Posts Tagged ‘first’
Well this was unexpected
This is my first completed Ludum Dare jam and this time I did the incredible choice of teaming up with some friends.
Me and Samuel (Blixt Gordon here on Ludum Dare)worked tirelessly on the game for the first two days on the game Surf Ace. I have heard that finishing a Ludum Dare
game was something really hard and that we should keep the ideas streamlined and simple. F**k that we thought lets to a game where
you can not only surf and flip (which to be honest, would have been awesome!) but also catch fish on a spear and then ride it.
“Oh brains you are fantastic creatures” – Me
I had my hesitations about the completion of this game up until the last day when one of our friends came to record the hilarious sound effects and another friend
helped out on the fiddle to create the track for the game. This all took place in the last 5 hours so you can understand my concern.
The last hours was by far the best part of the development when we had the game ready and just played around with the details.
That is, right until we figured out there is no tutorial to our game and the controls are unique to our game so it was a must.
As you probably have figured out by now it went splendid, we got a good game out of it and most important. We had an awesome time making it!
If you have read until now, here is a potato for the long post (had a lot to say I guess).
Despite only hearing of the jam 9 hours before it began, I got a pretty good start! I got stuck for an idea for a while, just barely managing to get one before Saturday, and prepare a basic template with which to build the game on.
After that, the rest of the next day was spent preparing the first few features. Getting the actual text input done was actually one of the easiest parts, since I was re-using code I’d developed recently in another unreleased game of mine with the same thing. After that, I ran into another design halt as I tried to figure out what I’d do for the left side of the screen, such as whether I’d use buttons or pure text input. Once I got over that (took about an hour alone) I added the first four resources, the day system and the first few commands.
Sunday started off pretty good – I had a decent plan going; finish off the game’s features, then work on story and polish tomorrow. As for finishing the features, I didn’t end up managing that, though I did get most of it.
Throughout Sunday, I managed to add village professions to help automatically generate resources and take some of the difficulty off, added a little ‘exhaustion’ mechanic to prevent gather-spamming, add the ‘time’ command and put in the resource stats, all the while attempting to tackle a strange bug thought I fixed that I still don’t understand.
Monday was definitely hectic. I spent the better portion of the day implementing upgrades – something I hadn’t originally planned on adding at all – and then another half hour to slowly find out why this suddenly didn’t work, to find variables I forgot to change when I refactored some code earlier.
After finishing upgrades, and spending even more time on adding more info for the professions, I finally got to work on the story and add a win condition with 3 hours left til’ the Jam ended. After some quick designing, I ended up deciding to change the story from it’s original direction. I first had decided the end would involve you finding the villagers to actually be cultists, and to run away after discovering one of the terrible rituals they held, but instead settled on something subtler, although the ending ended up no less sudden.
After rushing to fix a few bugs that were discovered with the ending and add a Favicon, the game was submitted and complete.
I’m actually really surprised with the outcome of the game, and very happy I managed to complete so much of the original idea – and then a little more! Better yet was seeing the first few comments on the game, which were surprisingly positive! I ran into a bump with hosting, but this was easily resolved by putting a mirror up on Google Drive.
Things that went well
- Keeping the idea to something I could handle – This was stretched a little bit, with me barely finished before time was up, but I nonetheless managed to keep the plans to just the right size for me to get everything done and still put out something good.
- The chosen language – I picked HTML5 because I’ve got some pretty good and recent experience with it, having worked on two incremental games before this, so I was able to get to the game quickly and easily.
- The outcome – I am very pleased with what I managed. I never thought I’d be able to pull this off in 72 hours.
- Getting sleep, eating well and going outside – I actually took more walks outside than I usually did, and took regular breaks to get away from it, kept fed and got plenty of sleep each night, which I think played a good part in making the end result what it is.
Things that didn’t go so good
- Planning – I didn’t really get too much of a chance to do it very much, what with having only 9 hours of awareness that the Ludum Dare was even going on – a lot of which was spent wondering if I’d even join.
- The story – What with it being more last-minute, I wasn’t able to flesh it out as much as I would’ve liked.
Suffice to say I’ve had a whale of a time doing this, and am ecstatic I decided to join. I’ll most definitely be here in August to do it all again!
Villager can also be found here, if you’d like to play it:
I’m ready for #29. It’s my first time.
