Posts Tagged ‘prototype’

Art is done, and a prototype that is static

Saturday, April 16th, 2016 12:24 am

Hi guys!! I’m excited and my game is called “Amoebam”, where you are an amoeba. The idea is that the player shifts his shapes with different moves, attack has a different shape, movement has another shape etc.,

The above is just a rough placement of entities, but I’ve only done in the image editor. Still haven’t written code for it. I’ll be using WebGL and OpenGL 3.3 on web and desktop respectively.

See you soon guys! Have lots of work..

“Ay Pinatas!” — Post Competition Version is up!

Posted by (twitter: @jprogman)
Monday, May 11th, 2015 8:28 pm

Ay Pinatas! -- Postcompo

[ You can play the post-competition version here on ]

Looks like Ludum Dare #32 is about to post the results. I haven’t checked at the time of this post, but I’m getting anxious! :)

I’ve put my time to develop a post-competition version of “Ay Pinatas!” As you can tell from the screen shot, one of the changes is the details. You’ll notice more new things like audio and graphics as you play through it. Although, the level design is still identical to the LD version. This time, however, you are not obligated to destroy all the pinatas but rather a certain amount in order to get to the exit. Before, you would win automatically when you destroy your 100th pinata. The post-competition version (also called my prototype) still has only one world done — which is pretty much the point of this version.

I’m glad to put most of what I’ve missed and hope this adds more anticipation than from the LD version itself. I might add more changes to the prototype along the way,  so keep in touch through or Twitter.

This wraps my participation of Ludum Dare #32. See ya next L.D.!

I’ve got a prototype.

Posted by (twitter: @Pitzik4)
Sunday, April 19th, 2015 10:26 pm
Guide 2 Where

I’ve never had to censor spoilers in one of my creations before. I feel proud.

So, after getting off to an extraordinarily rocky start, I’ve got something going with jQuery, of all things! It’s got a sort of weird story unfolding. I don’t have it all completely figured out. I’m not sure if it will even be possible to get the whole story in a single playthrough.

I’ve never done anything even remotely like this in almost any way before, so I’m going to need some feedback on whether there’s anything I’m doing horribly wrong. After that, though, I’ve got a whole day to do nothing but write. That’s a lot of time, as long as I don’t go too crazy with the branching dialogue trees! Oh, and there’s also adding sound and music. But mostly just writing.

So, yeah. Play it by clicking this little link or the big image above, which is also a link. By the way, when you get to the part about police, the first two dialogue options don’t work because I haven’t written them yet. Go with the one that doesn’t say “Alright.”


Posted by
Sunday, April 19th, 2015 8:41 am

Still using placeholder asset for the environment, but some gameplay progress here (click for .gif)
And yes, our game involves skateboarding!



Almost there

Posted by
Sunday, December 7th, 2014 1:31 pm

Team ‘Dostoyevsky Balls’ proudly presents you this prototype:

Third pre-release! My game has everything but sound now :-)

Posted by (twitter: @caranha)
Sunday, April 27th, 2014 7:04 am

Welcome to Layers!


Layers is my long-desired QiX clone. I hope the relation with the theme is pretty obvious once you start playing. The game is basically feature-complete now, except for sound. The input method can use some work as well.

You can get the game here:

The game plays a little better on Touch surfaces than it does on PC, but it is quite playable in both platforms.

Please let me know what you think! 😀

First Prototype is out!

Posted by (twitter: @caranha)
Saturday, April 26th, 2014 10:59 am

Finally, I got the “main” gameplay loop working! I still need a bunch of stuff in the game lifecycle (such as loading levels, menus, game over, etc), but the game is at a point where it is possible to at least test the input.

What game? I am making a QiX clone – I think that the QiX mechanic (you have to cut away the play area) is very closely tied with this theme.

Have a screenshot:

If you want to try it out, you can find the binaries (for desktop and android devices) here:

Thank you!

1st play test + lunch

Posted by
Saturday, April 26th, 2014 7:31 am

I’m making a board game. I don’t care if it’s against the rules, I’m doing it anyway.

My board game prototype

Also here’s the required lunch photo.

My lunch

Playable Prototype!

Posted by (twitter: @caranha)
Sunday, December 15th, 2013 8:18 am

I should have posted this prototype ages ago, but I took way too long making the opening and ending screens. Now that this is done, I can go back to making new enemies :-).

