Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.
Wanted to do a longer recap after the first day, but… i’m too tired…
Progress could have been better, but doesn’t seem bad so far. A first prototype is done. There’s even a cute little ball that follows me around, although it isn’t able to attack yet. And there’s a startscreen!
Currently my partner is working on the level, fleshing out the design of our arena.
Here’s a screen of our prototype. The build in graphics and textures of UE4 look too damn good o.o
It’s all still placeholder graphics, was practically just a test of how it could look and what can be done.
Maybe I’ll get the recap done tomorrow morning, got some sketches to show and maybe I’ll get a small video done
Schedule for tomorrow:
– Combat
– Finishing our own models (yeah, got something done there too)
– Looking into texture making
“One room, one fighter… and every demon from the desert!” – Caellon while brainstorming over our idea
Just wrote a post-mortem for my LD33 game First Person Giant Monster Game which you can view on my blog.
Also, for those who haven’t played/rated it yet, click here to have a go. I’m also still looking for more games to play/rate so click here to submit your game and I’ll get round to playing/rating them as soon as possible.
Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:
All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!
We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.
We’ve been relaxing a little since the jam ended, but now we’re ready to start playing and rating some games! We aim to rate every video game that leaves us a comment on our page, so play and rate The Mammoth: A Cave Painting now: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56968
Barely survived this one but here’s my jam entry for Ludum Dare 33 and before you ask, yes, that is the name of the game.
Click The Pic To Play!!
Also as usual, if you would like me to play your entries then I’ve got a Google Form that you can fill in right here (I’ll try to play and rate them as soon as possible).
After struggling with several bugs, constant black outs during development and a flu, I managed to make it to the compo!
I made this game using solely MagicaVoxel, a free voxel editor that is open source and super kickass!
My game (link to Ludum Dare profile) for this theme is a clone of basic cat and the mouse game. Everything was done by me. You can find out about the story by activating certain beacons when collapsing on them.
I’ll be adding a HTML 5 version soon enough. Everything was done in Unreal Engine 4. I wanted to make the game to look like a raycast game from the Doom era. Hope you like it!
Controls:
Movement: WASD+mouse
Attack: Left Click.
How to run:
First be sure to have UE4 pre-requisites installed. You can find them in:
<Folder Name>\TheEmpty\Engine\Extras\Redist\en-us
Then go ahead and run the game by running the .exe on the root folder.
I can’t believe how tired I am today. I went out of coffee this weekend and I was too tired to buy some more today – thats how tired I am
Anyways. I made a game, using Unreal Engine 4 this weekend. Not everything went as planned for my first LD entry, but I am happy with it.
The Game
You control a UFO with lunar lander type of controls, only one engine to apply thrust upwards and you have to cancel each movement out with a counter thrust, so you basically fly like a helicopter.
The goal is to grab a bit of building material and deliver it into the building zone of the bridge until it is finished. So far so good, I had the theme down.
The world consists of many small to medium sized floating islands. I planned to populate them with a species that struggled to visit their friends and families that lived on another island. But I had to cut the population for time reasons (only indicators are the hot air balloons).
The Good Things
I like how challenging it is, I love challenging games in general, gives you a bit of satisfaction beating them.
I made something that looked good, for me as a software engineer, art is always the hardest part.
I MADE A GAME AND RELEASED IT
The Bad Things
you guys don’t seem to like the controls or how challenging it is
I had no time to build up a proper communication with the player. I can not tell you why or how you are supposed to build a bridge. With the knowledge I have about Usability and User Experience, I am not happy with the result.
I had to cut a lot of cool gameplay mechanics due to time reasons 😛
The building material makes no sense at all, you basically grab rocks and throw them at a bridge to build it 😛
Conclusion
For my next LD, I will probably do something smaller, probably 2D to implement a bit more stuff. But actually I am really happy with the outcome of this one, even though it has it’s flaws.
Timelapse
I recorded pretty much every second (minus the hour my internet crapped out) and I made a little timelapse. 30 hours of work compressed to 18min.
I couldn’t make is shorter, it is already way too fast to not get headache watching it 😛