Posts Tagged ‘ld32’

Drack’s Mansion Post-Mortem

Posted by
Monday, August 24th, 2015 9:01 am

>>PLAY THE GAME HERE<<

creen1
>>PLAY THE GAME HERE<<

So my first LD entry. How did it go? Meh, there were ups and downs.

Theme reaction and initial brainstorming:
When I woke up pretty much first thing I did was see the theme. The monster is you. There were a lot of things I could do with that theme. In fact I was a little stumped for ideas at first. I thought it over on the toilet(where the best ideas come from) and came up with a few concepts the best of which was playing a monster in a randomly generated cabin that sneaks around and uses cool abilities to kill people. I thought the idea was nice and I got to work.

Day #1:
On the first day I was mostly sticking to my initial idea. I got a movement engine done rather quickly and got to arting a character. Meanwhile, I had brainstormed some more and came up with a main mechanic – the fear bar. The idea was, you could do all these cool abilities like teleporting and turning off lights in rooms and stuff but they all cost fear. Once your fear was gone the game was over since you would be a pretty useless monster if no one is scared of you. You regained fear by doing typical horror movie scary things like banging doors, making things fly, sneaking up and killing people etc. The idea seemed cool so I got to implementing those mechanics.

Needless to say, it did not work out. I got to work programming the enemy AI and just failed over and over. I had wasted about 2/3 of my first day on an idea that didn’t work well, wasn’t thought out enough and simply wasn’t fun. So I scrapped it and started a new. I wanted to set out and make a game that’s fun and polished rather than super artsy and innovative. I remade the idea into a millionaire monster that just bought a mansion and each week people would sneak in and bother him. Thus, he did what he knew best and killed them in an action brawler sort of way. It seemed fine and I spent the rest of the day working on it.

Day#2:
This is when most of the work got done. First thing I did was polish the engine. I gave it a dynamic camera that I hadn’t done before but seemed fitting for the type of game I was making. I had some issues with the camera going outside of the room but with some foresight I got them resolved. Then, I made the abilities. The spell was the first. I spent probably way too long on making the particles for it work, but eventually they did. The rest was pretty simple. Next was the melee attack. That was also quite simple despite some sprite origin problems I had. Next came the minion. I knew I wanted pathfinding so I did more research and got it working! Once I had that, the enemies would be simple as well as they used the same pathfinding. Finally, I did the energy blast, which was also easy to make.

After I had made the abilities work I moved on to level art. As always Google was my friend and helped me with references of Mansion interiors. Most people seem to really love the art, but I think it’s just some above average work of mine. I have done better, but I was satisfied.

After all that, I had about 5 hours left. I rushed to get enemies into the game and actually make it a game and not a tech demo. The final hours are very blurry for me. I remember being tired, rushing and just wanting to get it out as fast as possible. It’s surprising people liked it as much as they did as I had almost no time for playtesting and balancing. I finished implementing the enemies about an hour before the deadline. It those last two hours(including the submittion hour) I mad a title screen, the menus, the story, the newspaper and the actual progression system. The first three nights are always the same but after that it gets progressively tougher by adding more and more enemies. The game had an arcade feel which I embraced by adding simple .ini scoring literally around 20-15 minutes before the end of submittion hour. I was exhausted, it was 5 in the morning, I had worked for almost 19 hours straight and I was in no mood for problems. Unfortunately, they came regardless, as I had so much trouble logging in due to forgetting my password and generally being dumb. I managed it though and got the game in 5 minutes before the end.

Here’s what I think went right with my game:


-it was finished(which for a slow worker like me was quite an accomplishment)
-it looked and sounded nice
-it was quite original in terms of story concepts and characters

Here’s what I think went wrong:


-the failed idea at the start due to not enough planning
-the lack of any music
-the fact mechanics are not explained as well as they should have been
-it’s still a bit buggy
-it could have had more interesting enemy types

Final thoughts on my first Ludum Dare:
This was very fun to do, despite the stress and the lack of sleep. I wish I had spent more time on it and wish I had polished it more, but at the end of the day I came out with a finished, functional, nice looking product that people seem to like. I proved to myself as a dev that I can do this and I was dedicated and skilled enough to pull it off. Regardless of what people think, or where I place, no one can take that away from me.

