About WetDesertRock (twitter: @wetdesertrock)


Ludum Dare 36
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WetDesertRock's Archive

Drempts – Progress #2

Posted by (twitter: @wetdesertrock)
Friday, August 22nd, 2014 10:56 pm

Enemy tracks and shoots! Look at the fragments fly! (sorry for gif fps)



Previous progress update

Drempts: Progress #1

Posted by (twitter: @wetdesertrock)
Friday, August 22nd, 2014 9:27 pm

This is a game where you try to shoot down enemies, but only the ones that aren’t dreams.

Picture of you shooting your bullets: Drempts1

Basecode Post

Posted by (twitter: @wetdesertrock)
Thursday, August 21st, 2014 2:38 pm

Here is some basecode written for LOVE+Lua. See ya’ll on the other side!

The names of LD48

Posted by (twitter: @wetdesertrock)
Wednesday, April 30th, 2014 7:58 pm

Today I decided to pull some stats from this website. Although there is many more stats that can be drawn from the data I got, I decided to count up the words in each LD entry title for the last three Ludum Dare’s. I grabbed the 10 most popular words, and created a wordle of each. To make the wordles interesting, I left out the top 5 most words.

Before I give you the stats, heres a graph of Dezzles progress (and projected progress) with his potato campaign:


Ludum Dare 29 – Beneath the Surface

Top Ten Words:

  1. the: 544
  2. beneath: 215
  3. surface: 165
  4. of: 110
  5. a: 73
  6. under: 63
  7. deep: 53
  8. in: 45
  9. sea: 36
  10. escape: 35

Potato Count: 2




Paranoia Progress Update #2

Posted by (twitter: @wetdesertrock)
Sunday, April 27th, 2014 12:34 am

I haven’t posted a progress screenshot since the start of the day. So here it is. Visually I don’t think it is all that different, but it shows the second part of the game, the more story aspect. Refining the text is for tomorrow. As is level creation.

Paranoia #2

Paranoia, Progress Update #1

Posted by (twitter: @wetdesertrock)
Saturday, April 26th, 2014 11:39 am

My game (called paranoia until I think of something I like), is coming along a bit slower than I’d like, but its going to get done. No other way around it, won’t let myself have it any other way.

Have a GIF (gif optimizations make it look ugly, and gradients now aren’t gradienting):


I’m in, with presents!

Posted by (twitter: @wetdesertrock)
Friday, April 25th, 2014 12:50 pm

I’m in for my second time!

I have no idea what I’m going to make, but I am forcing myself to improve on what I did last time. I like the game concept that I had from last LD, and I am pleased with it. It was a good first try at the challenge. However, it was lacking in the aesthetics department. This time I’m going to fix that.

As far as my tools go:

  • Love2d (Lua)
  • Inkscape
  • Audacity (basic sound editing)
  • Max MSP (hopefully), sound generation.
  • Logic (possibly)
  • SunVox (possibly)
  • MuseScore (possibly)
  • Pixitracker (possibly)

To warm up, I created a loveless game. Not even going to post a screenshot. Because I felt so horrible about that, within the last week I’ve been creating lots of small snippets of code, and playing around with new techniques. I’ve decided that they might be a valuable resource, so I’ll post a couple that aren’t super embarrassing. Both of them have some sort of instruction in the comments. Neither of these libraries have a very clean interface, so sorry about that.

First is a delaunay triangle background generator. It looks like this:

Delaunay trianglization


Second is an instrument class. It doesn’t deserve a screenshot. It doesn’t make anything look pretty.


On one final note, I also plan on posting progress here more often than last time.

Good luck, see you on IRC!


Postmortem – Before Night Falls

Posted by (twitter: @wetdesertrock)
Tuesday, December 17th, 2013 12:12 am

I figured I’d do a brief blog post about my first experience with Ludum Dare. I didn’t do any posts during, as I was focused on the game and didn’t know how much time I’d need. You can find my game post here.

This document is formatted by putting the general more easily accessible things first, and then moving onto items that you may or may not care about. I’ll start off by explaining my game a little bit, then I’ll talk about my experiences, and then finally with the development, starting with general game development ideas and then with the more technical aspects that I thought were interesting.

Warning, this document is largely unedited. I am also not generally a game developer, so I may find simple things about the process interesting.

The Game

Before Night Falls Is a game built off of an idea best represented by Corridor Digital in this video:

Although I may of been inspired, at a later point by this video, the genesis of my idea came about from thinking about the fugue form.

Each level is supposedly a day (you can think of it as any unit of time though), you are limited to a certain amount of moves to complete a puzzle in a given timespan. In this game I made each turn take one hour of in-game time. The twist, is that you have several “lives” that you can live out. At the end of each day, it resets and you get to start anew. However, this time your past self (called an Echo) does the same thing, and you can do new things. Technically, you can have an infinite amount of Echoes, but to keep the game interesting and difficult, each level limits the maximum amount of lives.

If you haven’t tried out, I’d suggest it. The reviews seem to indicate that people enjoyed the main puzzle mechanic.


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