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.
Some of you may be aware I’ve been working on a game called Skyway for the past several months. This has been a huge step for me as I’ve finally gotten really close to completing a project! I just announced it on Steam Greenlight,
We have fixed some issues and bugs with our newest update for “Invent The Wheel!”
1) Overdrawing – You only have a limited area in which you can draw.
2) No more timer – You have an infinite amount of time to draw your wheel.
3) Updated controls – You now draw with RMB, which appeared to be easier during our testing.
4) White flag – You can now abort your run and retry.
We also fixed some minor display bugs that occasionally appeared pre-fix.
Enjoy your new (and hopefully improved!) wheeling experience! 😉
I built something. In 30 hours, because I had to work on Saturday and had an important exam in Sunday morning. I thought I could beat the challenge, and almost made it to the end.
I switched my project two times, and that made me lose even more time. I only nailed what I would really do today at 3 AM.
The core of the game is there, but I just didn’t managed to build a level, nor to implement the power-ups and the variety of weapons and enemies. Not even the SoundFX effects or the animations I made. Much less to put the lore in the game. That’s the saddest part, as I made something I thought was interesting.
This is the first game I ever made start-to-end. And I’m kind of proud about it. No, I’m seriously proud.
After some feedback I fixed the bug that made the game freeze after the player character died. Now it gives a 2-sec Game Over screen and loads Main Menu screen.
Fixed the bug that made all the alien ships chase the player from the beginning of the level. Now they only activate when the player comes close. But they still annoyingly manage to pass by the wall tiles. Heck!
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.
Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!
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!
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
Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!
The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.
Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.
Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!
I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks
Be sure to follow me on Twitter for bi-weekly updates on my games!
Mech mode = shoot faster, ship mode = cover distance faster…gotta pass distance goals to extend the time, but need to use Mech mode to clear a path, lots of juggling of the modes for the hardcore shmup fans to gain seconds normal players probably won’t get!
zzzzzzzmust…stay…awake! Gamepad controls are up next
Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read:shapeshift) their corpses into defensive objects to kill more enemies with.
I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!
Well, two 6 Hour Streams later (with an initial 2 Hour one plagued with allergy attacks…), I have a game!
I am so very tired… but I do need to zip a build and submit it for the Jam! I at least was able to get my title and help screens in the game.
The basic objective is to escape the maze before your hunger runs out. You can collect steaks to replenish hunger. However, you are normally ‘dashing’ around the maze, and the maze only generates as you move, so you can dash over an area that later may not be accessible in the same way.
Thus, the shape-shifting labyrinth around you is your enemy especially as you move yourself around it. Now, to post it!
Click for higher quality or if the GIF doesn’t animate.
So it’s been a long one, but it’s been productive. Building is in, as are all the effects associated. I’ve also added level boundaries so you can’t escape into the endless void, so that’s good.
I’d been hoping to add basic enemies today as well, but I figure I can squeeze that in to tomorrow without pressing things too much. All in all, today went well, and I’ve got high hopes for the future!