Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘journal’

R. Lastey post-mortem

Posted by (twitter: @AurelDev)
Monday, September 5th, 2016 3:20 pm

(mirror of article on my site)

This weekend I participated in yet another Ludum Dare. This one was exceptional, however, because there were no ratings. It was also exceptional for me, because it’s the first time I submitted a (mostly solo) Jam entry, meaning I had 72 hours for creating the game. The theme was Ancient Technology, a clear winner compared to the other themes.

Apart from Ludum Dare, there was another important event – moving to our flatshare in London (I’ll study here, woo) from our temporary hostel accommodation. The plan was to move in as soon as possible in the morning, but naturally, got there around 3 in the afternoon. Luckily I could get my hands on a computer for some two hours before that, in a café.

In a way it wasn’t so bad, because for the longest time I wasn’t really sure about what kind of game I was making.

The future idea

From the very first moments I was considering a bit of a twist of the theme – it is the far future, humans discover ‘ancient technology’ (something from our time), completely misunderstand it but are amazed nonetheless. Like discovering ‘windows’, then placing them in the middle of the rooms instead of in the walls, or discovering forks and knives, then using them like chopsticks. You get the gist.

In a way it’s similar to Asimov’s ‘The Feeling of Power’, although that wasn’t my intention!

The alien idea


Dare me!

Posted by
Wednesday, August 24th, 2016 10:16 am

This weekend will certainly be interesting. I’m really hoping for a decent theme to work with, somehow last LDs didn’t really appeal to me.
Since I’m in Germany, Europe I will start later, roughly 4-5 hours after the inital start. Can’t justify staying up that late into the night, especially not being productive at all. (Plus I have work again on Monday.)

If I feel like it I might stream the whole thing over on Twitch, but don’t count on it. 😉

My tools of trade are the following:

Engine: Unity 5 or SuperPowers
Code Editor & Text Editor: Visual Studio, Atom, Notepad++
Audio: Fruity Loops, Audacity, sfxr, Abundant Music
Graphics: Photoshop, 3DS Max
Misc: 2 Monitors (24″ + 22″), Cherry MX-Board 3.0 Mechanical Keyboard with Brown Switches, Xbox 360 Gamepad, M-Audio KeyRig 49 MIDI Keyboard, Coffee, Cats to cuddle with <3

New Game in the Works!

Posted by (twitter: @RobProductions)
Tuesday, June 28th, 2016 12:30 pm

Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!

The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope :( But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.

Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.

Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!

I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks :)

Be sure to follow me on Twitter for bi-weekly updates on my games!

Thanks! <3

First Day Progress

Saturday, April 16th, 2016 7:56 pm

SO, first  day is over and we’re kinda satisfied,
We’re making a game where you build and shapeshift your raft to pass obstacles.

Here’s what we have so far:

Map Creation System – Rom:
Made from scratch, using GM physics, surfaces, and shaders *gif is a lil broken*
was really fun, still not perfect but gotta do other stuffs too.
We might let the player blow this sand up
MapCreationExampleLdFirstDay by HealTheIll

Raft Building and shapeshifting system – Tom

the player will be able to shapeshift his raft through the level with items he collects.
Unnamed by HealTheIll

PixelArt Assets – Artur

Music – Kryss (Asaf)

Advices/Suggestions are welcome! :)

I’m in!

Posted by
Wednesday, April 13th, 2016 8:38 am

Last Ludum Dare was a blast. I can’t wait to participate in this one!

Maybe this time I’ll take part in the jam, making the game with a friend.

As for tools, I’ll decide when I’ll have some idea for the game. It will probably be Unity3D, with Blender and Gimp for graphics.

Best of luck to everybody, and have fun!

Bombercat progress

Posted by (twitter: @orion_black)
Sunday, August 23rd, 2015 1:59 pm



(animated .gif)


] Game title
] Player moveset(kinda XD)
] Non-monster entities moveset
] Losing conditions
] Visuals(as much as I can XD), minus non-monster entities (XD XD)

I doubt I’ll have time to properly design levels, so I’m going to take the score attack route. I also have to make a HUD of sorts, and a menu. Plus, I’m starving :(.

Before day 2 starts

Posted by
Sunday, August 23rd, 2015 12:55 am

Screen Shot 2015-08-23 at 7.48.01 AM 1(2)

Screen Shot 2015-08-23 at 7.48.17 AM (2)

I know, it is just a platform game with reused assets and code for now. For me, this game jam is a great excuse to tackle a few bugs and refactor old code while listening to OST of classic games.

Have a lovely day!

Compo – Crossy Chasm

Posted by
Sunday, August 23rd, 2015 12:49 am

I spent waaaaaay too much time on the graphics today.

Good things:
– The wave system is almost complete, you can choose your next wave when you die.
– Respawning is complete, you respawn after 10 seconds.
– I have 5 wave types. They are fairly well balanced in speed, hitpoints and spawn rate.

Bad things:
– I don’t think I have time to really incorporate the idle mechanics I had planned.
– I don’t have time to make multiple levels with different level design/terrain
– I definitely don’t have time to make an action system. I wanted to have “soldier towers” where little dudes spawn to fight you.

