Ludum Dare 34
Coming December 11th-14th Weekend

Posts Tagged ‘unity’

I’m in

Friday, November 20th, 2015 4:11 am

Hello folks,

This time I will participate in the game jam. Probably with a friend (graphics).


Tools I will use:

  • Engine (2D or 3D): Unity
  • IDE (C#): Visual Studio 2015 Community + Resharper
  • 3D Models (maybe): Blender
  • Graphics: Paint.NET, Photoshop, Illustrator
  • Chronolapse
  • Some kind of music / sound maker software

October Challenge: Rocket Racer

Posted by
Wednesday, November 4th, 2015 10:07 am

Rocket Racer just earned it’s first dollar which means that I’ve completed my first October Challenge!  Woo!!!

Rocket Racer is not your conventional racing game, instead of trying to reach an arbitrary finish line, your mission is to nuke all the infected planets as quickly as possible!  Disarm other rockets by striking them at great speed and even using your nuke on other players!


Watch a gameplay video here and download the game here!

Office Hours Post-Mortem

Posted by
Saturday, September 12th, 2015 2:25 pm

Hi there!
I participated in the Jam and created ‘Office Hours’ which is a fun, upbeat shoot’em-up style game!

I’ll be discussing the up’s and down’s throughout the weekend and how I felt about it all. I’ll also show some pictures i took throughout the weekend.

Day 1:

I had originally planned to make a moody, atmospheric game but once the theme was announced and i spent a few hours drawing up some things i decided to scrap it!
I wanted to create a game like hotline miami but still have its own charm. The theme was quite good for a pysological game, and so Office Hours was born!
The first night mostly consisted of some art and a creation of a small codebase.

Beta testing Level ( First Night )

I pushed out a very basic level design and added a player that could shoot some bullets! Not very much was done art-wise besides placeholder.

Day 2:

I knew I had to work fairly hard on the second day because i felt like i could have done more the first day, but it was okay! Having fun was key! The morning of the second day i worked on more art and came up with the player and some NPC’s!

Players spritesheet

I created an entire spritesheet but forgot that the players rotation changes so i only needed to use the down position and the up! The animation looked good and i was fine with it! Surprisingly i spent only 45 minutes on the entire character which felt great! I also went ahead and planned out some basic scenery to make the game feel a bit more alive!

Test of the props!

The second day was also where i went ahead and did a ton of Camera work! The camera shakes quite violently and pulses to the beat of the music ( day 3 ). The camera shake had to be a tricky one because i had simply coded it for a stationary Camera, which obviously , wouldnt work for this game! I ended up redoing the entire Camera and made the movement of the camera on the players position be ‘stabilized’ and then added in the shake as after effects. By stabilizing the camera, i was able to move it freely while shaking it and having no affect on the position of the camera in relation to the player! I also added basic prep work for the camera pulse to the beat and simply made it beat based off of a function i wrote in desmos..
That leads me into the growth of speed!


The entire game speeds up the more kills you acquire in ‘rage’ mode! Its all based on this graph which is capped at different levels for different things. This has to be one of the coolest things i went ahead and implemented as it made the game feel so much more fast paced as it went on!

Day 3:

Day three had to be a music day! I wanted to really make a heavy beat that had a 4×4 kick which could simulate a heartbeat. I also wanted the pulsing to give off the feeling of a heartbeat with the song. Not only that, but I wanted the other office song to really contrast the heavy electro beat! I sampled a song titled ‘Willow Weep For Me’ and it came out great! Of course its a little repetitive, but what office isn’t? The music is always an afterthought in terms of my programming implementation so i didn’t actually put the music in until monday morning! I spent hte majority of day three on music but I also implemented the different maps within the game so that was a day well spent if you ask me!

Second Floor

Day 4:

I spent a majority of monday working on audio and some enemy AI placement and things of the sorts. I had to turn in school related things which took about an hour or two out of my work time! Curse you High School! Other than that, Monday was a day full of scrambling and trying to piece together the game I had!

What I enjoyed:

I enjoy my game greatly! This is probably one of the best things ive made in terms of gameplay but boy is the code ugly . I think the camera effects were awesome and so was the gameplay. Of course there are bugs throughout but I’m not very worried becuase its a jam game and I don’t intend to take it any farther than it is. I am proud of what was created and will can’t wait for the next one!

What I learned:

I learned that webGL in Unity has quite a few problems with the sound engine and the game ran quite poorly in webGL so i opted out of the web build . I had quite a few issues with Unity’s inspector simply because I am still not 100% comfortable with the engine, but it gets better day by day. The game was tons of fun to play but i recognize that the balance is trash. Next time around, i will definitely have to work on balance of the game that still makes it fun!

