Ludum Dare 50 April 2–5, 2022

What are your approaches to prototyping?

I always get stuck programming the prototype - too much going on my mind, and I end up losing motivation due to lack of a vision.

This time around I've been thinking in using Blender to create rough sketches of places, mechanics, etc. Since that should give me a fast space where I can test my vision without creating code.

As a bonus, when I get to the implementation phase I'll also have something to work towards and compare!

And that got me thinking, what are your favorite prototyping methods? 😉

Controversial LD Tips

I'm about to contradict some tips from people a lot smarter and more experienced than me, but here we go

1-Finish no matter what.

This may seem like a bad idea at first but theres a lot that goes into it

Your brain and body need to function to make a game

This means you need to be well rested, well feed, and well hydrated. If you dont get enought sleep and end up eating some junk food is not the end of the world, you've been a hard working/studying person that maintained healthy eating and sleeping habbits the entire year, endulge a bit! Have some fun!

You gotta actually finish something

This means dont overscope yourself. Make something you know you can finish. Do you have a wedding or grandma's birthday to go to? Lower your scope even more! Want to use this jam to test a new tool or learn something new? Prep in advance. Dont try to make a full fledged steam ready game, focus on the things that matter most for the game enviosined.

PLUS ULTRA

You can try and push yourself all you want but in the end, if the hero is down on the ground, he lost, the hero has to win in the end but not at the cost of his life. You need to have a game in the end and be able to stand up to present it to everyone. That extra UI polish can be left in the trash, dont die for it.

In the end

You finished something, you growed, you learned, you can be proud of that. I know that being healthy should be the number one thing for sure, but theres people out there like me that trive on having a set goal and pushing thenselves to see what they can do and become better because of it. So thats my goal: Finish something I'm proud of.

Can I create the repository or some of preparation before start?

Hello! This will be my first LudumDare and I have a question about what we can do before the Jam start.

We can create the repository with a empty project in bitbucket/github before the jam start? (Or shared project in the case of engines that have this functionality like Unity3D?)

Beginner host- Best way for a new team to collaborate?

We're a small group of complete beginners, some with some existing blender skills. Learning as much unity this week as we can before the weekend. (We're working through the free Wireframe Build Your Own FPS (https://store.rpipress.cc/products/build-your-own-first-person-shooter-in-unity). Our goal is to have fun, and see what we can do. We're already thinking that we'll be using the "Casual" option ;-). Secondary goal is to start a local, in-person community for future jam events.

So ticking off the basics, got Unity and tools installed in our lab, and then started looking into options for collaboration between contributors.

We may 5+ contributors, so Unity's free builtin cloud tools don't fit. Looks like git + git lfs are our best bet.

All the free git hosts have some more complex file size limits with LFS (understandable), and I'm concerned that those who've never used revision control might "commit-spam" and blow through the free bandwidth limits pretty fast.

Right now I'm thinking this will be the best/easiest thing for us:

  • a local installation of gitea with LFS enabled
  • a pre-created repo with appropriate git dot config files for ignores, LFS file types, etc
  • check in a new/empty Unity project with it configured for visible meta files, and other options enabled to make Unity more version control friendly
  • have everyone check out the new clean rep and start from there
  • where-ever possible, have people work together on one PC (we're hosting this live), partly with the goal to reduce the number of individual checkins
  • keep a list of active files and whose working on them on the whiteboard (why merge when you can avoid it by talking ;-) )
  • at the end, make a new repo on github and checkin a history-less version of the final submission- so we shouldn't hit any of the GitHub data caps

Does this sound reasonable? Setting up Gitea/linux/sys-op/dev-op stuff I'm ok with- just have ~zero Unity experience.

Or do we all just load the project from the same directory on a file server? I'm adverse to even try this given past experiences... but that was quite a few years ago, and maybe the tools magically work, and lock files properly, make it easy to clean up locks after crashes- ie it just works?!

Another plus for gitea is that it shouldn't be too hard to add Jenkins CI + install Unity for Linux in the future, for later jams.

Does this sound reasonable?

Any other recommendations or suggestions?

Thanks!

X

Y

Jam Hype!

Going all in this time using Godot! Still newish to the engine, but got a bit of practice leading up to the jam. This time around I'll also have a few friends joining the jam to help out too! I'm excited to see what we can make. Also excited to see what other people make! The new longer format will be interesting to see results from too.

