About WiggleWorm513 (twitter: @FlamingHammer)


Ludum Dare 28
Ludum Dare 22
Ludum Dare 21

WiggleWorm513's Trophies

WiggleWorm513's Archive

Jam Entry – Minute Maze

Posted by (twitter: @FlamingHammer)
Monday, December 16th, 2013 6:22 pm

Minute Maze

You have a minute to get through the maze.  Good Luck!!

A quick screenshot

A quick screenshot

My Prototype – Atlas Saves The Day

Posted by (twitter: @FlamingHammer)
Saturday, April 21st, 2012 5:25 am

The game that I came up with is called – Atlas Saves The Day

A doodle of my game idea

Atlas Saves The Day Doodle

The game concept is pretty simple, you are Atlas and this is the story of how you saved the day :)

Essentially, you must protect the tiny world from being destroyed by the incoming asteroids.

A screenshot from the prototype for Atlas Saves The Day

Atlas Saves The Day - Prototype

Please download the prototype (Currently Windows Only – I can put up a mac build if anyone wants it) and give me any feedback that you have



Got my idea, time to get a prototype done

Posted by (twitter: @FlamingHammer)
Saturday, April 21st, 2012 3:32 am

I spent last night coming up with a few ideas (3) for games that I think fit the theme of Tiny World.  After doodling out my ideas, I have picked one that I think should be a fun game.  If I get the chance, I might try to do more than one game (but that might be pushing it).

Here in a few minutes I will be live streaming my work on the prototype of my game idea.  The art will be rough, the sounds will be non-existent and the coding will be at level 9000!  If you get a chance stop in and chat with me – Twitch.Tv

Keep up with me on twitter to know when I start the stream.  Once I’m done with the prototype, I will be soliciting others to play-test and give me feedback.


– Wiggle

I’m in

Posted by (twitter: @FlamingHammer)
Friday, April 20th, 2012 8:24 am

This will be my third LD, but this will be the first one where I do the compo.  In the past I have just done the jam.

I’m planning on using Unity3D for my game engine, FL Studio and sfxr for sounds and music, Wings3D for models and another tool for doing the animations (Blender, Milkshape or something else).

I am also planning on live streaming as I work on my entry.   I will post the channel later on.

This is going to be a blast and I can’t wait for the theme to be announced :)

Gemclusion Postmortem

Posted by (twitter: @FlamingHammer)
Saturday, December 24th, 2011 5:28 am

Here is the postmortem for our LD22 jam entry : Gemclusion.  This was our second Ludum Dare (this first being LD21), and learning from our experiences from the last one we decided from the beginning to make sure to keep the game simple (K.I.S.S.).


This time around we benefited greatly from an accidental warmup contest: Game Prototype Challenge.  It’s another for fun game dev contest, but it’s on a smaller scale than LD (29 entries in the last one).  During the GPC contest, we made a point to keep it simple and have fun with the contest.  This is an important thing to remember when doing these contests.  Too often we get caught up in the malaise of trying to make the ultimate game and forget about having fun.  It was after the GPC contest that we happened to remember that the next LD was starting soon.  Once we realized that LD was coming, we started getting ourselves ready.  The next week or so was spent relaxing and waiting for the Theme.


Our Progress So Far

Posted by (twitter: @FlamingHammer)
Friday, December 16th, 2011 8:48 pm

Here is our game idea for LD22.

We decided to make a puzzle game – The name is yet to be decided.

Here is a screenshot:

A screenshot of our game in Alpha state.

LD22 Entry - Alpha 0.5

The premise is pretty simple:

There are a number of pieces on the level and you need manipulate them to that you end up with one piece alone.  You use the arrow keys to move the pieces in that direction (IE: up – moves them up).  The pieces move until they hit something or go off the board.

Try out the Alpha and let us know what you think in the comments.

We have a few gameplay additions that we are planning and hopefully we can get them all added in time.  For the end game we are hoping to get 10 – 20 levels in place.


Momentum Post Mortem

Posted by (twitter: @FlamingHammer)
Tuesday, August 23rd, 2011 5:41 pm

Well we did it.  We survived our first Ludum Dare and came out feeling like we accomplished our goal.  So now we are going to go over the experience.


When the comp / jam started, we took immediately to talking through any idea that we could come up with.  We went from being stuck in a house, to being stuck in a prison and even a few others.  As Friday night dragged on, we went back and forth several time without settling on a game idea.  Sleep, we decided, would help us think.

On Saturday morning, the idea started.  It was very simple at first.  You are in a tunnel and trying to escape.  What you were trying to escape was irrelevant at that moment.  We had a direction.  Immediately the coding began.  At first is was a cube and there was a square corridor.  The movement was the first thing to be put into the game.  The thought was that using physics and gravity, we could come up with an interesting game.  It might not be very deep, but we were hoping it would be fun.

Momentum Main Menu

What Went Wrong

Several things went wrong during the weekend.  Things from choosing the right idea, time taken by family, the day job taking time and a lack of play testing.

From the beginning, we wanted to do something unique and original.  We wanted something that stood out from other games for being unique.  In the end, we should have focused on making a fun game.

Family things got in the way pretty quickly.  Most of our time on Saturday was taken on a trip to my Mom’s house.  It happens, but better planning on our end could have helped us to minimize the impact.

On Monday, I had to get back to the day job.  This takes a lot of my time and energy dealing with the everyday IT stuff.

The family and job stuff really came back to hurt us.  There were several game features that we really wanted to do, but we ran out of time to get it done.

The final thing that went way wrong; We did not have anyone play test our game.  This could have helped us refine the controls a little more and ensure that the game idea was fun for other people.

What Went Right

We did a really good job of sticking with a simple game idea that would be easy to finish in the allotted time.  Having been in 3 previous 24 hr game jams, we were fortunate enough to have seen this first hand.

We managed scope creep very well.  There were several planned game features and graphical enhancements for our game.  The smart decision on our end was to get the game play working and then go back and add polish.  Had it not been for this, we could have easily became bogged down in trying to overload the game features.

The art turned out very well.  The models were mostly low poly with the details handled by the textures.  The textures themselves were part of a pack that we had purchased from Dex-soft.  They were purchased early this year in anticipation for a sci-fi game that we had in mind.

The sound and music selections worked well with the art and overall style of the game.  We used sfxr to generate the sounds for the game.   The sounds were randomly generated until it sounded right.  The music came from several music packs that we bought from Artieria.  Again these were bought in anticipation for another game.


It was a great experience and just getting a game done is more than enough reward.  I’m hoping that at least a few people enjoy the game, but even if you don’t be sure to give us some constructive feedback.  We might choose to continue working on the game idea … only time will tell.



First Dare

Posted by (twitter: @FlamingHammer)
Friday, August 19th, 2011 6:34 pm

This is my first dare, but I have done a few 24hr gamejams in the past.  I will probably be doing the Jam with my wife.

We will get a game done, but I’m not sure how featured it will be yet.  Waiting on the theme before we come up with ideas.  Constraints FTW!!!

We will be using Unity 3.4, Maya, Inkscape and sfxr.  I plan to start from (near) scratch.  The only code that I might grab is the standard assets that come with Unity.  Every other bit of code I plan on creating as needed.

Hoping to post something every few hours, but we will see what happens.

This is going to be a blast!! Can’t Wait!!

[cache: storing page]