Live Stream Timelapse of Making Driven Insane in Stencyl
Most folks don’t use Stencyl to make their games here. I enjoy it, though, for its ease of use and the way it can make something playable in next to no time. It’s surprisingly deep if you’re experienced with it, but for Ludum Dare I don’t really push it much – I’m more concerned with getting the game in on time.
One reason for this discussion is because I made a timelapse of our Ludum Dare 32 live stream, which was developed in Stencyl. Aside from the potentially annoying music I put to the video (I wasn’t feeling very creative when I made this) and the fact that I spent a fairly large portion of the video in Photo Impact making art instead of in Stencyl, this is a glimpse into both Stencyl and our game’s design process. We did a similar video for our Ludum Dare 30 game, which was also made in Stencyl (LD31’s stream didn’t make for a good timelapse).
Another reason I wanted to talk a little about Stencyl is because this may have been the last Ludum Dare where we use Stencyl. My team and I are looking to move to 3D games and Stencyl – for all its good bits – is of absolutely no use there. We’ve toyed with Unity 5 and Unreal Engine 4 so far (sometimes with unintentionally amusing results), but as for what we’ll be rocking in Ludum Dare 33, we’ll have to wait and see – Valve’s new Source engine is supposed to be out before then, so that may be an option as well.
Thanks to everyone who rated our game so far (if you haven’t, please do so – we would love to hear your input). The next time we enter (LD33 is scheduled for August some time, right?) we’ll probably be a completely different team, and we’re very excited about that. See ya there!