Mornin'.
Well... here I am, refreshed and radient after a full 5 hours sleep. LFG!
Well... here I am, refreshed and radient after a full 5 hours sleep. LFG!
Ever wonder what life is like as a full-time indie developer? Watch the behind-the-scenes review of my indie game adventure during September 2024, whether I hit my goals, how much money I earned / spent and the amount of effort things took. I'll also cover a few things like the lessons I learned so you can learn them too!
This process takes 2-3 hours and ensures I'll have good targets to aim for in October and keep my business running on track. Join the stream and ask your questions!



Can't believe im half way through the weekend, and I don't have anything playable.
The tech is all coming together and everything is mostly working (except floating point math jittering the heck out of my mesh)
hope I have a game and not another tech demo at the end of 33 more hours
Currently making an animating beetle, really not much time now, so lacking motivation that I can actually turn this into a game.
Currently have a very noisy deferred renderer: (Java + Vulkan):

i think it wont become a game, rather an interactive scene. maybe someone gets inspired by this : ) 
We've passed the halfway mark, and now we have some little issues (but it's ok).
As I said yesterday the plan for today is to implement most of the mechanics and work on the UI. Unfortunately, I can't share you animated gif of our game: nothing we've made today can really be seen on a picture. We had some little issues with some checks in the game this morning, but I've just heard Bouteille saying "it works!". So I guess some of the issues just disappeared.
Work on the UI is progressing. Do you want to see a frame?

Just a cute little frame. I can't wait to add the trading UI to the game, and after that to populate the map with flowers and beehives.

Hope you're all doing well and that your projects are'nt riddled with too many nasty bugs. And of course, good luck to all people doing the compo!
Without Post Processing

With Post Processing

nothing too wild, just a bit of color correction and vignette
I finished with hours to spare for the compo! (just to be safe for bug fixing)
A postmortem is coming soon, but in short, I wasn't really motivated to give it my all this time. I have other ideas I would have liked to tinker on during this weekend, and game jams became a bit more tiring since I have a full time job. Despite that, I managed to do one complete level, one mechanic, one powerup, one boss, and you know what? Maybe that's good enough!
Also, drawing a tardigrade is hard.

I made a level editor !
Greetings, warriors!!!
I here made animations for enemies in out game. What a cute but deadly fellas!
To those who don’t know, in our game Beetle Battle, you play as a Knight with a drill who fights hordes of bugs on the islands! Feel free to check out our game soon: https://ldjam.com/events/ludum-dare/56/beetle-battle
I do it every time... Say it with me: LD Jam is not the time for perfection and polish...
That said, I'm quite chuffed with how smooth this feels with the analogue stick.


The renders are not ready yet.
However, we need to start working on the behavior already %)

It isn't a Zelda clone because you can attack in 360 degrees.

Hi Everyone!
Day 2 down, we've got a bit more progress on the character and enemies with our character being able to move around properly and enemies now attack and we're in the process of trying to get it polished up (we'll see how we go with the time frame).
We spent some time trying to hone in on a couple of elements, like finding the fun, the atmosphere and the general feel of the game. I think we're still not quiet there with the fun element, but its getting much closer than what we had hoped by this morning.
For me on the art side i spent most of the day working on a new spider enemy. I set up a control rig which is something i haven't done in years, so it was nice to see it all coming back to me relatively easy. I wasn't hoping to do as much animation at the start of this project, but to get the enemies feeling better I really wanted to try and go the extra mile and add in some animation (even if they are a bit average). The rest of the day was spent making all the environment props, the one I was the most unsure about was doing the terrain textures, I'm not great at hand painting, but in the end I felt pretty happy with the result. Overall I'm very happy with our progress. Would love to hear peoples thoughts and things we could adjust to find more of the fun.
Sorry for people that don't like spiders
Video:
https://youtu.be/BVpvARaCKVU?si=BeRuqRf-E4fMwNaF
@horangi

