My entry is uploaded, the twitch stream is off and I am going face down in the pillow.
Thanks to all who came watch the stream, I had fun doing it and I hope you enjoy it.
Follow me on @keyle for the latest goss.
One week after the game jam, time has come to do the WHAT WENT GOOD / WHAT WENT BAD post.
We were a team of five, working from Paris, France. Our game is The Grand Carpet Hotel, and you are gladly invited to play and rate it. (disclaimer: unconventionnal weapon > CARPETS !)
WHAT WENT GOOD
WHAT WENT WRONG
WHAT’S NEXT ?
We’re working on a post mortel version of The Grand Carpet Hotel, with a better gameplay and a many many levels. Stay tuned !
Post compo version is coming along pretty nice. Since last weekend I’ve added a new background and some tunes. Now it was time to tweaks the controls a bit and put some emphasis on characters animations. Check out the game in motion with this gif and give it a try if you haven’t.
Hey guys, I’ve been working on a game for the team Jam with my friend James and it seems to be progressing quite nicely.
After are first day working hard. James and I have managed to get the game to a playable state with the kind of combat we’d like and I’ve been brainstorming how to make the best of only having so much screen space.
I’ve mostly been creating the art assets and particle systems so it’s hard for me to comment on how scripting has been but the art has been going very well so far and all in game and working. I’ve been using Spriter to animate the characters and enemies which can been seen below
Unity animator has been used for the players melee attack, which is shown below by a GIF James created earlier. You can also see one of the smoke particle effects I’ve created along side a nice subtle red colour grading effect James decided to implement on hit.
Let me know what you guys think of art so far and thanks for reading,
Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.
It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.
When the tag is made, the players switch roles. The first player to collect 10 bits wins.
Perhaps the entry page for the game describes it better
I’ve just submitted my first completed game ever to the Ludum Dare Game Jam! I would really appreciate it if you guys could play it and rate it. Here are some screenshots, because everyone loves ’em:
(If you’re wondering why the player is holding a knife but shoots, it’s because of a lack of communication team-wise and the time limit. :P)
Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.
More details at the link above.
Hi Everyone, our take on the theme was an action/arcade game based on a randomly generated grid that was filled with colors and mines. The player could select one color to reveal at a time, thus showing the safe cells. This game came out much harder than we expected since there was little skilled involved. We ended up creating special abilities to balance it out: such as armor, reveal, jump, etc. Also, we tied each ability/color to a positive character traits: courage, perseverance, resilience, and forgiveness. Here’s a run down of the good and the bad:
What went right:
What went wrong:
Even though our creation is essentially a “glorified minesweeper variant’, we are very happy with the game. We are continuing to work on it and making it the best it can be.
Kmembert (Camembert: A delicious french cheese) is a puzzle/infiltration/action game . The gameplay is quite simple: You are a cheese and you have to kill all nazi mice in one shoot. Get the cannon bullet and trick the mice in order to kill them all in a single shoot. 9 levels are playable. HAVE FUN ^^!
It was my first Ludum Dare compo. I just be informed of the event 4 days ago. My weekend was busy but I was motivated to create a simple game saturday morning with the theme “You only get one”. I already participed to the “Global Game Jam” twice, but the Ludum Dare is a different challenge.
I cumulate 17 hours of work for this game.
I found the idea in the first minutes: Get the only one bullet, trick the enemies to manage to kill them all in a single shoot.
The controls are simple and the top view allows to create less graphic assets and less code. I’m a big fan of “Metal gear solid” and I recently played “Hotline Miami”. So I unconsciously designed game mechanics with this game in my mind. I always wanted to design a game like Metal Gear Solid :). Therefore mice can run after you if they see you and you can play with the doors.
I modified the mouse behaviours 2 hours before the deadline. So I redesigned the levels accoring the modifications.
I tried to design 9 levels with interesting challenge. I think the levels are fun and you also can understand all puzzles quickly. But I had no time to playtest the levels to another players. That’s why the game needs different mice with different behaviours and more balance.
I didn’t want to use human characters, zombies, aliens or monsters. So I decided to imagine a coherent situation with uncomon characters according to the game mechanics. A humanoid cheese against nazi mice ? Why not :). I’m not a 2d artist but I tried to design simple characters and animations quickly. A pen tablet is a good tool :).
Unfortunatly I didn’t have the time to play on my guitar some cool riffs for the background music. The sound fx are just simple homemade sounds of my mouth :).
I’m a Flash game developer since 2004 so I create all assets, animations and code with Flash. I used the World Construction Kit library. It’s the Box2D physic engine with a WYSIWYG layout, very usefull to design levels. I also used simple libs : TweenMax, Flint. I used “Flash Develop” and I created some assets with Photoshop and Audition.
It was a great experience! Sometimes I watched streams of few developers around the world. I also earn some skills in code with box2d and in graphic design. I found my game interesting but it needs improvements :).
Now I’m gonna play some LD games :).
Follow me on my blog: http://www.benoitfreslon.com
It really was an epic 48 hours, and there are of course more things I wanted to add, but I am really happy with the result, and it seems people are liking the game which is really great.
Introducing “a.void”, a Jam game created by five Microsoft software developers.
It is a musical spatial memory game. Collect colored orbs to collect points while avoiding the obstacles that align with the music.
Choose your movements carefully, as the obstacles appear at your previous positions.
Pheeeew! Finished our first Ludum Dare submission: “Dr. Vile in The Greater Good“! After working on months-long projects, it’s amazing to think that this game didn’t exist – and wasn’t even planned – 72 hours ago!
Congratulations to every Ludum Dare dev and whether you completed what you wanted to complete or not, you have much more now than what you had three days ago! 😀
Enjoy Dr. Vile in The Greater Good and please give us your feedback! We may expand this game further, add more features, and who knows what else!
Since one of us did programming (and music!) and one of us did art, we’re planning on writing two post-mortems! Stay tuned 😀
So I actually sat down and made a game with no time limit or anything! It’s a small one, but at least it’s finished unlike the other billion projects I left lying around. 😛
Here it is on Kongregate:
The Corruption is a First Person Free-Running game where you have to run from the approaching darkness. Uses Shift/RMB to run and C/Ctrl to crouch.
Please give it a play and if possible a rating.
Happy Gaming! <3
New monster and zone almost done!
Check out the video:
I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.
I made several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun
I’m making a summary of what I’ve done since the last update:
– Added a compass (triangle in front of the avatar) to know where to go next
– Creation of optimized materials compatible with light and shadow
– Creating a new enemy: mini skeleton, with its animations, etc..
– Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
– Including transients and environmental sound effects are played according to a given priority
– resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+
In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc
Here is the video from these days progress:
Now I could export the game to iOS 6.0. It works with iPad3 and iPhone5!
Bad news are that the game in iPod/iPhone 3G will not be available and in iPhone 3GS too slow…
I’m trying to make this better. Here is the discussion in our engine forum: