Posts Tagged ‘day1’

First day results are in!

Posted by
Saturday, December 12th, 2015 8:11 pm

here is my game so far: (Unity’s WebGL export works well now. I was really surprised!!)

The procedural generation took the most time, again. There will be more to the game in the end (hopefully):

  • 4 different modes with seperate highscores,
  • Pause-Window,
  • improved and interated models, textures and animations,
  • sound

I streamed the whole day at my twitch: (there should be an on demand video live now, if you care to re-watch this 😉 ). I will create a complete time-lapse after day 2.

Now it is time for a little nap to start with a fresh brain with day 2!! Goodnight, y’all!

End of Day 1

Posted by
Saturday, December 12th, 2015 6:07 pm

Today has flown by and although I feel like I’ve achieved a lot, I’m going to be busy tomorrow. Going to call it a night and get started early as my brain is lowing down considerably.

The game now starts in the water and moves to land and then sky with each level having three phases that introduce new enemies. After each phase you can improve your speed or defense to help out in future levels. Below is showing the land phase with the three land enemies, “Planta”, “Speeda” and “Stompa”.

LD34 SS_002


I’m a terrible artist so I decided to just go with the flow and create whatever came into my head and although I’m probably the only one, I quite like the way they’ve turned out. Derpy doesn’t even come close to describing them.

swimma birda floata muncha

Really enjoyed looking at the other posts and the #LDJAM twitter feed during my breaks, some great games out there.

Day one ends zzz -_-, but progress!

Posted by
Saturday, April 27th, 2013 4:20 pm



So, 2AM here and I am up since 8am… Weird I am not dropping dead yet.
Though I was making breaks and clocked something like 10 hours behind computer so far.

Anyways, satisfied with progress so far, almost all tech stuff done, adding sounds and stuff.
Basically for tomorrow tuning sounds and making tutorial levels is left, + there is bunch of bonus features to try to add.

Also as I use Adobe AIR both Android and Web version coming up fine and without slowdowns.

Good luck everyone and till tomorrow 😉


Day One End

Posted by
Friday, April 20th, 2012 10:07 pm

Two me's!
Friday’s almost over, and I can at least say I have something moving. A guy you can control and a guy which moves on its own. Radical.
It’s pretty much determined that it’s going to be a roguelike now. Have a story in mind, but it’s not final yet, so I won’t share it yet.

i cna do tiles gyus

Posted by
Friday, April 20th, 2012 7:49 pm

may or may not be an accurate replica of earth
Not sure where I’m going with this. Pretty much leaning on roguelike, but it may become something else?

Day 1 nearly finished

Posted by (twitter: @neosam_dev)
Saturday, December 17th, 2011 4:43 pm

Day 1 of Ludum Dare 22 will end soon and I think my game is far enough to get it finished.
All the core programing stuff is nearly done. What do we have?

  • Tiled background which can be leaded by an image. Translation between pixel color and
    tile is done by a mapping table so I’m very flexible.
  • Sprites (not yet animated) can move around and have collision detecton implemented.
  • Background and foreground are repeated images which have a delay to the camera position
    so we have a 3d-effect
  • Keyboard input and action system is implemented so we can easily add new features.

And what are our todos?

  • Of course, there must be a really cute and stupid story. I will do this now.
  • Sprite animation.
  • Sequence function for story mode.
  • Cute and stupid paintings for character, tiles and story.
  • Sound and music :).

You can play the current version at

Day 1

Posted by
Saturday, April 30th, 2011 4:25 am

It’s been.. 9 hours! I’ve amassed 500+ screenshots and settled on something achievable! But this is just a milestone..

I have myself a temporary menu/state handler, and a good deal of prototype code – I spent 2 hours after the theme was announced brainstorming and had a lot of ideas to balance out! Here are some ideas which came out that I rejected:

  • Implication of danger/attack (intense atmosphere)
  • Items of power (balanced gameplay is important to me)
  • Paranoia
  • Emotional independence
  • Clones
  • Dying if alone
  • Wildcard: honeytraps

Here are the idea I’m adopting:

  • Survival
  • Trails (tracking or tracing paths)
  • Distractions/focus
  • Context sensitivity
  • Separation

I made some concept art with some distorted perspective which I’m growing fond of.. I think an extra dimension will bring it more to life?

Either way – sleep is next on my agenda.


End of day 1 plan

Posted by
Saturday, August 21st, 2010 5:39 pm

So I figure I may have about 5 more hours of game dev in me today. My goal is to get as much code finished as possible so that tomorrow can be mainly 12-14 hours or so of game tuning/polish, graphics, sound, and music. We’ll see what happens!

The butler did it

Posted by (twitter: @philipbuchanan)
Saturday, April 19th, 2008 5:55 am

After being otherwise occupied for several hours and eating tea, it was good to get back to work on the whodunnit. In the last few hours I’ve not written any code, nor drawn any art, but I have produced a prodigal amount of waste paper. The end result is that the algorithms which drive the scenarios (it’s dynamically generated each time) seem to be working – at least on paper.

The camera’s gone walkabouts, so pictures of the mess will be up later. Tomorrow is implementing everything, but for now I’m off to bed.

Time management? You can’t handle the time management!

Posted by
Saturday, April 19th, 2008 12:00 am

Hi there. My name is Chris, I’m the guy responsible for this game, and this is my first Ludum Dare ever. I’m going to use a library which I haven’t touched for literally years (pygame), in a language which I hardly ever use (Python). I only decided to enter half an hour ago (after the contest started – yes, I’m that hardcore), so I’m completely unprepared.

No matter. I’ve probably got pygame installed… do I? Oh yeah, I do. That’s good. So… how does one use this, again? Meh. I’m sure there’s a tutorial on the net somewhere.

Did I mention that I’m going to a party tomorrow? That will take up pretty much the whole day, and mean that I probably won’t be up and functional before noon the day after, which is the deadline. So I only have tonight available, and it’s currently 6pm here. Factoring in an hour for dinner and assuming a responsible bedtime of 10pm, that means I have… three hours.

Hmm. Oh well. At least there’s crap-all on TV.

Maybe I should stop typing English and start typing code right about now.

Any second now….

…wait for i

It’s alive!

Posted by (twitter: @philipbuchanan)
Friday, April 18th, 2008 11:00 pm

and kicking. It also runs.

I’ve decided upon a type of who-dunnit-mystery-game (minimal clues), though I’ve yet to pin down the details. I’m going for a very minimalist art style (obviously), but also a fairly minimalistic puzzle style gameplay. More updates as I figure things out.

Anyhow, here’s what’s on screen after hour 5.

and kicking


Posted by (twitter: @philipbuchanan)
Friday, April 18th, 2008 4:50 pm

To add to the conglomeration of photos, here’s my workspace for the moment.

Workspace, the first.

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