Ludum Dare 49 October 1–4, 2021

Welcome to the Alien Disco!

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Impress your alien friends on the dance floor: https://ldjam.com/events/ludum-dare/49/alien-disco

Alien Disco is a game about pattern-matching and stamina management featuring increasingly alien music.

Many thanks for checking out my game and all the best for everyone's final compo stretch! :)

Using books text

In my game, one of the mechanics is typing. I need a lot of text for variety. If I use allowed texts to use can I participate in Compo?

Just for fun: Scrapped initial ideas

Day 2: Slow going but going, as I've managed to forget almost every single bit of Unity I've ever known in one weekend :sweat:

So for fun I'll share some of the ideas @stupidnoodle and I passed on when the theme was first revealed:

  • A game deliberately made like an unstable alpha build that had to be bugged to beat it (fun, but we figured quickly that it's harder to make something deliberately broke and bad :laughing: )
  • A horse stable management game that would require you to manage all sorts of stuff for your needy steeds while crazy stuff would happen (just for the pun, but it is a fun idea and we would both not be averse to one day make it in non-jam conditions)
  • Clown on a tightrope and unicycle trying to cross while things would fall and stick to him and make his balance off even more; there was also a variant with an elephant on a circus ball (fun and simple)
  • Half-life - not the Gordon Freeman one - decaying thing where you're an unstable radioactive particle and you had to either get as far as possible or create a big enough chain reaction in your short half-life (again not a bad idea and fairly simple but we wanted noodle to have something more to do than just drawing dots)
  • You're driving a smart AI car with an unstable control system which has an error every now and then, messing with your controls as you're trying to drive it to your destination while also avoiding road hazards (basically a top-down driver with random terrain and obstacles flying around as you drove).

The final car idea ended up being worked into our current project, only without car and with a spaceship instead. Maybe I'll post a little more once I've stopped procrastinating and can put something neat together to show off~

PROGRESS

Combat system done!

Here's our progress so far! I'm so proud of us!!

https://www.youtube.com/watch?v=A0kvGHeyqz4

PROGRESS!

Combat system done!

Here's our progress so far! I'm so proud of us!!

https://www.youtube.com/watch?v=A0kvGHeyqz4

Ragdoll added

Now the player can die LDJAM49Dying.gif Super dramatically as well!

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The game is published!

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I underscoped a bit, so I finished the game a bit early! Warhead Stroll lets you play as the dog of Old Roger, crossing the streets and trying not to explode. The boss fight is done as well, but it's a bit special so I might update a few things based on your early feedback.

I will spend the remaining hours reading feedback and start playing other submissions.

You can try it out here!

It is done!

My very first entry into the Ludum Dare! :smile: Play it here! Screenshot 2021-10-04 013637.png

still alive, i think

Time to work on enemy AI and I am afraid.

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teeth block

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teeth block

hope y'all ready for this insanity imma drop in T-7 hours

Making final day design adjustments to rein in the scope.

The writing goals I set for myself are proving to be a bit too ambitious.

8 topics x 2 dialogues x 4 attitudes is 64 prompts from the cosmic force. I got through 3 topics and 24 prompts so far and I'm feeling a bit burnt out @_@.

Each prompt is supposed to have 8 responses too.

I think I'm gonna scrap the idea of topics for prompts and just make use of the 24 prompts I have now. They're distinct enough that I can present the attitude variations as individual prompts.

The attitudes were supposed to be based on combinations of engagement and disposition for the topic, but I think I can just separate them based purely on level of engagement instead.

This would give 2 variations of 12 prompts rather than 4 variations of 6 prompts.

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If a full game only has 10 turns, that would be enough to get through a run without repeats, and still have some variation based on engagement-level variations.

I think I'll scope it down to just 4 responses for each prompt too.

Actually, I might just make one response for each topic and reuse those over and over for each prompt. That would make the prompts kind of irrelevant though and rip out a lot of what makes the game work Person facepalming. At least it'll be finished and playable though.

Last resort option

Submitted my Game - Ornztarbil

I don't get to do LD as often as I like but I put some time aside to do it this time with a focus on trying to deliver something that people can actually play. Often with 3d Jam games I'll leave optimization till the end, but this time I tested over the weekend as I implemented stuff to make sure it worked on multiple PCs.

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The game itself is a first person movement/shooting puzzle game based on Lovley Planet. I wanted to try extend the mechanics of that game to make smaller more puzzle like levels.

LD Entry

Itch

Things I think went well - HTML5 Performs well - I tried to implement more juice in the menus than usual. There is an animated 3d background in the main menu, and the loading screen is animated (Though the HTML5 one is actually fake because I couldn't get threading to work). - More juice overall actually. Several particle effects, and some animated text. - I made simple models in blender (The enemy, the key, and the arm). - The game runs, has a few levels and an ending screen. - I added all the raw mechanics I wanted.

Things that I didn't get to implement: - I wanted to learn how to make music, just ambient loops, but I ended up using Wolfram Alpha because of time. - There is still a lot of hitching, even with loading screens, and especially on HTML5 where there isn't any threaded loading. - more levels with more complex requirements. - online leaderboards. - Level select