>>PLAY THE GAME HERE<<

Postmortem: ChromaGun

Posted by (twitter: @pixel_maniacs)
Friday, July 24th, 2015 7:48 am

ChromaGun preview

ChromaGun was our entry to Ludum Dare #32. The concept’s inception came late at night after a few (ahem) beers. The theme was “an unconventional weapon”, and we decided to go with color. The player’s objective is to paint walls and enemies with the “ChromaGun”. Enemies are attracted to walls of the same color and float towards them. This core mechanic, paired with elements such as button-triggered doors, deadly electrified tiles and particle grids which only allow bullets to pass through, created some seriously entertaining gameplay, even in the early stages of development.

Get it on the AppStore

(more…)

My previous entries

Posted by
Saturday, June 20th, 2015 11:34 am

This is a post to link to my previous entries for Ludum Dare, not much else to say:

LD32: IFF

MiniLD54: Wall of Text

LD30: Into Hyperspace!

To be a bit more specific, I think that wordpress searches for users by their posts and not having posted anything yet, resulted in me not showing up in a search.

Better late than never – Ludum Dare #32 Post Mortem

Posted by (twitter: @tomrijnbeek)
Friday, May 15th, 2015 3:02 pm

Usually I am quite early with writing my post mortems, but between work, deadlines, and of course more game development, I didn’t really have the time to write one. Frankly, I don’t really have time either way, but writing these is always so much fun. So here we go! (more…)

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!

“Ay Pinatas!” — Post Competition Version is up!

Posted by (twitter: @jprogman)
Monday, May 11th, 2015 8:28 pm

Ay Pinatas! -- Postcompo

[ You can play the post-competition version here on itch.io ]

Looks like Ludum Dare #32 is about to post the results. I haven’t checked at the time of this post, but I’m getting anxious! :)

I’ve put my time to develop a post-competition version of “Ay Pinatas!” As you can tell from the screen shot, one of the changes is the details. You’ll notice more new things like audio and graphics as you play through it. Although, the level design is still identical to the LD version. This time, however, you are not obligated to destroy all the pinatas but rather a certain amount in order to get to the exit. Before, you would win automatically when you destroy your 100th pinata. The post-competition version (also called my prototype) still has only one world done — which is pretty much the point of this version.

I’m glad to put most of what I’ve missed and hope this adds more anticipation than from the LD version itself. I might add more changes to the prototype along the way,  so keep in touch through Itch.io or Twitter.

This wraps my participation of Ludum Dare #32. See ya next L.D.!

Scream(But not too much) walkthrough

Posted by
Monday, May 11th, 2015 6:54 pm

And here you can see the V.1.0.4 previous version. I still working on the update so I made a walkthrough.

Added a simple but funny splash screen and i´m working on these damn spikes! Everybody hate them, and me too 😛

If you like it, don´t forget to play it here:

Scream(but not too much)

Sometimes it’s not about whose bed you try to steal, it’s just trying to return some peace and quiet to a lizard filled dimension.

Ice Story

Relic

The final day shameless plug!

Posted by (twitter: @rjhelms)
Monday, May 11th, 2015 9:36 am

Less than 12 hours left in the rating for LD32! Good luck, everybody, and thanks for another awesome Ludum Dare.

If you haven’t played and rated 2015’s premier C64-style propaganda-em-up Red Threat, why not give it a try now?

Red Threat

Check it out here.

Slick: Post-mortem

Posted by
Sunday, May 10th, 2015 11:30 pm

For my second Ludum Dare, with limited time, I did a pretty decent job. Slick was originally supposed to be a game about protecting your family’s land from corrupt underground oil drillers. The unconventional weapon of choice is complicated to explain, but simple to understand. However, I had barely enough time to finish implementing said weapon with schedule issues. What I have to show for judging is a demonstration of some cool effects and code architecture.

screen2

What Went Right:

All the carefully planned design architecture and technology worked perfectly. The different systems function elegantly and independently. Each gear of the engine has its own workload.

The effects are what I am most proud of in this entry.

What Went Slightly Less Right:

It took some time to implement and maintain the design architecture.  Had I instead gone for a more crude approach, I could have coded more gameplay and had even more to show for my limited time.

Please help me achieve my goal of 100 people playing and rating my game! Play Slick here! :)

Hey guys,

although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

Of Carrots And Blood

 

 

OCAB screenshot #01

OCAB Kissing bunnies

 

And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!

 

Download OF CARROTS AND BLOOD on itch.io here!

