This will mark my first LD in about 3 years! It’s been a while but I’m excited to participate again. I usually have some kind of plan before each LD as to what type of game I’ll make, but this time around I think I’m just gonna wing it. I’ll likely just be using Unity, paint.net, sfxr for sounds, and abundant music for music (it’s a cool site, check it out if you want to generate some music.) Good luck to everyone else, and most importantly I hope you all have fun!
About excd (twitter: @excdu)
Computer programming student and hobbyist game developer.
This is going to be my 6th(?) Ludum Dare I think, and I feel pretty confident about this one. Lately I’ve been messing with random level generation algorithms based off multidimensional integer arrays, quite similar to how the popular game Spelunky does its level generation. Its been pretty fun messing around with, and I’ve found quite a few different ways of utilizing it, so regardless of the theme, I’ll probably be integrating it into my game in some way
My tools will be:
– And something for music, if I ever get around to making music.
This is the first LD since Unity’s 4.3 update, which adds vastly superior support for 2D games, and I’ve been having a lot of fun with that, so I’ll be making a game in 2D
Good luck everyone!
EDIT: Oh, just realized this LD will be almost exactly 2 years after my first one!!! It’s incredible to see how much I’ve learned and grown as a game dev since then, thank you all for 2 years of awesomeness 😀
Alright, so this was my 5th Ludum Dare to date… And I honestly thought this would have been a good theme for me, but as it turns out I couldn’t think of ANYTHING for the first like day and a half of the competition, I was literally about to give up and even tweeted I was out… Then at that very moment I came up with an idea. “A typing game!” Something so simple that I could make it in the small amount of time I had remaining, and something that I feel most other people likely wouldn’t make, making it unique in a way. So I began working.
What Went Right:
Mainly, I managed to get the game done in time… As I said in my summary, I had less than half of the competition to make RetroType, and getting it done was the clearly the biggest goal. I managed to do it in time, and as far as I can see it has no big issues, other than pressing enter screwing up everything, but that’s a problem with Unity’s text field and I didn’t have time to worry about it. But I suppose to sum this up, the game works as intended, it’s effective at what it does, and it’s fairly representative of how I imagined it in my head initially.
What Went Wrong:
Well, as I mentioned before I didn’t actually start until over halfway through the compo. Other than that, a big problem as I mentioned was Unity’s built in text-field, because of the way it works, when you are in the field it disables any recognition of the Input command, meaning I could not find a way to disable pressing enter in the text-field, and if you do, it screws you up, which is very annoying… This is probably the biggest issue with the game. Other than that, there were some more effects I would have like to add to the game to make it a bit prettier, I would have liked to add some music and some more sounds, and I would have liked to add a bit more depth to the scoring system. Sadly I had time for none of those things. But other than that, the game worked pretty much as intended, so all in all it went pretty well.
I know that a lot of people (including myself) had trouble with this theme, so hopefully next time we get something a bit more accessible. Also, I’ve been busy all week, so I haven’t really had time for rating games, and it’s also why I just now got around to making a post-mortem, but this weekend I plan on getting quite a few ratings in.
Also, good luck to everyone else, I hope you all do great!
This will mark my fifth Ludum Dare, last time I made ProductionVille, which was an amazing accomplishment for 48 hours in my opinion, and scored in the top 14% overall!!!
This time I plan on making something not quite so complex, because I often try to make things that are far too advanced for 48 hours and will often have to cut out important aspects like sound and a proper tutorial, etc… This time I’d like to make something smaller, simpler, but more complete overall, rather than just focusing on one very complex aspect. This is why I’m liking the ’10 seconds’ theme, and so are many other people it seems, so that would be a perfect one
My tools will be as always:
-Blender (If I need to do any modelling)
-SFXR or some sort of sound generator will likely be involved
-And I’ll have to find something to use for music… Not too sure on that one yet
-Also, OBS for timelapsing
I wish everyone else good luck, and lets try to beat the massive record of submissions set by LD26, that would be amazing 😀
Ludum Dare results are in, even without any audio my game ranked #416 overall out of 2346 games 😀 Not bad at all. My highest category was #408 in graphics, also somehow I managed to get #1069 in audio, even though my game has none? lol. With #595 in fun I think I did pretty well, and it will only get better next LD!
I’m normally not one to write a postmortem, but I was VERY impressed with what I got accomplished in 48 hours!!!
ProductionVille is a very stripped down version of a city building/management game with some strategy elements to it. The island you play on is randomly generated each time you play, and the goal is to essentially make money. More info can be found on the game’s LD page HERE.
What I Like About It:
I love that I managed to get the random world generation working as well as it does. I would have never been able to do it so quickly had it not been for my warmup game I never finished xD
I am incredibly surprised with how well the structure placement actually ended up working, I can’t find any flaws in it yet.
