Ludum Dare 32
Theme:
An Unconventional Weapon

Compo Ends in

Jam Ends in

Archive for the ‘Uncategorized’ Category

[Sentendo Team] Progression is important

Posted by
Sunday, April 19th, 2015 6:43 am

Economic Hitman

The player controls a company in its road to become a big corporate. To make this happen you have to buy your competitors to destroy their company after and gain more market share. This is an actual behavior of many corporates and it is represented in the game with cash-bullets you throw to your competitors: you will both damage their budget (energy) and their growth. A negative growth means they will “bleed” their budget with time. Also competitors will fire at you with their coins to damage your growth factor, but you can click on the coins and collect them adquiring more power.

Progression

We will not have XP or stuff like that, simply you will level up each X competitors you destroy. We will probably have 5 levels for you ready at the end of the ludum, on the last one you will get a really famous company, try to unlock it (without looking at art assets, cheater! :P).

buuilding progress

[Sentendo Team] Economic Hitman – 1st Update

Posted by
Saturday, April 18th, 2015 12:43 pm

The player controls a Company which can use its money to destroy their Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

Business world resumed in this GIF :D

 business time

[Sentendo Team] Economic Hitman – Game Design Post

Posted by
Saturday, April 18th, 2015 5:29 am

Hi all,

this is Sentendo team from Barcelona, Spain.

Our game is inspired by a book called “Confessions of an Economic Hitman” (more: http://en.wikipedia.org/wiki/Confessions_of_an_Economic_Hit_Man):

“Economic hit men (EHMs) are highly paid professionals who cheat countries around the globe out of trillions of dollars. They funnel money from the World Bank, the U.S. Agency for International Development (USAID), and other foreign “aid” organizations into the coffers of huge corporations and the pockets of a few wealthy families who control the planet’s natural resources.”

Players

The player controls a Company which can use its money to hit Competitors. The unconventional weapon is the cash you throw (maybe not that unconventional, according to the book :P).

The Goal

Destroy your competitors buying their companies (attacking them with cash bullets) to get more economic power for your company.

Gameplay

game screen

The player controls a company against a growing list of competitors to shoot at. Each company (both the player and the competitors) has 2 elements:

  1. Budget: is the company health and it is useful to attack others
  2. Growth factor: is a % which can be influenced with attacks and determine the increase/decrease of the Budget

The money will grow automatically with time if you have a good growth, otherwise you will start to lose it. Since Growth factor is a percentage, the more money you have the more you will earn with time.

You can attack the competitors clicking on them and fire them with cash bullets (not in the image) to damage their Growth factor. This will be your “unconventional weapon”, and it uses your Budget pool as ammunition. The more attacks the more damages you make to the competitor’s Growth factor, up to its destruction (their Budget reaches zero).

Also competitors attack you influencing your growth factor each X seconds.

  • lose condition: your budget reaches zero.
  • win condition: no one, there is no any Nirvana in the cruel capitalist world, so the game is potentially infinite.

The game will be in HTML5, we are 2 people working at this project right now:

Kostas Karachalios – game design and programming with Phaser framework: http://phaser.io/

Paolo Gambardella – game design and art (search on Internet for free resources and adapt them)

 

send us a “good luck” if you read this! :D

 

Posted by (twitter: @matnesis)
Friday, April 17th, 2015 6:29 pm

I NEED THIS.

Is this puzzle too hard?

Posted by (twitter: @mbabuskov)
Tuesday, April 7th, 2015 10:27 am

While waiting for next LD I’m making a game in between and I have one logic puzzle in it that I somehow feel is too hard. The game is C++/SDL2 but I made a web version (HTML) of the puzzle to make it easier for you to test.

keypad

Can you guys try it out and tell me if it’s too hard or not.

You can play it in your browser here:

http://bigosaur.com/blog/puzzle.php

Thanks.

 

Where’d the Time Go?

Posted by (twitter: @timbeaudet)
Monday, March 16th, 2015 2:19 pm

precise_shot_title

Ludum Dare 31 was an awesome event for me, the Precise Shot compo entry came out great!  Not only did the game come out great, by running the RescueTime application, I was able to breakdown how much time went into development.  The reports clearly show what went well and what could be done better for Ludum Dare 32 and beyond.

  • Sleeping was the single most time consuming activity: 15 hours 29 minutes.
  • Most comfortable with programming, and it shows taking more than 50% development time.
    • Future events I should aim to spread this time on content creation, arts and sounds.
  • Six hours of development efforts on the second day didn’t make it into the final game.
  • 76 minutes spent on twitter, composing 41 tweets.
  • The final hour was spent on the art, sounds and counting effects for the results screen.

