Ludum Dare 33
The Theme is:
You are the Monster

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Posts Tagged ‘LD Catch-up’

Re-LudumDare #2 – Reign of the Mad Chief – Finished!

Posted by (twitter: @McDaan)
Friday, July 18th, 2014 6:16 pm

So I have been doing my second Re-LD (doing old LD themes in LD-comp time), and I finished #2!
(this post will be a bit of a repeat from my last, but arrr I’m tired…)

Theme:
Construction / Destruction

Concept:
You are a starting barbarian ruler, and you plan to build a grand castle!
Who has to pay for the expenses? Well, time to squeeze the peasants & raid the neighbors!
But at the end of the year they will come for revenge. But your castle should withstand that, no?

Mechanics:
2D Terraria-block craftyish, placing structures over blocks (throne rooms, doors), or outdoors (soldier tents).
Mobs/soldiers move in clumps and fight whatever they bump into (opponents, doors, etc) – if they get to the throne room / command tent you are dead!

Progress:
I got music & sounds & archers in this last day, and plenty of balancing, so I am pretty happy. Did this one in Jam time again (3 days instead of 2), that seems to be more my pace. Tomorrow, Jod and I will be doing the Mini-LD together. Arr so much LDing!

>Play it!<

(linux built also on page)

screenshot3

The common interface, where you can build things & do realm actions.

screenshot1

The combat interface. Units have spawned!

screenshot2

Some filthy peasants knocking on the door while being hedgehogged by archers.

 

Let me know what you think in the comments!

Re-LudumDare #2 – Build, Raid & Rule

Posted by (twitter: @McDaan)
Thursday, July 17th, 2014 6:01 am

So I have been doing my second Re-LD (doing old LD themes in LD-comp time), an this is my progress on #2!

Theme:
Construction / Destruction

Concept:
You are a starting barbarian ruler, and you plan to build a grand castle!
Who has to pay for the expenses? Well, time to squeeze the peasants & raid the neighbors!
But at the end of the year they will come for revenge. But your castle should withstand that, no?

Mechanics:
2D Terraria-block craftyish, placing structures over blocks (throne rooms, doors), or outdoors (soldier tents).
Mobs/soldiers move in clumps and fight whatever they bump into (opponents, doors, etc) – if they get to the throne room / command tent you are dead!

Progress:
Started yesterday afternoon (CET, about 24 hours ago). Doing well, a bit short on time (I have got about 3-4 hours to go, maybe 8 if I shuffle some).
Engine: Unity3D, primarily in 2d mode. Most art is mine, only the wood/stone textures are free stuff, and NGUI for UI.

Todo:
Finish basic fight mechanics, balance them a bit. Then hopefully add some archers / more complex opponent units.

 

My Re-LD#1 final results!

Posted by (twitter: @McDaan)
Tuesday, July 15th, 2014 12:32 pm

Alas, I did not finish the game as intended, the gameplay aspects are limited, but I like my village simulator!

And in that capacity I will share my ‘Village Simulator for Guardians in training‘ , with:

  • Over 4 jobs!
  • Birth & Death
  • Mate-seeking
  • Gender-neutral kiddy production! (anyone can make em, but only in pairs)
  • Random names for people & village
  • Seasonal production changes

Re-LD #1 – In a Jam? Make it a Jam!

Posted by (twitter: @McDaan)
Monday, July 14th, 2014 7:49 pm

So my self-set ‘Deadline’ for my Re-LD #1 (doing Ludum Dare #1 on me own, as if it were a LD right now), has passed, and this is the result:

The Theme: Guardian

My game concept: You are a guardian spirit for a small starting town, you can curse & bless the villagers to assist them in their struggles, and the pending Demon Invasion that only you know about.

Progress: As usual, my concept was way too big for the time given (about 1.5 days, sorta a 36 hours LD) Plus spent time on things that are not really that important, like name generators, and prettier models, instead of a 2D solution which might have been faster.
I got a nice little economy simulation going, where villagers pick a job, a house to live in, age, consume, and start reproducing. But I need to beef up player involvement, or it is just a village-watching-game.

