Ludum Dare 32
Theme:
An Unconventional Weapon

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Posts Tagged ‘postmortem’

reflections on my first Jam

Posted by
Monday, April 20th, 2015 9:15 pm

I just spent 3 days trying to get a working game out there and I wanted to talk about my first impressions as soon as possible.

pros:
– Not doing Graphics
– Using an engine that I know well (melonJS, javascript engine)
– Trying to keep it simple

cons:
– redoing things
– wasting time in configuration files
– not looking at other dev’s impressions and suggestions + not being physically surrounded by other people

More detailed impression:
I am not really able to quickly make decent-looking characters in 72 hours, so I ended up reusing the graphics that I bought a long time ago. I love working with these assets because I have all the information that I need, and I know the limitations of what I have. I guess this will become complicated once I attempt to add animations in later Jams, but for this one I am glad I did not have to think about graphics.

In the same light, I am so glad that I used melonJS. Things went butter smooth with the engine. PhaserJS would have been a nice choice too. I guess relatively simple javascript games don’t demand too many modifications of the source engine.

Finally, I am glad that I was able to keep it simple towards the end (at the beginning I had too many bonus features that I wanted to add).

As for negative things, I guess the biggest one was redoing things during the second day. More specifically, I was thinking about throwing things (apples) and I decided to modify melonJS’ particle emitter to do it. Bad idea.
I ended up wasting a couple of hours redoing things, but it wasn’t that bad. I am glad that I got to talk to people that advice me to stop wasting time making particles collide, etc and just use other sane defaults, which brings me to the next point: community.
For this jam, I was alone in my room, and I didn’t really get the sense of being at a Jam. I hope I can attend an event in the future, if I ever try to make a game again.

ps: tweaking configuration files feels really weird. I spent so much time thinking about, for example, what wolves eat, which wasn’t really that important in the end

bottom-line: MAKING games is HARD.

SKULL BOMB: Post Mortem

Posted by
Monday, April 20th, 2015 7:31 pm

Skull Bomb by @mattmirrorfish

This is my first time Ludum Dare-ing. I have been putting off doing it because I never have un-interrupted time on weekends but this weekend I decided to go for it anyway. This game was made in the hours after my kids went to bed and any other little bits of time I could get together over the weekend, maybe 16 hours or so in total. I hit on the mechanic and theme I wanted to do pretty quickly on Friday night: my interpretation of an unconventional weapon was a suicide bombers bomb.  Because I knew I wouldn’t have time to do sophisticated AI I decided to make the enemies robots which would make their slightly stupid behavior thematically appropriate. The AI could be improved a bit but for now it mostly works. The theme also supported my primitive art style which is made using basic primitives within the Unity editor.  The main mechanic is avoiding coming into contact with the red awareness zones of the enemies while trying to get to the end of the level and blow up the enemy server. I leaned heavily on stuff Unity does easily out of the box for this, in this case Navigation. The flying and hovering enemy types each have nav mesh agent components attached and a script randomly assigns waypoints from an array. This causes them to path through the level randomly and adds some un-predictability. I also added some searchlight gun tower type enemies inside the ‘city block’ formations since running through them, where the hovering enemies couldn’t go, seemed to be a dominant strategy.

I created the audio using Logic which is mainly sounds made with Logic’s built in Sculpture synthesizer. I stuck to ominous drone sounds mostly. I wrote a minute long text which adds some additional context and had my girlfriend read it on mic, which I then processed and cut up a bit. I think it adds a lot to the vibe of the game and provides some useful expository narrative framework.

All in all I had a ton of fun doing this! I’m going to aim to continue to jam, even when limited for time, and try to block out a full weekend to get together with a team and attempt something more ambitious.

Here’s my entry: SKULL BOMB.

If you liked the game or just want to say hi I’m @mattmirrorfish on Twitter. Thanks for reading!

