Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
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Posts Tagged ‘exploration’

c846dd42-880f-47fa-9caa-197bcd57db8f

Hello, everyone! I’m Shaquille Stoutamire (Defacid/Acid) and I had a lot of fun with Ludum Dare this year! I’m really excited that, even though I still had a lot going on, I managed to finish my entry! It’s not as fleshed out as I wanted it to be, but I submitted it in time… with a whole minute to spare!

WHAT I ACCOMPLISHED:

– Randomly generated worlds with terrain and plantlife variations

– Pretty decent gravity and rocket physics (there are definitely bugs, but it’s relatively solid)

– Basis to a leveling system

WHAT I FAILED AT:

– Fleshing out the level system to actually DO something

– Adding outposts and environmental interactions like gathering resources and using them to survive

– Spending too much time on the planet generation: I had already build a similar system before, funnily enough for a previous Ludum Dare, but I ran into an error didn’t want to look at it or use that code base – when I do a game jam, I like to work from scratch in the engine/IDE that I’m using. Next time, even if I’m not going to copy and paste, I’ll at least look. :P

– Actually fleshing out the morality element. Right now, the player themselves has to ask the question of “Why am I killing these little guys?” when experience doesn’t change anything about the gameplay. But I wanted to actually add something of value to the mix like planets losing color saturation when you kill enemies, but you get something in return so you have to weigh whether or not it’s worth it to kill these defenseless little guys.

– Clearing my schedule for the event. It was unavoidable (school, watching my son, my car broke down haha) but it still definitely hurt my game. I lost AT LEAST 24 hours due to obligations and 8 to sleeping. So I ended up with about 12 or so game dev hours at the maximum. :(

WHAT I’M DOING NOW:
I’m going to port my game to HTML5 within the next day so that more people will play it! But within the next 20 days, I’m going to play as many other compo entries as possible! I will make sure to play and rate every game of every person who rates and comments on my game.

telecaster – exploration space game

Posted by
Monday, August 25th, 2014 8:39 pm

telecaster_screen

Telecaster is a game where you click Planets to Telecast to them in your Ship. Once abroad, various local effects occur that affect your mission. The goal is to acquire as many resources as possible in your exploration of all castable planets. 

Written in ImpactJS using an old template (Hence why this is a Jam) 

EDIT: (8-24-14 1:50pm PST) Way more to do, way more planets, better sprites, tons of kind-of-instructive text! 
You take your crew on an epic voyage through the telecaster, embarking on strange new worlds and frequently being sought out by the local wildlife. You are are a voyage to get as many Crystals as possible, they are required by your civilization to survive. If your crew dies, your fuel runs out, or your hull gets destroyed: You and your people lose. Winning is simply a trade off between the long sought out Crystals and the precious (but expendable) lives of your crew. Post screenshots of your high score with a brief bio of your Captain for a chance to be included in the next round of new planets! 

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=27775

And also a reddit link!

http://www.reddit.com/r/playmygame/comments/2elev0/completedeventld30_telecaster_exploration_game/

Eureka!

Friday, August 22nd, 2014 8:50 pm

Hi there. Nice to be part of a LudumDare again. Hope all of you’re enjoying this weekend.

My idea is not finalized. Have to go to bed and lucid dreaming about it. Maybe there are possible better ideas for a 48h competition. But here is, what I have so far:

Name of the Game: WhatHappendToBetelgeuse.

Plot: Earth founded a colony at Betelgeuse hundred of years ago. Colonists were traveling via generation spaceship. Successfully they founded a colony. After years contact to Betelgeuse gets lost. What happend. After many years mankind was building a ship with a stardrive engine to be able to look after Betelgeuse and the lost colonists.

Mechanics: Star map is generated randomly. Your ship is starting at earth to reach Betelgeuse. But every turn ship will use power, food and integrity. If you will reach Betelgeuse, you have to visit asteroid fields, plantes and unknown entities on the m,ap to restock your resources and improve the skills of the crew. If there is no food, your crew will loose skill and die after some time. If your energy cells are empty your ship will not move and you’ll loose everything. If integrity is low your ship will use more energy per move and finally will be destroyed.

