About FacticiusVir (twitter: @Abashizali)


Ludum Dare 34
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FacticiusVir's Archive

Vulkan API

Posted by (twitter: @Abashizali)
Monday, March 21st, 2016 5:33 am

So the new Vulkan API was finally published last month, and I’ll be experimenting with it for LD35 – and as my language of choice is C#, I’ve been working on .NET bindings for the API. It’s very much a work in progress, but if you’re also interested in trying Vulkan then take a look: SharpVk


In case anyone needs inspiration

Posted by (twitter: @Abashizali)
Tuesday, March 15th, 2016 4:06 am

I created a theme generator for typical LD themes here

Let me know if you find any good ones 😉

And done!

Posted by (twitter: @Abashizali)
Sunday, December 13th, 2015 9:51 pm

Another case of my first idea being too complicated – I got lots of great work done on my engine, but by the halfway point I’d found myself with lots of technical work done and very little actual game. Stepped away for a while, and came back with six hours to spare to do the simplest game I could think of (that fit both themes).

And so I present my remake of – Snake!

2015-12-14 (1)

You only get two controls – turn left, or right – and every pellet you eat scores points but makes you grow longer and faster. This is probably the most basic game I’ve ever submitted, but I’m glad I came back and finished this after running adrift on Saturday. You can try the game here (Windows only, sorry folks)

Best of luck to everyone else, and I hope you had fun taking part!

I’m in!

Posted by (twitter: @Abashizali)
Friday, December 11th, 2015 5:14 am

This’ll be my ninth attempt at Ludum Dare, and this time I’ve convinced the missus to join in too.


Code: Visual Studio 2015, C#/DirectX, Snap (my custom engine)

Graphics: Gimp, Maya LT

Audio: Bfxr, Bosca Ceoil, Sunvox, Audacity

Streaming: Twitch, XSplit

Also, rather than indulge in my usual grumbling about the available themes, I’ve created a Ludum Dare Theme Generator to come up with some alternatives – let me know what you think, and if you find any good ones 😉

Alright, I’m out

Posted by (twitter: @Abashizali)
Saturday, August 22nd, 2015 9:43 pm

The theme’s bull, the heat in London’s crippling and I’ve got a cough that hasn’t budged in two weeks. I can’t get enthusiastic because of the theme, can’t work quickly in the heat, and being ill is making me irritable about everything. I hate dropping out, especially for pissy little things, but sometimes it’s just not to be.

Good luck to everyone else!

Experimental Work Cycle

Posted by (twitter: @Abashizali)
Friday, August 14th, 2015 8:19 am

During previous LD events, I’ve tried to plan my weekend around getting just enough sleep that I can finish the event, but spend as much time as I can working. I usually aim to get ~8 hours sleep, with the other 40 hours working, and split the compo into two “days” – Saturday runs from the event start (~2am over here) until some time Saturday evening, then Sunday is from whenever I wake up till ~5am Monday, when all the submission and early voting is done.

But instead of working two-ish days which are 20-30 hours long and difficult to plan around, why not split those 40 total working hours into a regular working week? By standard planning assumptions, you’ll have five days of eight hours with 75-80% velocity – so about 6 hours of useful work and 2 hours staring out a window or gurning at Facebook. I’ve sketched up a working schedule that I’ll try out this event:

Sat 2am Event Start – Day One
Sat 3am
Sat 4am
Sat 5am Break
Sat 6am Day One Afternoon
Sat 7am
Sat 8am
Sat 9am Break
Sat 10am Day Two
Sat 11am
Sat 12pm
Sat 1pm Break
Sat 2pm Day Two Afternoon
Sat 3pm
Sat 4pm
Sat 5pm Break
Sat 6pm Sleep
Sat 7pm Sleep
Sat 8pm Sleep
Sat 9pm Sleep
Sat 10am Sleep
Sat 11pm Sleep
Sat 12am Sleep
Sun 1am Sleep
Sun 2am Day Three
Sun 3am
Sun 4am
Sun 5am Break
Sun 6am Day Three Afternoon
Sun 7am
Sun 8am
Sun 9am Break
Sun 10am Day Four
Sun 11am
Sun 12pm
Sun 1pm Break
Sun 2pm Day Four Afternoon
Sun 3pm
Sun 4pm
Sun 5pm Break
Sun 6pm Day Five
Sun 7pm
Sun 8pm
Sun 9pm Break
Sun 10am Day Five Afternoon
Sun 11pm
Sun 12am
Mon 1am Break
Mon 2am Submission Hour

At a guess, Day One is planning & prototyping, Day Two is core mechanics, Days Three-Four are content (graphics & audio) and additional features and Day Five is playtesting, polish & bug-fixing. Each break is a chance to stretch my legs, clear my head and check my progress, so hopefully I’ll have more time to spend on areas I usually skip (like audio) and not burn all my hours on one thing.

Has anyone else tried a work schedule like this?

