Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘progress’

Nearing the Finish Line with 24+ Hours to Go

Posted by (twitter: @alphasim)
Sunday, August 24th, 2014 2:33 pm

Wow, time’s flying. My friend I finally named our game, entitling it “Melody’s Long Ladder Home.” Hooray!

Today we fought our first major issues (first serious frame rate drops and than later  items disappearing) and got through them both OK. We finished laying out the map and play pieces this morning and than spent a huge chunk of the rest of the day proving to ourselves that our game was beatable. It took us hours of play testing and countless revisions but we did it. Here’s a quick pic from the game to wrap this up.

Melody's Long Ladder HomeWe only have a few small things left to do, and considering that we’re doing the 72 hour jam, this leaves is almost 24 hours to polish, finalize, and touch up everything to a nice sheen.

Well, as nice as we can, anyway.


Posted by
Sunday, August 24th, 2014 12:26 pm

More poetry, this time I made my title screen into a sonnet. I am seriously getting loopy here :)



Posted by (twitter: @SmartGaming_ru)
Sunday, August 24th, 2014 12:12 pm

I don’t think I can make anything else today and so my “Two Worlds” game is out. Yay. It’s even playable and fun (sometimes). You can check it on compo page.

In a few words – it’s a text-based strategy about two worlds, connected through the Portal. One has food, another has fuel and they trade with each other each month. But their resources aren’t infinite, so one Realm will fall at the end. You can choose a Realm to play with (and actually you can control the other realm if you want – buttons are clickable). Also there is an “automate” function – it will produce some goods and select trade option for both Realms – you just need to enable it and click on “Open Portal” button. Also there is a restart button in the top-right corner. Have fun :-)


Drempt – Progress #6 Music!

Posted by
Sunday, August 24th, 2014 11:17 am

Music is finished and added into the game.


Here is the current title screen for your enjoyment:

Drempt Title


Previous progress post

Late start. Some progress.

Posted by
Sunday, August 24th, 2014 10:43 am

For the first 12 hours I didn’t have a solid idea to work on. I went through the themes, did a little research and learned some Blender basics. Then I fell into my old ways and started working on a game idea I’ve had in the back of my head for quite some time (over a year!). As such it’s quite complex and I’ve no chance of hitting the Compo deadline. Even the Jam time frame might not be enough to craft any kind of compelling gameplay.

The simulation is coming together though and you don’t just need to take my word for it either. Behold the power of the Gif (pronounced with a G just so you know…)



Been keeping a bit of a fast pace with the coding side of things. My models and views are royally mixed together and the simulation does freeze pretty bad when things get serious. I can’t wait to start refactoring and optimizing!


Border Patroller (Working title)

Posted by (twitter: @De_Yuang)
Sunday, August 24th, 2014 8:56 am

The game:

Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!

The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.

The team:

“De Yuang” Anne Wijning – Programmer

Jere “Turtana” Jalonen – 3D modeller



Unity Indie







I am stoked about how this game is looking. the screenshot is just the starting area. but the level itself is a very good size. All of the mechanics are in place except for the enemy spawner which I will write when I get me a little rest. I am a bit worn out after Tiled decided it wanted to crash 1000 times and one time lost the entire level, finally got it made though. Hopefully I have time before the Jam ends to squeeze in a little bit more detail, but either way I am happy with it.

Next up:


AUDIO! which should be the icing on the cake for my favorite creation.


just remember, “Those who play in the realm of lost souls are probably already half-dead”.

Nexxuz – Progress Report

Sunday, August 24th, 2014 7:50 am

Once again, we’ve utilised our lovely Minecraft community (mostly children, we run a family-friendly server) to help us build our game assets for our LD jam. We’ve decided to make a Zaxxon-like Shmup with six levels, two enemy ship types per level and one boss fight at the end of each level. All game assets were built inside Minecraft, then exported through Blender, stripped of textures, and finally plonked into Unity for the actual game-making.

Amazingly we wrangled 20 – 30 super excited kiddies into building our levels and sticking to our build rules (mostly), and got all of the building done in one day. Now for the most time-consuming bit; putting it all into a game.

The Story:

You’re the pilot of a little spaceship flying through space. Your ship gets caught up in a time-space anomaly and shatters, leaving you in one smaller version of your ship with the rest of your ship parts scattered across different dimensions. In order to recover your ship parts, you need to fly through the dimensions (connected via portals), shoot down the enemies, and recover each part – and each part will add to your ships’ abilities and let you complete the final stages of each dimension.

Here’s an early early version of our ‘castle’ level;

And a couple of Vines of the almost complete Ocean level;

Making Hay on Day Two

Posted by (twitter: @alphasim)
Sunday, August 24th, 2014 5:32 am

Heya everyone. My team’s game for the 72 hour jam is coming along very nicely. We have the map over half finished, the graphics mostly in place and the music is sounding good. Here’s a quick look into our project, as being developed in Stencyl.


Like I said last time, ladders are a prominent feature in our game. It’s also nice to see how far we’ve come since yesterday in the little details.



We’d love to get some play test opinions on our latest build. We’re also going to start live streaming again today at approximately 11:30 AM EST on, so stop by and say heya sometime.

Altar of Flipping

Posted by (twitter: @Jishenaz)
Sunday, August 24th, 2014 12:03 am

Now these special landmarks flip gravity.


Oh shhh** I overslept!

Posted by
Saturday, August 23rd, 2014 10:47 pm

Noooo… I set the alarm to 4am… aaaand it’s 7am. 3 hours lost! Now quick breakfast and let’s continue in development! Good luck everyone, with finishing your games!

When Red Blocks Attack

Posted by (twitter: @Zazanxors)
Saturday, August 23rd, 2014 10:38 pm all-dirt caves.

…in all-dirt caves.

Lots of progress today. In short:

  1. Player is done, and is no longer a blue block
  2. Enemies now spawn regularly from an evil purple portal
  3. There is now a background
  4. Falling off the level is now impossible
  5. 90% of the SFX is completed and integrated

Not terribly much left to do yet. I also don’t even care if I do great – I’d just be happy successfully submitting something decent to the compo!

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