Well I started In Unity then
Went back to drawing board and now ready to go back to Unity
Watch me here!
Well I started In Unity then
Went back to drawing board and now ready to go back to Unity
Watch me here!
Well, I got the color siphening working, kinda. Still a few more tweeks to be made and then I’ll post a screenshot.
It will be called “Meditating Robot” (unless I come up with a more minimal title)
It will look kind of like this
Here is my basecode(it is a haxe/nme project) link
i am making a truly minimal experience
I joined the Compo in hopes of having a public place in which to demonstrate that Twine doesn’t have to be minimalist, doesn’t have to be short, and doesn’t have to rely on extensions. I was planning to create a game that tailored itself to the player. I was one of the hundreds that downvoted minimalism. I didn’t think it’d even make the top ten.
After all, we’ve got 48 hours. It’s all minimalist.
Guess I was wrong. So, I’m using a minimalist language known for it’s minimalist style choices. And I need to do something that stands out as embracing minimalism.
Wikipedia was my savior. Thinking about minimalism as an art opened up a new avenue. What Minimalism was actually about…
So, I’ve embarked on the path of making a mystery game, where the point is to strip the surroundings until the truth is the only thing that remains. To this end, you have ten “items” that can be used to remove certain details. You, the detective, are armed with only the Knox Decalogue. Well, a modified version there-of.
There are, of course, going to be a few Easter Eggs.
So, I take minimalism involves some sort of creation, and I’m kind of thinking of creating a puzzle-ish game, though I’m not really sure how well I can do that. I don’t think I’m very good at level design…
Besides, I’m streaming too! http://twitch.tv/euske/

I have some bezier curve thing and a WORKING EDITOR! Woop.
Collision works too.
Hoping to add, you know… gameplay. Have an idea though 😀
Tags: first, processing
It’s not inspiring at all!
Going well! The story is down, and we’re drawing/implementing the first sprites and mechanics! Will post screenies later on!
I imagine 90% of the games in this ludum dare will be full of squares, so ours (a team of 2 currently) is not going to be different. I’ll be working with a friend on a game where squares kill other squares and it’s your fault.
no screenshots yet. I hope the name is not taken yet /sarcasm
After screwing around with color palettes for WAAAAAY too long, I finally have something visible.
I have a wonderful idea, but I have no clue if I can make it work.
I may end up submitting to the jam because I really don’t have much time this weekend.
OH WELL…
FIRST SCREENSHOT!

Tags: first screenshot, progress update, screenshot, update
i’m in
and minimalist… this means…
STICK FIGURES! :V

going to do a minimally-styled stick figure FPS… not going to bother with online play or controller support or multiplay right now (unless i have time), just a simple FPS with some AI for the bots. 2 teams, white and black, but that’s mostly because of the styling. not going to use any colors except white, black, and red (blood animations/decals)
learning how to use bones and cel-shading right now so i can do this right
Our idea is based on the concept of Flatland: you can only see a single line. Looking at it through the rift is very disconcerting; your perception of the world is significantly altered.
Unfortunately, modifying the Rift Unity SDK to display with such a limited vertical FOV isn’t easily supported, so we drew black boxes to cover up the rest of the world.
Code is here: https://github.com/cg123/LudumDare26
Julian
Completion so far-
Sprites- 50% – Just need to do some recoloring, menu sprites and an actual background.
Music– 0% at this point – Not sure whether I will have music or not.
Gameplay- 5% -Basic Movement, shooting etc are done.
Level Design- 0% – Won’t start level design once the gameplay is around 20-50%
Total Completion- 5%
Alright, easy stuff almost down :3
Time for a mini break to get some much-needed coffee and let the brain relax.
I’d originally started with an idea for an adventure type game — picking up gold and fighting monsters, but soon realised that wouldn’t work for me.
Now I’m trying out a demo of an idea for a basic shoot em up game.
Not great but it’s something at least.
After writing all these notes I finally came up with my idea.
It’s going to be a Robotron style top down shooter set in a minimalist world inspired by the art work of Piet Mondrian where each box is a new room.
The twist is that the enemies will be secondary colors and you as the player will have to use your weapon set of primary colors to kill the enemies based upon their complimentary colors. possibly painting the blocks with their color blood as you go along.
Anyways that’s about it for now, good luck everyone and have fun game developing!
In attempting to come up with something for the theme, I scoured the internet and found this quote:
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away. – Antoine de Saint-Exupe
Basing on this, I started thinking about a game where you needed to take things away from the game to win. I had a few different ideas, and decided on a platform/puzzle style game where you need to walk around removing the obstacles as you go.
I’m a code-first-make-horrible-art-later type, but what the heck, first screenshot..
Also, due to the magic of github, my game should be up to date as I push code…
https://github.com/markhildreth/ld26
Tags: screenshot

