Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘jam’

…and More Progress!

Posted by (twitter: @OtroraGames)
Tuesday, December 16th, 2014 2:07 pm

Thanks to the helpfull feedback of Ludum Dare community I have made some progress in Director’s Cut version of my Ludum Dare 31 entry.

http://gamejolt.com/games/arcade/moonlit-crawlers-director-s-cut/41322/

– Now jump mechanics should feel more fluid.

– Added sfx to attacks and enemies kills.

– Improved collisions on attacks.

Next:

– Victory animation

– A better Menu

Keep playing and rating…

Compo version is here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32989

Play exchange: We want to Play&Rate your game

Posted by
Tuesday, December 16th, 2014 11:27 am

So far we played and rated just 227 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Play exchange: We want to Play&Rate your game

Posted by
Monday, December 15th, 2014 11:58 pm

So far we played and rated just 218 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 15 365 scientific data (LegacyCrono)
2-d place: 11 630 (Bogden400)
3-d place: 11 395 (edve98)
4-d place: 11 145 (Mike Mezhenin)
5-d place: 10 610 (sapermysz)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Play exchange: We want to Play&Rate your game

Posted by
Monday, December 15th, 2014 11:41 am

So far we played and rated just 211 games, we want more (MOAR)=)
Please, tell us about your game and we will play and rate it =)

And, of course, we are very excited of getting feedback about our game.
We invite you to play Houston game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 11 145 (Mike Mezhenin)
4-d place: 10 610 (sapermysz)
5-th place: 8 085(Kabukki)

What will be your score?

Oh, and if you like our game – we will be happy to see you in our FB group.

guys

Late’s better than never!

Posted by (twitter: @Trent_Sterling)
Monday, December 15th, 2014 7:12 am

So I haven’t posted much about my LDJAM entry, but it’s been getting some votes so I figured it would be a good idea to post about it here. Simply put, my game is a poor Super Crate Box clone.

2014-12-08_14-13-31

Sadly, the game didn’t get balanced, or even really finished. The menus were slapped together in a hurry and a bunch of artwork didn’t get completed. Me and my artist were not really well prepared to enter the jam, which is why I didn’t make a post announcing that we were going to enter. We weren’t sure if we could get anything done in the time allotted.

We had opposite sleeping schedules. He’s from South Africa, and I’m in the United States. Working with different timezones probably hurt us more than anything. While I was waiting on HUD, he ended up making more weapons. When I needed enemy artwork, he was busy with sleep, or rolling blackouts – as South Africa has some kind of power issues at the moment.

So needless to say, this game isn’t complete. But it’s still sorta fun, and the graphics look pretty sweet if I do say so myself. (Thanks Unity Pro Trial!)

2014-12-08_14-16-21

So check it out if you want. I enjoy feedback – but believe me, I already know the game isn’t great.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=20238

I also made a video about the development of this game. Sort of a timelapse/summary.

I also streamed about 7 hours of development on twitch, so if you wan’t to watch me do stuff in the past, check it out!

http://www.twitch.tv/trent_sterling/profile

Play exchange: We want to Play&Rate your game

Posted by
Sunday, December 14th, 2014 10:40 pm

So far we played and rated just 199 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 11 145 (Mike Mezhenin)
4-d place: 10 610 (sapermysz)
5-th place: 8 085(Kabukki)

What will be your score?

guys

Lull Post-Mortem

Sunday, December 14th, 2014 3:07 pm

Play Lull HERE! The centuries-spanning magical realist visual novel that the critics are calling “interesting!”

“Interesting” —stvr

“Interesting” —JFern

“Interesting”  —Sweenist

“Interesting” —Kuality Games

“Very interesting” —Rose

“Very interesting” —Crushenator

Screen Shot 2014-12-14 at 4.38.03 PM

My name’s Luke, and I was the head writer on Lull. I’m with Watercress Studios, which is a team of 30-odd coders, writers, artists, and composers working on… something else. Don’t worry about that.

A bunch of people thought it’d be fun to take a break from the Other Thing to do Ludum Dare. “Don’t worry,” I told my SO, “I’m not getting involved, I’m just going to hang around on TeamSpeak for a bit to see what they’re up to. I’ll come watch Legend of Korra in half an hour.” We did not end up watching Legend of Korra that weekend.

I’m going to talk about our process, so spoilers ahoy! Shadow64 said that “There were a lot of twists and turns in there that I didn’t expect,” and if you can’t trust Shadow64, who can you trust? Go ahead and play Lull before reading on. I’ll wait.

Screen Shot 2014-12-14 at 4.42.15 PM

We faced two challenges right out of the gate. Challenge #1 was the theme. We knew we wanted to make a visual novel, but most of those involve people moving around to different places (and therefore different screens). The easy option was to set the entire story in one location, but instead of zooming in we decided to zoom out.

What if, we decided, instead of the screen showing where our characters are as individuals, it showed where they are as a society? You check in with Deadwood Falls, Oregon every ten years as buildings grow, change, are burnt down in riots against your neo-feudal dystopia, and are rebuilt.

Challenge #2 was art. Watercress’s normal art team wasn’t available, instead opting to spend the weekend sharpening pencils or analyzing Degas or whatever it is artists do when normals aren’t looking. So all the weight of the art fell to the fearless OptionalSauce, who’s usually one of our writers. While Optional more than delivered with his playful, expressive pixel art, he’s only one man, which put a tight limit on the quantity of art available to us.

