Ludum Dare 54 September 29–October 2, 2023

DoomsdayTruck

try this on line :

https://ldjam.com/events/ludum-dare/54/doomsdaytruck

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The good and the bad this time

Overall

This time i'm ending the jam not satisfied with my performance, I ended up having less time than i thought i had, made some mistakes that didn't think i would make after 5 years making games, planned to go for the compo but had to go for the jam instead. But well, time to analyze what was good and what was bad this jam.

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The good

My game is done (play here: https://ldjam.com/events/ludum-dare/54/$379508 ), i learned some new things, like how to make a boss battle in Godot and how to do some very basic vector art, also i think this was a better fight than the one i made for LD52, which was an incredibly unfair fight. I think my idea was interesting and unique enough, a mix between a boss fight and an auto battler. You control the movement of your character but it attacks on its own using the items that are currently active, you could combine 3 of the same item to level it up, just like you have 1,2 and 3 stars on normal auto battlers, with this you would have to manage your inventory and make interesting choices on what to level up. Some items would be consumables that can be used once, some would be buffs that would permanently enhance the player even after they are removed from the active bar.

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The bad

It took way longer than I wanted to come up with a good idea for my game, when I got the idea I failed to take scope and time in consideration, which led to me not having enough time to make it interesting enough, for this idea to be interesting i would need a lot of content, like a variety of items and boss attacks, unfortunately i only had the time to implement the base for the boss attacks and for the items. As someone that is really bad at making art and the only art that I used before was pixel art, trying to learn how to create vector art was a complete mess, I struggled to do the most basic things and ended up taking way more time with art than i wanted to. At the end this vector art adventure ended up costing me time that i should use on programming and the results were not good. I ended up giving up on the Compo due to all this art complication and didn't even bother with making my own music since i wouldn't have time to go for the Compo.

Scores for myself this LD

Programming: 3/5 Could be better and could have done way more if i hadn't wasted so much time with art

Art: 1/5 Never doing vector art again, at least for games, way too confusing, didn't even find a way to animate things without separating them and making it animate through code or piece by piece.

Sound: -/5 Didn't make any music myself, only implemented some that i already had, so not much to say about it

No way to rate games?

The option to rate games doesn't seem to be on any of the game pages. Also, all of them have "Ratings received: 0" and "Ratings given: 0" so I'm guessing I'm not the only one with this problem. Is there a bug or something?

Lost Mage

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Lost Mage is my game for the Ludum Dare.

The game is about a mage that is lost in a cave somewhere.

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You have to survive the wave of monsters incoming to kill you. For that, you have by your side your loyal staff, which you can use to shoot a magic electric ball.

Use W, A, S and D to move, mouse to target and left mouse button to shoot.

Download it here: https://ldjam.com/events/ludum-dare/54/lost-mage

It works! (warning: serious content drought)

I am quite pleased to share that I managed to at least get all the basics for the gameplay integrated together with all the different planned UI elements/sections! Notably, chatter from others at the university is showing up according to a pretense of a timeline.

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Of course, being a jam, it's not too hard to break the game if you're really trying - the happy paths are all mostly robust, at least.

Now to see if I can add enough content into the game to at least give 5 full minutes' worth of play before running out, in the remaining 6 hours of the jam :smiling_imp:

Micro Golf!

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Micro Golf! is out!

Play some golf in these too-small-to-play-golf-here spaces! Relieve some of the stress of the Jam by hitting as hard as you can 👍

Devlog

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Yes! It's another first-time-godot game! I also used Aseprite to create sprites and texts and Audacity to edit some sounds. Published in the JAM category since i used pre-existing music and resources from Freesound.

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Ominos is done!

And you can go check it out here! (if you want)

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A (kinda late) quick tip to those using Godot

It can be very handy to define class_names for your custom game objects, especially if they represent in-game "objects": https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html#custom-variable-types

This allows you to not only use them as type hints for other game object's properties, but allows you to enter their data inside the editor like so:

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This is notably very handy for empowering team members who aren't as comfortable with coding/scripting to participate more fully in implementing design choices and generating content (levels, loot, dialogues, etc).

How did learning Godot during LD54 go? (Spoiler: Failed to finish the game)

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My plan for this Ludum Dare was to learn Godot 3.5 for this and future jams, leaving the engine I had been using 10+ years. I thought I could complete something for Compo. It seems that learning a new engine makes sense when you have a teammate experienced with that engine and your game is not overscoped. I couldn't reach the point I desired even after deciding to use pre-made assets and aiming for the Jam's deadline, rather than Compo.

I found myself struggling with some technical problems I'd solve in minutes if I were using Unity. The point where I decided to give up was the difficulty about finding the paths of my custom resources in the WebGL build. I was no longer having any fun in the jam, so there were no point to go on.

And I noticed my idea was overscoped, considering the fact that I found this idea late (in the middle of Saturday) and I am working solo in a new engine.

“You witness the epic battle between the fearless heroes and relentless undead in this game about greed. Except that you are no hero, but a rogue who loots the dungeon during the battle. You can carry only a few items. Oh, and don’t die, because a rogue lives only once.

You can increase your weight limit and buy thief kits. It’s also possible to gain from fallen heroes if you feel greed too much, but you’ll also gain the wrath of their siblings-in-arms.”

An idea I might revisit in the future.

Ratings Open?

I see that Rating Games Ends in 18 days 6 hours.... Does that mean rating games is open? I have gone to various games that are posted and I don't see the ratings for the categories.

Traces

tires traces

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Ratings are working again!

And since I have your attention, please check out my game! https://ldjam.com/events/ludum-dare/54/inferno-collapse

the game is dead long live the game

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ok, honestly, my previous idea was pretty neat, but halfway through yesterday, I just had to shelf it, it was very incohesive and I kept making changes to the gameplay loop which is not a good sign.

However I did come up with something that still smells of the original idea and is easier to convey IS a game and hope fully I can finish in time :P