Check out the results in more detail below: (click the image to make it larger)

precise_shot_time_graphic

I do work at RescueTime but I know there will be people interested in the data above, and maybe some will be interested in using RescueTime to learn about their own productivity and habits.  You can sign up for an account at: https://www.rescuetime.com/ or ask any questions you may have about it.

More post-mortem details about Precise Shot can be found here.

Ludum Deer (mascot)

Posted by (twitter: @sandbaydev)
Saturday, March 14th, 2015 12:31 pm

ld_ludumdeer_256

ld_ludumdeer

Ludum Dare has taught me to build small games

Posted by (twitter: @talecrafter)
Thursday, March 12th, 2015 12:10 am

I have a new resolution that goes like the following:
Create a new game every week. Work on it from Monday until the end of the week and upload it somewhere, so other people can play it and give feedback.

I have mostly created small games in the past. At least those that I finished were of smaller scope. Right at the beginning when I took the path of the game developer, I knew that I had to take small steps if I ever wanted to see the light at the end of the tunnel. Still, there were projects where I saw more into them, felt more in tune with, wanted more out of it. What happened was they got a life of their own, they grew, ideas nurtured and attracted other ideas, the scope became bigger. All that without having a clear focus, being on my own and still not having perfected all the different fields of the craft.
On the other hand, I had good success with game jams, Ludum Dare in particular, feeling the rush of adrenaline and getting so much done in such a short timeframe.
Two weeks ago, a new thought entered my mind: What if I could take the timespan of a week, a game idea like from a game jam, but more time to spend on polishing it up and creating some kind of content, and still have some free time left in the week to do some other stuff besides creating games? This is of course no new radical idea, other people have done it before or are doing it. But in every creator’s heart is his/her wish to start the biggest work yet, craft his greatest idea, the magnum opus. I have countless ideas for games that would take years to create.

So it was not easy to give in to the thought of just one small (or even tiny) game every week. But two weeks in, I can feel that this decision was right. I am learning things on the fly, I am motivated at the beginning of the day and I do still have some free time for other stuff.

So, onwards, and to glory. ;)

I will post all my games here:

http://www.craftinglegends.com/games/one-game-a-week/

And would love any feedback on my first one, a short adventure game:

Screenshot_2015-03-08-08-51-27

itch.io – Windows, MacOSX, Linux
Google Play Store – Android
Windows Phone Store – Windows Phone

Would also like to talk with you about game making on Twitter: https://twitter.com/talecrafter

Soon I will release my first game to google play!

Posted by (twitter: @gillenewnovo)
Sunday, March 8th, 2015 3:07 pm

Hey guys, recently we’re almost release a game for android called Ladyfox, I’m doing this game since 2 weeks ago.
In this game you control a fox and need to collect rabbits and avoid bombs while you falls from the sky. The version that we will launch will be free and will be available on google play in English and Brazil Portuguese languages.

Soon we’ll post more news.

For now here are some images of the game:

Looking for help with a Batch game(Don’t laugh).

Posted by (twitter: @JammyJames123)
Saturday, March 7th, 2015 5:33 am

A while ago(A long while ago), I created a post called, “Noobing with Batch”. I thought I would revisit batch as it was the first scripting language I ever learn’t therefore it holds a “special place” in my heart :).

Anyway, I am creating a text-based strategy game called “TakeOver”. Essentially, you are a leader of an army. You can be a variety of countries(which is why I require help). I would be looking for a variety of people who would be willing to help. But as well as fighting the frontline war. You will be fighting on the homefront, creating laws, ETC.

I suck at art...

So far I only have the menu done, therefore now would be a good time for anyone who wants to make it with me, essentially it’s a blank canvas.

Some things the game features:

  • No campaign(“story mode), the game is completely run off your choices.
  • “Mods”(DLC), that the player can install to modify the game(Add units ETC).
  • Open-source “Code”, so the community can help create their own mods and change the experience to their liking.
  • Music or sound effects in game to add a little “atmosphere”, that Batch doesn’t really have.
  • Resource’s are required to make certain things(For example, you require lead to create ammunition).

Obviously this will take quite a lot of dedication so only do this if you have the time.

Regards,
-James

Skype: jammy12789
Email: [email protected]

Inkanians Released!

Posted by (twitter: @DavitMasia)
Sunday, March 1st, 2015 10:16 am

The game is finished and released with a total of 60 levels in the full version and 15 levels for the demo. Actually the platforms released are Windows and Mac.

