Posts Tagged ‘Ludum Dare’

I’m not sure if I’m allowed to post something like this, but here goes.
I hope the moderation team will allow me to share some words of encouragement.

Hi Ludum Dare community!
I’ve only heard and read about Ludum Dare, and as a gamer, I think it’s fantastic there are communities like this.

I’m Hyun from Qminder, a startup based in Estonia…
This is a bit of a meta post, but I hope I can encourage all of you out there.

I wanted to talk to all the creators, developers, writers, artists, musicians, and even lurkers:
What do you want out of these events?
If there is some financial motivation involved…

Just know that people on the lookout do drop by here.

Looking to work on your own things? Looking to get hired? Partnered up? Network?

Right now, we’re in that situation. I’m looking for a producer to make a ringtone for our queue management system.

It’s hard to imagine, but seeing how many talents are around here, I’m sure we’ll be able to find some people who can work with us!

So those who are working hard, grinding and hustling – keep at it!
You will be seen and you will be recognized :).

(Yeah, we’re not a Game Development company or anything, but just know that your talents can be used in more than just the gaming community!)

Good luck to all the participants!

My Mini-LD # 73 Progress and Infos!

Posted by
Sunday, March 26th, 2017 1:28 pm

IMPORTANT:
1. The game is not finished cause I don’t have enough time(school…)
2. My first time Making music

– CONTROLS:
– W,A,S,D
– Arrow Keys
you can choose

– THE GAME:
The core idea is that you have a music bar and if you run out of music you
die! It’s a 2D Platforming fun game you can play at home!
Because of school, I am not able to add items and such so the game isn’t
ready
for this MiniLD! I may have a go and continue development soon on my
YouTube channel!

– ABOUT:
I’m a 14-year-old self-taught programmer!
I upload develops tutorials and much more to my new Youtube Channel calledHellowPixl!
Because in just 14 and self-taught please rate fair!

– SOFTWARE USED:
– Eclipse
– Audacity
– LMMS
– Photoshop cs2 (it’s fully free)

I’m in ! #LD38

Posted by (twitter: @Lothrinn)
Tuesday, February 28th, 2017 10:22 pm

Hello everyone, my name is Lothrinn, I’m from France and this will be my first Ludum Dare ! I know it is a little bit early to register for this one but anyway 😛

On this one, I will work alone and I know it will be extremely difficult as it’s my first LD and my very first event of this genre ! I started coding very recently (2 months ago) and I’m slowly learning C#, working with Unity. I’m actually in university majoring Art, intending to enter in another uni specialized in videogames developement.

I know as it’s my first LD I might not be able to finish my game in time or erasing the biggest bugs but who cares ? I’m here only to have fun, to discover my limits and to learn from my mistakes ! I’d also love to see the awesome work you all will realize ! I strongly believe this event will be really interesting and will help me to progress.

Of course, I’m participating at the Jam, the Compo would be too hardcore for me 😛 I may even stream my progression during the whole event !

So, see you all in April and good luck !

 

PS : Oh, I almost forgot : I’M IN !

PPS : I apologize for my poor english, I’m trying my best :p

If you have low scores, read this.

Posted by (twitter: @TheFish523)
Tuesday, January 3rd, 2017 10:22 pm

Allo, Im Fishy.

Im gonna talk about a problem with our site here. (I’m not a mod, just using our as a community thingy) A-lot of people have been really bummed lately, due to seeing plenty of triple digits in there scores. Now, I can see this as concerning, and especially unfair. But check this out, you made a Video Game! And actually had the balls to submit it to the public! I’d be pretty proud If I were you. Yeah, so what if you got < 100 on all your ranks. YOU still had fun making it didn’t you? You learned from making it didn’t you? If you said yes to either of those, congrats! You’re a winner! You don’t need to tell people you got >10/200.

What I’m trying to say here, its fantastic job to all of you. You went through the effort, and if you hit the submit button, it was worth it. You now get feedback, and can say confidently that you didn’t wuss out like many other developers who somehow don’t think that they could even compete in this!

I’m proud of all of you! I hope you stick around for next jam! New site, new judging system, it should all be well and good! Have a fantastic morning/afternoon/evening where ever you are!

 

Cheers,

FisherG

Thank you!

