Posts Tagged ‘goals’

I am in for Ludum Dare 28.

Posted by (twitter: @deathraygames)
Monday, December 9th, 2013 8:14 pm

It has been a year since my first Ludum Dare, and I’ve been able to compete in every once since.

  • LD 25 – Diabolical Genius – a game featuring an evil genius bent on world domination. Gameplay was fairly boring, involving just selecting an option and watching a progress meter. Fun was my lowest score, Theme was the highest.
  • LD 26 – Tundra King – a non-violent, and somewhat non-sensical, side-scroller where you convince other critters to be your friend through jibber-jabber. It was too easy, with no real decision points. Fun and Theme were my lowest scores; Graphics and Humor were the highest.
  • LD 27 – Picto-Tel – a multi-player game of ‘telephone’ and sketching. It was very unlike most games here, which gave it a higher Innovation score, but may have left it lacking in other ways. Theme was also a highly scored category, while Fun and Humor were low.

icon_eyeFor LD 28 I have the weekend set aside, and I think I will focus on some personal goals:

  • Fun! – especially in having something memorable and having high replay value
  • Theme! – I love trying to fit the game to the theme
  • Animation – none of my previous games have offered much animation, so I’ll try to add some more movement and animation
  • Learn a new library – either three.js, backbone.js, or learn more about about raphael

I will be using…

Languages: JavaScript, HTML5, CSS3, PHP?

Libraries: jQuery, Raphael, Backbone?, Three.js?, Mustache.js?

Graphics Tools: Photoshop, Pickle

Sound Tools: Bfxr, Garage Band

Dev Tools: Notepad++, Chrome, FireFTP, HostGator

For more info on this Ludum Dare follow my tumblr with the LD28 tag – – or my twitter –

Good luck to everyone!

Goals and strategy

Posted by (twitter: @codexus)
Friday, August 24th, 2012 11:07 am

Hello again ludum people,

So I’ve already made a declaration/tools post but here’s an updated version of the montage picture that started it all. Also a graph of my results…

As you can see the graphics are usually my strong point (which is funny since I’m a programmer who couldn’t draw a stick figure to save his life not long ago) but the rest isn’t so great. One thing I notice is that Fun seems to follow the Innovation curve. So maybe I should try to be more original. I don’t know but I think I’ll try to aim at something more fun and lively this time. We’ll see how that goes.


All we need is a montage


I’m a nerd, I love graphs

As requested, percentile rank

where the magic happens…

16 hour crunch.. Fleedom Flies when you’re having fun.

Posted by
Sunday, April 19th, 2009 2:49 am


Well.. grabbed some sleep last night.  Just played my game this morning to see how I felt about it’s progress and direction.  Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.

I find a good trick to use is decide what makes the compo version versus what I’ll save for a post-compo version.  I’ve been pretty good about actually doing a post compo version lately that I’m not too worried that I’m using it as a fake crutch.  You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.

Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.

It is with that in mind that I am thinking about the following design decisions:

Compo Version Features:

1) One formation only of your fleet ships… the long and lean horizontal one.  This is because I am not sure if I’ll have time to code enough of what I want to justify the other formations right now.  I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along.  As long as 1 ship makes it you have been considered to win in that you’ve saved some of your race’s people.  The more ships you save the larger the score multiplier probably.

2) Probably not going to implement player ships fighting the enemy armada of doom.  I’m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.

3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.

4) I am worried that since these compos don’t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers.  I may have to go the route of a simple button to: “play high quality” and “play low quality” to turn down all the beam / particle effects I want to use.  I think that is a fine compo compromise.

Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately… laundry and the ilk.

Oh well.. it’s crunch time here at LD so good luck everyone!

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