Ludum Dare 48 #26: End of My First Ludum Dare
Ludum Dare END
SUBMISSION: Cave Runner
And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.
- My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
- I did not add sound. This had to be cut in order to meet the 72 hour deadline.
- I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
- I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
- I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.
This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.
Tags: 2D, C++, first compo, LD #26, LD#26, ld48, ld48_26, SDL, Visual Studio 2012