Posted by
Tuesday, January 3rd, 2017 9:34 am

Thank you all for such a great Ludum Dare!

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 3:10 pm

I gotta say this Ludum has been one of the best so far for me. (Even though it’s only my second one) Alot of people played my game compared to my last game (Seriously like 6 times as many people). I’ve learned alot from this jam. And I appreciate the mountain of feedback you guys have given me.  I’ve had 3 YouTubers play my game and even some streamers.

Two things really stood out.

1: How motivated you can get when there’s 3 hours left in the jam (Seriously I got more content in those 3 hours than I did the first day).

2: The community.

What do I mean by community? Well, what do ya think? The out-pour of feedback, and the downloads and ratings adding up everyday, I even got a guy on twitter who said I inspired him to participate in the next jam! it’s just a fantastic feeling.

Overall, I think 2017 is gonna be a great year for game development. You all ignited a fire of passion inside me, and Intend to use it. Again, thank you all so much, and I hope to see you in the next JAM!

 

Cheers,

FisherG.

 

Cute

 

PS: IF you want to play my game, you can find it here

#BUTERATOS HERE – MUAHAHAHA!!!

Posted by
Monday, January 2nd, 2017 12:41 pm

Streaming Game Dev for Beyond Infinity!

Posted by
Monday, January 2nd, 2017 12:18 am

Hey guys i’m streaming development for the game i’m working on Beyond Infinity. If anyone’s up for some David Bowie and Unity dev  you can watch here:

sPACEMANsadasd

Stream Link

 

Cardboard Drift timelapse

Posted by
Saturday, December 31st, 2016 2:56 pm

Last weekend to play/rate BreakAround!

Posted by (twitter: @xanjos)
Friday, December 30th, 2016 4:19 pm

Click the gif to play!!

Well as the post title suggests, seeing as tomorrow is New Year’s Eve (which means some of you will probably be off partying somewhere) and there’s only 3 days left until voting ends, this is the last weekend to play and rate my entry BreakAround (For those of you with a Google Cardboard VR headset do give the postjam version I made a go as well).

I still have my little Google Form set up for anyone who would like to play/rate their entries as I’ll most likely be at home during the weekend (otherwise I’ll probably go through them all on Monday) and I might try doing a small rating livestream but to sign off, here’s a few clips of people playing my game.

Clip from a Twitch livestream (Click here for the full video)

 

Have a happy new year peeps! 😀

Thank you all and Happy New Year!

Posted by
Friday, December 30th, 2016 2:51 pm

I just want to thank everyone who played our game and left a valuable feedback. You guys are awesome!

I played a lot of interesting games during this LD. It was an epic journey. We got more than we expected. There is still some time left so let’s push this to the limits. You can try our game (find a link below). If you like it leave a comment so I can try your game too. Have Fun!

THANK YOU AND HAPPY NEW YEAR!

HourGlass Collector

Click here to learn how HourGlass Collector was made.

Click here to play HourGlass Collector

Ayup, Cute

 

I made A lil’ Christmas Update for my game. (4 days late to say this)

Its really cute and gives the game a BIG BUTTLOAD OF NEW FEATURES!!!

Including: – A REALLY SUPER RAD SNOW EFFECT. – A REALLY RAD SUPER SANTA HAT;

 

OH MY JEE WIZ THATS ALOT OF STUFF!!! With all this content, you’ll be playing for hours! Why not check it out here!

 

 

 

sarcasm is best.. uh.. ism.

Cardboard Drift – WebGL Build

Posted by
Monday, December 26th, 2016 5:33 pm


Cardboard Drift

WebGL build is now available. Try it out.


Cardboard Drift WebGL

Added Linux Build!

Posted by
Monday, December 26th, 2016 9:08 am

#BURTERATOS HERE!!!

Posted by
Saturday, December 24th, 2016 1:27 pm

Postmortem Time!

Posted by
Friday, December 23rd, 2016 1:40 pm

title

Postmortem

DONE

Here is the (likely incredibly dull) story of how I made my Compo entry, One Room HotelAs a bonus I also did some stuff with the CSS of the post, hopefully that works out when it gets to the front page.

theme announcement

When I heard the theme, I was not happy. I felt like I had no ideas for the theme, and that it was far too limiting.

