Posts Tagged ‘thoughts’

Theme vs Mechanic

Posted by
Saturday, December 6th, 2014 2:21 am

Some discussions really bring out the devils advocate,


If the entire game must exist within one screen, mechanically, you cannot introduce new elements, they must all exist within the screen.. enemies, pop ups, title screen, ALL must exist in one screen right?

If its a theme.. well, I can pack alot of game(slaughetered animals) into my (specially designed) suitcase before I get screened as I cross the border..

Or, if we’re playing on a japanese dividing screen… it could be a whole map and I’m just looking at part of the ‘screen’

but I digress… mechanically.. surely all elements must be visible from the start?

Thoughts on my LD30 Entry

Posted by (twitter: @Treeaza)
Tuesday, August 26th, 2014 8:54 pm

LD30 was my first full Ludum Dare.  I had entered two MLDs before, but not any actual compos.  I am happy that I managed to complete my game, but it has some serious problems.  (My game is called “A Rainbow”, by the way).  First and foremost of these was that I didn’t set a standard tick rate, making the game run incredibly fast on fast computers.  Also, the graphics sucked, and there was no audio.  Still, I am pretty happy that I managed to create a game at all in 48 hours without a game engine.  (Although, next time I’m probably going to use Unity).


The idea for my game was that several coloured worlds existed, and you could teleport between them.  Also, you would be able to see outlines of objects in the other worlds, so you could jump off of an object in one world, teleport, and land on an object in another.  This mostly carried over into the final game, although I wasn’t able to make the outlines appear, in the end I just made it so you could see everything the same in all worlds.


Originally, I was going to make a sprite-based game.  Then, at the end of day one, I had to restart, since my rendering system wasn’t working.  I ended up using Java’s built-in graphics, which are very underwhelming, but worked.


I also planned to have 10 levels, but then cut it down to five as a time saving measure.  Later, I reduced this to three.


All in all, I am quite satisfied with the final game, despite its flaws, and I will definitely be back in December!



Awake, coffeed up and already too many ideas

Posted by
Saturday, August 23rd, 2014 1:40 am

Woke up over here in Holland, drove over to my buddy Jorror and brought some breakfast. I am so in!

Love the theme (all the themes, really!) this time around and got rather inspired. Worked out several theme ideas and tried writing them down and now I have to decide!

Here’s how I organize my thoughts.

Don't want to think what it looks like when it's unorganized.


Right, back to work!

Oh, I’ll be working with Ren’py,, FL Studio, Inkscape, Notepad and the camera on my new S4.

I hope everyone has a great time and enjoys the thrills of Ludum Dare!



Ok, I’m prepared!

Posted by
Wednesday, August 20th, 2014 12:55 pm

Warning before you read: My main language is Spanish, so I will have some typos and other language mistakes.

So I was in a Webapp project when I saw Notch complaining about his internet because he wanted to stream LudumDare this weekend. Yeah, thats the whole history, with that tweet remembered about Ludum Dare and then I realice how much I wanted to participate so here I am! It’s my first Ludum Dare, also I haven’t touch any game development topic in the last 6 months so… Yeah, it’s gonna be AWESOME! Here is the list of my tools:

Language: C++

Engine: SFML

Paint Tools: Gimp, Paint .net, Paint and Graphics Gale.

Effects Tool: SFXR

Music Tool: The webpage wich generate random music with CC0 — “No Rights Reserved”

Also I will try to use Chronolapse and upload a video to Youtube once I finish.

I will be listening music on Spotify. Drinking Diet Coke and Monster. I don’t know If I will be able to make 48 hours without sleep so maybe I sleep like 6 hours because it’s important to be awake. And… that’s all, the game will be released for Windows at first, and then I will make it avaliable for Linux.

Remember It’s a competition to take our skills to the next level while making some fun and knowing you are not alone :) I mean… I am, because I am in the not Jam edition, but, you know that there are a lot of people around the world doing the same. Enjoy it!