So, in this prototype you have all 4 kinds of upgrades (You only get one at a time!), but only one kind of enemy. There are no screen transitions yet either – will work on this as time allows.

Have fun! Download it here.


Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm


So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here:

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history:

Let the paper sketching begin :3

Posted by (twitter: @crowbeak)
Friday, December 13th, 2013 8:27 pm

Crowbeak's LD28 sketching

LD48 Game! Stealth Man: And the Magical Stopwatch!

Posted by
Monday, August 26th, 2013 12:16 am


I’m Jeff, and here is the game I worked with a co-worker called Stealth Man: And the Magical Stopwatch. It’s a stealth heist game, were you have a stopwatch that can pause time.


Code / Art / Level Design – Jeff Eastman

Get the game here!


Post Mortem:


– Learned a few new tricks in optimizing Game Maker.

– First Ludum Dare!


– First Ludum Dare…

– Too much time on creating AI, that wasn’t needed for simple game.

– Creating traps required a lot of trial and error in testing.

– Cameras were a pain to change.

-Didn’t have enough to implement Richard’s work.


If you have any questions, feedback, blackmail, be sure to send a tweet to me @Jeff_Eastman!

Made like 4 separate Prototypey Things No Game #LD48

Posted by
Sunday, August 25th, 2013 4:24 pm


Hey Guys, makehimanoffer here. This was my first actual Ludum Dare jam thing. I’ve done plenty more jams before though. But alas, this wasn’t my jam at all at all. I didn’t really like the theme at all. 10 Seconds was sort of annoying with whatever coming to your mind being: like X but in 10 seconds.

Like I had plenty of ideas, but with regards, implementing them.


You’re about to OD on acid in 10 seconds, so you have to take more acid to extend your perception of time. Platformer where more acid = more powers. But I quit it after I got platforming in because I was meh about the whole thing.



Like the first one but as a topdown roguelike similar to binding of isaac. But there’s already a binding of isaac so I didn’t bother continuing on past room generation.


This one I liked, but I really felt was missing something. And I will possibly expand upon it later. You’re present with a button and over the course of 10 seconds a bio of a person is give, you must decide whether to push the button and kill them or let them live. If the death is just you gain points based on when you pushed the button. if not you lose points.


It was cool concept. I could definitely expand upon it in an interesting way. But for the most part coming up with the bios was alot of effort. For something where I feel the emotional impact of what you were doing was lacking. More Design is needed.



This was basically a way of trying to have some fun. It was called Tense Conditions. And you basically would masturbate on a house by pressing space rapidly. Would have expanded. But got sick of the effort of this. In case I scrapped it tomorrow.





So that basically rounds up a fairly meh experience at Ludum Dare. Wasn’t a fan of the theme. Bit me in the ass this time round.

Oh well. I’ll be back for the next one. Cheers





10 seconds of light alpha 2

Posted by (twitter: @davidfarndt)
Saturday, August 24th, 2013 12:44 pm









Alpha 2 release of 10 Seconds of Light is out!

Now with 300% more awesomeness (2 more levels)


Finishing the main features today, tomorrow: tutorial level, menu and music!

10 seconds of light alpha build

Posted by (twitter: @davidfarndt)
Saturday, August 24th, 2013 8:09 am









The first alpha is finished!

Very small and simple level but most of the game mechanics are in place (although some not visible).

Use WASD to control the ball. Use left ctrl or left mouse button to switch on the light.

But beware! You’ve only got 10 seconds of power! Try to reach the end.

Play it now:


Here’s a dev screen:


Gameplay Complete – tech demo ready!

Posted by (twitter: @caranha)
Saturday, April 27th, 2013 12:14 am

After thinking a bit more about ideas for the Theme, I decided to go with a very simple gameplay mechanic:

You are a fair king, who decided to divide the land between two warring lords. You drag your mouse (or your finger) to draw a line on the land. The goal of the game is to, simply, try to divide the valuable land as closely between the two lords as possible.

This might look trivial, and maybe it is, but now I have plenty of time for polish, music, and a number of levels. If I have the time, I might add an extra mechanic or two to the game.

You can try it here:
Java (all platforms)Android (a bit slow)

And the code is here:
Git Repository


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