 

EDIT:

I got some great notes from people playing and rating my game which allowed me to make a few small tweaks, hopefully for the better before the cutoff. I found players didn’t know where to go so I made the final objective more visible, and had the players drop in from high up so they get an initial birds eye view of the level. I also moved an enemy that was sort of spawn camping the player in a really unfair way :)

Also, lot’s of people liked the voice over! I must say having a little bit of recorded audio in your game like that to add some story is a pretty cheap and easy way to add some production value. That is definitely the thing I spent the least time on (maybe 2 hours out of 16 to script, record, mix, edit and implement) but has gotten the most positive feedback. Definitely food for thought! Thanks very much to all the people giving comments on my game (and on everyone elses!)  It feels great to be a part of a community of game creators like this.

Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

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!

Undead Grind postmortem, how I botched it.

Posted by
Monday, April 20th, 2015 2:56 pm

After a long jam fueled with hype and determination, I finally called it. I gave up. Felt really bad on my partner, but my brain has completely shut down.
All the art is there, but for some reason, unsure if its technical or human failure, the codes aren’t just working.

We even made a nifty title screen.

title
What went right:
• Game idea generation. I suppose we came up with plenty of good ideas, and went with what we thought the best at the moment. It looks good on paper, sounds nice and fun.
• One hell of a good artist. All credit to Jonathan, he whipped up very nice art in a reasonably short time.
• Enthusiasm.

What went wrong:
• No actual programmer. Our programmer had to abandon the project, and I had to do all the programming. I am by no means a programmer, so lots of trial and error, and in the end Unity seemed to refuse to work.• Time management and scheduling. We started each day from mid-day until midnight, throwing quite precious time. I also find myself thinking of what to do next.
• Not joining the warmup weekend. After quite a while of not using Unity, I had to look up for some old scripts we did for references. Often times I need to look up for tutorials and Q&A from the Unity answers web.

If anyone’s interested, here’s the unfinished build up for download:

Windows

Mac

This is, after all, my first jam, lots of mistakes to learn from. I had lots of fun, I learned a ton, and I’ll be sure to join the next jam.

Not Nice Knight- Postmortem

Posted by (twitter: @@chromebookbob)
Monday, April 20th, 2015 2:45 pm

Title

 

I have had an immense amount of fun taking part in my first Ludum Dare. Having started with the disadvantage of school on a Saturday (which happened to be a blessing as it allowed me to think up my idea), I commenced work at around 3pm.

I set out with the clear idea that my unconventional weapon was to be “being mean”, and initially I wanted to do an old school dungeon crawler type thing with flat 2D sprites in a 3d dungeon but I realised (thankfully) that due to my time constraints I had to cater to my strengths. I have done a few Twine games in the past year and I feel I am well versed-ish in the 2.0 version (which itself is not that well documented). So I set out to make a text based “dungeon crawler” with basic conversation trees and stuff. I also noticed on my way home from school that one of my ring-binders had a plethora of weird monsters and such that I drew on it. I decided that I wanted to take inspiration from these and make animated scene gifs for each monster.

I ended up making and drawing 5 different monsters, each with it’s own crying animation (which in some cases proved difficult, where do the tears go if their whole body is an eye?!). I spiced up the “dungeon” by animating them to switch between different sketchy versions of themselves.

Twine itself was brilliant and easy to use, apart from one hiccough. I wanted the last two scenes to have white backgrounds. I had done this in the past with Twine 2.0 but for the life of me I could not find any solutions in the twine forums or my previous work so I had to leave that out.

I had great fun livestreaming the second day on twitch,  though I received a couple of messages asking if I needed therapy when I was drawing the final monster…

The only other issue I had was to do with embedding the game. I had wanted to let you play it on the web, given that twine exports to html, but as much as I tried, the itch.io embedding and the LD embedding did not allow me to use googlefonts and it destroyed a lot of the formatting (which is essential for bits of the game) so the game is download only, although I did manage to export it with node-webkit to a great fullscreen windows exe, so that’s nice.