Then I realized I had voted for it 😛

My brainstorming process is simple: come up with ideas for the given theme, then come up with themes related to the given theme, then brainstorm based on those. I find doing this is very helpful, as it forces you to look at the theme in different ways, rather than mentally getting stuck on a few ideas. I ended up writing down the idea I was going to use in the section headed “One Room at A Time.”

The idea, as written, was very unclear:

Action Hotel Management Rhythm Game

I  worked up the design of my game based on this, and it went through a few iterations.

  • In the first iteration, you controlled a room in a two story hotel, and needed to pick people up as they walked through to bring them to another side. The idea didn’t really make much sense, so I scrapped it.
  • The second idea was not related to the theme very much at all (it was closer to the “One Room at A Time” the original concept was written under.) You needed to place and remove rooms to optimize your hotel. I realized this did not fit the theme, and would not be very fun, and scrapped it.
  • The third iteration was the one I kept, where you need to carry people around in order to get them where they want to go quickly.

The inspiration for the game actually came from Hot Wheels Drive Through Dilemma, a time management flash game I played a long time ago. I was also thinking about the game SimTower, an inspiration which a couple of people seem to have picked up on.

After I had my full idea, it was time to start work.


starting work

One issue that has been common to every Ludum Dare I’ve competed in is a lack of initial confidence in my idea. I always second-guess myself and this compo was no exception.

I especially felt that the sprites I was drawing would not work. I nearly scrapped the idea right there, but my bad experience a year ago with wasting time on a second idea when working on Disphere led me to stick with my original plan.

One Room Hotel Early Development The basic mechanisms in place.  At this point I was still thinking about changing game ideas.

This uncertainty continued throughout the night, and into the next day.

I finished the day with a post showing people entering the hotel.

One Room Hotel With Guests The game started to have some form, but I was still unhappy with it.

the first day

When I woke up to start work the first full day, I saw that this was the most “hearted” post I had ever made, with 17 hearts. This is what finally convinced me that this was the idea to work on. If people were responding this well to such a basic illustration of the mechanics, I must have been on to something.

Getting the people to look good was a struggle, and took the better part of an hour and a half. For a while I was worried that I would need to pursue a different graphical style, but I ended up managing it.

When I finished the amenities, the game really started to come together. It started to fell like a real game, and I felt it was time to share what the gameplay was really like. I came up with a simple backstory for the game, and made a post. In a couple hours, this post had 27 hearts.

One Room Hotel With Three Amenities The most hearted image I have ever posted.

This post is by far the best received progress update I have ever had, and helped motivate me as I began to add more fleshed-out gameplay.

The next major change to the game was the addition of the day-night cycle. I needed a way to make it clear when a round was going to end and to create a feeling of progression during a stage, and this was the perfect way to do so.

Unfortunately, this somehow managed to be the most time consuming process of the entire project. I struggled with calculating how to blend colors, and with the scripts for doing so in GameMaker Studio. I eventually resorted to trial and error for getting the sky’s brightness right, and used an overlay rather than blending the color.

The ordeal was worth it, though, as it made the world feel more alive and gave the game a much better progression. The progression still wasn’t perfect, however, so I started to brainstorm ways around this.

One Room Hotel Timelapse The day night cycle took far too long to implement, but it was worth it.

After the day night cycle, there were still a few issues with the progression of the game. People came and went at any time of day, and rounds had nothing substantial separating them. I fixed this through two changes:

The first was a three part structure to days.

  • In the morning, people enter the hotel, and the player is calm.
  • In the afternoon, the hotel is full and hectic, making the player stressed.
  • At night, people leave the hotel, releasing the stress from the afternoon.

This change in the intensity of the day over time is critical to the feeling of the game. The stress I wanted would have tired the player if it was constant, or even if it was random. Because it happened at a specific time during the day, it created anticipation and gave the player a chance to prepare. This wasn’t perfect, however, as the RNG could throw incredibly difficult situations at the player. This is an issue with all of my games, and it is the main complaint people have with One Room Hotel in particular.

The next feature I added to improve the flow was hotel construction. The time between rounds felt rushed, and I needed another step in order to ease the transition to the next stage.

