Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
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They’re all tough,
They’re all determined,
But there’s only –one room– in this arena (which is also one room ;D)
Animals from all over the world have gathered together to decide
which animal is the ultimate ride and the best survivor?
Pick your animal, choose the way you control it and start the entertaining fight!
You can play against bots, or your friends (on the same keyboard)!
We must say, that we really had too many unpredictable occurrences,
therefore we couldn’t work full time on the game
yet, we’re pretty satisfied with the final result,
especially because it’s our first time trying Unity and going 3D
(All our previous games were developed in Gamer Maker engine)
Hopefully you’ll like what we came up with
Oh and, it’s very recommended to play with your friends since the bots aren’t that smart atm ^-^”
Plans for the future:
–Better Graphics – particles, lots of effects, better GUI
–More POWERUPS – we already have some in mind, but if you feel creative and have an awesome powerup let us know and we might add it +credit to you
–Better AI – Tom is researching machine learning (using generation Neat algorithm) and it’s going pretty well, in worse case, we’ll try to program better one ourselves
–Maybe More Arenas – we already thought about some other unique arenas such as an arena made of trampolines but we’ll see
–Network Game – play against your friends online!
–Mobile Version – we might think about a mobile version, but there’s still time until we get to that…
–if you have any other ideas that you think will improve the game please let us know and have a big credit if we accept them!
We are a team of german students that participated the fifth time now. We name ourselfs “Banana4Life” and have developed the game “Legendary Legionnaire 3 – Food Massacre“. It was really fun to develop a successor to our last two ludum dare entries that was totally different in terms of gameplay, but takes place in the same universe, where a legionnaire tries to kill the alien overlords.
But now lets get to the post-mortem. Some circumstances led to us being 7 people this ludum dare. Two up from the five last time. Surprisingly this did not lead to much more confusion and some work that would always be done in the last hour (like UIs) were worked on earlier. All in all the many people were a good thing and the single person could concentrate better on their task.
After our first steps with Unity and C# last time we used it this time too, however this time we really encountered problems with it. After we did version control with git for some hours in the first day, we switched to Unity collaboration which did all the merging that had to be done for each pull, but also led to loss of data especially in the scene. We generated the whole map in a script, however the UI constantly lost parameter assignments after pulling from Unity Collab. This was really annoying and we want to have a solution for this problem the next ludum dare. Maybe we will even try something new in regards to the engine next time.
As we always try to make the ludum dare more interesting by trying out new stuff, we got our hand dirty with 3D this time. Nobody in the team has created 3D models or code for a 3D game before so we sticked with voxel models as you see it in the picture up top. This proved to be a good decision, because I (Jonas) as the artist for the last game always did pixel art before and could transfer my skills to the third dimension. The game logic as we did a restaurant management game with a top down perspective was two dimensional.
For the 3D modelling we used MagicaVoxel which is a great tool for voxel art and from the twitter of the creator will probably be perfect after the next update. Before the jam our idea was to rig the models and create the animations ourself, but Niko did decide to use the auto-rigger Adobe’s Mixamo. The animations look great even on the voxel model. This leads into the biggest pain point of this ludum dare. We rewrote our movement code three times and did not even work in the end. In the first iteration, the logic was separated from the animations, but the animations did not really work for some reason. The second iteration made heavy use of the animation state machine, however we found that the animation state machine did not really work as expected. Triggers did not trigger at the right time and somehow we could not retrieve if the state machine was currently in a transition. The third time we used the root motion of the animations, which were however for the running animation not straight and introduced their own set of problems. Nobody was satisfied with the movement in the end, however we just focused on the gameplay on the last day and submitted a game which was good.
(The particle system of Unity works great.)
A small degradation to last time was that the same setup for the streaming did not work and we completely dropped streaming for the first and last day, whereas we streamed all three days with a cool setup last time.
What went right?
We expanded the story of our legionnaire.
The game is playable and the idea still seems fun.
We were really productive and learned a lot.
Due to the many people in the team I could focus on graphics entirely, which lead to cool models and particle effects.
We implemented the hardest parts first (for example pathfinding) and after that connected all lose ends to a cool game.
Almost all planed features went into the final release.
We slept a reasonable amount of time.
As you see the most important parts went right and I think we did a pretty good job developing the game, however a few crucial things went wrong.
What went wrong?
We thought the theme wasn’t really that great. People please don’t vote these restrictive and uncreative themes.
The movement code and animations is where everything went wrong. It was the core feature and did not work until the very end where it was the least shitty. This also delayed all the features of the game to the last day.
What we want to do better?
Have a better theme. 😛
Learn how to write movement code.
Solve the version control problem.
I hoped you liked my writeup and visit our website for more of our games. Greetings,
So yeah, I didn’t have enough time to finish my game. I still published it, but it only has 2 levels.
You can check it out here: ludumdare.com post
So what happened? Well, during day one I only worked on the game for few hours (busy weekend and such) but it was pretty productive. I made a prototype with my friend’s and Standard Unity’s assets.
Level 2: Bedroom
On the second day things went south though, I woke up to find myself oversleeping half a day and to add to that the busy weekend wasn’t done yet, and to add to that my mood wasn’t the best. Cue demotivation.