Different time zones inconveniences

Posted by (twitter: @customphase)
Tuesday, December 10th, 2013 1:10 am

Hello there, guys and gals.

Wanted to share some thought of me with you concerning time distribution and participating.

The thing is that in some countries compo starts real late at night. But this is not the main problem, cause you can just go to sleep earlier, and get up earlier. The main problem is that this result in late ending time ( i finished last ludum dareat about 5 in the morning at monday, good thing i didnt have to go to work back then, and i could afford staying up so much).

So i was wondering, if maybe we can come up with the system, that allows you to enter earlier, and also finish earlier.

I understand that its can be scammed just by asking  people that already started doing the game what the theme is. But i can deal with that, if that will allow me just to go to bed in time, and not to be extremely sleepy at work on the other day.



Some Thoughts After My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Thursday, May 2nd, 2013 10:03 am

I’ve been going around trying to test and rate some of the games. One thing that I like is how this competition heavily encourages you to rate games, so your own game gains visibility. I feel this helps create the great community for this competition.

I’ve personally been checking my entry page every once in a while to reply to every comment and thank them for checking out my competition, and check out their game if they have a submission. I feel like I really want to give back to the community, and really like getting constructive criticism.

I remember there being a lot of complaints on the IRC chat after the theme was announced. I personally really liked the them, because it forces you to cut out unneeded elements from your game until you get straight to the core of the game. That, at least, is my interpretation of the theme. I feel like if you really embrace the theme, you can get a lot out of it, no matter the theme. It really gets you to think outside the box, and outside your comfort zone.

Return Home: Post Mortem + Timelapse

Posted by (twitter: @Metchegaray7)
Tuesday, April 30th, 2013 3:57 pm

Return Home


When the theme was announced I was actually expecting something like ‘Dreams’ or ‘Ancient Ruins’ to the the winner, but I was susprised by the majority, as usual.. Altrough it took me by surprise (I had Minimalism voted as neutral, havent even considered it), it wasnt a bad theme, unlike past LD’s.. It gave a more broad range of stuff I could do.
Basically, in my head, any game can be minimalistic’d, with the proper approach. Minimalism isnt a restrictive theme at all, au contraire; Its so broad that you can make practically anything, and had it fit the theme somehow.

So, after that my idea was to make an isometric game or a shoot em’ up. I went with the Isometric idea first, and having made only one little isometric game in my whole life, I found it exhausting. Too much little stuff that just dint worked the way I expected, too much code for simple tasks like having to recognize in wich tile im on, etcetera. I ditched iso right away with the promise of coming back to it later on the future, but never again on a LD.

Started with, what I thought it was a shmup, while watching some retro/vintage science fiction posters around the web, and fell in love with some of the styles I found there. I was always a big fan of retro-like stuff, and vintage posters are simply beautiful (when properly done), not to mention most of them are drawn very minimalistically. so the game was started and intended to look like one of those right away. Having the style defined allowed me to start pushing other aspects of the game quickly, like asteroids and props, also creating the gameplay super quickly :)

ships designs

While developing the initial aspects of hte game, wich was supossed to be a vertical shmup, I kinda thought of the story behing this little ship I drew.. It looked like a rescue or transport ship more than a fighter/warship.. So maybe we just have to go somewhere or escape from somewhere instead of shooting random hordes of aliens..? And so it happened that I ditched the shmup idea to make a vertical dodge-and-survive kind of game. It lacked most of the elements I would have liked for it to have, but overall, I really liked it, not to mention that the visual outcome was, besides minimalist, very beautiful, even to my likes!

I finished the game within the initial 30 hours of the competition, being the quickest LD for me until now, for wich I am very satisfied, but I lacked the imagination to use the rest of my spare time.. I would have liked to add more stuff to dodge and maybe even stuff like powerups, but I just couldnt think of anything that suits both the theme and the game idea. even until now I found that to be hard work.

