Posts Tagged ‘motivation’

Overcoming Creative Anxiety

Posted by (twitter: @thghtreactr)
Friday, August 26th, 2016 11:06 am

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With the preparation of any upcoming event or task comes some anxiety. It is a natural part of our brain’s ability to cope with change and adapt for the future. The problem is our brains often don’t help us distinguish the good anxiety from the bad – it all generally feels the same. Sweaty palms. Lack of focus. Stammered speech. Nerves and anxiety distract us from the reality we’re facing as a means of getting us to recognize the impending thing that we’re anxious about. Nevertheless, this feeling usually brings on more anxiety. Anxiety over being anxious.

In the case of production, anxiety can leave us at a standstill. This creative anxiety, as I call it, is the number one killer for developers participating in Ludum Dare. You can be super prepared and still find that your creative juices aren’t flowing when that theme drops. It may feel different to each of us, and come upon us in different ways – but it is the same mental blockade that our mammalian brain creates. The simple beauty of instinct can often bite us in the ass!

Can we actually overcome this anxiety? I argue that it isn’t about overcoming, so much as it is about channeling it. When we can sit back and try to be cognizant of our anxiety we can gain control over it. Whether it’s the fear of failure, feeling like there’s not enough time, or just feeling unprepared for chaos – these things are meant to give us a certain clairvoyance. The physiological aspect of anxiety is often what bogs us down. The mental aspect can be used as a powerful tool.

I wish it were a simple thing to just channel it. It’s not. Some of us are more prone to anxiety than others and, as mentioned previously, are affected by it in different ways. Now for the motivational part of this blog.

You are not your anxiety. You are a creator and your anxiety is a product of your passion to create.

An event like Ludum Dare is daunting. I’m on my 9th Ludum Dare and I wouldn’t even think of telling you any different. This shit is nuts. It’s absolute masochism to put your brain through such a test. That’s the kicker – just putting your mental fortitude through the ringer will embolden you. There is no trick, no life hack to get you through Ludum Dare. Like our good friend Shia LaBeouf says you just have to “Do it.”

Now, not everyone has perseverance, you say? This is true. Some of us crack under the pressure – I’ve done so 4 out of the last 8 times I’ve done this. But I keep coming back for more. The same must be true for you in the small sense. Keep coming back for more. Don’t stop. Keep grinding. You may not finish. You may feel like you failed. In the words of a fortune cookie I so coincidentally received yesterday:

Failure is the tuition you pay for success.

Failure is not an end – it is a beginning. It is how we learn and adapt. Is that not what anxiety is for, as well? Does anxiety not teach us about failure? Anxiety often emphasizes failure and for all the right reasons. We, in a society that thrives on success both individual and collective, have done ourselves a disservice by linking failure with meritocratic grading systems and negative connotations. Failure is learning.

Your Ludum Dare experience – even if you get it done – will be filled with micro-failures. You will hit walls. You will feel like you’re coming up short. Just keep these things in mind and you can and will persevere:

  1. Your time is finite
  2. Your task, whilst seemingly insurmountable, is actually quite simple – only you will allow your anxiety to complicate it
  3. This contest is about mental fortitude – not perfection, not popularity
  4. Fail fast, learn faster
  5. Fail some more
  6. Have fun!

The last thing that is worth noting is managing all this in some sort of process, right? Outside of trying to mobilize your mind around acceptance and flexibility, there are procedures that can help. They won’t work for everyone – and often don’t work for me. Some of us have a hard time staying on top of things without notes, lists, and so on. If this is you – leverage these things. But bear in mind that you don’t want to resort to micro-managing. At this level, anxiety is dictating you. Every last detail is not important and trying to account for all of them will push your mind to deeper anxiety, an anxiety you can’t channel.

If you can take away one thing, let it be this: we are defined by our success, but our success is defined by our failures. Do not be afraid to have to settle for less – this is a good failure that promotes a higher level of reasoning with the tasks you have in front of you. Do not convince yourself that the art, the code, or the music is not ‘perfect’ or even ‘ideal’ – and by whose standards? Your task with Ludum Dare is to make a game in 48 or 72 hours – just make the game!