The decision: I could say that this is my deadline, tough luck, and stop the game devving. Or I can say that I am doing a ‘Jam’ instead of a ‘Compo’ (though I don’t think there was a ‘Jam’ for LD#1 ;)), and allow myself one additional day.

I like the concept enough to stretch it a bit, and give myself 6 additional hours tomorrow to wrap things up.

 

Firing up the thang: Re-LD #1

Posted by (twitter: @McDaan)
Sunday, July 13th, 2014 6:39 am

I got some time off this week to work on game-devving, but I need to re-spark that game dev thang after a kind of summer-break doing other fun stuff™.

Ludum Dares & other jams usually fire that right up, but there are no Jams going on right now.

Soooo…

I am re-doing old Ludum Dares I never participated in!

First up:

Re-Ludum Dare #01 – theme: Guardian
Deadline: Mon 14th 23:59
(grace period: 03:00, since I always use those)

Next up (if I enjoy this method):

Re-Ludum Dare #02 – theme: [Unknown]
Deadline: Wed 16th 23:59
(will only look up the theme on Tuesday, for that real LD-feel)

 

Scrolling/Zooming Finished (LD catchup – LD0)

Posted by
Tuesday, April 19th, 2011 4:36 pm

I am VERY happy with how the scrolling and zooming came out. Now various screens, fixing 1 bug (how do I get the thing to work without me having to click on it beforehand), and then the actual puzzle design. (And yes, that means I’m not going to make sounds). And since this isn’t the real thing, it can wait. I am almost certainly not finishing this by tomorrow, but you will probably see it before next Monday.


Mikhail Rudoy

Game engine finished (LD catchup – LD0)

Posted by
Tuesday, April 19th, 2011 11:08 am

I have the game engine finished. Now I just have to make zooming and scrolling around the map, make all the title/instruction screens, name the damn thing, and design and implement all the puzzles (levels). And there’s no sound at all. Oh boy.

Anyway, here’s what the game sort of looks like right now:

If you can't see it, you're not missing much

As you can see, my drawing skills are not that good.

 

 

 

 

 

 

 

 

 

 

 


Mikhail Rudoy

P.S. I might make a level editor. Very tentative here, but I might.

Right Here Right Now (LD catchup – LD0)

Posted by
Monday, April 18th, 2011 1:25 pm

OK, here goes nothing. I’m starting to make my game (which I will call Minion or Champion or something like that) right NOW.


Mikhail Rudoy

Heres what’s been going on

Posted by
Thursday, April 14th, 2011 8:34 pm

Anyone who has read some of my previous posts on here would know that I was going to make games for all the old LD themes. Well I’m still doing that! I have a vacation this next week-and-a-half-ish and I plan to get at least my LD0 catchup done. Now I agree that that’s not so much for 11 days but I’m not sure whether I’ll finish even that as there is practically a literal ton of work for me to do. Here are some of the things I plan to do this vacation (and I might be forgetting some):
– LD0 catchup
– study for my SATII English test (this will involve at least two practice tests and therefore at least 2 hours)
– study for the USAMO math exam (this will involve taking at least two old tests and therefore at least 18 hours)
– go to the Queens Hall of Science (at least 2 hours commuting + at least 1 hour there)
– write a small math paper
– do all my Homework
– visit some colleges
– clean my C drive and install all the stuff I want to have but don’t
– start learning to use Unity 3d, Python, and LaTeX (not necessarily in that order and with Mathematica as a much lower priority)
– there’s a very small chance that I will go back and make my miniLD24 game idea
– figure out a way to make music for the games
– read a large variety of books which I’ve had lined up for a while (i.e. Lord of the Rings, Elementary Geometry from an Advanced Standpoint, some physics book about non-Newtonian fluids, The World is Flat a Brief History of the Twenty-first Century, etc…)

As you see, I’ll be extra busy. And this extra-business will carry over well past the vacation. The two days after vacation is USAMO and the second is also college night at my school. This is not to mention that I have tests in a lot of my classes. And after working through USAMO, will I get some rest? Not until after LD 20! I have every intention of participating in that as well (but of course shit happens sometimes so I won’t be too disappointed if I don’t finish).