I thought about what I could add that would fit with the progression of the game, and I realized that adding a screen where you must construct your tower would accomplish three things:

  • Break up the time in between stages
  • Give a sense of progression as the tower grows higher
  • Add a layer (or maybe the illusion of a layer) of strategy

The building screen accomplished all of these things in my mind, and I personally think the blueprint aesthetic during construction looks really cool.

Construction of the One Room Hotel Construction helped the rhythm of the game, helping to better delineate stages.

After construction was finished, I squashed bugs and implemented small features for a while before going to sleep, with a near feature complete game ready for polishing on the second full day.

the second day

PANIC PANIC PANIC PANIC

At the start of the second day, I had around 20-30 items on my to-do list, which was just a little bit nerve wracking. I legitimately thought I wouldn’t finish, but I pushed through and just started working despite this worry. Worries like that have hurt my performance in previous events, and I was NOT going to let that happen again.

After all of the panicking, I decided that the most important thing to get done was the user interface. I’ve neglected this somewhat in the past and it has hurt the quality of my games. I spent a few hours on the interface, and tried a few different styles before I settled on what I used in game (and in the styling of this post.)

One Room Hotel UI and Reviews I chose a UI matching the color palette of the hotel.

I also worked on the in-game UI, and got that looking good with a color changing satisfaction meter and an icon for your money (score.)

I wish I had taken the time to make a separate icon for satisfaction, but I was forced to focus on others things.

One Room Hotel User Interface The basic in-game interface: the satisfaction meter and score.

Something I added that not many people seem to have noticed is the randomly generated hotel and newspaper names. There are thousands of potential hotel names, each generated from an adjective, a noun, and then a type of establishment (Inn, resort, hotel, ETC.)

  • remote smile resort
  • summer arc retreat
  • summer cliff hotel
  • spring shark resort
  • enchanting gulf retreat
  • winter pond tower
  • regal delight hotel
  • enchanting tornado resort
  • winter mountain resort
  • pleasant delight tower
  • globetrotter mountain resort
  • regal park tower
  • pleasant arc tower

The newspaper names were a little simpler. They also consisted of three parts, but the first was simply a choice between have “The ” or “” at the start of the name. The next part was a noun, and the third was a type of publication.

  • The Remote Week
  • The Silver Herald
  • Hotel Times
  • Fascinating Week
  • Inn Enquirer
  • Terracotta Times
  • Hotel Journal
  • The Pleasant Week
  • Royal Tribune
  • Summer Chronicle
  • Happy Gazette

I love adding details like this to the game, whether or not anyone notices 😛

Since near the beginning I had ideas for the music of the game. I wanted some medium tempo jazz for the menus, and a really fast tune for in-game. I only had time to implement the menu music, unfortunately. I was disappointed at first, but when I changed the music to play in-game I realized it worked pretty well.

The music was originally intended to be for the menus only.

I made the music using Mixcraft 6 (NOT recommended, very buggy) and midi instruments, along with a (musical) keyboard. To come up with the tune I hummed along with the game when I was testing and recorded it. Once I sang something that I liked I just needed to figure out the notes to actually play it.

I would highly recommend this method to anyone who doesn’t typically write music, as it really saves time and does a lot for quality if you don’t know how to write music. It’s a lot easier to improvise melodies when singing then to mess around with a keyboard until something sounds good.

final hours

For me, the final hours of any event are some of the most important. This is where I add a final layer of polish, and elevate the game to the next level of quality. Strangely, what I feel is the most important single change I made on the final day was making the sun better:

One Room Hotel New and Old Sun The old sun is on the left.

The yellow of the sun brings the game’s visual style together, and I think it turned out really well. I don’t know why, but that’s when I really felt like I had made something good. Maybe that’s weird but that’s how I work.

reception

One Room Hotel is the best received game I have ever made. I’m really happy with it, and I’m ecstatic reading people’s reviews.

A few people have called it one of the best games of the event. I never thought I would get to this point in my game development, and I am so happy that people feel this way about my game.

I’m incredibly excited to see how the game places, and I hope to finally break into the top 50 for fun, and maybe even for overall.

post compo plans

I may release a post jam version of the game, fixing some of the issues with it, and it may be coming to Android. I’m not sure at this point, but it is a possibility. I’m more likely to focus on a long-term project I’m going to be working on for FFSJama manic shooter.

Thank you so much for reading!

play now

 

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