Good luck to all the participants! Only 9 hours until we get this puppy rolling!

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

New Game in the Works!

Posted by (twitter: @RobProductions)
Tuesday, June 28th, 2016 12:30 pm

Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!

The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope :( But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.

Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.

Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!

I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks :)

Be sure to follow me on Twitter for bi-weekly updates on my games!

Thanks! <3

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Need some similary game recommend & TimeLapse building..

Posted by
Sunday, May 8th, 2016 8:10 pm

Hi~ Thanks a lot for your reading !

I have wrote a similary post not long ago, but it seems like  there were  almost  no people noticed it at that time… QoQ  (  i think  it may becasue there were so many people also wrote new post at that time,so my post was pushed to the back page sooo quickly.. otz )

The motivation to add this post is because i relaized that to play these game which have similary theme or have similary emphasis/focus  chooose with me, may  could  provoke more reflection and  introspection from this process for eachother,  also the discovery process  really let me feel happy and exciting !

but because  the final  approaches /time will not enough  , i think maybe  i should  try to express this information again and let me more easy to found these game which i hope to play .  moreover, i  really want  to play more game which  may could vibes to me in  the final day…

thus, dear friends

if your game or some other games  you have played in this LD  have similary  theme  with my game

( or  like  this  game  < Flutterby>  which i have played  recently and found have simiary topic but choose different perspectives) 

please leave a comment/link for me.

but furthermore ,  I  also hope to play some game which focus on emotions/psychological

 

 hope get your could recoomend to me !  I will play it and leave my feedback(as detailed as possible)

T-F-O-S logo

sincere thanks!

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(more…)

Super Shapeshift Bros – Postmortem

Posted by (twitter: @comanche_ak)
Friday, April 22nd, 2016 5:24 pm

I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
1) Changing the engine (It will be Godot Engine);
2) AI for single player campaign;
3) Network Multiplayer;
4) More customizeable stuff (Faces, hats, textures, etc);
5) Add other figures;
6) Level editor for community;
7) 4-8 player mode;
8) Dynamic camera;
9) Larger arenas;
10) Add jump button;
11) More arenas;
12) You will contol your figure while flying.

Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


Prototype

When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

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Running on TV

I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

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Two players one one gamepad

The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


Standard GIF

The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

Скриншот 2016-04-23 01.14.48

Thank you for playing the game! It’s great that one of my dreams come true!

Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

You can play and rate the game here.

How to get Youtubers to play your game?

Sunday, April 17th, 2016 7:50 am

Hello amazing devs and inspired new-comers.

I’m going to tell you how to get Let’s Players interested in your game. This is my personal experience as a Youtuber, therefore you can’t rely on just me, so check the comments section for input from other people. I will keep updating this post as I think of more things that could appeal to the general Youtube gamer community.

