Ludum Dare 49 October 1–4, 2021

Narrowing down the narrative and mechanical design

Came up with a document that finalized topics, adding text that helps show their scope and what they encompass. Also came up with a little grid that shows the main factors in what might decide the force's attitude in dialogue.

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It was hard deciding how many topics should be addressed mechanically. It's gotta be enough that the deduction isn't too simple, but not so many that it's impossible to get anywhere. And they have to be concrete enough to be recognizable.

Here's the quotas I've set for my narrative content: Screenshot 2021-10-02 230513.png

Satisfying Stability

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This was by far the hardest time I've ever had coming up with an idea, but I'm proud of the game that's come from it. Still needs more levels and polish, but it's feature complete.

One-player split-screen

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The idea is that you mess around backstage to cause a play to fall apart on the other side of the curtain. The game is coming together and looking ... passable, so now time to focus on adding more methods of sabotage. I'm open to ideas.

A dialogue test

A little test to see how big of a prompt can fit

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Playing With Jenga Blocks

It's interesting to see how I tend to fall back on similar patterns during game jams. There are certain mechanics I find easier to program than others, so I tend to fall back to those when something is taking too long or causing problems.

As a result, it looks like I'm making yet another puzzle-platformer. Not exactly what I set out to do... but hey, they can be fun.

My level design boils down to simply playing with Jenga blocks; it's definitely an enjoyable experience.

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I also got to work on audio far earlier than I normally do, which has been nice. Hopefully I can finish up some levels tomorrow and have a reasonable game on time for the deadline.

I hope everyones' projects continue well!

we got aim boys (slow gif start oops)

bless godot's look_at so i don't have to calculate all that math myself lmao

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gonna take a break to watch shows with the folks while i consider What Next in this game

Progress Report Day 1

Thanks to @genie's talent and hard work it's not too bad.

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18h left for Compo

18h left for Compo and I still need to decide the direction I want to go with this project. One thing is certain: the Game Over will be a Blue Screen of Death!movie_008.gif

Sum of it's Parts

So exiting to see and hear all the work people are doing on here come together! I think I'm hitting the most challenging part for me now though - this gigantic battlefield illustration... Untitled-2.png

And that's a wrap for Day 2!

I'm done with all of the music, and tomorrow I'll be done with all of the game. songscreenie.PNG Good night!

Here's a teaser

We're making a horror game for the spooky month. My team and I really like the low poly/psone style graphics many games imitate, so we're going for the same thing. Teaser1.png Would we have to opt out of art for using stock images as textures?

CubeR