So taking all the time I could from day 2 I created menus and started creating levels in Blender. I only managed to make 2, but I squeezed in few sound effects I made with my mouth.
So that’s the story of Floor is Lava, please do check it out, I hope you like it!
I’ll leave you with this post compo vid: youtubez
Hello, my programming half is busy plugging away to get things working but, since I unfortunately have run out of time on my end, I thought I’d share the art I’ve done for our game. You should see it up for judging sometime tomorrow I imagine.
I painted everything from scratch for this game, so all assets were created in a matter of hours since I also had other responsibilities during the weekend. They’re a bit rough but I think, at the small sizes, they get the job done.
I didn’t have any time to do concept art so I just dove right in and developed the yellow knight, which is why his run animation doesn’t work in both directions and he’s a bit more detailed than anything else. I’m not sure if he’ll show up in the final product. Originally this was the player character and you would be in a room with loads of monsters teleporting into the room (the glowy frames) and assaulting you.
Second was the monster, which ended up looking better than I thought it would.
Because of that, and time restrictions, we flipped the game on its head by deciding that the player would be the Spider-thing defending its nest from smashy humans. The humans keep spawning in from the entrances around the ‘cave’ running to kill either you or your eggs. Every few kills you will spawn an egg, and the eggs act as your life. Your only attack is a ‘acid spray’ AOE near-melee range attack. The death frames could be better but I like the goop puddle last one!
Anyway, I hope you enjoy and since this is my first Ludum Dare entry I’ll be looking closely at other games to see how you handled the art!
I finally got my multiplayer system to work, movement synchronization works great, casting spells at other players damages them as expected, I eventually got rid of an icky bug I had, and the game is ready to be played!
It’s kinda boring… The game works perfectly, but the game mechanics are still a bit lame… I still have to add cool stuff, super attacks, defenses, power-ups, special FX, etc. in order to make the game actually interesting.
This time (in contrast to #LD36), I’m trying to stop myself from making an ambitious, storyline based, long game, and to make a simpler yet cool & fun game.
The idea :
the cursed toys from little Anne’s bedroom arise at nights. But, toys have their life-time, and when their inner clock shows that their time is over, they die, and, eventually, are thrown to the garbage bins. But the cursed toys are evil. They have the power to steal more time from others, using spells and curses. At night, you play a toy in Anne’s room, and you fight other toys in order to survive for as long as you can.
I hope this idea will attract players, and that the game actually succeeds, so, wish me good luck!
1st day is over for me, so I’m going to take a shower and go to sleep (to be more productive tomorrow).
Okay, I have few ideas and, as I promised, I arranged the vote! Write in the comments idea’s number that you like the most and the top two ideas will go into next round! Oh yes, also i will develop very simple clicker-game as a bonus!
So, the voting started and will continue until 12:00 a.m.
Quest room with procedurally generated rooms
To clean the snow by shovel when you are being chased by snowmen that make snow.
Santa Claus must to find a Christmas tree and put gifts there. At the same time not to wake up residents and have a short time.
The first post of my #LD37 blog will be in acquaintance with me and my plans to this Game Compo.
My name is Egor Davidov, russian indie developer and freelancer. I started programming when I was 12 years old.
The basic profile – web development, but also I’m developer of games,Server administrator and application programming (eg IoT and Smart House).
That’s all information you need
About plans and my project.
I did not come up with a unique idea for a game, the more vote for the theme of the contest is still going. Most of all I love the one-screen games, runners and simple RPG. I am sure that future development is to build on these areas! And certainly it’s will be in 2D!!! Becouse 2D is AWESOME!!!
For the competition I have chosen category Ludum Dare Jam, because this is my first experience of participating in this competition
And by the way, I am very respectful attitude to time management, so now I publish my work schedule, and at all times will adhere to it!
I’m just posting a shorter version of my entry’s post-mortem, since I just typed up a longer version of it on my dev blog, here.
I didn’t really expect to finish my entry for this 36th jam, even with my poor planning, but I suprisingly did, unfortunately with many features cut out.
Because I had to cut out a lot of features, the gameplay was not very good, as pointed out by other people here who played it.
As far as a story for the game went, I didn’t put too much time into it, since the gameplay and graphics will strongly overshadow it. It was kept to a very minimum.
I was most proud of the game’s graphics, since it fared better than the other parts of the game. I also had the most fun creating the sprites and stuff.
As a first LD jam entry, I felt that it wasn’t bad at all, despite the lackluster gameplay. If this is a game that you guys would like to be developed further, post LD, it’d be great to hear your thoughts. If you haven’t played Glutenburg yet, check out my entry here.
We didn’t post anything yet cuz we were hard in the developing proccess,
To sum up, we could be in a way deeper progress of a game. (everyone says that? ><)
Our force for this ludum dare contains:
Rom and Tom-Programmers sitting next to each other and working non-stop (full time)
Artur-Pro Designer (when he doesn’t work)
Ilya-Pro Designer (when he doesn’t work)
Our First Day:
We thought about making a physic game using levers/swing as ancient technology, this is what we came up with:
All tough it came up kinda fun and funny, we saw no potential in keep developing it (it may be too repetitive)
We reconsidered our options, thinking about more ancient technologies and we came up with pulleys (video).