Tools: Blender, Unity, GarageBand (iPad, as I’m a PC), Photoshop
Since I’m weak at art, I’ve been experimenting with a low poly art style for the last few days. Here’s what I came up with.
Hey guys, the name’s Mace. This year will be my first entrance into Ludum Dare. I’ve always dreamed of doing it but never actually go the time. But you know what, this year I’m doing it. I’ve spent days watching streams. I’ve contacted people on my Skype saying “get ready for this, cause it’s going to be an experience you don’t want to miss out on.” So yeah, I’m ready. I have my excessive amount of energy drinks, crisps, cigarettes(bad habbit) and a motivation sat ready for this. When that theme’s announced I’m going to show people it’s my time to shine. I don’t expect to make anything that’ll win any important place, but I just want to have a game out there. For people to see I can do it from start to finish.
Language – Java
IDE – Eclispse
Engine & Library – Slick2D & LWJGL
Art – Paint.net
Music/Sounds – Logic & sfxr
– Thanks, Mace.
I’ve just entering Ludum Dare for the first time.
The main reason ? It’s because I’ve past 10 years creating a game engine to be able to get people pleasure, and go commercial to be able to live from it, and is now publicly available at coffee3d.net. I’ll surely do indiegogo and things, but… I need to test the whole thing in real product time, which is the goal of this. Sure it hasn’t the awesome features, but I need it to get “large fix list” and, mostly, inducement.
Thats why I enter into this awesome Game Dev Compo, to create a game based on cubes!
I am not a man of much words, so I’ll just start with my Ludum Dare results:
That’s how I did. In my first Ludum Dare ever, the 26th. Pretty nice, huh?
First, I’d like to thank everybody who rated my game, so:
Thank you, karsyf, nintendoeats, danielcmessias, gizmo, Jesper Oskarsson, Jellycakes, SuperlevelSebastian, myachin, Felix20, qdowngames, sekaru, FREEZX, Xanjos, acro, HelkeGames and hgouveia. You guys gave me nice feedback!
Let’s get back to the table. I was really lucky to see my entry on the 359th place(Jam, Overall). “Theme” also was one of the two things I was aiming for. The other one was “Fun”. And that worked! Sure, graphics were also important to me, but nevermind :). The next thing is “Innovation”. Well, that didn’t worked. But I expected this. I made a Fruit Ninja clone. Yeah right, the game everybody played at least once, but this was important for the “Humor”, I guess. “Audio” has never been my strength. It is my weakness, but luckily, we got SFXR and the Randomize button. What an awesome tool!
So, actually thats it. My first Ludum Dare entry, wich was definetly not my last, was really fun to make. I got much feedback, wich made me happy, and I made (some) people (hopefully) happy by giving them my game.
My goal for the Ludum Dare was (sure, make a high ranking, but more important) making people happy. Maybe so happy, they download my game, play it, enjoy it and show it their friends. That would be one of the most awesome things for me. (That, and have someone to write something about my game somewhere on the internet.) And, sure, getting more experience in coding, blah blah blah ;).
Thank you all really much. Hope you had as much fun as I had and, see you next time!
Also, congrats to the winners “timtipgames” and “claw”! I love your games!
I’ve been wanting to Ludum Dare for a while, but I can’t code for beans. Seriously. The last time a bean asked me to write a function, I just froze up. Mostly because my beans were talking to me. So instead, I’m going to “compete” in the Game Jam alongside a code-savvy teammate or two, but will otherwise be following the rules for the solo Compo.
We’ll be dual-screen streaming over here, as soon as the theme is announced: http://www.gamefetch.tv/?ch1=hitchh1k3r&ch2=solifuge
Hybrid Compo-Jam Rules are as follows:
1) You can work alone or on a team.
2) All game code and content must be created within the 48 hours (72 if we blow it).
3) Games must be based on the theme.
4) All publicly available libraries and middleware are allowed.
5) All content creation, and development tools are allowed.
6) Source code must be included.
As for the project specs:
IDE: Eclipse (with Saros plugin)
Libraries: LWJGL and Slick-Util
Sound: FruityLoops, bfxr, audacity
Graphics: GraphicsGale, maybe PaintToolSAI
Food: Leftover Chicken Penne Rosa (from scratch; I cook better than I code)
Beverage: Excessive ammounts of Chai Tea.