Spellbound is now playable on browser. Check it out here!
Spellbound is now playable on browser. Check it out here!
I went through each theme and wrote up a game idea or a reason why I don’t like the theme: http://deathraygames.tumblr.com/post/142775660982/final-theme-voting-for-ldjam-ld35-and-my
7 green, 5 yellow, 8 red. I’m excited that there are quite a few good themes on the list!
In case it wasn’t obvious: I’m in. It will be my 11th consecutive Ludum Dare. I guess that makes me a veteran?
I’ll be working with my usual toolset:
I’m also going to try to take on the additional challenge of limiting myself to 64 pixels x 64 pixels for the low rez game jam. I’m also excited to try out this color palette that I’ve admired for a while. We’ll see how it goes…
Good luck to everyone!
Lorries in SPAAAAACE! is an interplanetary haulage management game. Buy space-lorries, and send them off to buy and sell goods between various planets. There’s no real goal yet, but I’ll be putting one in tomorrow, all being well.
The game’s not done yet – I’ve decided to go for the 72hour jam rather than the compo, but the game’s done enough for people to play it (Unity web player). Enjoy, and let me know what you think!
In this post I’ll present to you how I take the decision of make this game, how I deal with (many) problems, why I enjoy the results and what is my next steps after my participation Ludum Dare 28.
But you can play the game here first
WHAT WENT WRONG?
Everything! I decide to participate in Jam mode, but I want to participate in Compo. A programmer want to participate with me and them I decide to call one friend who is a artist to help us with the assets.
After our brainstorm, we decide to make a game about Trust. In the game you can trust only in one person, and the idea of the game is make the player survive in the middle of a bunch of assassins wanting more money.
The idea comes from the programmer, and unfortunelly he decide to give up in the second LD day. The artist have issues with his PC, and start to work only in Sunday, and I take a day trying to write a story about trust with many choices. Sounds hard even when you try to imagine such a thing. The wost thing in my opinion is the programmer don’t warn anyone about he’s give up. So the artist take all the Sunday night to make the characters sprites… and we can’t use it.
My first failure was let the theme be accepted (my sugestion involoving beer), and after I make it harder in the game mechanics. The withdrawal of the programmer is expected, so I made a plan B: a text-based game with my script done.
My second failure is that I’m not a good writer. I can tell some stories but not using only words, specially in english. This game makes me training my english a little, but I believe it was too earlier to make a text-based game like this. At least I’ll try to write more stories.
And finally, people don’t like to read, and I write a lot in this game. My story have this problem: have too text and nothing seen very important. I will try to improve this storytelling ability.
WHAT WENT RIGHT?
The visual for a text-based is AWESOME, i admit it. This experience I got from another game that I made in September, which this same developer let this job to me to do and take vacations.
This experience help me a lot in the visual concepts and ideas. I also have to say thanks for my girlfriend and his sister to help me with the intro video. The video gives to the game a good visual effect that I particularly like in the Start Menu.
With the grammatical errors, I have the help of @TomoAllTheWay, a nice guy who make the copywriting for me. I also have the help of Christina Nordlander to some basic errors that I let it pass. Advices about how the story fails in trying to give the player care with the characters was received too and I want to study more about this technique.
But one think that surprise me a lot it was Twine. This text-based engine is so good to make games, that I take two days to learn it and do the game. I also learn how to use the CSS to control the background and how to improve the game with audio. There’s a lot of things on the internet that you can use with Twine to make a better visual to your game.
The most important lesson that I learned in this LD is: the game sometimes can reflect the reality you live. I try to trust in someone to make a game with me. I let another programmer out of the group to let this one make the development as he want, and yet he doesn’t. I let he decide the theme, and yet he simply give up. Meanwhile when I need someone to make a video in Sunday night, my girlfriend make it. When I need a copywriting Tomo decide to help me. In his work. Choose wisely when you gonna trust in your jobs.
Christmas, New Year’s promisses and a lot of work to do in January. I’ll decide my path and simply do it. And you, play the game. It’s harder to do this text-based game than you think.
I made a quick and dirty userscript that displays a “Performance” graph on all user pages. For example, mine looks like this:
The script can be found here.
To install in Chrome, download the script, go to Tools | Extensions, and drag the downloaded script into the page. To install in Firefox, use Greasemonkey. To install in other browsers, do something else.
Let me know how it works for you guys.
So I didn’t even know I was going to be able to participate in this Ludum Dare because of other things going on, but I knew I’d be travelling all day on Sunday and I happened to get an idea for a very small game on Saturday night.
My entry was created over the course of 8 hours and involved traveling through four states, on three different types of trains and one bus!
I am so glad the theme was one which supported a heavily constrained timeline.
Use the left and right arrow keys to avoid the blocks!
You can play Squeezed Out in your web browser and it has online leaderboards if you’re into competition with other players.
IT’s an MMO* made with node.js/backbone/three.js/tween.js/underscore/…
What is it all about?
You are in charge of an evergrowing world in a universe full of evergrowing discs.
But growth comes at a terrible price.
In the advent of your great growth-inducing politics the general disc-populace grows weary of overpopulation and overproduction.
You decide to take the best way forward.
War against the unknowingly weak non-blue discs.
Carefully you plan your next aquisitions while balancing your infrastructure spendings with your investitions in green energy and hauntingly large disc-machines of war.
What does work:
What doesn’t work:
Oh, and the code is horrible. Iam not uber experienced and furthermore obviously needed to reassure myself that Diablo3 won’t ever become a game i could be happy with.
Thanks for your time. Have a blast!
If you still haven’t played it yet, here is a screen with lots of circles for you.
f this s. iam going to be a potato!
*at least in a realtivély tiny world it would be a MASSIVELY MULTIPLAYER ONLINE experience. Here it’s somewhat of a medium scale multiplayer app.
I am pleased to present the final version of AVOIDAL. It has gone through heavy changes since my last post-compo post.
I’ve been working very hard on it since Ludum Dare concluded and have put about 30 more hours of work into it (or about 50 or so total on this game so far.) I wanted to be able to get this finished in time to submit to August’s Experimental Gameplay Project since I was aware of their theme of “Zero Buttons” while I worked on this and I was able to do it!
Big thanks to Sparky who has given me a TON of invaluable feedback and ideas while tweaking this final version.
The menu should read v1.0.7 or greater in the top-left or your cache is old.
RECENT VERSION HISTORY
v1.0.7 – Posted 8/30/2010
v1.0.6 – Posted 8/30/2010
v1.0.5 – Posted 8/30/10
v1.0.4 – Updated 8/29/10
I had a lot of fun this Ludum Dare! After missing the past few it was good to participate again for sure. I’ve never done one of these post mortem entries but I enjoy reading the other ones people post so I thought I’d take a crack at it.
You can read my detailed post mortem below:
Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.
I have Squeezemaze up on scratch’s site.
It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.
Lack of motivation at the half way point means that I never did get around to art. Also, the lack of playtesting makes me nervous.
But I think I have a pretty neat game.
Edit: If you can’t see the text (flash under linux?) please try this build with embedded fonts.
Here it is! Enjoy yourself!
For those of you who haven’t been keeping up with the progress of this, I won’t spoil it by telling you what it’s all about.
Coded in ActionScript 3.0 with Tweenlite, with art drawn in Flash CS3, and sound created in sfxr.
Good morning friends!
For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.
I have like 10 things on my list for the next 12 hours, so I better get to work.
Gosh, I’m moving really slow. I’m going to have to start working harder.
My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.
I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.