About Martin Vilcans (twitter: @vilcans)

Developing VR games at Resolution Games, Stockholm, Sweden.


Ludum Dare 37
Ludum Dare 35
Ludum Dare 34
Ludum Dare 32
Ludum Dare 30
Ludum Dare 29
Ludum Dare 29 Warmup
Ludum Dare 26
Ludum Dare 25
Ludum Dare 23

Martin Vilcans's Trophies

Best Game - 3rd Place - LD 37
Awarded by LDA
on January 3, 2017
Mood - 1st Place - LD 37
Awarded by LDA
on January 3, 2017
Outstanding Voice Acting LD37
Awarded by MementoGames
on December 17, 2016

Martin Vilcans's Archive

I give up

Posted by (twitter: @vilcans)
Sunday, August 26th, 2012 5:16 pm

Too long time before I came up with a game idea, too many real-world things to take care of and too little focus on making the right things. Those are the reasons I’m not submitting my game. It’s just not very playable as it is now.

Here’s what the game looks like now with less than an hour to the deadline.

Saturday progress

Posted by (twitter: @vilcans)
Saturday, August 25th, 2012 7:53 pm

I worked on a chess game several years ago. Before that, I have always thought that chess is just for people with pretensions of being smart, but during that project I learned a bit more of the game and became somewhat fascinated by it. The rules are simple, but there’s a lot of strategy in the game. All that is missing, I thought, is a bit more action, power-ups and a level progression.

I never got around to make that game. I won’t really have time to do that during this LD either, but I’m at least making a chess game. Not your grandfathers chess game though. This is “Pawn to King – chess evolved”.

Or at least I hope it will be something playable tomorrow. Here’s what it looks like right now, early Sunday morning.

My base code

Posted by (twitter: @vilcans)
Friday, August 24th, 2012 4:24 pm

Here is my Git repo that currently contains the base code I’ll work on.

The code is a basic web site made with Initializr’s Bootstrap code and three.js for WebGL graphics. The code is in CoffeeScript and everything is assembled into a folder with static files using nanoc. I’ll post a bit more about the technology after the compo.

I’m in!

Posted by (twitter: @vilcans)
Tuesday, August 14th, 2012 4:57 am

Wife away: check.

Kids have babysitter: check.

I’m all good to go.

I’ll probably build a browser game just like last time. I’ll probably base it on the same code.

Stuff I’m likely to use:

Language: CoffeeScript

Libraries: three.js, Jasmine

Development system: Lenovo Thinkpad T420 running Linux Mint. Firefox with Firebug as main development browser.

Tools: Fabric, sfxr, Blender, Gimp, Git, GNU Make

P.S.: Looking for real world gathering in Stockholm!

Experiences and food

Posted by (twitter: @vilcans)
Sunday, April 29th, 2012 7:41 am

I wrote about my experiences from Ludum Dare 23 on my blog. Have a look there to see the technology I used to create my WebGL-based game.

If you’re only interested in food, here are some pics:

Saturday lunch

Sunday lunch

Avocado/banana smoothie

As you can see, I spent most of my time at caf├ęs.

Created 3D model

Posted by (twitter: @vilcans)
Sunday, April 22nd, 2012 12:52 am

After a full night’s sleep, I’m getting back to work. News for yesterday is that I created a 3D model for my ships!

But I haven’t decided yet whether to use ships or zeppelins.

My idea is that if I go with ships, I’ll create a strategy/action game where you control a fleet of ships. Control is indirect. You set a speed and bearing with your mouse and then click another ship to adjust its course, and so on. With more money made, you can buy new ships. With zeppelins, I’m thinking of more like a pure action game, where you fly around the world, picking up and dropping off cargo while avoiding hitting the AI zeppelins.

There are some pros and cons to both.


  • May be difficult to control. Easy to run aground. But maybe that’s a good challenge.
  • Avoids the problem with latitude wrapping at the poles, as you can’t reach them by water.


  • Don’t need collision detection with the ground texture.
  • Will need AI zeppelins to collide with so it won’t get too easy.
  • Looks cool.
  • Hard (for someone like me) to model.


Some more progress

Posted by (twitter: @vilcans)
Saturday, April 21st, 2012 10:58 am

Here’s a planet that looks familiar. It’s just that it’s tiny. The gray blocks are supposed to be ships. And no, they are not supposed to drive on dry land.

Try it out yourself!

Getting some graphics on the screen

Posted by (twitter: @vilcans)
Saturday, April 21st, 2012 3:34 am

I had a slow start, but I’ve settled on an idea and I’m getting some graphics on the screen.

The thing is online too! Please let me know in a comment if it doesn’t work for you! You’ll need a browser with WebGL support.

I’m in, HTML game or not…

Posted by (twitter: @vilcans)
Monday, April 16th, 2012 2:51 pm

I’ve been in competitions before, but this is my first Ludum Dare. I’m Martin Vilcans from Stockholm, Sweden. I’m hoping to gather a few other local participants for a meetup during the compo.

I am planning to go against conventional wisdom and use tools that I’m not 100% confident with, but I really want to do something with WebGL. I’ll be using three.js and some base code. Since I’m no big fan of JavaScript, I’ll be using CoffeeScript instead. There is an built version of the code online. It’s not very exciting yet, but it should display a gray 3D box that you can move by clicking and dragging the mouse. In case your browser or graphics card drivers doesn’t support WebGL, an informational message will be displayed and it’s time for you to upgrade! Please let me know in a comment if you have other problems and I may be able to fix it before Saturday.

WebGL is new and exciting, and this could become a great tech demo and an excellent game. Or a lousy tech demo and a crappy game.

Or I’ll just chicken out and use PyGame to create something simple but be sure to finish something. We’ll see when the compo starts.

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