Thats it so far … here is a rapidly created concept image

Concept

Now I have to sleep. Hopefully I’ll be back at 10am MET for development and livestreaming. Bye and good night!

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am

http://mattarod.com/labyrinth-of-keys/

start

 

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.

 

 

Time Frame – 10 seconds in the span of 10 minutes

Posted by
Wednesday, September 11th, 2013 3:43 pm

screen1

So, I made a game in 72 hours. Well, the competition entry is not entirely what I had envisioned for the concept, but I accomplished quite a bit in the time I had so I’m pretty proud of it. Time Frame is a game about exploring a strange world that moves in slow motion. The game takes place over the span of only 10 seconds, which you experience over 10 minutes. With a theme like 10 seconds and I really wanted to make something that wasn’t fast-paced and frantic like I knew 99% of the other entries would be. The idea was to have a vast area that you would never actually be able to completely explore within the time limit. I succeeded with that, but I wasn’t able to fill that area with as many sights and sounds as I had hoped. I wanted to have all kinds of things happening in slow motion to emphasize the time dilation, but I ran out of time. In the end there are really only a couple things that give you a frame of reference for how slow time is moving. The first is a fountain at the entrance of an abandoned city that has water falling in slow motion. The second is an event that happens towards the end of the game that reveals why the game ends at all, so I won’t spoil it for you (though I have updated the game since the competition deadline and added more stuff… read below).

The art style was something that I chose to make asset creation faster. Everything has a very simple, yet high-def look that emphasizes triangles. I actually made all the textures using a really neat application called Hexels. It’s an awesome tool that lets you paint using shapes other than just pixels. I used the trixel shape mode and was able to really quickly develop a unique style. Hexels has a free version that I would recommend everyone check out.

Soon after the close of the competition I added in support for the Oculus Rift as well. I have had the Rift dev kit for about a month now and have been wanting to do something with it for a while. It was a great way to get familiar with the setup so that we can use it while developing Lacuna Passage as well.

I’ve had most of my time wrapped up in developing Lacuna Passage, but I have been working on Time Frame on the weekends and I managed to update the game with a bunch more stuff to explore and discover. You can play the updated version or the original version via web player, Windows download, or Windows Rift versions from our competition page.

Time Frame was created using Unity. Music by Clark Aboud (also our composer for Lacuna Passage). Programming, art, and design by myself, and additional art by Alex Senechal.

Iceberg Explorer : Post Mortem

Posted by (twitter: @tinyworlds)
Saturday, May 4th, 2013 4:09 am

Iceberg Explorer - screenshot main with logo

 

What went right:

  • Making a non-violent, exploration-based game.
  • Creating textures, sounds and the map in time (72 hours).
  • Keeping the games mechanics understandable.
  • Providing stunning graphics, but still having a relatively small size (16,6 megs .zip with all executables) and good performance.
  • Recording (few) suiting sounds.
  • Approaching the theme in an non-obvious way.
  • Making a few cents trough GameJolts ad-share.

 

What went wrong:

  • Implementing a cutscene reflecting on the players discoveries.
  • Creating the terrain in less time,  using the heightmap function right from the beginning.
  • Making the journal appealing for most players.
  • Providing executables for Linux 64bit and Windows initially – ports are avaible now.

I really enjoyed working on the game and I’m planning to sell an extended version in Summer.
If you haven’t explored the iceberg yet, start your discovery here.

Obscure submitted.

Posted by (twitter: @curtissivess)
Sunday, April 28th, 2013 3:13 pm

ss1

 

I didn’t really want to post a blog on my game until it was ready, because it’s very difficult to communicate what it is just through screenshots. I thought it best to wait until people could actually play it.