50th Ludum Dare, 10th since I started & 8th I partake in

I heard of Ludum Dare for the first time 4 years ago and decided to join with some of my friends and ever since its been pivotal to my growth as a game developer. I wouldn't be the developer I am today without partaking in these Game Jams (although I still have mountains of space left to grow) and I pride myself in having partaken in 7 of the 9 Ludum Dare Game Jams that have occurred since I first joined.

I'm thankful for always having had such a great team to work with and this time is everything but an exception! We've also always made an effort to have as many as of us as possible work at the same location, which I think drastically improves our collaboration since communication becomes a lot easier.

Anywho, here are the game's I've been a part of making during the last 10 Ludum Dare Game Jams:


LD 49 - Unstabadome

A FPS shooter in an unstable arena with a very indecisive narrator who tends to switch everything up every now and then.

LD49emUnstabadome/emRed.png LD49emUnstabadome/emLava.png


LD 47 - Loopback

A turn based top down shooter tactical game in which you plan your next action in an ever-growing loop.

LD47emLoopback/emScreenshot LD47emLoopback/emGIF


LD 44 - Devil's Mining Co.

A platformer where you protect the gear of the Devil's mining corporation, utilising your own life force as currency for upgrades and gear.

LD44_DevilsMiningCO


LD 43 - Devilman Tossbaby

Play as one of the grim reapers and sacrifice people's souls to serve your lord: Satan.

LD43emDevilmanTossBaby/emScreenshot LD43emDevilmanTossBaby/emGIF


LD 42 - Out of Space

A runner game in which you are running from your space station to return to the safety of earth whilst being chased by alien monsters.

LD42emOutOfSpace/emScreenshot https://youtu.be/CwqTd4QpuJE


LD 41 - Fight For Food

A Beat Em' Up game where you play as a chef hunting the ingredients for meals requested by Mr. Moneybags

https://youtu.be/FufJdOkCCSY


LD 40 - The More The Bloodier

My very first game jam submission! An arena fighter game in which you fight an increasing amount of gladiators until you can't manage any more (or you manage to break this very buggy game and gain near infinite kills ;) )

LD40_TheMoreTheBloodier

I Released Some Useful Unity Packages and Tools

Hey everyone! I recently posted these packages over on github, they are some simple tools that I use during jams but I finally broke them out into packages that can be installed individually and added samples so you can see how I set them up!

Hopefully someone can find some use for these in the jam!

https://github.com/Snowdrama/SnowdramaUnitySpringTools

https://github.com/Snowdrama/SnowdramaUnityUIRouterTools

https://github.com/Snowdrama/SnowdramaUnityTagSystem

Samples can be accessed after installing the package through the package manager!

Springs!

1, 2, and 3 dimensional springs! Useful for simple animations!

https://github.com/Snowdrama/SnowdramaUnitySpringTools

SpringExample.gif

Navigation!

A Simple but robust menu navigation system. Automatically stacks navigation history so you can navigate back through menus easily!

https://github.com/Snowdrama/SnowdramaUnityUIRouterTools

MenuExample.gif

Tags!

A very simple system for tagging your objects and sorting them into lists to access easily! The tags automatically add and remove from the list when an object is enabled, disabled or removed.

https://github.com/Snowdrama/SnowdramaUnityTagSystem

TagExample.gif

Ludum Dare 50 Advice from 18-time Veteran

Here's some info I shared on a forum during the last event about coming up with ideas. I hope it's useful!

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The creative process is one of the hardest parts of the entire compo/jam, because it dictates everything you're going to be doing for the next few days. I usually don't make ANYTHING until I have a full plan laid out of what I'm gonna make, but deciding what you're gonna make can be ultra-paralyzing if the theme is too vague, or focuses too narrowly on some mechanics.

So here is some things I do to handle the planning side of Ludum Dare:

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Situation: Theme was just announced Don't program anything yet. Don't make any art or anything. First you need to brainstorm really hard for a while, until you feel comfortable with an idea. Nothing sucks more than tying yourself to an idea you've changed your mind on halfway through the jam. What usually happens in my experience is that you either don't finish or you don't end up liking what you've made.

What I usually do is open notepad/xed and vomit out anything I can think of. I try to focus on mechanics and gameplay first and foremost, but sometimes you can get good ideas for mechanics from interesting situations and funny shit. Generally try to think of ideas you can make in 12 hours or less. Then you can spend the rest of the time polishing things up or adding more levels/music/etc. And if something goes wrong or you need to change something, you have enough headroom to do some refactoring.