  • First off, you have a game. A great game, the greatest game. You made it yourself or with a team. It is important that this game either has SEVERE replayability or has at least 10 minutes worth of gameplay, this is usually the bare minimum. Many Youtubers create videos that are 10 to 20 minutes long, sometimes even more than that. If you make a game shorter than that you have a chance it’ll get stuffed in a compilation video with other small games, which is..not phenomenal.
  • Make it unique. You have the power to change the gaming industry with just one simple idea. Of course this means you have to get this idea and be lucky enough to get noticed. So don’t sweat it too much.
  • Be self-centered. No, really. Make a game about something you’re an expert at or have experienced first-hand. Be informative, or convey your feelings like a pro, this is art — the power to make a personal thing into something that everyone can relate to.
  • Make it have an easily searchable name. No one can find a game called ‘Cat’ on Youtube when there’s ‘Cat Videos’, ‘Cat Games’, ‘Cat Pictures’ and so on that people are looking for every day. SEO is important for Youtubers. The best thing to do is to make a word that doesn’t exist yet and something that Google doesn’t think is a typo of another word.
  • Include humor. This is not always a good selling point so learn from the pros and don’t just resort to toilet humor. Good examples of this are “There’s Poop In My Soup” or “Where’s My Mommy?”, some Youtubers avoid these games like the plague, others welcome them with open arms. Something something target audience. (.. On another note, sassy achievements and pop culture references are always nice if done well.)
  • Be controversial. Get into the topics that ruin friendships. Or don’t. Not recommended, but it’ll definitely have a chance of going viral. So be sure you’re anonymous if you’re gonna try this because you might ruin your life. Wait, DON’T DO THIS ONE. NO. BAD.
  • As a dev, be helpful and approachable. Great devs have great connections, make friends and build up a community, don’t shy away from your ‘competitors’.
  • BE THANKFUL. Even a little of this goes a long way, especially for the smaller Youtubers; you could mention their name somewhere or retweet & like their stuff on Twitter, or list them in your credits forever (Yes. Please.) Some Youtubers spend a lot of time with the devs to help them out, give suggestions and even provide free advertizing. They will remember your kindness. So get on their good side, they might make it to 10 million subscribers.
  • Give EXCLUSIVE keys or access. This might not be possible for a LD game jam, it’s attractive though.
  • Your graphics, story and or gameplay are MAGNIFICENT. Aw yiss graphics.
  • Add kittens. I mean, appeal to a niche. This might be RPG, visual novels, spin-offs, dank memes, sandbox games in space, anything you can think of, there’s a Youtube channel for it. Hopefully they will find you and play your game, or find them and invite them. Their viewers are your audience too.

Some technical stuff: (POLISH IT, haha)

  • Make sure your game has no bugs and doesn’t randomly close or freeze at any point.
  • USE EVERY OUTLET EVER ON THE INTERNET FOR GAMES EVER. A lot of people like web-based apps, others like to download files. There’s your game’s Ludum Dare page, there’s Gamejolt, there’s Itch.io, and Miotigames is an upcoming similar website. There’s a bunch. Also, remember to make a nice set of accurate & captivating in-game previews.
  • If you made a heavy game, make it known. Some computers can’t handle it without freezing up.
  • MAKE AN ATTRACTIVE THUMBNAIL. The name and the image is the first thing people see. Make it appealing.
  • Make sure there’s checkpoints and that they’re in a good place (if any). Unless you intend on making a rage game. Grr.
  • If you have any experience with recording a game, it’ll be easier for you to put yourself in a Youtuber’s shoes. People with a dual monitor setup love it when they can play on one screen, record on the other. It might be difficult to achieve this, but make it possible if you know how to, or else don’t worry about it. If you have a single monitor, sometimes if you try to exit the game, it crashes and that’s really not cool. Prevent this if you can.
  • Approach big indie media influences (Kotaku, IndieGameReviewer, etc) while you’re working on it and when you’re done. They might be interested, write an article and boom. Success.
  • Be a good person. Spread motivation and positivity. Good energy is contagious.

I hope this helps someone stand out from the crowd and encourage you to come look up some smaller Youtubers to have play your amazing game.

My channel is right hereTwitter for updates & following, this was a video I did for the 34th Ludum Dare, and here‘s where you can request me (Tilde) to play your game for the channel. I hope you will all become very successful and well-known devs, may all the things in your life that you want to accomplish come true.

TL;DR: Make something cool.

5 hours in, still no idea

Posted by
Saturday, April 16th, 2016 1:04 am

We’ll see if I come up with anything, but now it’s time for bed. I might just end up working on my current projects. I’ll start streaming development if anything comes to mind, though.

Ludum Dare 35 I AM IN YOU

Posted by (twitter: @jonathanpidgeon)
Saturday, April 9th, 2016 11:42 pm

I’m in, I’m a bit rusty with javascript development but I will use this week as a refresher. My favourite part of Ludum Dare is the incredible productivity that comes with the strict deadline.