We decided to take the risk and test those pulleys.
after wasting like 5 hours thinking about these pulleys and how we gonna make them intersting we crashed. Day 2:
We wasted most of day 2 testing and trying to implement the most fun yet realistic physics and gameplay.
Working with Game Maker using Box2D, we tried using built in pulley joints, but we found it too basic for our needs.
after hours of work in the end of day 2, we ended up with this:
You play as a well-known architect in Egypt, you’re there to solve their problems and well, mainly help them build their pyramids.
you do it by stretching ropes through the map.
The more we played with these mechanics the more we saw what a great potential this game has, hopefully we will think of some great puzzles tomorrow
I’m in for a second try at Ludum Dare. My first one was a year ago, and I really overestimated what I could do in such a small amount of time. For this time, I have drastically changed my tools and learned enormous amounts of programming skills since then, which should help a lot. I also hopefully got my streaming setup right this time. Like last time, I’m entering the jam in solo, because my friend who was interested in participating with me had some other appointments already.
If you would like to follow my progress, you will be able to find it on twitch (https://www.twitch.tv/thatrepixelated/) hopefully starting between 7:30am and 8:00am GMT time. I will also get my timelapse sorted and most important of all, create something amazing (that I can hopefully post) and enjoy myself in the process.
Thanks for reading! Everyone, have a great Ludum Dare!
Also please leave a comment if you have some suggestion because I plan to finish this game and release it for iPads because recently i found out that love2d already supports iOS development.
I think everything worked as I expected. I had this game idea for a week or so before the competition already in mind. I wanted to implement controlling player by modifying the enviroment instead of using the direct controls.
First idea was to move a ball from left to right side of the screen by creating hills and valleys using physics. I didn’t manage to draw the controls for this game on the paper so I went for a simpler solution using the grid. Somewhere in this point a simpler idea of using gravity and collecting something instead of moving from left to right emerged. This led to the robot collecting batteries with a puzzle-like levels using gravity controls and walls to navigate robot through the level. Only problem with puzzle-like game is that creating puzzles takes much time. I wasn’t sure if I would be able to prepare good set of levels but I wanted to try the idea.
Because i was not able to do actual programming until the second half of the second day of the jam due to logistics, I had a plenty of time to come up with a concrete idea and solve almost all the problems. So when I started to program I had a pretty good idea of the game mechanic and what I had to do.
Programming phase was pretty straightforward. I wanted to use Love2D because it is supereasy for prototyping even if I hadn’t much experience with it. I had some experience with lua programming from Codea app from iPad and my previous ludum dare entry. I also did a simple pong game one week before ludum dare as a training
After half day of programming I had the game ready and basic graphics in place. After few hours of sleep I had to go to work on monday and I could show my game to my coleagues(sorry boss :-)). They liked the idea but didn’t like the graphic and there were no levels. Actual player didn’t even look like a robot but more like a ghost back then
After work I rushed home to finish some graphics – draw the robot and create tutorial levels. Luckily I remembered the wonderful Tiled map editor which helped a lot with level creation and it exports directly to a Lua so I saved some time by not implementing any tools.
Anyway I knew I couldn’t make good enough levels because I was still exploring what robot can do. I spent a lot of time putting obstacles in front of the robot and watching its behavior because sometimes I was suprised what can be done using such simple game mechanic (it still surprises me because today i found a simpler solution to one of new levels presented in the gameplay video).
When the time was dangerously passing by, I finished fooling around with the robot and went back to doing actual work. I polished graphic – as I am not any sort of good painter I did my best using piskel app as pixel graphic editor for robot and tiles. Also at this point I found out that I can do a tutorial by drawing directly in the level and showing the gameplay features one by one. I don’t know if this is good or understandable, please let me know in the comments if you find tutorial good!
I showed the game to my brother and he created three of the campaign levels. I had to polish them a little bit afterwards because one of the was not passable and other were easy to get stuck. I wanted that robot won’t get stuck without the possibility to unstuck (Robot cannot react to the modifications to the field has is alread standing at – for example if in the hole where he cannot go left nor right he won’t shapeshift to go up if shapeshift controller placed over the robot).
I though that player should not die/stuck during the game to not feel bad about his skill and won’t get frustrated from starting over so every situation must be resolvable.
Afterwards the time was almost up so I packaged the game and submitted.
Next day I fixed some bug that prevent last level from being finished – spawn point. This was clearly caused because I haven’t had enough time to replay every level after every change.
For the future I plan to create a proper set of levels to illustrate all things that can be done programming the robot using just gravity and walls. All levels I am creating now are resolvable by putting the controls in place before the level starts so instead of rushing during level player can solve the puzzle by thinking before the level starts and preparing the setup for the robot beforehand.
This ludum was enjoyable as always but after this one I feel a little bit special because I really like the resulting game (even bad graphics and no sound and almost no levels 😀 ) mainly because of possibilities it presents.
Regards everybody and see you in the next ludum dare,