Then once you have an idea, you need to make a list of all the things you want in your game, and what you will need for it to function. If you get some new ideas later you can always add on to it, or change it. But don't get carried away with feature-creep because

Situation: Theme is good, exciting even! Sometimes the theme gives you an idea right away, or the theme is fun enough that you don't really stress a whole lot on what you want to do. Sometimes you don't need to spin anything, and can make a very fun and engaging game without any wild alterations or interpretations on the theme. This obviously doesn't happen all the time, but basically try not to overthink too much. Keep things simple unless you can't.

Situation: Theme is vague or uninteresting. These are the WOOOORST. But it happens. So what I usually do is start thinking Why does this theme suck? What would make it more fun? Can I reword it without changing it too much?

Feel free to mess around with the theme as much as you'd like, while trying to stay faithful to it. Something dumb like tWo BuTtOnS can be deconstructed or made a small part of your game; like instead of it being a controls restriction, it could mean "these two buttons are the most important of these eight buttons" or "helping grandma find her two buttons she lost" or "you are against another guy in the game to see who can spam your button the hardest".

Situation: Theme is too specific and narrow. These can be harder to deal with sometimes. Tips from more vague themes work here too, but the goal is the broaden the theme out a bit to find some new angles to work with. A theme like "You Are The Monster" could be broken down by changing the context of what 'Monster' means, or maybe change what it means in the context of your game.

Situation: You're REALLY struggling with the theme. Ignore the theme.

Seriously, you can do this! The theme - technically - is completely optional; Theme is tied to a single rating that defines how close your game fits in it. You don't have to do the theme, but it helps to have it to give you a direction. If that direction is directly into a brick wall, then you can ignore it completely and figure something else out.

__

I hope these ramblings help give you an idea on some problem solving techniques you can use. This is easily one of the hardest parts of the competition because of choice paralysis and mechanics design, so don't feel too bad if you're struggling; Everyone is!

Music Composer and Sound Designer student looking for a team for this game jam

Hi Im Ricardo and I'm a portuguese student, studying electronic music and musical production. Gaming and music have allways been my life, so I decided to mix them both and start making music for games. https://www.youtube.com/channel/UCmYupJJyY9ILyJzuoqqdYew this is some of my music. My university provides us with really good studio gear so I can do sound design as well. My main focus is composition but im starting to explore the world of sound design, so I'm very hyped to do some. I also know how to work with FMOD if you want to do some musical mechanics for your game. This jam would be my first because im 19 years old. I've joined a jam before but my team did a board game so I didn't have a chance to do my thing. Wish you all the best of luck for LD, hope you have fun and learn some new stuff!

As the saying goes: A picture's worth a thousand words!

We are happy to take part in this worldwide adventure!

If you want to follow our project, from birth to shipping, live, click either of these links below: - https://www.twitch.tv/teauorent - https://www.twitch.tv/vileend

Com Game JamV3.png

Devilworks Development is in!

Last year we got together a group of friends to try our hands at creating a JAM entry for LD48 as a team of four, it was difficult, stressful but most importantly it was super fun! So now 50% of the Devilworks Development team (check out Paperload - Deep Bass Edition" on Itch.io, end of shameless plug...) are back with less time and worse preperation than last year but an even greater hunger for terrible spaghetti code! We've also been joined by another programmer friend who's never touched unity before, though we all know that ludum is the best way of learning Unity isn't it?

So! Workflow/Toolset - Unity - JetBrains Rider (<3) - Bosca Ceoil - Trello - Git - BFXR - Blender - Photoshop - Tilesetter (psst check it out, the dev is real nice!) - Ink Pen and good old paper.

Should we decide to venture into 3d we also have a blender artist/level designer on standby to boost our blender knowledge further.

I wish you all a wonderful last few good nights sleep and happy voting,
see you on L-day and good luck!

50th Ludum Dare? Sign me up :D

Well it's time for the big five O. Crazy to think I first took part in Ludum Dare #32 so long ago.

Ludum Dare #33 is probably the entry I'm most proud of, I've had to shift the hosting of it a few times since then :P

CoverImage.png

Excited to see what the theme is this time. I already have a good idea of what kind of game genre I'd like to tackle, some kind of city building game like Caesar 3 or Banished :3 Everything setting-wise is up in the air until we get that theme though!