Are you now

Posted by (twitter: @Abashizali)
Thursday, August 13th, 2015 7:27 am

^ This was the reply I got from Cortana when I typed in “I’m so in”, intending to look for a witty “I’m in” post title. Such sass…

Anyhow, I’m in! For my 8th time, and my third using my own engine. For this LD, my tools will be:

Code: Visual Studio 2015, C#, Snap (custom .NET/DirectX engine)

Graphics: GIMP, Maya LT, Substance Live

Audio: Sfxr, Sunvox, Audacity, Abundant Music

Streaming: XSplit, Twitch

Three eighths of the way through…

Posted by (twitter: @Abashizali)
Saturday, April 18th, 2015 2:45 pm

And I finally got the basic shadow/view occlusion working.That took way longer than it was supposed to…

Step back and reconsider your life

Posted by (twitter: @Abashizali)
Saturday, April 18th, 2015 3:43 am

Or, at least, your game idea.

Think I’m dropping my original idea as the UI would be to complex, and I’m going to go for an Alan Wake-esque light-and-shadow mechanic; need to work on the lighting, and some different types of “weapon” (flares, torch, etcetera) then work out what the actual game objective is…

Oh, and you can follow along with my merry adventure at http://www.twitch.tv/facticiusvir/ – come say hello!

Tried to post this earlier…

Posted by (twitter: @Abashizali)
Friday, April 17th, 2015 9:32 pm

The base library I’ll be using is my custom C#/DirectX game engine, Snap: https://dl.dropboxusercontent.com/u/74209405/Keeper.Snap.zip

Current concept for my game is that you have to use strange parts to build weapons for an army – e.g. a stick and an electric eel to make a taser – then let them loose and see what happens!

I’m in, y’all

Posted by (twitter: @Abashizali)
Monday, March 30th, 2015 7:52 pm

Yup – this is my…seventh(?) Ludum Dare, and after it worked out really well last time I’ll be using the latest version of my home-built engine, Snap – I’ll upload the binaries closer to the event, when I’ve finalised the version I’ll be using. So…

Engine: Snap (C# & DirectX11)

IDE: Visual Studio 2013

Graphics: Gimp, Maya LT

Audio: Audacity, Bfxr

Stream: Twitch, XSplit


I’m so in, whoever pulls me out gets to be King of all the Britons

Posted by (twitter: @Abashizali)
Saturday, November 29th, 2014 5:33 pm

Code: Visual Studio 2015, C# and Snap (my very early prototype game engine)

Graphics: Maya LT & GIMP

Audio: Audacity & Sfxr

Streaming: X-Split & Twitch

Hosting: Azure & GitHub

OS Question

Posted by (twitter: @Abashizali)
Friday, November 28th, 2014 8:18 am

Does anyone know the distribution of different OSs and versions in use by LD participants? Specifically, I’m wondering if it’s worth the extra hassle of me supporting DirectX 9 (compatible with Windows XP) or sticking with DX11 (Windows 7 and up), but I’d also be interested to see how popular each platform is.

Possibly a foolish question but…

Posted by (twitter: @Abashizali)
Sunday, August 24th, 2014 7:21 pm

When does voting start?

My fifth Ludum Dare

Posted by (twitter: @Abashizali)
Sunday, August 24th, 2014 7:02 pm

So here it is: the space exploration/empire building/moral quandarying game that is Fall of Man.

Screenshot 2014-08-25 02.18.13


Had to have a big rethink of the core mechanic about 14 hours before the deadline, so my dedicated graphics & audio time…didn’t really happen – but I’m really pleased with the gameplay that came out of the rethink. Also had to stop streaming on day two, as my capture client went haywire and started consuming about 90% of my CPU :-S. But overall I think that went well, even accounting for time taken coming up with new idea to not horribly overlap with everyone else.

Looking forward to trying everyone’s games, and in the meantime, here’s mine:

Fall of Man

7/8ths and into the final sprint

Posted by (twitter: @Abashizali)
Sunday, August 24th, 2014 12:16 pm

Current WiP: Unity Web Build

I’ve got the core of my re-designed mechanic in place, need to fill in some of the more interesting stories and extend it to include the win condition. Don’t think I’ll manage any major graphical or sound improvements now, but I’m pleased with the gameplay I’ve managed to build.

The idea is that you start on one world in a galactic network of stars joined by jumpgates – but more than a hundred years ago, the network fell and every world was cut off and forced to fend for itself. Your world was the first to develop a Pathfinder key – a way to force each gate open again and explore the galaxy. As you explore, you find major systems – centres of trade and manufacturing – surrounded by smaller, satellite systems. Each smaller system has its own story, and a way to feed back into the major system it “orbits” – get the major systems back to their full potential, and you can start reactivating the hub gates to explore more of the galaxy, and eventually the central hub of the whole network.

But not everyone wants to play nicely, and you may have to make some hard decisions to get the galaxy reconnected.


Screenshot 2014-08-24 19.56.10

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