Final things that I think I can accomplish:
– I have 8-way animations for the main character. I should have time to include those.
– The “user” will be laughing at and taunting the monsters (you).
– I want to have the “user” creating new archer towers as he gets money.
– Finally, I want to have some powerups for the monsters…

Oh yeah, and music if I can slap down a nice battle drum beat.

Day one – the monstrosity

Posted by (twitter: @tomrijnbeek)
Saturday, August 22nd, 2015 3:54 pm

Day one is done and I am not unhappy with the result. I had a bit of a problem coming up with a good concept, but I kept coming back to the same idea. I was not convinced by it, but it was impossible to get my mind off it. Because of not being convinced by the idea I had some struggles getting things to work, but once I had a simple AI going and had to actually run away from adventurers trying to collect my spoils, I actually saw things coming together a bit.

Anyway, I actually have sort of a playable game already. This was exactly my goal: get something playable the first day and do all the polishing on day two. The most important tasks for tomorrow will be handling the game state nicely (“Debug.Log(‘You lost’)” is not gonna cut it for the final version), writing a bit of a UI and tutorial and of course making proper graphics.

I had a bit of a scare about an hour ago when the game suddenly stopped running, even on older versions in Git, right at the point where I said to myself “enough for today, let’s make my day one builds”. Of course Unity thought this to be the best time to teach me about script execution order being completely arbitrary. That’s what happens if your code turns into this monstrosity of ugly code.

Either way, with that fixed, I am going to call it a day. There are probably several people that are going to work until deep in the night using some Monster energy (see what I did there!?), but I am taking it relaxed and easy today. I don’t think I have the killer idea that’s going to win, so I might as well take an easy pace.

If the animation above is not enough, the day one builds plus instructions can be found on my personal blog. Good night to you all!

Monstrous beginnings

Posted by (twitter: @tomrijnbeek)
Saturday, August 22nd, 2015 5:38 am

After a bit of a struggle with figuring out a concept that fit with the theme, I decided to go with the idea I kept circling back to. I don’t want to give away too much yet, but it will involve a D&D party and lots of sneaky sneaky stabby stabby (TM). Currently I am setting up a basic infrastructure to map out dungeons with. The player (monster) can already move around.


The next step is to add some antagonists (protagonists? this theme is confusing) and then the gameplay programming will commence.

As a small side note. Yesterday I posted an article on my personal blog about preparing for the Ludum Dare, so if you’re still in for some last minute tips or just interested, check it out over here.

Think the theme sucks? Think outside the box.

Posted by
Saturday, August 22nd, 2015 2:00 am

You, too, could be a stock photography model!


Post Mortem: Chiptunes are fun!

Posted by (twitter: @qrchack)
Tuesday, May 12th, 2015 4:24 pm

So, seems like the best (music-wise) Ludum Dare game I made music for scored #84 out of 1468 (in Jam). Not bad, glad I focused on just audio this time. Looking forward to beat the record next time!


Posted by (twitter: @chikun_dev)
Saturday, April 25th, 2015 4:45 am





Looking for premium, experienced baby-shavers to shave the baby.

Casual hours, $16.95 p/h to shave the baby.

Perks include holding the baby, talking to the baby, and of  course the joy of shaving the baby.

Call (02) 9815 4000. Ask for “Randy.”


You too can shave the baby in our game. “You Can Shave The Baby”.


Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).

However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.

Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!

It’s like Tetris but with guns…

Posted by (twitter: @antti_tiihonen)
Saturday, April 18th, 2015 11:13 am

Hey all!

This is the fourth Ludum Dare that I’ve participated this far (I think), and in the tradition of using a different engine every time I participate (previously: LÖVE -> Flixel -> Unity), I’m using Unreal Engine 4 with blueprints this time. I have a faint glimmer of hope that I can export a HTML5 game but I’m not gonna hold my breath. :)

Anyways, the game idea I have is basically Tetris with guns. Except the guns are your tetris blocks that you shoot enemies with. How it works is that there’s enemies descending on your beautiful stack of tetris blocks and if they manage to land, they’ll do some harm like shuffle the blocks around or speed up the game. If you land a tetris block, it’ll shoot horizontally/vertically, hitting any blank spaces within direct LOS and destroying enemies on those paths which means that you’ll have to balance between playing tetris in a planned and sensible manner with trying to frantically stop enemies from landing… But we’ll have to wait and see how the (admittedly vague) idea will work in practice since this far I only have just the very basic tetris groundwork done, as you can see from the animated gif above.

To clear my head a little from all the blueprint spaghetti, I also started working on some music. I don’t think it’s gonna be entirely suitable for the game (sounds a little too aggressive IMO) but hey, at least it’s something. Here’s a very crude version of the music, with a 1 minute long synth solo that I don’t know if I hate it or not. It’ll most likely be dropped from the final track. :)

Listen to the WIP soundtrack on SoundCloud!

That’s all for now! I’ll report back once I have more.

I’m Ready

Posted by
Friday, April 17th, 2015 8:46 pm

I’ll be using Illustator, FL Studio, and Stencyl.

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