  • Engine: Phaser
  • Language: JavaScript
  • IDE: VIM
  • Platform: Web
  • Music: An obscure Flash app I used for my last game or time to try Garage Band
  • SFX: sfxr
  • Graphics: Sketch & GIMP & Tiled
  • Dev Platform: Windows & OSX

Moon werewolf post-mortem (LD33)

Posted by
Sunday, March 27th, 2016 8:13 am

Hello, people.

While getting excited for LD35, and reminiscing over my previous experiences with Ludum dare jams, I wanted to share the story about my previous entry at LD33 – You are the monster.

 

Phase 1 – start with basic idea (Saturday morning – noon)

 

I always keep the scope small. One or two mechanics, make it playable and simple.
Starting from something simple, then add more stuff according to remaining time and energy.

On this LD, i had idea to start from the Space.
moonIn the Space, there is that overwhelming feeling of unknown and infinite nothingness around you, so it’s perfect location for the spooky “You are the monster” game.
Since I didn’t want to go with aliens on the spaceship (too much cliche), I went with the planet.
Small rotating planet (The Little Prince style).
I always wanted to make game with rotating planet, so I used it here to make small and restricted environment for the game, surrounded by vast emptiness of space.

I downloaded moon texture from google, and added “Noise & scratches” from Standard Assects Effects, to boost spooky atmosphere.

So what more could be scary about planets and moons, and to keep it with theme?
I went through all sort of different things:

  • Astronauts lost in space, you are the infected one
  • Astronauts in exploring mission, you are monster that lives on planet
  • You are astronaut exploring new worlds, and “cleaning” planets for colonization (you are monster because aliens living on the planet are peaceful)

Then while thinking about moon and scary scenarios, my brain got association of werewolf.

It’s general knowledge that werewolves transform to beast form when there is full moon.
So I asked myself, what would werewolf do on the moon itself, as it’s kind of always “full moon” there.
So I immediately decided that I wanted to do game about werewolf on the moon :)

Important thing about Ludum Dare is that you can do anything you want. It’s all for fun, no one will disqualify you, ban you or laugh at your game.
Maybe you even won’t fully finish the game (my LD28 game) or it’s going to be very simple (my LD32 game).
Just do it, have fun and make the damn game you want. It feels great!

 

Phase 2 – implementing mechanic (Saturday noon to late evening)

 

I then starting implementing mechanics ad-hoc.
Inspired by Werewolf/Mafia party game, I added hidden werewolf player and targets (civilians). You could transform to werewolf, and kill civilians.

werewolf

To add challenge, I added some guards which can kill you if they catch while you are in transformed mode.
I added some naive behaviour for them, so if you are close to them, they start going your way. No memory, not calling backups or anything.
Instead of overcomplicating the guards behaviour, I focused on UI and particles for death (blood splatter), since I planned my time.
For UI, I used standard Unity NGUI, and free icons downloaded from some random sites.
For particles, I used some basic particle effect from Asset store (can’t remember exactly which one), and changed color and some basic properties so it looks more brutal.
I added that radial blurry screen effect from standard effects, when you are transformed, so it looks clear to player that he is in beast mode.

Important thing at LD (or any timed hackathon) is to prioritize.
Don’t overdo stuff, as nobody will expect perfectly engineered solution or complex stuff.
Just name it as a feature, and continue with other stuff. Make it playable :)

 

Phase 3 – Wrapping up (Sunday half of day)

 

I finished playable prototype, so wanted to invest some more time into effects and juiciness.
I used GoKit library for tweening, and added more natural movement to objects, added fading out of screens.
Game was a bit weird for new players, so I added some info notifications, to give some context to the game.
Guards were simple, but game was interesting with them, so I kept them that way.
Since I had more time and energy, I added more advanced guards that appear later in the game (when you kill at least half of the civilians), Inquisitors, which remain hidden unless you are close to them.
It added nice dose of challenge for better players, when “A new inquisitor appears!”.
I kept the “models” of the objects just cubes, because my 3d skills are zero, and decided to keep just the color as differentiator.