Obscure is a minimalist horror exploration game. You are trapped in a pitch black complex, and must find your way out with what little light you have available. A monster is stalking you, and the only way to escape him is to close your eyes and run. Sanctuary is available to the south east, but getting there through the labyrinth will be difficult. You can find its page here.

The graphics are only represented by what your light is blocked by, but each area should be uniquely designed enough that you don’t lose track of where you are or turn around with realising it. This is the first time I’ve made a horror game, and I think it came out really well. It was also the first time I’ve tried a lot of things.

I never actually realised until I was making this game how easy generating collision maps was in Love2d. You can import an image and do a pretty simple loop to build up a 2d array with all the collision data you need. However, using this meant that load times became an issue. With the size of the game I wanted, importing and looping through an image that was the same size as the level (1 pixel = 1 pixel) would take minutes, which is way too long.

I managed to save a bit of time by making the collision map a two colour gif rather than a png, and also made the image much smaller (I then scaled up the array rather than the image), and halved the size of the level (in retrospect, that level was twice as big as it needed to be anyway). This brought it down to about a 10 second loading time on my rubbish old laptop, which seems reasonable to me, and anyone with a slightly more modern machine probably won’t even notice the load.

Because the graphics are so minimal, a lot is represented by the sound (the most important of which is the location of the monster). This is also somewhat new territory for me, but I managed to build up some sounds from the infinite source of foley that is my house to create what I think are pretty convincing effects.

I’ll probably have more reflections on the game when I’m a bit less buzzed from completing it, but I feel very happy with what I managed to create. If nothing else, it’s atmospheric.

First details to “Once I Found Love”

Posted by
Saturday, April 27th, 2013 4:08 am

Although I don’t have the time to work on the game for the whole 48 hours, I decided to join LD this time again.

I decided to go with a very minimalist space game, which is very focused in the things you can do (fly and collect stuff), but still has a feeling of vastness, as the space in the game is huge (200000 x 200000 pixels).

You are an astronaut searching for your partner, which flew into space and left you behind. You decided to go after your partner to bring him back and thus the adventure begins…

Here’s a first screenshot showing a very small planet near a blue sun. There are speakers on some planets giving you missions or information.

First screenshot of "Once I Found Love"

First screenshot of “Once I Found Love”

I hope I will be able to integrate the story I came up with. Right now I only have the physics up and running and some graphics.

Best luck to every developer joining Ludum Dare! :)

Kinta

Evolver is a game where the point is to explore the randomly generated world.  Exploring the world will allow you to pick up ability points which can then be used to evolve or upgrade your character and make him better at exploring the world.

Here is a link to the game

-QuadraTron

*edit*
You may notice the instructions panel is blank, one of more than a few things that didn’t make it off of the list and into the game.
Instructions :
Camera : Mouse (lmb/rmb change how it moves around)
Movement : WASD
Esc/Return : Bring up menus
Special Powers : double press W for dash, Q for Ecolocation
There’s a whole lot more that can be done, but figure it out on your own.

-lightfromshadows

Timelapse

Posted by (twitter: @jplur_)
Monday, December 14th, 2009 10:19 pm

http://www.youtube.com/watch?v=Iy-dLGBFMcw

Finally got my timelapse uploaded.  I used chronolapse.

Now I’m going to start chipping away at playing all these great entries

Little Worlds 4k – Done!

Posted by
Sunday, December 13th, 2009 1:58 pm

I finished and submitted Little Worlds 4k perhaps three hours ago, but forgot to write a post here, so now I’m doing just that. The finished game is here. It’s not quite what I had in mind, but it will have to do for this contest. I’m hoping to polish the game and turn it into something worth-while for the Java4k contest.

Screenshot:

Exploring Ideas

Posted by (twitter: @frimkron)
Saturday, December 12th, 2009 4:19 am

Hmmm – “Exploration” – what a theme.

It sounded really interesting at first and I’m pretty sure I voted it up, but now I’m having a bit of brain-fail trying to come up with a feasible idea. I’m tempted to try my hand at some procedural generation, but that’s gone badly for me in the past…

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