About Wevel (twitter: @Wevel50000)


Ludum Dare 37
October Challenge 2016
Ludum Dare 36
Ludum Dare 35
Ludum Dare 34
Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 30

Wevel's Trophies

Wevel's Archive

Tile Map Done

Posted by (twitter: @Wevel50000)
Saturday, December 12th, 2015 1:40 am

After waking up and being slightly confused at what the theme was, iv got an idea and am making  progress with it, the sprites need a bit of work but the tile system is working so that’s good:MapWorking

Also I’m making a time lapse of development so look out for it after ludum dare is over.

Beware the Experiment

Posted by (twitter: @Wevel50000)
Thursday, August 27th, 2015 8:42 am

So now that I’ve entered Ludum dare for the fourth time I’m starting to feel I know what I need to do and not do. Before this Ludum Dare I made a post about what I wanted to work on and try to achieve. I had several things I had wanted to work on:


So I have never spent a lot of time doing UI, and again I have failed to spend time on it as the only good looking UI was the score and health bar:


This I was really happy with as I got the colour of the health to be the same as the colour of the monster. I think it also looks very clean. The rest of the UI didn’t have the same attention and was rushed using the standard Unity UI.


This follows on from the UI in that it was rushed and not very much time was spent on it.


So yes it tells you the controls and tells you sort of what to do, but it doesn’t show you as well.


Well yes there is music and yes it isn’t and ear destroying as the previous music I have made. But it still isn’t that good and doesn’t quite work properly. At least I have a volume slider :)


Following on from that are the sound FX, these where rushed, but I had great fun making them and I think that doing them gave me the motivation to finish, so that’s a good thing.


This was the challenge that I gave myself at the start, and it would have been added properly if I had more time. I ended up wasting time on trying to get path finding to work which meant I couldn’t properly get the AI to work.


Yes that person should be aiming that gun at me. Not sure why they aren’t.

Complicated Features

Ok, I know you can’t have no complicated features but my aim was to not add anything that wasn’t actually needed, like one of my games which had path finding when then people could have just walked in a straight line. So in a way I achieved this as there weren’t to many unneeded things.


The roads where one of the things which where complected but I got to work, except for one texture that was correct in blender and wrong in Unity, not sure why.

So from that it looks like I failed most of my tasks, however there where some things that I did that I hadn’t been expecting:

  • Controller support, this is the first game I’ve made where you can use a controller instead of a keyboard and mouse.
  • Web build, I have finally got a way to have a web build, done through itch.io. I know I could have done this before I just just haddn’t
  • Decent(ish) art, I’m a programmer so this normally isn’t very good, however I have now got a graphics tablet so I can draw a lot better and have mad things like this:


Going Further

This isn’t the first game that I’ve kept going with, but I think it will work a lot better than my other one. So I can achieve my goal of adding AI, just not in the 48 hour version.

You can play my game in its current (buggy) state here.

And you can follow me on twitter to get updates on the new and improved version here.

Somehow I did art !!??

Posted by (twitter: @Wevel50000)
Sunday, August 23rd, 2015 9:29 pm

So I would consider my self a  programmer and completely inept at art but:


It just seemed to happen so here is a link to it as a wall paper if you want it.

And here is a link to my game which it is inspired by.

Submitted, YAY

Posted by (twitter: @Wevel50000)
Sunday, August 23rd, 2015 8:21 pm


Just submitted my 4th LD game, play it here



Things are looking better

Posted by (twitter: @Wevel50000)
Sunday, August 23rd, 2015 6:40 pm

So with very little time left, my game is almost playable and apparently recording sounds for a monster/lab experiment(failure) is much more fun than you would expect.

Progress and Lag

Posted by (twitter: @Wevel50000)
Saturday, August 22nd, 2015 4:30 pm

So I’ve made some progress with my town smashing game, it has some new features:

  • Randomly generated roads
  • Randomly placed building
  • Textures
  • Building smashing (done by you – the monster)
  • Part throwing
  • LAG


Have a build of my game so far

Posted by (twitter: @Wevel50000)
Saturday, August 22nd, 2015 6:47 am

There isn’t much to do except for punching a building till it explodes and punching the parts. But I’ve got somewhere. Get it here

WASD to move, left mouse button to punch.

I would say I’ve hit a brick wall…

Posted by (twitter: @Wevel50000)
Saturday, August 22nd, 2015 6:19 am



But its made of stone.

There be progress!!

Posted by (twitter: @Wevel50000)
Saturday, August 22nd, 2015 4:43 am

But I should probably start on some textures…


Looking at my Previous Entries

Posted by (twitter: @Wevel50000)
Saturday, August 15th, 2015 4:01 pm

Just to start with, ‘I’m im’ for this Ludum Dare and will be using:

  • Unity 3D 5
  • Visual Studio
  • Photoshop
  • Blender
  • Audacity
  • Maybe BFXR
  • Audiotool

So with that sorted, I would like to say that I know my entries to other Ludum Dares aren’t very good but I have learned from them.