Of Carrots And Blood

 

Thanks, have fun playing :)

Chris and Sebastian

Scarecrow defeat the first boss

Posted by (twitter: @gillenewnovo)
Sunday, May 10th, 2015 2:43 pm

Thanks to everyone who voted for Scarecrow, the games this ludum dare were very entertaining, at least I enjoyed several of them.
I can’t wait for the next edition 😀

This is the first video I made to show how the game is today. Sorry for the video quality, my pc is not very good to record screen videos :(

Play the new version!

Rate the compo version!

Pre-Ending Post Plus Plugs in hope of Payoff

Posted by (twitter: @@nebulaictoaster)
Sunday, May 10th, 2015 10:59 am

face2crydisplay

Sorry for the alliteration!

My text adventure has had some great feedback but I would still love for more people to play it:

Click Here!

Post-Mortem

Also, a few of my text games (You can play them right now here!), including this one are going to be part of indiegamestand.com‘s new freeware section when that comes out, so that’s cool.

Anyway, thanks for everything, and PLAY MY GAME PLEASE!!

 

Did you play Scream(But not too much)?

Posted by
Sunday, May 10th, 2015 2:58 am

It´s a metroidvania where your only weapon is screaming. This is my first ever Jam, and making this “minigame” was really fun.

I´m working on the Postjam version, adding a new whole area to explore, more abilities and working on the “screaming mechanics” to make them a lot better. I have a lot to do these days so  I don´t think I´ll finish it before the LD32 party is over.  :(

But well, the solo-jam version is still waiting for you, so if you have time: please enjoy 😉

 

Screambutnottoomuchgif

 

 

Scream(But not too much) by Embalaje – Jam Entry

Voting Is Almost Over – Play Hush Now!

Posted by (twitter: @rojomojogogo)
Saturday, May 9th, 2015 2:33 pm

Voting’s almost at an end! The theme ended up helping to create way more cool games than I ever expected. I’m still going to be playing some this evening and tomorrow, and luckily you can do the same! You can check out my entry Hush below. It’s a mini musical matching game!

Play Now!

screen3

screens

Post Mortem and Future

Posted by (twitter: @Nik_teddy)
Saturday, May 9th, 2015 4:57 am

Hello Frinds from around the world.

Today I’ll try to write my first LD Post Mortem post.

The theme “Unconventional Weapon” was one of the few that I couldn’t match with a game idea… Too much boundless! After some brainstorming and some sleep I got the Origami idea! After some time I added the ninja one… But then I needed a way to get some new paper evey time. The postman idea I think was the best I could match!
I never did a runner game, I am usually bounded to the visual novel or dungeon crawler gameplay mechanics, but this time I wanted to challenge myself and create something new.

What went good:

  • The working mood, I never get really frustrated
  • The graphic, I am really happy that I’m slowly getting bettter in my pixel art. Unfortunately I had really little time for the  Background and I don’t really like it.
  • The concept Idea, I’m really happy that the idea is really original!
  • The experience, the fact that I learned things that I didn’t really know and that today I’m better than yesterday.
  • The origami quicktime Idea. I like it, some people think that it “slows” the game flow, but maybe with a little more work it could be more smooth and enjoyable.

What went wrong:

  • The game fluidity, I don’t know why but it seems that the game has some sort of frame loss and is lagging.
  • The spawning system. Is random. I tried to set up a pattern spawn but every time hitted the fact that I couldn’t make it work in the right way and the “fixed object” got overlaped from some box.
  • The game content. I had planned 2 more origami to make, and at least 4 more obstacles, like suspended signs over the street, in the way to add a little more complexity in the jumping system.
  • The fact that I had to completely change the jump mechanic because the first 70h one was bugged (I really thx a friend of mine that got the bug.. I hate u <3).
  • The fact that origami, besides the “Flyin letter” one, are a little too useless… Maybe it would have been better to put a little more attention in that mechanic…

 

By the way I’m happy of what I had done.. And I would work a little more on this but I can’t decide. I have another game concept that I created the past months about a fighting game with card decks and stat and a lot of pretty girls… What should I work on? I can’t really decide…

So.. I NEED YOUR HELP.

Please complete this form! I want to know what you think!

If you need, here’s my #LD32 entry!

SPLASH 3

 

 

Thank you all again for this great experience! I love ya all! ;D

 

P.s. I’m sorry for my English, but unfortunately It’s a little rusty…

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