Now working on the full version for the Flash and OUYA. Linux version when somedoby send me a wrapped using Wine and thinking if finally port to Android/iOS mobile/tablets.

You can buy the game at itchio by only 2.99.

-
Here a Youtube video with the first 15 levels included in the demo.

If you can see all the Inkanians process from the mockup until the game release you only have to visit this: http://dev.kronbits.com/tagged/inkanians .

And no more, only if you liked, you know, share the game, reblog, RT,etc :D

P.D. If you want to review the game or you are a Youtuber and need a review copy send me a request via email(in the homepage), or use any social link to contact me:

Twitter(Official): https://twitter.com/Kronbits
Twitter(Personal): https://twitter.com/DavitMasia

Backwards postmortem (miniLD 57)

Posted by (twitter: @fullmontis)
Thursday, February 26th, 2015 8:27 am

Ok, this is going to be weird. Writing a post mortem before the game
is something I never attempted.

And yet, I’m pretty sure what is going to go well and go wrong with
my game.

First, I know I will pick up a game I will like, and this is going to
be very helpful. This way I’m going to be very excited about my game
and will be very excited to seee the finished result.

Second, I will overshoot my idea by a countrymile, making it
impossible to create in the time frame of the miniLD. For sure, it is
going to be something so huge and impossible to make and the final
result is going to look like an incomplete mess.

Third, I know that I will interrupt my first idea right in the middle
and I will starting to work on a new idea ex novo, because “it’s so
much better!”, just to finish with a game that is probably worse than
my first idea could have done because of the lack of time.

This is a complete postmortem, and is going to be very accurate when
I’m done with my game. How do I know? Because it looks exactly like
all of my 5 postmortems so far.

Best thing though is that it is going to be a very fun mini ludum dare.

I know because they always are.

Some free electronic music :)

Posted by (twitter: @Muciojad)
Monday, February 23rd, 2015 11:46 am

Hey there!
Some time ago I started producing electronic music and it is royalty free, so you can download and use it in your projects, trailers, gameplays, games/everything for free, just credit me.
If you want – check my new music blog for latest tracks, maybe you’ll find something for you. :)
Thanks! ;]

https://muciojad.wordpress.com/

Pixie Crawl Post-Mortem MiniLD # 57

Posted by
Saturday, February 21st, 2015 7:47 am

I was originally not going to enter this MiniLD, but then I decided it would be good to hopefully finish a game.

What Went Right:

I came up with a new Idea and deleted my old post-mortem from the day before before it was posted
I made a game
I meant to make this game before, but never got around to it
I had fun making beautiful pixels

What Went Wrong:

The music was less than perfect
The sound was BFXR again
My microphone still does not work
I kept switching ideas, so I may not even make this specific game

I hope to play some good games in this next week!

Mighty Retro Zero on Bundle Retro4 by Groupees

Posted by (twitter: @DavitMasia)
Monday, February 16th, 2015 11:13 am

My game Mighty Retro Zero appears inside the last Groupees Bundle Retro4 !! :D .

Get your Bundle Here: https://groupees.com/retro4

Also after 4 days in the bundle, Mighty Retro Zero has benn Greenlit!!

So, thanks to everybody that voted YES to the game! ;)

Java Game Development Tutorial Series

Posted by (twitter: @gandalf1209)
Thursday, January 29th, 2015 9:40 am

Hello all!

I have already created a post about my Java Game Dev series, and this is probably the last post I will make about that. I just wanted to publicly announce the series once more, along with the schedule I will be having with it. First off, you can find the YouTube playlist here. Secondly, I will be releasing a video for this series every other day. The first video was published Tuesday, the second was today (Thursday), and the next one will be on Saturday, and so on. The videos are uploaded the night before, and are published at 5:30 AM CST. Thirdly, just some information about the series. I move fairly quickly, though I do explain the concepts you may not know, and I do not explain the concepts you should already have grasped. You should at least understand OOP (Object Oriented Programming) concepts and how Java works in general. You don’t have to know how to create a window, and draw graphics, and get keyboard input, and more advanced concepts as such. I hope to teach many people how to make games, and hopefully, they will learn enough to make a game for Ludum Dare! If you want to learn from this series, I would definitely recommend subscribing, so you can be notified of any new videos. Comment with your questions, and like the series if you enjoy it!

Also, thank you to those who “hearted” the previous post, and those who liked the first video, and those who watched!

See you all in the videos!

– Gandalf1209

[cache: storing page]