My first entry was for Ludum Dare 30 and I made a basic first person jumping game which turned out to be difficult to control and had horrible music (because of which I have changed how I make music for my games). I also discovered that making levels by hand is difficult, especially when your trying to code game mechanics at the same time. The last thing I’ve found (but not learned) is that I need to give more instructions on how to play the game and what is happening with the UI.


My next game was for Ludum Dare 31 and actually had a bit of slightly useful UI in it (the Unity default UI that is) but was still difficult to know what was going on and was extremely buggy. There where also mechanics in it which where not needed, like path finding  and probably lots more. This was the only game where I did a bit more to it after Ludum Dare and managed to use fewer lines of code and added some mechanics I hadn’t managed to do during Ludum Dare, this version was then put up for sale with me being very hopeful that I could start my career in game development … and got no sales, which looking back on it should have been expected. This game also had some music(sounds) but this still wasn’t very good.


My latest game was (as expected) for Ludum Dare 32 this was definitely my best game so far and used Unity 3D, 2D physics and the new UI system meaning that the UI was cleaner and meaning that there wasn’t enough of it and so lots of people struggled to work out what was happening (I said I hadn’t learned from my first game). This game had some mechanics I was really happy with, except for the upgrade system which didn’t end up the way I wanted it to be, however there was no aim to the game, well there was but the goal was added in the last 2 hours of Ludum Dare and I’m still not happy with it, nor did the game link with the theme very well. This game had no music and basically no sounds at all as I ran out of time. But I do like the vaguely correct physics and the look of them game (ignoring most of the temporary graphics).


So how does this link with this Ludum Dare, well I’m hoping that I can learn from my mistakes so here is a list of things I need to do better:

  • UI – I see myself as a programmer so this normally ends up getting ignored
  • Music – Again this gets done last and so isn’t done properly, I’ve also found Audiotool (link at the top) which means that I might make some actual music for this game.
  • Tutorial – Often I run out of time and rush the last things, like telling people how to play my game (which apparently is important)
  • Complicated Features – I always make too many things which are too complicated and so don’t add them properly or at all
  • AI – This is a bit of a challenge for me, I haven’t managed to get any AI in my games so I want to try to do this

So that was a bit of a ramble but good luck to everyone who enters and people who are unsure about doing it, you should give it a go.

Have fun and I look forward to playing your games.

More from me on my Twitter

Asteroid Escape – Post Mortem

Posted by (twitter: @Wevel50000)
Tuesday, April 21st, 2015 12:14 pm


Play Here

What Went Well:

  • 2D Newtonian physics
  • Explosions
  • Infinite map
  • Variety of different asteroids
  • Asteroids break into smaller parts when destroyed
  • Simple UI
  • Ship velocity pointer worked well
  • Sound FX
  • I had fun using physics
  • I finished (just)


What Didn’t:

  • The aim to the game was made at the last minute and I’m not happy with it
  • I didn’t have time to update some graphics
  • The UI might have been too simple as it seems to confuse some people, such as what different upgrades are.
  • Some of the UI disappears when you restart
  • No music
  • The ship was meant to be upgradeable by adding different parts (new engine, storage, hull ect.)
  • The upgrades that where added are mostly useless as the game isn’t long enough
  • Game lags a lot when you get to a certain distance away from the start
  • If you go too far away from the start the asteroids will re spawn around it




Posted by (twitter: @Wevel50000)
Saturday, April 18th, 2015 9:42 am

Getting close to finishing main mechanics and the simple UI that I’m using, still not got any levels yet.


Build if you want it

Posted by (twitter: @Wevel50000)
Saturday, April 18th, 2015 6:28 am

Because I can, here is a build of my game so far (game levels to be added at some point), instructions in file name.


Oh and I know rockets are fairly conventional but I’ll make the game fit the theme at some point.



Posted by (twitter: @Wevel50000)
Saturday, April 18th, 2015 6:14 am

All I’m gonna say is LOTS OF EXPLOSIONS!


Got an idea and will be live steaming

Posted by (twitter: @Wevel50000)
Saturday, April 18th, 2015 2:32 am

Ok I’ve made a start on my game and will live stream here  in about 30 minutes.


I’m in (probably)

Posted by (twitter: @Wevel50000)
Wednesday, April 8th, 2015 1:49 pm

This might be my 3rd entry to Ludum Dare, although exams are in about four weeks so I may not be able to enter. Hopefully I will be entering as it will be a break from my current project…..

….Actually, exams can’t be that important i’m sure i’ll enter.

If I enter I will be using:

  • Unity 5 and C# for code
  • Photoshop for graphics
  • Audacity and BFXR for sound
  • Possibly Record me playing the cello for sound as well like I did last time

Looking forward to seeing your entries.

Oh also i’ll be doing the compo cos why not.

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