First time doing a Ludum Dare and first time actually getting close to finishing a a game, its been an interesting experience.
Great theme for this Mini LD! I think I’ll just reverse my development process and start by doing graphics and sound and do the programming and add some gameplay at the end. I hope time is on my side.
I’ll use my usual tools (Dart, etc.) but I’ll use WebGL for the first time in a Jam. I started learning WebGL about a month ago, so I hope it’ll work out. But I’ll still do something 2D.
You’ll probably be able to play my super awesome game here.
I’ll be trying the MiniLD for the first time, I think the theme is very interesting! ;D
I’ll be using Unity, Pyxel and bfxr.
OMG TRUST ME I HAVEN’T STARTED YET!
But people say you don’t need much time if you use a brain, don’t they?
Hey guys, I am barely having the time for this, so I made a game based on my buddy’s idea a while ago, now it’s on itch.io:
And my models pack:
P.S. I dont want negative comments, alright? My friend wanted this to be 2$, but I put it for less… and there is a demo!
I had a lot of fun working on “Butterbats” (working title was “Flippity Flip”, but that’s just stupid), but I bit off WAY more than I could chew. I was planning on doing this game in about two days, but I ended up spending the entire week on it. Since the theme was “Reversed”, I…like a moron…thought, “why not reverse my workflow?” First I’ll just do music, pixel art (which I have never really done before), and work on polish…then do the gameplay last.
It was kind of fun doing it that way. It caused me to end up with a more polished game, but I spent most of yesterday wondering if I would even be able to finish the stupid thing. This is not an approach I will ever use again.
It’s not beautiful by any stretch of the imagination, but for a very first attempt at doing any form of pixel art in a game, I’m pretty pleased with it. I used Pickle for creating the sprites, and it worked great. It’s pretty simple, but it did everything I needed it to do.
If anyone comes across any bugs (I’m sure there are some lurking), please let me know. I’m considering doing an Ouya version, and I’d like to embarrass myself as little as possible in the process.
Can’t wait to play your games also…after a big ol’ bunch of sleep.
I got some more work done today. I added collectible gems that drop from defeated enemies. Video of the game, with some sound effects implemented: http://youtu.be/ELloiZYgdV8
So, um. Where should I start? This is the first third person shooter I made. I DO NOT CONSIDER IT COMPLETE, and I will continue working on it for as long as it takes for it to become a complete product which I will not feel ashamed to charge money for. The idea is that you play as an immortal zombie slaughtering mindless humans roaming the streets. The humans have ragdolls and the player can choose from an incredibly wide option of weapons – a pistol and a machine gun. Technically, I have scripted the behaviours for sniper rifles, shotguns, knives, blunt weapons, grenades, and hand to hand combat, but I do not have the animations yet so I have decided not to include that yet. I also had enemies, but I was not fully happy, so I decided to perfect them and add them into the game at a later stage.
The screenshots only feature the pistol, but that is because the screenshot shortcut on mac is Command Shift 3, therefore switching my weapon to the handgun whenever I want to screenshot.
-camera clips through walls – will be fixed REAL soon. (After the MLD of course).
-aiming at various heights not animated – I will address this next week.
-borders around the level also have colliders so when you shoot at them, sparks and smoke appear. – in the final version there will be no apparent borders, so yeah.
If you download the game and find a bug, please tell me at [email protected]
WASD – movement;
left mouse button – shooting;
right mouse button – aiming;
3 – handgun;
4 – machine gun;
I consider this a success of sorts, and I did not really believe that I could do something like this. I am really eager to find out what you all think about it. Models were not mine, but I will replace them with my own models later down the line.
i have just been having some trouble with the new unity GUI and the canvas and stuff and the part im having trouble with is doing the coding to implement what i need into the new gui somebody help???
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
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.
Yesterday I released an improved version of my LD31 game, 3Scale, to the Android Play Store:
Additions since the LD version include:
* more levels
* new survival mode
If you didn’t get the chance to play it when ranking LD31, 3Scale is an arcade game which involves jumping over small blocks. It is simple but challenging, and can also be highly addictive!
I know, it’s a bit early. But I’m already preparing for the upcoming Ludum Dare competition. Like previous years I’ll be competing in the April Ludum Dare. This will be my ninth time in the 4 years I compete.
To get myself prepared I’ll be doing a series of research on “What makes a game good?”. From experience I know there’s a list of do’s and don’ts. I’ll be keeping a blog on this here on the Ludum Dare website and my own blog. Up to the event I’ll be posting eight blogs, followed by reviews on how my blogs fit with games made by you. Feel free to request or comment. And if you’re in for a review on your entry about “What made your game good?” Leave a message!
For the upcoming series and Ludum Dare I prepared my normal toolset including:
- Tape, lots of paper and a pen