Want to play?

Click me to play! Please click me!


My Cup of Fury – Gameplay Video

Posted by (twitter: @rtanshxn)
Monday, August 31st, 2015 10:00 am

Most people have commented about how difficult it is to play my game.

For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.

Monster of the Matrix: post jam progress

Posted by (twitter: @@jespertingvall)
Saturday, August 29th, 2015 5:13 pm

Still having a cold decided to continued working a bit on my Ludum Dare 33 game Monster of the Matrix. In the game you play as a skeleton trapped inside a dungeon crawler. But something is wrong… You realize that you are trapped inside a world that is shutting down. You must escape…! And something is hunting you….!

New version

  • The original Ludum Dare game had one random generated level of fixed size, with one exit. After the jam I split it up into 7 different sized, still randomly generated, levels. It also added a new gameplay element, doors. They made the game much scarier since they limited your sight. And behind every door an agent could lurk…
  • A stamina mechanic was added. You need to rest and can not run the entire time. The agents more a little bit faster than you, so you can not loose them unless you are running from them.
  • More and scarier sounds where added, among them footsteps to the other skeletons and really spooky music from Connor O.R.T. Linning.
  • I also integrated Gamejolts API into the game, giving the player achievements.

Old version of game



Monster Lab Post-Mortem

Posted by
Wednesday, August 26th, 2015 2:41 pm


I discovered so-called “incremental games” like CandyBox recently and was amazed by the amount of intrigue and interest such a simple mechanic could inspire. I wanted to explore the stripped-down style of those incremental games while tackling a simulation game. I wanted to answer the question – what does it take to make a text-heavy point-and-click simulation-style game fun? I think the answer I found was – more than I have here. I realized that half-way through but at that point it was too late to turn back.

Candy Box game

Candy Box game

Simulation games always make me think of Sid Meier’s description of games as “a series of interesting choices” – interesting being the key word. Every choice should matter. As I was trying to balance the game, I found that if I gave players too much money to start with, their choice of buying a cage or table wasn’t high-stakes enough to matter. Seems obvious in retrospect, of course, but this simple fact really sank in for me during the making of this game. A player’s choices must matter. And any choices that don’t matter should be removed.

I kept referring back to Oregon Trail, the 1990 PC game about trying to survive on the trail. I spent hours of my childhood totally immersed in Oregon Trail, and it was just a series of text choices and simple animation clips. The difference, though, is that it told a compelling story – you and your friends or family try to complete an arduous journey across a dangerous, rugged country, with many of your crew dying along the way. I think it was the built-in drama of such a story that kept us all hooked and clicking despite its simple graphics and gameplay.

oregon trail

Oregon Trail

I also re-learned how much the “little” things like sound effects and subtle animations bring a game to life. At this moment, MonsterLab is more like a playing a spreadsheet than playing a “real” game. 

So, what would I do differently in MonsterLab 2? First, don’t release it with bugs. 😉  Second, add sound and animations. Third, tune the existing mechanic – make all choices matter, and figure out how to balance the cost and timing of everything. And fourth, focus more on the storytelling and increase the volume of content available (different types of monsters, different experiments to run) and maybe a new mechanic where you have to actually chase or hunt the monster instead of just purchasing it. If only the weekend could have lasted forever, I might have ended up with a decent game. There’s always the next Ludum Dare, though.

We made it! Hide, Mr. Hyde is available now.

Posted by
Tuesday, August 25th, 2015 8:41 pm

This was our first LD and I really think we did a good job. We didn’t get to finish the game, but it is playable and you can understand the core mechanics. Meet “Hide, Mr. Hyde”!

We toyed around with lots of ideas of being a monster, but we decided very quickly that we did not want to make a game where the monster is a mythical creature and just kills randomly. Well, go play it and give us your feedback, it will be mostly appreciated. Have fun!

Don't let anyone see you in monstruous form!

A few notes: we only worked on the game on Sunday and Monday, it was kind of a Hardcore Mode, really.

Mini-Post mortem

Posted by (twitter: @_MrNyarlathotep)
Tuesday, August 25th, 2015 11:40 am

My first LD!
What went right:
Absolutely nailed my Laser control + VFX on the first day.
Really, really, really happy with the results. I’m definitely going to make use of lasers in future projects if they turn out as well as this.
I’m no artist, but I’m very happy with how my low-poly buildings turned out too.