Anyway, that’s what’s going on in my world. So thanks for listening to (or rather reading) my rant, and if you have any suggestions for how to do some of the programming or sound stuff from the list above, please comment.


Mikhail Rudoy

New time length for LD-Catchup prototypes

Wednesday, March 30th, 2011 3:35 pm

Since some of you suggested I make the games and only worry about polishing any later, I’ve decided to take that advice.  I’ve also decided to shorten the length of each of the prototypes to 1 week or 10 hours.  Yes it’s so little, and yes so little that my first LD catch-up game suffered from the amount of time I didn’t put in.  But I’m thinking it will hone my skills, not to mention not take a whole year to do all 20 themes.  Instead it should be about 2-3 months.  Then I can decide on how and what to improve on.

And unless I get an overwhelming response to this change (from 30 hours to 10), this is my final decision.  If any of you raise any logical objects I will hear them and respond accordingly.

Thanks

Improve or Move on, Your thoughts?

Tuesday, March 29th, 2011 1:36 pm

Would it be a better idea to do all the LD Catch-ups and just keep doing them until done (about a year and a half’s worth of work), or should I instead continue to work on a single game until it’s viable for release online?  I realize it means getting through all the LD themes in a much longer time span… say 5 years give or take.  (Let’s say I did one game every 3 months).  Would it be better to do 21+ complete games within 5-6 years, or 21+ prototypes in a year and a half?

What are your thoughts?

Uhfgood’s LD Catchup For LD #01 “Guardian”

Monday, March 28th, 2011 9:48 pm

Now a new LD catchup is upon me so I turn to the Guardian theme.  I’ve decided to spend tonight sort of brainstorming.  I may draw some diagrams some temp-temp art and maybe a mini-design doc, or more like a design outline.  My idea for the Guardian thing may not be new at all.  In fact it’s a take on a well worn game genre, the space invaders type of game.  Well what could you guard in a space invaders game.  The player, “Duh”.  You know those little barriers from the original game that protected you briefly from the shots of the enemy.  Well this time you ARE the barrier and you’re going to protect the “player” which will be some sort of AI-thing.  This game should take approximately 30 hours give or take, but no more than 32 hours.

 

Final version of LD catch-up #0 — same as in previous post but included here for completeness.

Okay a brief readme:

Who am I?

Keith Weatherby II otherwise known as Uhfgood

What is this?

It’s a game made in 10 hours based on the Ludum Dare #0 (beta) competition with the theme of Indirect Interaction.  It was a 24 hour test compo, and since I have only about 2 hours a weeknight to spare I decided to do this one within a week.  My upcoming games will be about 3 weeks or 30 hours.

The rules are simple move left and right and dodge the rocks.  See how many levels you can pass.

The source code is copyrighted by me as well as all content including the lovely <ahem> art.  Source code is free to use as you like (although I doubt you’ll even care to use it).

It was written with FlashDevelop and the Flex 4 SDK as well as Flashpunk.  The FlashDevelop project with flashpunk is included in the source distribution.

Here’s the source.

Timelapse will be forthcoming.

Status update (LD catchup – LD0)

Posted by
Saturday, March 26th, 2011 5:10 pm

Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).

I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.

Edit: In fact, it might be quite a while  until I do any of it. Chances are that I won’t even start within the next two weeks.


Mikhail Rudoy

 

And now the link to the semi final version – HERE

Ideas (LD catchup – LD0)

Posted by
Wednesday, March 23rd, 2011 6:31 pm

I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:

1) Rube Goldberg machines

I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).

2) Hit men

If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.

3) The butterfly effect

I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.

So there you go. I’ll keep thinking and what happens, happens.


Mikhail Rudoy

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