Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘game’

October Challenge: Need for Sweet.

Posted by (twitter: @mintarcade)
Saturday, November 1st, 2014 1:48 am

Finally, open beta / early access version it available for you to play, and waiting is over. Unfortunately, I didn’t include all features in this build, but it will be included in final release. October Challenge Entry: http://ludumdare.com/compo/october-challenge-2014/?action=preview&uid=35966

Features:

  • 5 unique levels to play
  • 4 Power-ups to make arcade more fun
  • Up to 4 player split screen multiplayer mode
  • ‘Smart’ computer opponents.

Release schedule:

  • First week of November: OPEN Beta/Early access/demo
  • Last week of November: iOS and Android release.
  • First week of December: OUYA release. And hopefully Desura and Steam.

Need for Sweet

Links:

Download from IndieDB

GameJolt

Newsgrounds

Itch.io

Don’t forget to play the game: http://ludumdare.com/compo/october-challenge-2014/?action=preview&uid=35966

Yamanu Game Engine 1.3

Posted by (twitter: @gandalf1209)
Friday, October 3rd, 2014 4:23 am

Hey guys!

Yamanu 1.3 is now officially here! I apologize for the recent or now starting confusion on which version is what. The version for Ludum Dare 30 was 1.2. Now it is 1.3, because things were added and changed. I have a sort of changelog/demonstration video here. You can download Yamanu and/or the source code here. Thank you guys for all of your support! I really appreciate it! My Yamanu 1.2 video has over 80 views, and is the most viewed video on my channel. There’s also been a fair amount of downloads, so at least some of you are taking a look! 1.3 doesn’t add amazing features, but it fixed some annoying things, and did add a few cool features. Check out the video for more details. Hopefully I can get 1.4 out before Ludum Dare 31! Again, your support helps motivation, so if you want to see more, tell me you want more! Shoot me an email ([email protected]) and let me know what you think.

Thanks!

– Gandalf1209

Universe Connector Post-Mortem

Posted by (twitter: @SixtenKastalje)
Tuesday, September 2nd, 2014 2:10 pm

— I know this post is looong, but I would be so happy if you would read it and maybe comment your thoughts :)

So I finished my game very tight to the deadline, but I finished it! YAY

About the game

So you are an (evil) empire that wants to take over the universe. You start by choosing your own name such as “Ludum Dare Galaxy Empire”, “Das Dritte Reich”, “Little Tim’s Multi-World Domination”, “DPRK” or something else creative for you to come up with. (HAS TO BE EVIL) To connect worlds to your empire, make a spaceship by resources and start connecting!

–> Play Universe Connector here <–

Bad beginning

First of all I started making the game too late. I stayed up all night and waited for the theme to be announced at 3:00 (danish time) and went to sleep after that. I woke up at about 13:00 and was kind of too lazy to get up and start Ludum Dare’ing. So I got some food and started making a game. I thought I would use Unity, but I just wasted my first hours to find out my idea was too hard to make (I have only made one game in Unity before…) So… I ended up using Game Maker: Studio like last time, and I had to come up with a new idea…

The thumbnail for my game

The thumbnail for my game

The progress

Time passed and I finally had an idea but it was kind of unclear, so I started by making the graphics. I worked and worked and checked twitter and facebook and worked and checked youtube and worked and got distracted again and worked and so on. When it was around 4:00 and I decided to get some sleep my game wasn’t even near a game yet. Half time; not at all half done. The next day I was a bit more concentrated, but my idea wasn’t clear enough yet. I made some sketches on paper to get a better overview of what my game was about. I worked a lot without being sure what the game would turn in to. But around 6 hours before deadline I thought my idea was done enough, and I just had to finish the game too.

The original idea:

At that point my idea was something like: You have a planet. The population grows and there is a maximum number of people the Earth has room for, so you have to get the population over to other planets. To get to different planets you need spaceships, you make by resources. The Earth also has an amount of resourses that grows. There are different planets, that have different: number of spaceships needed to connect, speed of getting resources and max capacity of people. So you had to populate all the planets without getting overpopulated and getting a lot of resources.

But… All I had done at that time was: The system for getting resources and population, displaying everything over the planet, and upgrading and buying stuff. Now I just needed to make the player able to connect to the other planets by using the spaceships… And long story short: I used some hours to figure out how to “copy” the system to more planets and ended up not getting it to work. So it was 2-3 hours before deadline I only had one working planet, and no connection-stuff.