This was my first time using Unity as anything more than a 2D engine, so I’m very happy with how quickly I got decent-ish results using it as it was supposed to be used, as a 3D engine. My first time using ‘out of the box’ features like navmeshes, global illumination, camera post processing effects, etc all turned out very nicely, and making things in actual 3D is a lot less scary to me for future projects! Performance was also pretty good, even without any time for any form of optimisations (and I am spamming out particle effects and churning through destroy / instantiate gameobject loops like I just don’t care)

What went wrong:
Didn’t like it, and hoped it wouldn’t win. Ah well.
That’ll teach me to actually vote next time.

As in: I did none. This is my first LD, and I just sort of assumed you had to do everything from scratch. Later reading of the rules it seems using existing codebases is fine, so I could have saved myself some headaches with a bit of prep work instead of on the fly debugging and trying to remember how commands work.

I backup code + assets regularly, but a nasty infinite loop I hadn’t noticed had me force killing Unity (you don’t force terminate infinite loops with an error, unity?), and I lost a big chunk of work I had been doing in the scene(you dont autosave, unity?) as well as corrupting some prefabs, so with a literally unplayable game as a result I decided to opt-out of the compo, and take an extra day to rebuild rather than ragequit completely.

In a way I was ready for this, as I built each ‘section’ of gameplay individually, so I was ready to run with whatever I had done in time and it still technically be a game (in that it has a clear fail state and can be restarted) but as a result of running out of time it ended up as not a particularly good game.

I’d intended to have enemy tanks spawn that you could kill, and instead of it being time-based, the little people you can eat would restore health that the tanks would take away.
There are still elements of this (people are called ‘food’ in my code, and I have an unused targetting cursor for ‘enemy’) and the garages that the people run to were intended to hide tank spawns, but… I think I got away with surgically removing this entire mechanic without it being too obvious its missing in the end result.

A+++ way to spend a weekend, would jam again

Monster Streaking!

Posted by (twitter: @beavlgames)
Monday, August 24th, 2015 9:16 pm

Wow. We’ve finished our #LDJAM with an hour to spare. BUTT (see what we did there?) we were really tired for writing a longer post (gifs, screenshots, initial ideas, etc.). So what now?

Let’s Go Monster Streaking!

Monster Streaking

(Click on the image to play the game.)

Cheers, everyone!


Monday, August 24th, 2015 8:07 pm



Play and rate our game here


You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!



What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)



G.A.M.E – Done!

Posted by
Monday, August 24th, 2015 7:19 pm

With less than an hour to go, we’re done and uploaded! After some very strangle scale issues with the web player, we’ve finished G.A.ME. It lets you experience what being a part of a big games company like EA would be like, allowing you to make large decisions about potential employees and new offices and small ones about how you treat the homeless.

Here are some screenshots, showing the UI and Floppy in all his glory:

The boot up screen in all its glory.

The boot up screen in all its glory.

Showing our procedural message system.

Showing our procedural message system.

Floppy offering his help.

Floppy offering his help.

Floppy explaining the statistics window.

Floppy explaining the statistics window.

Floppy explaining the top 10 leaderboard!

Floppy explaining the top 10 leaderboard!

Floppy sometimes gets mad...

Floppy sometimes gets mad…

And he reveals the whole point of the game.

And he reveals the whole point of the game.

Play the game here :

Please remember to rate & comment, as well as fulfilling the process it helps us to see where we went wrong for future games!

We’d like to thank the community for being so wonderful during such an amazing experience. Thank you.

-Flaming Kiwi

Get Out Of My Way!

Posted by
Monday, August 24th, 2015 6:50 pm

Confessions of a serial shopper:

In a world of consumerism. In a time where sales rule and the biggest discount sets you apart. One man, armed with a shopping cart and unlimited credit will reveal the shopper within all of us. Nothing will prevent him from checking off his list. Unleash the beast on unsuspecting service staff.

Press A to rush forward and bust through obstacles.

Press D to hide behind your cart and avoid the hazards of the store.








Ryan Dallaire  –  Code & Design

Richard Hoover  –  Art

Danielle Dallaire  –  Art & Sound

Monster of the Matrix finished

Posted by (twitter: @@jespertingvall)
Monday, August 24th, 2015 5:36 pm

It started as my trying out some shaders, then found out that Ludum Dare 33 was running. This is the result, finished during a nasty cold.

You are a skeleton in a dungeon. But something is wrong…. Why is the walls breaking down around you? Who are these green skeletons that hunt you?

Play it here.

Posted by (twitter: @@Wolletopia)
Monday, August 24th, 2015 11:23 am

Do you like to eat cats and shoot Genkidamas at innocent bystanders?

Then Snacker will be the Game for you!


(now with 20% more shitty photoshop filters)

Play Now!

Making Progess –

Posted by
Monday, August 24th, 2015 4:39 am


Making progress

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)



After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.


  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

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