I apologize for all the technical problems we had with Twitch and Youtube, but finally, FINALLY the entire thing is up and running on Youtube. If you haven’t seen it, check it out!
Rather than make this a simple repost, might as well mention my plans of posting my progress. I have plans to put up a timelapse and live stream office cam throughout the Jam. I am debating about live streaming my screen. Any opinions on the matter? The office cam and screen capture will share the same wifi router, and the uploading in this office…isn’t great.
First thanks to all that have tried my game and rated it.
As many have mentioned the flotiness of the controls, I thought I would share a video of me playing the game to show, what I think is a good play/run. In the video I get a time of 128.8 seconds which is 20 sec over the maximum difficulty which is reached at time 100 sec.
After the 100 seconds you are you own worst enemy, because of the wrapping around of space letting your bullets hit you in the back
Hope this shows that the game isn’t suppose to go on for more than a minute or two.
This will be my 10th time participating in Ludum Dare in a row. My Weekend is mostly clear and I should have plenty of time to make a game this weekend.
I’ll be using:
python music generator
I may use a highscore table script on my website (source code is in one of my past entries)
I will also be creating YouTube Videos of the Completed games, and they will be on my Youtube Channel If you would like a video of someone else playing your game with commentary then tweet or comment and I will add you to the list. The Videos will be 5ish minutes each i’ll try to finish the game. The longest I’ll let it go is 15 minutes.
This was a fun Ludum Dare. I think I really nailed the theme with my game, “Layers”. A few people were having difficulty playing the game, so I decided to make a video to give an introduction to it. I also tacked the timelapse at the end of the video:
Please play and leave a comment for layers. I am planning on making a video of some of my favorite entries in a week or two, once works lets up a bit.
This was my entry for Ludum Dare 27. It was made in around 15 hours with most of the work done on Saturday. It is a simple arcade style game inspired by Pac-Man, but it automatically moves onto the next random “maze” every 10 seconds with more enemies added in over time.
My primary goal was to simply finish something, even if it’s not too original or amazing of a game. I’ve been participating with Ludum Dares off and on for five years, but I kept biting off more than I could chew and running out of time before nearing a completion. This time I tried to keep everything as simple as possible — a character that lacks complex geometry, has only two bones, simple animation, and minimal texture mapping. Even though I did not have the full 48 hours available to work on it, I succeeded in creating something and I consider that is a pretty big accomplishment considering how little time there was.
What Went Wrong
Because most of Saturday was spent with family before I head off to college, I was pretty much short a day. This extra time certainly could have been used to add more to the game and polish things up a bit.
I Jumped straight into development without spending much time brainstorming game ideas. Halfway through making this I came up with a few game concepts that I think could have been more fun, unique, and funny, but I didn’t have the time to scrap what I had and start over.
I kept having a weird problem on Kongregate where my game gets moved down a little and cuts off the bottom of it. No matter how I tried to change the size settings nothing seemed to fix it completely, so I just tried to have it cut off as little as I could.
Near the end, the project started to get a little hacky and messy. I was experimenting with using a heavily component based style of game design, but I wasn’t entirely certain how to handle some special case problems, since I was trying to keep everything generic with pretty much no specialized gameobject code. I think I now have an idea of how to better handle entity state switching.
What Went Right
I with into it with the plan to keep things as simple as possible. There were very few assets and what it had were extremely simple. Probably the number one reason I failed to complete any of my previous Ludum Dare projects had been because of spending too much time making too detailed of graphics, so I managed to avoid making this mistake again.
Although though there were times when I had to really push myself to keep going, development went pretty smoothly without any major problems.
I finally completed something! I first discovered Ludum Dare five years ago, and this is the first official competition game I actually finished! I also finally have something put up onto a web game site, which is kind of neat even though I don’t expect too much from it.
All-in-all it went pretty well and has left me wanting to make more games!
22 days into October challenge, and here is an update on the current version of Vox. Version v0.19 has just been released on Desura and IndieDB, so I thought I would share a post on here to list some of the new features and updates to Vox.
There is a free version to download and test and I would really appreciate it if people would be willing to try this and maybe provide some feedback. As always I am really curious to hear peoples opinions and suggestions. I really like player feedback and love to hear what people’s opinions are (Unless of course they are just the 500th person to state that Vox looks similar to Minecraft or CW :P).
It is hard for me to believe that I started working on Vox as an entry into a Ludum Dare competition only a few months ago and it seems to have come along so far since then, I am really glad that I got involved in Ludum Dare and I dont think I would have ever made a complete game, that is selling for actual money, without getting involved in LD.
I will continue to use the October challenge time to further gain more insight and knowledge into the business side of making games and use it to learn about different ways to market and monetise a game… and use the challenge as an opportunity to do that side of development, since I am a programmer and my knowledge of such business is limited.
I am also constantly improving and adding new stuff to Vox, (since it is still in pre-alpha stage) so this will take up lots of time too.
I can offer advice for other people wanting to use the Desura publishing route to publish and sell your game as the process was fairly easy for me and it seems the Desura guys really want to create a system where it is easy to sell your indie game.
What was originally started as an entry into the Ludum Dare competition a number of months ago, during the april competition, is now being made into a full ambitious game!
Would really appreciate it if you could visit the game page and hopefully show your support (favorite and rate up) and this would make me very very happy indeed, and I would be forever indebted to you!
As always if you want to follow my voxel engine tutorials or articles, they can still be found at the site: