{"author_name":"sweenist","cat":"LD #31","comments":[{"author_name":"Javac","time":"November 10, 2014 5:49 pm","epoch":1415659740,"text":"Step 1: Get food.<br \/>\n You will need this to survive your grueling hours of game making.","spam":"N"},{"author_name":"Iak","time":"November 11, 2014 2:56 am","epoch":1415692560,"text":"It&#8217;s only my second time participating, too &#8211; and last time I didn&#8217;t even manage to finish.","spam":"N"},{"author_name":"","time":"November 11, 2014 4:26 am","epoch":1415697960,"text":"Thanks for the tips, guys! I&#8217;ll double check the rules and make sure I have some ducks in a row. I&#8217;m still going to have to fumble through and learn from my own mistakes but having a breakdown like what you provided, Javac, will help tremendously. Fail to plan, plan to fail.","spam":"N"},{"author_name":"holgk","time":"November 11, 2014 4:46 am","epoch":1415699160,"text":"The best tip I know is to keep it small. You could do it like Javac&#8217;s post illustrated the whole process. I always try to make similar plans too. But after 3-4 hours (shortly after the planing phase :cry:) my schedule is already broken. What works for me is a module system. I finish a module and when I&#8217;m pleased with it I move to the next one. The advantage of such a system is that in the end you have something you can publish (as long you prioritize your modules well). If you do your key modules first they are in the game and your game can be played. Maybe it&#8217;s not finished and let&#8217;s be honest, we are never finished. There&#8217;s always something we&#8217;d like to add, to polish or to improve. But with the most important modules implemented at first you&#8217;ve made a playable game. In 48\/72 hours you aren&#8217;t able to make a AAA game. The best way to save some time is to &#8220;use&#8221; your friends and\/or family to test your game. They can find bugs were you never expect them to be because you were sure that this thing\/module is working properly.","spam":"N"}],"epoch":1415657100,"likes":2,"metadata":{"p_key":"26046","p_author":"sweenist","p_authorkey":"43909","p_urlkey":"61469","p_title":"My First Ludum Dare ever! LD \u2013 31","p_cat":"LD #31","p_event":"LD31","p_time":"1415657100","p_likes":"2","p_comments":"4","p_status":"UPD5","us_key":"43909","us_name":"sweenist","us_username":"sweenist","event_start":"1417737600","event_key":"26","event_name":"LD31"},"text":"<p>I heard about Ludum Dare in 2006 when I stumbled upon Python and Pygame library. I have always been intrigued by this powerhouse pump out of a video game in 2 or 3 days. While intimidated, I am going to finally do this. The worst that could happen is that I don&#8217;t finish. The best thing: I finally finish something and bring an idea to life instead of letting it live in my head.<\/p>\n <p>I&#8217;ll be using <strong>Unity3d<\/strong> 4.5 or 4.6 (most likely 4.6, it&#8217;s worked fine for me so far), and scripting in <strong>C#<\/strong>. I&#8217;ll be making visual art and sprites\u00a0in\u00a0<strong>Gimp<\/strong> and <strong>Blender. <\/strong>For music, I&#8217;ll probably mix it up between recording my Ukulele and some beat boxing in <strong>Audacity<\/strong>. I&#8217;ll sketch some rough ideas on\u00a0<strong>paper<\/strong> with\u00a0<strong>pencil<\/strong>.<\/p>\n <p>So, being my first Ludum Dare to participate in, I am envisioning 72 hours straight without sleep. That is unrealistic for most regular human beings, so I am curious: how all you LD types approach your days during this challenge?<\/p>\n <p>-Sweenist<\/p>","time":"November 10th, 2014 5:05 pm","title":"My First Ludum Dare ever! LD \u2013 31"}