After that, i tested game for an hour, fixed some bugs, and decided it’s done.
Check the gameplay here:
https://www.youtube.com/watch?v=GMJlEyinlGw
Or try it from LD site.

The best thing is the feeling you get when you complete a playable game in a weekend.
It won’t be Assassin’s Creed.
Someone probably would not even call it a game.
But the most important thing is THAT YOU HAD A LOT OF FUN.

Much Love For LD :*

Posted by
Tuesday, December 15th, 2015 1:33 am

RepulsionI found my new love, LudumDare.
Its my first time jamming here at LD and i bet ill be here every single time till i fall, my love for LD has only grown ever since i heard about something so cool exists :) . I am glad to see such awesome community working all day and night for us all Just wanted to appreciate their hardwork and wanted to say thankyou,

I was planning for so long to become part of this and today i feel accomplished On Submitting my first ever LD entry(Great Feeling), I was so done after finishing i just crashed on bed 😛 wanted to write this post and here i am now few hours later.

 

Here’s My Entry 

*Warning* This game will trick your mind and test your reflexes, Up for a challenge go try it out 😀

Thanks for viewing,

@DieBackStudios

UNBALANCED KARMA is a Interactive Storytelling Game which has as a main character a Young Gipsy Woman that was born and raised in Brazil, under the Colonial ruling of Portugal, in the 19th century, a little bit before the country becomes independent. She is strong, independent, a fortune teller and part of the romani traditions and culture. Many historical arquetypes are present in the game (the tax collector, the merchant, the wealthy noble man, the black man and woman) and it has a deep relation to the African-american religions, specially the Candomble, which is a brazilian interpretation of the Yoruba beliefs in the Orishas.

The game relates to the theme of Growing – as the character takes actions and uses her skills to foretell the future, so she makes choices that make her Karma grow, and has to deal with the consequences of it.

It has a profund meaning related to inner growing and self-awareness. Also, it presents many aspects and assets of the brazilian culture, history, society and manners. This is due the fact that the team intended to put elements of edutainment in its conception and development.

Along with the Game, we have produced also a Transmedia Project, called UnBalanced Project – which also has (and shall be developed soon) a Board Game, a Card Game, an Infographic and an E-Book with the continuation of the Game’s Narrative.

CLICK HERE TO DOWNLOAD!

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———————————————————–
The Game has been developed by two Studios and an Study Group from Bauru.

TEAM

Caio Ribeiro Chagas – Game Designer, Producer & Concept Artist
Gabriel Barbosa – Programmer
Janaina L. Azevedo – Screenwriter, Translator & Transmedia Developer
Pedro S. Zambon – Writer & Producer
Ana Heloisa Pessotto – Assistant Writer

TECH SUPPORT

LUDARIA Studio – www.ludaria.com.br
TLON Studios – www.tlonstudios.com.br

PET-RTV – Tutorial Education Program in Television & Radio Development Lab
UNESP Bauru – Paulista University “Julio de Mesquita Filho” Campus Bauru

———————————————————–

An special thanks, FROM ALL OUR TEAM, to our Professor, Antonio Francisco “Dino” Magnoni, PhD at UNESP Bauru, who helped us, let us use the PET-RTV lab for the development and has given us an incredible support. THANK YOU!!!

Dark Fill-Ings is almost done !

Posted by
Monday, December 14th, 2015 7:15 pm

ludum

Only few hours left… We are on the way ! 

GLYPH- Achievement Unlocked: First Ludum Dare Complete.

Posted by
Monday, December 14th, 2015 12:13 am

Hey everyone!

I just submitted my game to the compo, and I thought I could share a bit of my postmortem with you all.

