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!
Posts Tagged ‘journal’
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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!
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.
That’s all for now! I’ll report back once I have more.
I’ll be using Illustator, FL Studio, and Stencyl.
Day 1 additional decryption:
After landing at GamesJam Microsoft we built safety base first, using two coaches and chairs as perimeter fencing.
We had enough food rations, including soda, pizza, chocolate bars and tea.
All needed modules was installed quickly: two high tables and one low, power filter, computers and other tools we needed for our mission.
Research and development plan was made and posted up to window.
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
Previous part of expedition diary:
Expedition diary: information bulletin for new astronauts
Like yesterday, a little too tired to write a “real” post, but we’re done with our entry !
So it’s called Goblin Crown Fever and it’s about goblins, ghosts, greed and time.
So… this is the game. I did my best. Learnt a lot this LD. Hope I’ll start on time next LD! 😀
If you feel like doing so, feel free to check it out PS: I’ll definitely keep working on this one post LD!
Okay, I’ve started somewhere after half of the 48h time, so I’ll probably keep finishing this game after Jam ends. Whatever. It’s 5h to go and I’m coding a map editor. I’m totally not prepared 😀
While you’re here, you can check out the current version of it.
First gameplay video, with maps being loaded at runtime from lua files. A hand-built map editor soon to be made.
For the first time ever my LD has gone extremely well – I have a few hours of leisurely polishing before the end and I plan to make them count 😉
Probably the reason things went so well is that there are literally no sprites in the game, so that chunk of time could be used for music and programming instead.
Despite the lack of graphics assets I think the game looks pretty nifty though!
Another GIF after the “more” 😉
So, here we are for the Jam for now (the next post will be animated, we swear on the Goblin King head)!
We successfully save the player movement and shots and the ghosts replicate them. They are blue, like blue blue, but it works!
We have music, most animations, a lot of placeholders and most of the game flow/logic/loop.
Gameplay tweaks, more sprites and sound effects: here we come!
I chose to use UE4 and, having never built anything with it before, I got very frustrated with the whole thing and quit.
I knew from the start it was going to be difficult learning a new tool under the pressure conditions of Ludum Dare, but I didn’t really feel like using Unity again, so I ignored mt better judgment (I event tweeted about hubris before the compo started!)
But good news! The tantrum sleep I got has renewed my determination and, even though I still don’t know how to do what I want to do, I realize I still got two hole days to make whatever I manage to make and it doesn’t matter as long as I learn something and don’t quit again.
What a fantastic theme!
At first I was completely and utterly stumped for ideas, but I slowed everything down. Thought about what I wanted to make and tailored it for the theme. Progress started off slow, I forgot to save at all during the first 4 hours and lost a ton of work when Unity crashed. Luckily I quickly got back up to speed and can now gladly say that todays progress wasn’t wasted.
I had some stupid brain fart moments today, in particular I got really really hung up on a very simple character controller. I learned that in the first few hours of a Game Jam, I’m working my best as far away from a computer as possible. This is something I guess I could work on or accept and live with. More experience will be the final judge of that.
By this .gif it should be pretty evident that I’m working on a Top Down Shooter of some kind, I really don’t myself in what direction development will take further from the above. I do plan on actually making some models and decent artwork tomorrow now that the basics are done.
Anyway, sleep time.