Overall, most important things went just fine:

  1. I finished the vast majority of the game within 24 hours and all of it within 30hs.
  2. I defined a style right into the beggining of the compo, that allowed me to focus on more important things quickly.
  3. Having made everything so quickly also left me with plenty of time to develop and poolish different platform ports, especially HTML5 wich is usually a pain to fix, works just as fine as the desktop version with a couple minimal graphical discrepances.
  4. Slept more than enough
  5. Timelapse didnt failed (phew!)

What went wrong:

  1. The game is not as extense as I would like, solely because of my lack of imagination for it, since I had plenty of time to add new stuff.
  2. Besides the art style, the game doesnt fit the theme much more.. its a 50/50 thing.
  3. No music/sounds.. completely forgot until the last day, and I was like, ‘oh well, who needs that stuff’
  4. havent really gone out home in the entire weekend, and I just focused on the game the whole time, in the end I got really stressed. I just wanted to go out and run ~100 miles.
  5. havent drew anything on paper before starting, in the end it didnt affected me because I developed the idea right away, but it is the second time in a row I do this, and im scared I wont be so lucky next time.
  6. Didnt had a reliable internet connection during the entire compo, that kinda slowed me down a couple times, especially when looking for inspiration or particular images. Not to mention IRC kept on closing unexpectedly and twitter didnt even loaded :(

Game page:
(the game works on Windows, HTML5 and Android)

Timelapse video:

As usual this was a super-awesome experience, I havent really worked on any game since last month, and the ammount of inspiration this competition pumps on me is priceless, you are all awesome, and I am looking forward to play ALL of your games asap!!

Thanks Ludum Dare people!! =D

First Thoughts

Posted by (twitter: @tinytouchtales)
Saturday, December 15th, 2012 5:29 am

Wow 1 day 14 hours…

I’m 8h behind due to the compo starting midnight at my timezone. None the less i have some first Brainstorming thoughts ready. I like to approach those Themes from various angles and pick an interesting aspect. Philosophical and by terms of motivation i wrote down some loose thoughts.

Beeing evil is nothing natural, all evil beeings were once good. Evil and Good is something everything is based on. There are several Motivations to become evil. Betrayal, missunderstanding, manipulation, overambition, deception, megalomania, power, fraud, jealousy and so on. The classic Game-Villian always has a counterpart. Alot of Games, specially the Molyneux Games, use the Theme to put Players in a moral conflict of beeing good or evil. Beeing evil has a lot of charm – money, power, the freedom to do what i want. Beeing evil means that i don’t have to follow any rules.

What also is interesting in many fictions, that the line between good and evil often is blurred. Sometimes you have to do something evil to be good and vice versa. Theres a whole new Theme opening when you think of good and evil in terms of judgement. Who decides whats good and whats evil?

Etymology wise i’ve found that the word villain itself is pretty interesting. And leads to the conclusion that not beeing Knightly implies that you are doing bad thing. And therefore Farmers are bad. Which i found kinda funny when you think of Farmville…

French villains in the 15th century before going to work, receiving their Lord’s Orders.Villain comes from the Anglo-French and Old French vilain, which itself descends from the Late Latin word villanus, meaning “farmhand”,in the sense of someone who is bound to the soil of a villa, which is to say, worked on the equivalent of a plantation in Late Antiquity, in Italy or Gaul.It referred to a person of less than knightly status and so came to mean a person who was not chivalrous. As a result of many unchivalrous acts, such as treachery or rape, being considered villainous in the modern sense of the word, it became used as a term of abuse and eventually took on its modern meaning.

Then there is one thing or sentence that bugs me since i started thinking about the Theme. Which is a Quote from The Dark Knight: “You either die a hero or you live long enough to see yourself become the villain.” This Quote opens a lot of options in terms of Game-Design and elegantly describes the dilemma of beeing someone good in the first place and then becoming evil, even tho you never intended to be the villain.