Glyph

Glyph

If there’s one thing that the compo taught me was to spend A LOT of time planning. I spent about 30 minutes planning and it was waay too short. I think maybe an extra 45 to maybe even 2 whole hours could have been beneficial toward my goal. This is because although two days might seem like ample time for your idea, it most likely ISN’T. So, that brings me to my first lesson;

#1) Strip down your biggest most awesome-est idea, down to its very CORE. What is it that makes your game fun ON ITS OWN. Meaning, if you were to take out all the fancy graphics and cool stuff, would this mechanic make your game fun? Then once you have that; STRIP IT DOWN MOAR.

This also taught me that you need to focus on ONE aspect of the compo is you want to achieve a certain position on the board. If you want to be high in the graphics section, focus MOST of your time on graphics and make simple mechanics. If you want a coolness or theme section, you need to spend more time on planning than anything to come up with something original. So, here we go to…

#2) If you’re not going to spend a ridiculous chunk of your time composing the soundtrack or the artwork, focus on the MECHANIC. Super Mario Bros, literally has one action; jumping. That’s it. You move to the right, and jump. That’s literally the entire game of Super Mario. Then, you build off of it, adding obstacles (Pitfalls, Enemies,etc), and that’s how we make a game.

and lastly, and probably most importantly;

3) Have FUN, and make the game YOU want to make. Sure, there’s the theme, but don’t take it so literal. I’ve see a lot of people give up on this game solely due to not being able to come up with a good enough idea for the theme. If you got nothing, use Google. Google the theme and see what comes up, or even punch it into a Thesaurus and see what similar words or synonyms come up that can give you a creative loop-hole. The best part of the compo is you get to learn new skills by actually DOING, not by reading or studying. You find where your strengths and weaknesses are and it helps you improve as a game dev.

 

I hope this helped someone reading this, and good luck to all you guys doing the Jam!

 

Tools used;

Programming/IDE: GM:Studio

Art: In-engine editor, Cosmigo Pro Motion, Aseprite.

SFX: Bfxr

I’m in!

Friday, December 11th, 2015 10:00 pm

Hello guys,

I’m in for fifth time, and this time I really like the theme. I was going to go with the theme Two button controls and I already had an idea, to remake of a great classic game that I played a lot in my childhood and I’m so sure 99% of you should have played it at least once.

Anyways, I chose the controls to be LEFT ALT and RIGHT ALT as I need them to be completely far away in the keyboard, so people can play it comfortably. Gonna enjoy this time a lot more than previously. I won’t be leaking about the game until it is complete.

A merry ludum dare guys!

Don’t stop me now!

Posted by
Monday, December 7th, 2015 6:45 am

Hi!

Been looking forward to this LD for a good while, mostly because the past events I had things come up on the weekend… Somethings seems to get drawn to Ludum Dare everytime I plan on participating. Even this time… but with the difference that I can actually sit in front of my computer and develop, instead of being away from home all the time. And to some extent the dog I’m taking care of during the weekend will benefit my productivity to some degree… be it fluffy d’awwww happiness, notifying me to take a break, provide SFX samples for me and such. Yea, having a dog as your companion is pretty neat.

Tool-wise I’m pretty much using much of the common software others use… but for the sake of it, here’s a rough overview:

⊗ Engine ⇒ Unity 5.3
⊗ Programming & Text Editing ⇒ Visual Studio Community 2015 (C#), Notepad++, Atom
⊗ Graphics ⇒ Photoshop CC, PyxelEdit, 3DS Max
⊗ Audio ⇒ Audacity, sfxr, FL Studio
⊗ Hardware ⇒ 49-Key MIDI Keyboard, PC with 3 Screens + Android Tablet, DIN A4 Paper, Pen & Eraser, Wacom Graphic Tablet, Bosch Tassimo T40 Coffee Maker

Might consider streaming the whole thing via twitch as well. But definitely will post an update once every now and then. Since I live in Germany and the start time of LD is kinda late at night I will also oversleep the start, but then will be rested well once I get up in the morning. Managing your energy and scheduling your overall day, including sleep, breaks and food is important a jam. :)

Anyways, hope you all have a good week and I will see you this weekend!

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