This ended up shaping the story in ways we couldn’t have predicted. Since each character required different spites as they aged, we needed to keep the number of characters low. So we needed a small handful of characters to make the important decisions in Deadwood Falls. And hey, we should have their descendants take over after them, so we can reuse most of their sprites! Enter the aforementioned neo-feudal dystopia.

Screen Shot 2014-12-14 at 4.38.34 PM

WHAT WENT WRONG:

- Limited amount of art. Characters don’t have different spites for different emotions, so you get Cornelius Thatcher grinning like a goon while trying to convince two of his oldest friends not to slaughter each other’s families. Too soon, Cornelius. Too soon.

- Limited plot divergence. I don’t have to tell you how little sleep I got, because you understand. Let’s just say this postmortem would have come out sooner if I’d been awake at any point during the last week. I had to find ways to honor player choice while keeping a lid on just how much extra writing that would require.

Other than specific flags (who’s alive, who you’re friends with), the culture of your town is largely determined by two hidden variables: Unity, representing how divisive and dysfunctional your town’s politics are, and Openness, representing your town’s willingness to flow with the tides of social change. These affect whether certain actions will succeed or fail, and can result in some interesting changes— a town with low Openness might see Temperance Goodwin getting written out of the history books, for example. But you won’t get completely different scenes where everyone’s living in harmony or anything.

- Everything wraps up a little more quickly than intended, also because of the limited amount of time we had for writing. We ended up cutting scenes off the ends of both acts, which I think actually made Act I more aerodynamic but clipped Act II’s arc a bit early.

WHAT WENT RIGHT:

- The music. I can’t even tell you that much about the process, because I don’t understand it either. Every now and then the composers would pop by and ask something about themes and tonality and then disappear, like some sort of benevolent opposite-day monkey’s paw trying to interpret our poorly-worded wishes in the way that would most benefit us.

- The pixel art turned out well, and the backgrounds deliver several effective gut-punches independent of the writing– during the rioting and the endings in particular.

- Instead of using our large writing team to deliver a greater quantity of writing, we used them to deliver intensely polished writing. Every scene saw multiple drafts, and I went back through everyone else’s scenes when they were done to ensure tonal and thematic consistency. I mean, you’re hearing from the head writer now, so feel free to take my opinion with a grain of salt, but I was really happy with how the writing turned out.


So, if you’d like to try a game that lets you resolve blood feuds, learn sign language, crush insurgencies, debate land reform, and woo 19th century Quaker schoolmarms, and for some reason you haven’t played Lull yet, go here and give it a try! And if you’d like to follow Watercress Studios in our other endeavors, go here. Thanks for reading!

Screen Shot 2014-12-14 at 4.43.34 PM

Play exchange: We want to Play&Rate your game

Posted by
Sunday, December 14th, 2014 12:07 pm

So far we played and rated just 195 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
2-d place: 11 395 (edve98)
3-d place: 10 610 (sapermysz)
4-th place: 8 085(Kabukki)
5-th place: 8 000 (Robber)

What will be your score?

guys

Some more progress with Director’s Cut!

Posted by (twitter: @OtroraGames)
Sunday, December 14th, 2014 8:34 am

Post compo version is coming along pretty nice. Since last weekend I’ve added a new background and some tunes. Now it was time to tweaks the controls a bit and put some emphasis on characters animations. Check out the game in motion with this gif and give it a try if you haven’t.

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32989

Check out Dwindling Fire!

Saturday, December 13th, 2014 12:58 pm

Hello everybody!

For anybody who was not seen Dwindling Fire yet, check it out!
We personally think it is a really cool game! :)

Here’s the link to our entry, click!

Here’s some quick snaps from the game! :)

Play exchange: We want to Play&Rate your game

Posted by
Saturday, December 13th, 2014 12:08 pm

So far we played and rated just 171 games, we want more (MOAR)=)

And, of course, we are very excited of getting feedback about our game.

Play Houston and we’ll play and rate your game too:
Jam Entry: Houston, We’ve Got a Problem

Top score for now is: 13 657 scientific data
Second place: 8 000 scientific data
What will be your score?

guys

Houston: Expedition diary Part 2

Posted by
Saturday, December 13th, 2014 9:09 am

The expedition diary.

Day 2 additional decryption:

We fall asleep only after first successful launch of expedition ship to planet Pandorum – «Hooray!»
It was exciting – finally, all the parts we made during the day now works together as one game – with logic and results.
But cruel clocks show 5:00 at that moment.

sleep

At 10:30 the team was already at work again.

We realised, that we have no time for much of functionality we planned to do =(
So we failed to implement in particular:
– Any tutorial
– Visualisation of expedition events (how astronauts install modules, produce food, fight with predators)
– “Houston, We’ve Got a Problem” feature – when we may tell them, how to solve critical issues.
And other things.

But – the game works and we still have something to show on presentation of Jam.
And we showed it.

presentation

Other expedition diary data under decryption now.
And you may support our expedition if you rate our game =)
Jam Entry: Houston, We’ve Got a Problem
Please, check the first screenshot before play – there are tutorial stuff.

Previous parts of expedition diary:
Expedition diary part 1
Information bulletin for new astronauts

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