The final one:

So… I changed the idea totally, so you just connected to other worlds with spaceships, and it just said “connected”, instead of the idea of every planet having different population, stuff to upgrade, buttons etc. And by doing that the “population” thing would make no sense, so I removed that too.

So the deadline came closer and I worked as fast as I could. I remembered there was also the “submission hour” and quick made some music, and finished the game itself in the last 10 minutes of the submission hour (Yes, it was technically over deadline, but fuck it…). I uploaded it, and did the porting after the deadline. SLEEP. The next day I made the thumbnail and uploaded the source.

Conclusion

The game:

I feel okay about the final result, but the game turned out to be a bit boring… Overall this was probably the worst – out of 2 LD compos, and 4 total game jams I participated in – game I’ve made. But again, it’s okay; A nice little game.

Looking forward to see the results!

What I’ll do better next:

Next time I will work more focused instead of the on/off-work as I did this time. Get up. Food. Jam.

I will learn Unity more, and test some ideas before the compo starts AKA do the warm-up weekend, so I’m ready to make a game.

Timelapse / follow

Soming soon – follow me on Twitter and YouTube to keep updated.

I made it with ChronoLapse, nice software!

How to know you have played my game too long (will not happen, you'll quit) also, Israel took over the universe :(

How to know you have played my game too long (will not happen, you’ll quit) also, Israel took over the universe :(

Crystal Planet – post mortem

Saturday, August 30th, 2014 5:46 am

Crystal Planet

Entry: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Description:

You have to send special signal to make connection to another planet.
Signal is a result of adding multiple lasers with different colors (RGB).
Lasers beam are created from generators(flying balls).
You can apply specific color to generator using crystals and your laser.

Your task is to prepare your SIGNAL similar to TARGET signal.

To change target, press [space].

Gameplay:

I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.

Graphic:

After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.

Audio:

First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!

Evolve:

I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.

Do not hesitate to try!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Noaksey Plays Ludum Dare Games

Posted by (twitter: @NoakseyV1)
Thursday, August 28th, 2014 6:03 am

If you want me play your “LD Entry” submit your name and link to your ld entry into the form below.

I will try and play every game entered.

I will be streaming most evenings.

Enter your game link here:

http://noaksey.com/contact-me/

My Stream:

http://www.twitch.tv/noaksey

My Channel:

www.youtube.com/user/NoakseyV1

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.

Soul sucking gun?! Slimes?! Yea, it’s Demi Necro

Posted by (twitter: @GraveyardPolice)
Wednesday, August 27th, 2014 1:16 am

DemiNecro

 

Gfycat link

 

Go get you some twin-stick arcade style shmup action!!!

Play as a rogue wanderer, with a mystical gun capable of absorbing lost souls for ammunition.

Stop the creatures from another realm from capturing enough souls to grow to their true forms!

SpeccyJam reminder!

Posted by (twitter: @speccyjam)
Tuesday, August 26th, 2014 4:15 pm

Hi all,

In case you’re looking to dive straight in to another jam, the second annual #SpeccyJam starts on 29th August 2014

Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)

Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!

You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).

For more details about rules and registration (by way of forum), check out http://www.speccyjam.com, and follow @SpeccyJam on twitter

Thanks for reading, and hope to see you there!
Cheers
Dave

Must to be Invasion Post-Mortem LD30 (Jam) – Solo

Posted by (twitter: @progex)
Tuesday, August 26th, 2014 1:13 pm

Hi guys, this is a post-mortem of : Must to be Invasion

For those who have not played I recommend you play, to better understand what I mean. I will cite references in the game to practical examples.

What I used:
– Unity 4.6 (2D project)
– Photoshop
– Audition
– Google

 

Time-Lapse
Day 22/08 – Start: 23h – Total work: 5 hours
– 3 hours of brainstorm
– 1 hour enhancement concept
– 1 hour prototype
– Sleep (4am day 23)

Day 23/08 – Start: 13h – Total labor: 16 hours
– 2 hours drive to implement player
– 3 hours collecting the web assets
– 2 pm Lunch / Dinner / Rest / Play / Chat
– Implement person 30 minutes
– 1 hours Implementing player commands (shoot, abduct)
– 30 minutes Implement cars
– 1 hours Implementing fake-physics
– 1 hours tidying bugs
– 1 hours rewriting code to be more readable
– 2 hours placing and arranging scenery animations, camera
– 2 hours writing fake-AI for helicopters
– 30 minutes implementing the helicopters
– “Breakfast” 30 minutes
– 1 hours testing and correcting bugs
– Sleep (15h day 24)