Game Jam Tips: 6 Vital Game Design Decisions

Proper planning and preparation early in the jam have a massive impact on how quickly and easily everything comes together. The more people you have on your team, the more essential it is to decide these early.

Here are some game design decisions that your team should make in the first 3 hours of the jam:

1. Genre

What type of game is this going to be? Platformer? Puzzle game? Survival adventure? First-person shooter? This metaphor will give a strong mental picture of the general feel and conventions that should go into the game.

2. Key Gameplay Feature

What is the most important gameplay feature? Jumping? Shooting? Dodging? Exploring? Thinking? Decide which verb is the most important for your core gameplay loop. Everything in the game design should be aimed at providing the player with that core experience.

3. Camera Perspective

How will the camera show the game action? 2D side view? Top-down? 2.5D Sideview? First-person? Third-person? Picking the camera angle up front makes it easy for the gameplay programmers and artists to visualize their part of the game.

Share a single reference image with the team with the correct camera perspective.

4. Game Setting

Where will the action in the game happen? What locations will be present? Caves? Casinos? A boat? A desert? Underwater? Will there be more than one location in the game?

Share 2-4 reference images with the team to convey the idea of the locations.

5. Visual Art Direction

How will the world be depicted? Should the art be 3D or 2D? Low-poly or high-poly? Photorealistic or stylized? How will the characters be depicted? Is there a core color palette?

Share 1-2 initial reference images to convey the general art direction.

6. Key Character(s)

Who are the key characters in the game? Will the player have an on-screen avatar? Will there be a main villain? Or a love interest? In the initial design, you want all the key characters listed with their essential bits, though design, art, and coding will all happen later.

Share 1 reference image for each key character with the team early to help them capture the core vision.


That's what you want for a Game Design Skeleton in the first 3 hours of the jam.

  • 6 Design Decisions
  • 5-10 Reference Images

These are the important things to decide early that will make it easy to realize your vision for the game and provide clear direction for the team, even as everyone splits off to work on their domain-specific bits of the game.

  • Are there other key design decisions that you think are incredibly powerful at the start of the jam?
  • Do you use artifacts besides images for references?

Share your thoughts in the comments.

Take Your Meds Darling (entry for the 49th LudumDare).

Hello everyone. After the last LudumDare session in which I participated with a weird project named TakeYourMedsDarling (overall #90), I have continued its development. Now the last release is very different with many other things and features. You can find it on itch.io - for free. If you liked the first one, I guess that you will appreciate this strange and innovative puzzle game in impossible space. I wish you the best for the next LudumDare session. Have fun - and stay safe ++

https://geckoo1337.itch.io/take-your-meds-darling

uYaeof.png

Joining the Tips Bandwagon

Since everyone is sharing tips now, I decided to add some of my own. I have finished LD around a dozen times, most of that with a team and tried a lot of different things, even a multiplayer shooter once (did not end up well, don't try at home, kids)!

Preparation

Coming into the jam prepared can save several hours of time and, most importantly, nerves. Most of these are pretty obvious, but a good check list always helps

  • Update all necessary software (including rebooting Windows)
  • If using, setup a Git repo and share an empty project with all team members
  • Install any plugins or assets you're going to use
  • Do a test build, upload it and have someone test it
  • Learn or re-learn workflows for the most important apps
  • Check a few places for assets, even just for placeholder ones

Concept & Planning

First off, check out these tips.

Second, a thing you can see a lot of people doing here is coming up for an idea for each theme. That takes some off the actual jam and gets you going faster. Also, you can use the same ideas for multiple themes.

Deciding a genre beforehand

This is somewhat depending on how you approach the jam: if you really want to go in theme-first, it will mostly dictate the genre, but if you consider the theme more of an inspiration or a guideline, it can be useful to decide upon a theme or even a mechanic or two beforehand.

The advantage of this approach is that regardless of the theme (and as someone commented on the post linked above: the theme always sucks), you'll end up with a game. And that is the main purpose of Ludum Dare anyway. I also find it quite motivating.

Depending on your engine of choice, of course, you may need to do this anyway. Twine or RPGMaker lend themselves best to certain types of games and even with general engines like Unity make certain things easier than others.

Platform

My platform of choice has always (my first LD was in 2009) been Web, which mostly now means WebGL for games. If you want as much feedback as possible, it's the best choice.