Artist’s mockup
So this is what we’re doing. Our impression of minimalism is imbued in the setting of the submarine. To us, minimalism was doing a lot with a little, something that submarines do spectacularly well, given the restrictions on space that they face.
In our game, the player is only surviving member some kind of accident that our protagonist can no longer remember. After you wake, you face the challenge of single handedly repairing the soviet sub – even as it continues to break. You must find your way to the surface – or face death upon the sea floor.
Also potatoes.
Since the theme is Minimalism, I have decided to do a codepage 437 inspired game based on simple mechanics, thats why qbasic was on my list
course I am not using qbasic which gives me a little more artistic freedom, but the flavor still resides. almost done with art, starting on map next, I think this will be a enjoyable game with some challenge for a 48 hour deal.
The game screen is the window with the gray background. The player character is the little orange stick (with 4 frames of animation!). Everything is being automatically depth sorted, but the wall art looks a little rough right now and I placed it by hand so it’s not exactly lined up to the grid. Next is to get movement and the walk animation tied together.
Still working out ideations (and getting ready for an early night to bed), but here’s a brief list of ideas thus far:
That’s it so far… now to think them over in my dreams.
WELL, I’d love to do something amazing like a sort of RPG, or maybe a cool choose-your-own-adventure type game, but I’m simultaneously learning a new system and I’ll need to keep things simple. Extremely simple. So simple that I should be able to get it done in like 8 hours on a platform I’m familiar with.
With a little help from FunyMony and my wife, I’ve decided to make a human tetris style game! This will be called “Stickman Tetris” and will include a semi-completely articulated stickman dude.
SO, let the fun begin!
Ok, took me about an hour to create a raw concept:
My game will be about the minimal lifestyle. The player finds himself in a crowded city going for his daily job in a busy office. Being disturbed by all the noises and materialism he turns a bit mad and tries to escape from everything. The player has to accomplish different tasks (quit the job, empty his apartment) to reach the goal.
Name: Minimal Life (not sure yet…)
Genre: Point’n’Click / Adventure
Design and Graphics: Topdown and Sidescrolling with 24-color pixel art
This will be the first time I’m doing a not action orientated game. I’m sure this will be giving me hard time, but I’m looking forward to creating something I’ve never done before. Lets get started 
I think I’m gonna make a game about running places. You’re some adrenaline filled guy on top of skyscrapers. You run across them. The end. I’m probably going to implement score-rewarding mechanics that make it not boring.
I hope.
Screenshots!


First time entering Ludum Dare. I’ll try to get something finished 
Tech I’ll be using consists of just SDL2 and C99.
So of 2 1/2 hours of working on an idea and then scrapping it I finally have something to work with. I’m going to take the Theme to heart, and very literal. I’m going to make an avoider game. Nothing to show right now… going to start on the art first, then get some sleep. Once I have something I will post a pic. Until next time…
Alright, I’ve got my concept mostly worked out. My game will be a minimal arena shooter; something like Robotron meets Everyday Shooter meets BIT.TRIP Core. You’ll move around on the screen and be able to shoot a beam either horizontally or vertically. The goal is to stay safe and clear all the enemies, possibly in as few shots as possible by lining up enemies. Here is a quick mockup gif:
*Edit: Apparently you have to click on the pic and open it in a new window/tab for the animation to work. I guess there’s no animated gifs on the blog…
Obviously you’ll be moving around. And there will be more / different types of enemies. So now the hard part is over and I just have to make it! 
livestream LEUKOCYTES, HEARTS AND BLOOD http://twitch.tv/alexiseshford