My next step is to get a playable concept, that uses this Quote as a base. I’m mainly focusing on doing something that could work on mobile and therefore i’ll try something simple with a one-button approach. I’m not sure if this is the right way to do it but we’ll see.

Thoughts on Gamepad Support

Posted by (twitter: @RobProductions)
Tuesday, October 9th, 2012 2:08 pm

My game, Isolated Assault 2, is being built for computer. When my friend asked to play it, he tried to make it work with a gamepad, and it didn’t…

I never thought about people who use gamepads, but I figured “why not add support anyways?” I started testing with my own gamepad to see how my game actually played…

Turns out, my game was TOTALLY DIFFERENT. Playing with a controller feels more compact and comfortable, but reduces accuracy and precision. Keyboard and mouse are generally better because of the amount of buttons and precision, but I can see how people got used to FPS’s on the xbox.

The second problem that came up was the fact that my gamepad had only 1 analog stick, but my friend had 2. (using an xbox controller I think) It was impossible for me to look around.

How do you solve these? Well, for looking around, we can see that Lucasart’s Battlefront 4 for the PSP used the x, square, circle, and triangle for the looking around buttons. And for other actions it had to incorporate the back buttons and arrow keys which a strong selection system. I tried using this for my gamepad, and it actually worked pretty well. However, for some reason, Unity defaults some buttons to keyboard buttons to “make it easier”. In the end, you have to change almost every single control to fit the gamepad, but I think it’s worth it 😉

For the precision problem, the only thing that could make it easier is adjusting the sensitivity (which is already an option) but there is no way to navigate the menus without a mouse, so the game isn’t completely gamepad compatible, but it’s enough to work, and as long the instructions are clear, I think this system works. I mean, who runs a computer without a mouse? 😛

Happy Gaming, Ludum Dare <3

I’ve woken up… thoughts?

Posted by (twitter: @mfcrocker)
Friday, August 24th, 2012 10:24 pm

This is basically the theme I was both hoping for and not hoping for. Hoping for it because it was the one I had the most ideas for (some university material was very geared towards evolution) but not hoping for it as it presents the biggest danger of going completely overboard and creating something far too complicated.

We shall see, my friends.

16 hour crunch.. Fleedom Flies when you’re having fun.

Posted by
Sunday, April 19th, 2009 2:49 am


Well.. grabbed some sleep last night.  Just played my game this morning to see how I felt about it’s progress and direction.  Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.

I find a good trick to use is decide what makes the compo version versus what I’ll save for a post-compo version.  I’ve been pretty good about actually doing a post compo version lately that I’m not too worried that I’m using it as a fake crutch.  You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.

Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.

It is with that in mind that I am thinking about the following design decisions:

Compo Version Features:

1) One formation only of your fleet ships… the long and lean horizontal one.  This is because I am not sure if I’ll have time to code enough of what I want to justify the other formations right now.  I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along.  As long as 1 ship makes it you have been considered to win in that you’ve saved some of your race’s people.  The more ships you save the larger the score multiplier probably.

2) Probably not going to implement player ships fighting the enemy armada of doom.  I’m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.

3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.

4) I am worried that since these compos don’t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers.  I may have to go the route of a simple button to: “play high quality” and “play low quality” to turn down all the beam / particle effects I want to use.  I think that is a fine compo compromise.

Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately… laundry and the ilk.

Oh well.. it’s crunch time here at LD so good luck everyone!

It starts…

Posted by
Friday, September 5th, 2008 2:16 pm

As LD12 was my first entry and I started with no tools or pre-conceptions (and failed quite spectacularly!) I have several smaller ideas which I can play about with instead of aiming for one big one.


– Ultra-ultra simple 3D Modeller for very low-poly models

– Asset Management and loader (Graphics, sound, models)

– Maths libraries (I suck at maths though)

– Multiplayer server? (already written the main guts of this in PHP, just need to get it finished and working)

– Tile/map editor for my RetroRemakes entry.

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