm in between, and apparently it’s good. I only like the fact that it suits a detective genre well.

 

This first Ludum Dare will be something I never forget. It’s so special to me.

Now you can say you’ve seen me babble on about the game for 6(?) paragraphs.

First Ludum Dare Progress

Posted by
Saturday, August 23rd, 2014 11:44 am

Well, It’s first Ludum Dare, and I think It’s coming along nicely. Mechanically, very primitive (Think Telltale). Walking mechanics and dialogue. Graphically, pixellated. I composed some synth tunes for it, including a cover of Heart and Soul. The story in the game is the best part though. I thought of a good interpretation for the theme. With my limited abilities in other categories, I’m focusing on telling a good story more than anything, following that is the code itself. I never said it, but I’m using HTML5 Canvas. Some tough stuff. Anyways, here’s a screenie.

 

A screenshot of the game

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