Before we pass out for the evening, here’s a FIRST PLAYABLE DEMO for our first ever attempt at Ludum Dare:

LINK TO DEMO
(Requires Java)
Yes, the demo looks nothing like the mockup. Yes it is just a Main Menu with dynamically-sized buttons that blink and beep, and a terrible looping honk-song made in about a minute.
But we’re building the entire engine from scratch here, and it’s pretty wee-hoursy. For now, it is time to snooze. MORE PROGRESS ON THE MORROW!
So, I’m best at understanding a concept when I’m explaining it to other people. Combined with my fairly inebriated state, I felt like just typing out my thoughts and hoping someone would get as much use out of them as I do.
So one thing I noticed of how people instantly reacted to the theme, is that they immediately thought “minimalist” = minimal graphics. That’s a fairly strange assumption in my head. Minimalism can refer to many things especially minimalism game-play. However, I see minimalism to be very closely associated with simplicity; any programmer can tell you that the best way of solving a problem is the simplest, and these often require the minimal lines of code. Likewise I associate it with good design, breaking down a game or concept to its minimal core of what makes it tick.
An example of a game that would have been perfect under this theme is Dive Kick.

A video by TB, takes a closer look at the game.
http://www.youtube.com/watch?v=5uzaxQ5RF4I
The game boils down all the core concepts of fighting games into their bare bones, and creates a compelling and deep game that only uses two buttons. This is what I really see this theme about. Not about minimal graphics, but minimal design. Boiling away everything but the very minimal requirements of the game to be itself. So my game is going to take a genre or game I greatly adore, and strip away everything that is auxiliary until nothing but the bare bones of the game remain.
Well I think I’ve come up with a decent minimalism idea. You have to defend a planet from waves of enemies, and you get satellites that shoot at certain intervals. they orbit the planet and you get more of them as you kill more aliens or cubes or whatever. But the trick is that you can only change the rotation speed of the satellites, not their fire rate or exact position. Hopefully I can make some interesting gameplay with this. Here’s a quick screenshot of what I have so far:
Tags: LD#26
I just woke up and what i saw? Ludum Dare theme is Minimalism! Are you serious? While we had so nice themes like Afterlife, You are your enemy and several other I found that Ld theme is Minimalism! Its not a theme really and its so boring… Unfortunately, I’m busy on this weekend, but I’m still wanna try to do the game. I think I will start tonight. See ya!

This is part of the game design document, it also sums up my game pretty well.
I’ve got a little something started here. I thought I would pay a little tribute to a game I made for a lo-fi RPG compo once. I also figured if the theme is minimalism, I might as well have a TON of minimalism! While the units are all the same and the graphics are simple, I’m aiming to have lots of units on screen at a time.
Right now I’ve got bases that spawn allied units, which you can get to follow you around. There are also enemies and their bases, and everybody fights each other! I’ll call this a pretty darn good start. I plan on spending tomorrow making it into more of a game, and adding a neat little twist.
As for tech stuff, I’m making this in Game Maker: HTML5. I am optimizing it for mobile, and it will be playable on the desktop and mobile web. If I get around to it, I will be porting this to Android using Phonegap Build…we’ll see! For now, sleep.

Whoops, this doesn’t look very minimal. Nevertheless, I’d better get on with work! I’m happy to have a game idea already, as it’s only 11am on day one!