Overall I had great fun, and if I had had lots more time, I would have gone back and revised some of the conversation trees to make them more complex and to stop a lot of them leading to death. Anyway, thanks for reading/playing/jamming. See you next time!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49589

 

A Punker’s Tale – Postmortem

Posted by (twitter: @ChronusZ)
Monday, April 20th, 2015 11:27 am

And so I wake up, once again alive after the manic craze that was Ludum Dare 32. This was my fifth competition, and also probably the most mentally taxing one. I hadn’t decided to enter until the very last minute, so I was not prepared at all. I spent most of the first day in a confused daze :p

Screenshot 2015-04-19 18.41.40

The idea for A Punker’s Tale came together as I was writing it. After a (too) long consideration, I decided that I wanted some sort of talking weapon. I then arbitrarily decided to draw the player, who then ended up looking somewhat punkish with her short hair. Only after that did I even decided to go with a talking guitar for the weapon :p

By far, my main issue this competition was time management (as it always is…). I’m quite pleased with the artwork and music, and the writing is pretty good too. I spent so much time on those pieces, though, that I totally neglected mechanics! It really hit me in the gut when I realized that I had four hours remaining and I had just finished the intro! I then quickly flew into hypermode and managed to salvage a conclusion, albeit a very sudden and somewhat jarring one.

Altogether, though, I think I made a fairly good “game”. I’ll now bid farewell with a beautiful picture of an anthropomorphic piano.

piano

Protector of the shrine is released

Posted by (twitter: @maunovaha)
Monday, April 20th, 2015 7:08 am

Hello.

I am pleased to say, that “Protector Of The Shrine” is now released.

protectt

( Play: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=41499 )

This was my first #LDJAM entry and releasing it felt like impossible job at some point – I had so much work to be done. That being said, the game is pretty raw considering all the ideas which I thought I could have time to implement: three unconventional skills – instead of one.. good graphics, animations… etc.. etc…

Hence, I now think that my biggest mistake were that I wasn’t ready for this game jam; I wasted too much time at the beginning of the game jam to sleep and just to come up with the idea which I should make? Around 10 hours or something? That’s ridiculous.. right? Near the end I had only two hours to make graphics at all. Hence, I now feel that #LDJAM (compo) is a lot more challenging than some of the other game jams I have participated, like #GGJ as you can have a team of developers, or at least someone other than you which makes the graphics and/or sounds.

Regardless, I am still happy that I could get the game released, because it’s always better to release something, than end up with nothing at all.

But anyway’s, this game jam is now over. And as a final note, you can also find me from twitter as @maunovaha – I’ll tweet about gamedev and programming. Mostly about game jams when I am doing them.

Cheers!

LudumDare Compo – A Postmortem

Posted by (twitter: @@moongateuk)
Monday, April 20th, 2015 4:16 am

This has to have been one of the best Ludum Dare Compos I’ve done since most things actually went right and I saw things through from start to finish.

The full postmortem is over on my own website here at http://www.moongate-uk.co.uk.

But for those who don’t have the time to read indepth stuff here’s a TL;DR.

Postmortem TL;DR:

What went wrong:

– Diving in the deep end with new skills.
– Being indecisive about certain parts.
– Focusing to much on issues and over looking things.

What Went Right:

– Using planning and Lists.
– KISS (Keep It Simple Stupid).
-Not deviating from the original idea.

I hope you enjoy the read if you decide to read the full version over on my site.

no. 55 – postmortem

Posted by (twitter: @MarcoEmiliozzi)
Monday, April 20th, 2015 3:02 am

So… I submitted my game for LD #32 and I’ve slept for 8 hours, I think I’m ready for a postmortem post :D

What went well:

The thinking part. After the start of the jam, I’ve forced myself to stay away from the computer for like 4 hours. I wanted to have a clear idea and be inspired. So I had a shower, I washed dishes, I cleaned my room and the idea just popped out. Moreover, my wife was very happy about my cleaning spree :D
The story. I like the character and what it can become sometime in the future (maybe).
– The idea about graphics. Don’t get me wrong, I’m not good with graphics… but I like the idea I’ve got about how the character sees the world.