  • Multiplatform without extra builds and hassle
  • Safer than downloading random games
  • Fastest to get playing

The best place for distributing web builds is Itch.io, as its no hassle, no ads and reliable. Additional things to consider:

  • Check that your game fits the window without need for scrolling at least on 1920x1080 resolution. I usually use 1024x576 but a bit larger window sizes should fit too.
  • Have an option to turn sounds off.

Unity Tips

Here's a bunch of small tips for those of you using Unity: * 3D real-time is the most native way to do things. Sure, there's plenty of support for 2D too and making a turn-based game just needs some extra scripting, but you're also giving up things like NavMesh agents. * Make use of 1st/3rd Person Controller (pre-install!) * Unity Events are hand for level scripting, make a few general scripts that use them * Choose a font and at least placeholder UI assets early on so you don't need to waste time later to replace them * Especially important to test WebGL build before the jam, since there can be hiccups

Misc Tips

Start From the End

I know this sounds like a theme, but it's something I've been thinking about recently. Basically, when you test the game, the further you go, the more you have to play through the early content, or throw in some debugging options to skip that, which takes a lot of time that adds up during the weekend. So, if you make the ending first, and build back from that, you'll only need to test the new content (except occasionally, of course).

Onboarding

When judging, people play a lot of games and seldom have time to commit to a single one more than a few minutes, which makes player onboarding all the more important. Don't just throw all the info to the player in a single image or wall of text in the beginning, make it available as it becomes relevant, or, at the very least, have an option to review the how to play and controls.

Keep It Short

As said above, people don't have time to dedicate even an hour for every game, so make sure your game delivers its main selling points within 10-15 minutes. If it's a story-driven game, the whole story should be playable in this time.

In Conclusion

There's plenty of more I could prattle on about, but this post is already getting quite long!

In any case, the most important thing is to have fun! Making a complete game, even a small one, is an incredibly rewarding experience and the community here is quite amazing, so you'll get plenty of good and encouraging feedback.

See you at the finish line!

Cocoa Moss returns for LD50

I'll be joining forces with @xellaya once again for LD50, entering the Jam division (no extra mode for us, I have a trip coming up after LD).

As usual, I'll be using Godot along with my godot template project, which also includes my common library code. I'm declaring these for the sake of rule compliance, but I wouldn't really expect anyone else to get much use out of them.

A few updates on the state of Godot for any fellow devs who are using the engine:

Godot 3.4.4 was released just last week and appears to be working just fine for the most part.

In 3.4 there have been some additional settings added with regards to frame deltas which you may wish to look into if you're interested in making movement/visual updates look smoother.

Unfortunately, there's not been any updates on cross-origin headers required for SharedArrayBuffer support on itch.io (see various threads like this one), so if you plan to publish on itch, you must use a Regular (not Threaded) HTML5 build. The main downside here is performance with regards to audio playback, so attempting to use lower audio latencies will result in buffer underruns (crackling, stuttering) depending on browser.

If you are self-hosting, you have the option of using a Threaded build instead assuming you've got the appropriate headers configured, which will allow you to lower the audio latency settings. If you are deploying on both, like me, you either need to make two separate builds, or suck it up and use a non-threaded build. =(

For reference, the default web audio latency is still set as 50 in godot's project settings, which is...relatively high, though not terrible. Action-oriented games and UI feedback sounds will most likely feel a bit delayed, or at least less "snappy".

The good news is that Godot 3.4 includes an improvement to the current single-threaded behavior by using a new AudioWorklet implementation, so you can potentially use a slightly lower latency with a single-threaded build and still be ok. I don't think this is a magic bullet; from my testing a latency of 15 still resulted in audio artifacts, so you probably can't be too aggressive with it.

I don't have any particular goals in mind for LD50. I've been thinking about approaches for top-down/RPG-style tileset design, as well as musical styles that might work well with my partner's work. I've been utilizing a lot more reverb lately along with some more acoustic instruments (soft piano, guitar, etc) for my "chillhop"-type experiments so that may be something that I lean into. But everything's up in the air until we hear the theme and get an idea for a game.

See you all at the starting line!

Edit: I've just seen now that there is an experimental flag on the itch.io game settings page that allows you to enabled SharedArrayBuffer support -- huzzah!

Edit #2: Ah, I've spoken too soon. It looks like in order to maintain the functionality of the site, itch has opted to use the credentialless option instead of require-corp for COEP, which unfortunately will only work for Chrome. So I suppose non-threaded builds are still what you want for itch.io.