The GUI is another thing I liked. Before this I had only made one game in Unity that had a GUI, and it was a poor one. The one in ProductionVille perfectly scales to the size of your screen and is very well placed and organized in my opinion.
The camera controls and overall feel of the game is great as well. I added tons of functionality to it, including object in-placement being transparent, I thought that was a really neat touch
The statistical and overall complexity of the game is what impressed me the most. Not to toot my own horn, but this is a pretty complex game to be made in 48 hours, and the fact that I managed to do it with a mere 20 minutes left in the submission hour makes me quite optimistic about my future as an indie developer
What I Wish I Had Time To Do:
I really wish I had sound and music. Some simple placement sounds and some ambient environmental music would have sufficed, but if I wanted to finish the game at all I needed to forget about sound and music sadly.
I was originally planning to make actual workers show up and actually perform the actions they were assigned to… But I had nowhere near enough time to do this.
I would have really liked to add in-game instructions and controls, but again… Not enough time.
And finally, I would have liked to add an actual game menu with world size options, which surprisingly wouldn’t have been that hard considering how I programmed the world generation, it’s easily scalable.
Overall this is easily the most I’ve ever gotten accomplished in a Ludum Dare and I have no idea how I managed it… But I’m glad I did, and I thank this competition for rapidly expanding my knowledge of game development.
And also… Congrats on 2343 submissions!!!
Going to bed, today I got fully functional camera controls, day/night cycle, structure placement, and scaling GUI. A lot of basework done, tomorrow is basically going to be mostly feature creep.
So far I used a little bit of code I had written for my unfinished warmup game, tweaked it, and turned it into this…
A very graphically minimalistic random terrain generator, which so far only contains water, sand, trees, and rocks… But I think I’m gonna try and make a management game around this.
My terrain generator script has nearly 200 lines of code already 😀
For now, I will sleep and come up with actual gameplay ideas… Good Luck Everyone!!!
This will mark my 4th Ludum Dare, and I feel good about this one, I feel like I’ll make something better than I ever have 😀
Regardless of what the theme is I will either be making a tile-based ‘strategy’ game, or a card game. Why? Because I want to.
I will be using:
Unity 3D as my engine
Blender for modelling
Paint.NET for textures
My microphone with Audacity for recording sounds
(Possibly with SFXR)
I can tell you for sure that I will be making a warm-up game this time because I have never made either a tile-based game nor a card game before, so this’ll be fun!
This will mark my year anniversary of Ludum Dare. I started on the LD exactly one year ago, and have participated in all since except for the last one (because of Guild Wars :/)
But regardless, this time my weekend is free and I’ll be participating and using the Unity engine in LD for the first time 😀
So my weapons are:
>Unity 3D /w C#
>Possibly Audacity if I end up making music.
This marked my second Ludum Dare. Last time I had the whole 48 hours and I made a game called Chamber of Remorse, which in my opinion had loads of content and looked gorgeous for being made in only 48 hours.
BUT, this time I was moving on the same weekend as LD, so I was limited on time. I livestreamed the whole thing and according to the VOD’s I used only about 12 out of the 48 given hours, and came up with the following game…
I think the thing I’m most proud of from this game is my AI programming. This is because one of the biggest, if not the biggest problems of my previous LD game was that the AI was horrible.
This time around I made the AI great, and I think I’ve worked out any bugs that they had.
Also, another thing I found quite nice about this game is that I made the random generation of the island pretty flawless. At least, there’s no flaws that I can see 😀
But more importantly… Happy 10th anniversary, and congrats to over 1000 games!
This will mark my second Ludum Dare to date, last time I used GameMaker. Though in the past couple weeks I’ve been trying to learn C#, but I doubt I’ll use that… Mainly because I’ll be moving on the weekend of the 21st. So now I need to figure out how to code and move at the same time.
Considering what I said above, I wont have a lot of time to work on a game so I’ll probably use GameMaker again since I’m so familiar with it that I can whip up a really nice game in no time, but next Ludum Dare I’ll be using C# for sure.
In short –
Game Maker 8.0
XSplit (for livestreaming!)
I’ll be streaming at twitch.tv/xblinkedx
So happy 10 year anniversary to Ludum Dare,
and lets try to get 1000 games this time!
Because the theme was Alone, I wanted a game with a very dark and ambient feel to it. For the most part I achieved that, but it’s entirely thanks to the new lighting system I developed for about the first 4 hours of working on my game. Before this contest I always struggled with making good lighting, but as you can see from the ss below, I did it pretty damn good 😀
If you feel like trying out my game, you can find Chamber of Remorse here.
My name’s Gregg, I’m 15 and have been developing games for about 4 – 5 years now, I mainly use GameMaker, and sometimes I’ll dabble with DarkBASIC with 3ds max.
This’l be my first LD, thanks to Notch’s tweets for letting me know this competition exists!
My tools will be:
GameMaker 8 Pro
And enough soda to kill an elephant!
I think I’m gonna get started on a warmup game right now 😀