What may be not going well:

How the game feels. I hope the game feels “right” (i.e. how I would like it to feel)
The execution of graphics. Something may be messy or not clear.

What didn’t go well at all:

No sound. I’m not experienced with audio and I didn’t have enough time to record sounds myself. I felt like some retro sound wouldn’t be fitting in the theme. Too bad anyway, I think that sound and music play a big part in how a video game feels.
Too few content, not enough variety. I didn’t manage to put in the game any character development, there’s only one attack move, enemies feel too similar, the game is too short and too easy. I really regret all those things, but I didn’t manage to do more in the deadline. Damn.

Apocalyptia – Post-Mortem

Posted by (twitter: @dManabreak)
Monday, April 20th, 2015 1:26 am

Hey ya, Darers!

Apocalyptia

Apocalyptia

I wrote a short post-mortem of my compo entry “Apocalyptia”. I went through all the segments of the development process, look at how things went and what could be done differently. :)

Here’s the post-mortem entry in my blog: http://tremor3d.com/2015/04/ludum-32-apocalyptia-post-mortem/

Bread Ninja Post-Mortem

Posted by
Sunday, April 19th, 2015 9:30 pm

I actually managed to finish a Ludum Dare proper! Hooray!

So, Bread Ninja. I finally got to use my “Baked Goods as Weapons” theme that I’ve thrown around a couple times on Ludum Dare.

What went Well:

  • I got pretty much everything done that I envisioned for this project. I came into it smart, and cut down on the original idea I had, knowing it was too ambitious for a 48 hour Ludum Dare.
  • I think I managed one of the goals I had as far as player choice. Do you use your weapons? Or do you eat them to regain health?
  • I got to throw together a picture of a ninja with a bread slice breastplate, bread bowl helmet, and baguette sword.

What went not so Well:

  • No sound of any kind, because I have no ability in the audio department.
  • I had to cut the story bit from the actual game, because it wasn’t coming together very well, and time was running short.
  • Didn’t get to have an enemy call the main character a “bread head”

It went better than I expected!

Posted by
Sunday, April 19th, 2015 7:03 pm

Hey guys!

This is my first Ludum Dare (and solo game jam), and I can honestly say that it went better than I expected! Even after getting sidetracked a lot, I still finished the game early. That said, I think the weakest part of my game is music. I’ve never been good at it, and a chiptune generator, I think, is the easiest instrument I can use for the moment.

Please view and rate my entry at http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49251

Looking forward to your entries!

Killing mutants with carrots + kissing + boss fight! LD31 postmortem

Posted by (twitter: @TriteGames)
Saturday, April 18th, 2015 9:02 am

Hey guys,

although we are not able to participate in Ludum Dare this time we still would like to show you our last game, which is quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! :D We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we just released it on itch.io for free for Windows and Mac. 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!

 

 

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!

 

Thanks, have fun playing and happy jamming :)

Chris and Sebastian

Kissing bunnies and bloody mutants! LD31 Postmortem :)

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 4:31 pm

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on itch.io for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

 

 

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!

 

Thanks and have fun playing,

Chris and Sebastian

LD31 Postmortem, no LD32

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 5:43 am

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on itch.io for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

 

 

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!

 

OCAB screenshot #01

OCAB Kissing bunnies

 

Download OF CARROTS AND BLOOD on itch.io here!

 

Thanks and have fun playing,

Chris and Sebastian

Of Carrots And Blood is back! ( no LD32 :/ )

Posted by (twitter: @TriteGames)
Friday, April 10th, 2015 3:46 am

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on itch.io for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

 

 

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!

 

OCAB screenshot #01

OCAB Kissing bunnies

 

Download OF CARROTS AND BLOOD on itch.io here!

 

Thanks and have fun playing,

Chris and Sebastian

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