Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘screenshot’

Progress is slowly being made

Posted by (twitter: @tselmek)
Saturday, August 27th, 2016 5:21 pm

Took us a lot of time to find a not-too-fancy idea, here’s our progress so far.

View post on imgur.com

Walk like an Egyptian

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 3:33 pm

A bit more sprite work and one game mechanic in place. The farther I go down this road, the more I’m getting distracted by the absurdity of it.

4-converting

Holy wars

Saturday, August 27th, 2016 2:39 pm

Map of the world in parallel universe

The most ancient technology of controlling humankind is religion.
So we are making the game about you being a prophet on the recently discovered parallel universe.

It will be a multiplayer game with spectators. Everyone can watch and when feels confident enough to be a prophet can join the game and write his own holy book.

Stay tuned.

Well, I guess this is what it’s gonna be

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 12:15 pm

Well, it’s not much, but I’ve got the basics of movement and firing projectiles in place.

3-firing

Egyptian gods shoot lucky charms from their space ships, right?

LD36 here we are!

Posted by (twitter: @jenninexus)
Saturday, August 27th, 2016 8:33 am

Up all night & pumped to be working on a jam submission with my partner Martian Games & our buddy IKU Games.  We planned ahead for this one & so far so good!  Tried live-streaming a bit last night, with another stream planned for late tonight.

Hope everyone else is having as much fun as we are!

twitch stream :-D

I’m in! First steps to completion!

Saturday, August 27th, 2016 3:49 am

Hi, Everyone!!

I see everyone is racing to create and finish their game for the 36th LDJAM, and I am happy to say that I will be joining as well!

I am currently in the process of creating my game for the theme “Ancient Technology”, which should be pretty fun! I’m working solo on this project(possibly duo) and I’m going to be updating my progress throughout this weekend.

I’ve just posted a GIF on my Twitter of my first step to completing my game: a randomly generating map! More is to come along the way, so please come join me on the path to completing our games!

RandomGeneratingMapGIF

I wish you all the best of luck(because a weekend to make a game is crazy, but fun)! Happy game making! ^^

– Soolo

Our idea so far

Posted by (twitter: @rafaskoberg)
Saturday, August 27th, 2016 12:25 am

Wait what, no we’re not giving out our idea that soon! But here’s a concept shot :)

intro_cutscene_idea

Took an Art Break

Posted by (twitter: @swaggerzaki)
Saturday, August 27th, 2016 12:19 am

After looking at some open source C# rhythm libraries, got tired and took an art break.

I said this game was going to be more about tech proof of concept & interaction.

I’m also going to take some risks art-wise, as you can see: (below is a gif)

previewgif-amaterasu

Inspired by mix-media art style of Shaft (animation studio), and trying to work around the fact that I can’t really animate OR art well.

So far, my idea for the game is controlling sun and rain as Amaterasu, Shinto goddess of the Sun, according to rhythm. Not really ancient tech here, more like ancient religion? Unless dance counts as tech — I’ve read shinto priestesses danced for rain and sun.

FISH!

Posted by (twitter: @JPSMJordan)
Friday, August 26th, 2016 10:42 pm

I will remake the fish model later but for now I want the gameplay done :) Oh and I want random colors.

fish

Firefly Effect, 2 hours in

Posted by (twitter: @HybridEidolon)
Friday, August 26th, 2016 10:23 pm

It’s a tentative title, but my friend and I are making a VR atmospheric aesthetic experience. Not super interactive, but simply a game about observing fireflies.

My personal goals with this project are to really experiment with audio and visual flair. We don’t have to focus on game controls or complex behavioral scripts, so it gives us a lot of time to really tweak and perfect the feelings that are supposed to be evoked when you get the headset on.FireflyEffect prototyping

It’s rather hard to see against the white background, but once I am able to put on a headset for real, it should be easier to see everything.

First screenshot

Posted by (twitter: @JPSMJordan)
Friday, August 26th, 2016 9:17 pm

I need to say that I am not an artist 😀 But somehow I like the result

first

Skyway on IndieDB!

Posted by (twitter: @RobProductions)
Monday, August 8th, 2016 8:25 pm

Hello everyone!

I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.

Screen6

Skyway

Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!

If you haven’t already, follow me on Twitter, and good luck to everyone in the LD!

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Last day to rate!

Posted by (twitter: @SantiHisteria)
Monday, May 9th, 2016 11:04 am

Today is the last day!!

…but you can still rate “Breaking Fat“: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59433

:) GOOD LUCK WITH THE CLASSIFICATIONS GUYS! :)

Post Mortem: A Mazeshift Title

Posted by
Friday, May 6th, 2016 9:57 am

Hi everyone,

This was my second Ludum Dare. Once again I had a fantastic time participating, and playing the other entries is a great source of pleasure and inspiration. I wrote a post mortem for my game A Mazeshift Title, which you can play here (Unity WebGL version available).

 

Screenshot1A Mazeshift Title

The Game

A Mazeshift Title is a 2D puzzle game where the player must construct a route between two endpoints using a collection of shapes organised in a grid. These shapes are manipulated by shifting entire rows horizontally, or columns vertically. It could easily be compared with a 2D version of a Rubik’s cube, with a pattern that must be completed. The game contains 7 individual levels, and each one is procedurally generated to provide a degree of replayability.

Development

The idea for the game was originally conceived from thinking about shifting bits in computer registers, but using shapes instead. A good three hours on the Saturday morning were spent settling on a design. I felt it was important to take the extra time at this stage to ensure the concept was both interesting and achievable. By the time I had stopped on the Saturday night, the game consisted of a single feature-complete level.

The focus of Sunday was polish: after creating some menus and finishing the transitions between different levels, I moved onto audio. I ended up spending many hours fighting with multiple software packages, and eventually only managed to produce three sound effects. I had initially anticipated having enough time to produce a simple ambient background music track, but this no longer seemed feasible. Some visual polish feature had also been planned, such as sliding the grid tiles when they are shifted, but sadly these also had to be cut.

The Good

  • Procedurally generated puzzles.
  • The mechanics are explained non-verbally using a trivial first level.
  • I followed my plan: the core mechanics were implemented by Saturday night, Sunday was spent polishing the game.

The Bad

  • No music.
  • Tiles don’t slide when shifted.

Thanks for reading, see you all next time!

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