Day 24/08 – Start: 15h – Total labor: 7 hours
– 4 hours Rest / Eat / Play
– 1 hours tidying bugs
– 30 minutes implementing life cycle (person dies -> turns ghost -> abducts -> turns zombie)
– 1 hours Fixing problems in resolving
– 1 hours recreating scenario
– 1 hours and adding difficulty leaving the way I think it has to be the level
– 30 minutes implementing sound
– 2 hours doing input screen and other screens
– end

 

This was my first ludumdare, but not first GameJam. So there are some things I had in mind when I decided to enter:
– Make a game that I already have in mind how to start (like platform, running, football, etc), ie, not risk on land that I have no idea where to start
– Use an engine and language (programming) I understand and used before
– The clear concept is the key
– Eat well
– Sleep well
– Know what your potential. Ex: not necessarily choose the first idea that comes to mind after seeing the theme
– Know the difference between technique and what can be done in 48h / 72h. I often fall into the trap of thinking you could do a game in so long only because I had already had done and know-how, but unfortunately time is needed, not only to produce but to fix things that do not work, improving among other aspects. Ex: Make a spaceship game
– Do a post-mortem of the game and numbering (if possible) what were the failures and what happened as planned. This also applies to personal growth

What I learned and / or should have done
– I need to learn more about other areas (art, sound). Ex: Scenario
– I need to stop spending so much time on things that will not change the player experience, or enrich the game. Ex: animation of the input screen
– Structured better the game, from beginning to end before starting. Ex: no end, and in the middle of the project I thought of putting an end, put two players
– Having planned my time better. Ex: I overslept and spent time playing and doing other things

What will never be satisfied and always will think that I have to improve (for game jams)
– Learn more about the tool
– Structure the game before you start
– Polishing, polishing and polishing. I know it’s not possible, but I feel well and is not too bad.
– Mechanics and Design Level

 

Do not know if this will help someone, I found it necessary to share with you what I went through.
There is a saying: what good is an education if you do not pass along?

For the last, I encourage you to write and share your post-mortem, I would love to read.

I hope I have been as thorough. I swear I blacked out many other details to spare you from them.

Comments, criticisms are welcome.

Thanks for reading this far.

 

Images – More images here

Entry: Isles in the Sky

Posted by (twitter: @tannernetwork)
Monday, August 25th, 2014 12:01 am

Hey, here is my game: ludumdare.com/compo/ludum-dare-30/?action=preview&uid=26780

It has some mechanics of crafting & building and teleport system.

This LD was my 3rd one and as previous ones it was fun.

islesinthesky

 

Random progress screenshots:

ss6 ss5

Thank you!

Tanner

Complete Universe

Posted by
Sunday, August 24th, 2014 8:49 pm

We did!

A Jam entry game made on 24h!(ok ok, we use one day more to make this better!)

This is a introspective game, about how music connect people, places, all the universe. Different sounds, styles, with a flat art and easy way to play. It was a experimental game. The first we made with this purpose. We knew that will be a lot of games with planets and universe. And than I think “Hey, why we don’t make the comum idea with different flavor?”

 

And that is Universal Feeling.

Feel free to play ^^

LINK TO PLAY

Cena-1

Jacob’s Ladder : LD30 Compo

Posted by
Sunday, August 24th, 2014 7:22 pm

My first ever Ludum Dare! I was dared by a coworker to enter and make a game on Friday!

Enjoy playing Jacob’s Ladder here!

Jacobs Ladder Screen Shot 2014-08-23 at 8.06.16 PM

Jacob’s Ladder is an attempt at meeting my goals here.
I have had many successes through the last two days!

JacobsLadder Screen Shot 2014-08-24 at 2.25.05 PM

[x] Intro Splashes / Animations
[x] learned to make materials / textures / normal maps
[x] GUI Buttons
[x] city maze : Jacobs Ladder level
[x] Audio, Music, Sounds
[x] Credits
[x] Secondary Main Menu / SubMenu
[x] how-to-play / controls / input
[x] footstep sounds triggered when walking

Didn’t get around to adding :
[ ] skybox
[ ] Cross Maze Level (from brainstorming session at start of LD30)

I surprised even myself on what could be done it such a limited amount of time. I learned a lot and can now add the scripts I created to a personal script library to use in other game dev projects!

Ludum Dare For The Win!

 

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