“would you be so kind as to pick up that suitcase …. have a drink too while your at it”
“The darkness perpetuated by mind simply does not exist in a spectrum of pure white”
“Perhaps you were a bit dehydrated”
Wow. This doesn’t do much for me.
Maybe I’m taking it a bit too literally but my first move is to google Minimalism. Right now the key is to look for the seeds of inspiration.
Minimalist art, and listening to some music considered part of the Minimalist art movement.
A cup of tea helps as it’s 7:30 am here.
www.twitch.tv/jellycakes1
Basically got my idea after 2 hours of tearing my face off trying to find an idea so i’m just going with a simple interpretation.
At first, I was going to try making a game in Gamemaker. I set it up to create different shapes of random colors, but I abandoned the idea I had been going for since I don’t know Gamemaker well enough to confidently spend time building a full game in it yet.
I’ve instead decided to do a game for the Atari 2600, since that is where my experience lies.
The theme is “minimalism,” so I was thinking of what would be fitting. I decided on a game where the player is a bat and needs to navigate invisible tunnels using echolocation.
I have a couple ideas for how echolocation could work. Either the playfield pulses a visible color for a split second or the player shoots out a missile in whatever direction (s)he is facing, the missile bouncing and growing darker with each bounce until it vanishes, like a sound pulse.
Though, as I ponder it more, I think that I may do a combination of the two. An attempt at paper prototyping proved that I have a very poor memory and I don’t want it to be too difficult to be fun.
Hitting the trigger will release the pulse. Each pulse will reduce the player’s points by a certain amount, while moving towards the randomly-generated cave to the right will score constant points. So the idea is to balance pulses against blind movement to create an overall point surplus. Balancing may be difficult. There will likely eventually be enemies that move around and must be avoided. Hitting the walls or enemies will lose a point of health out of three. There may be some way to regain a point of health after a certain number of points or for some kind of pick-up (that can only be seen with the echolocation pulse).
Programming progess is nil for the time being. Since I’m already three hours in, I need to get crackin’. Here’s the bat sprite against a blank playfield:
A puzzle maze game where a person has had their orderly and minimalist world wrecked by chaotic and complex villains.
They must collect a series of treasures which will make the game more and more minimalistic(definitely graphically, not sure about mechanically).
Therefore each level is gradually more and more minimalistic until you collect the final treasure and return your land to its pure and minimalist state.
Now to get working on the game mechanics and assets.
Streaming! o _o ; http://www.twitch.tv/redstone_dust
Minimalism is a really weird theme and I HAVE NO IDEA HOW TO INCORPORATE IT INTO THE PLOT.
Tags: wut
Here at Pixel Oaks we will be participating.
Our target is the 72-Hour Jam, since the Theme is “Minimalism” we decided to have anyone in our group that wants to participate make a small game on their own.
These games will then be added into a compilation.
We will be using Unity 3D, Blender, Gimp, SFXR, and MyPaint
Good Luck!
Don’t worry, I do have SOME code (including a very minimalistic .tga loader which is NOT for my interpretation of the theme dammit!).
So anyways, after spending suprisingly less time in sunvox making samples than in schismtracker making the actual music, here’s some music:
https://dl.dropboxusercontent.com/u/32094129/ld26/gm-ld26a-dem02.it
Tags: music
Probably doesn’t look like much, but I got sprites in there, they animate when I tell them to, and it’s easy to position them. Next up is removal and gravity, then I’ll figure out the combo ticks and such.
I want to get text showing up that displays the id of the block so I can test it, but I can’t seem to get the text to add to the screen.
So at the moment i have a bunch of cubes moving and rotating and 1 cube that you control. And if you hit the other cubes they spawn in a random spot! So i have made some progress!
COME AND WATCH ME LIVESTREAM MY MAKING THE GAME!

Just got up (7:00 am), ready to start cracking, with a minimalistic approach off course. Which will be my aim as I try and complete a game for a change
I will be using:
Love2D
Photoshop
Bfxr
Good luck to everyone.
I’m on limited time this weekend but came up with a quick idea for the theme so I’m gonna see what I can see make happen!
LUDUM SQUARE ?
This is my first Ludum Dare:
Tools:
Code: Java, libgdx
Art: Paint.net, Gimp
Sound: Audacity, Bfxr
11:00 PM: Theme is announced.
2:00 AM: Well its 2 am here, I am going to go to sleep now. I have an idea for the game mechanics worked out. But I have no goals atm. This is what I got right now, a red “square” (its uppose to be a square, apparently it wants to be a rectangle though, ill fix it eventually) that moves with the keyboard.
I will be getting up at 7:00 am to continue on this.
I’ve decided to do a game about fish migration. How does minimalism come into it you say? Well, the fish will have to fight off predators with nothing but themselves in the deep blue sea.
Here is an initial screenshot of the swarming behavior:
And the breakfast I’m enjoying:
I’ll implement proper flocking next, and then some food to grow the swarm.
Decided to go with a Minimalist City simulator, as my current interest has been in urban growth.
Code is available on https://github.com/DarkLotus/lotus-ludumdare26 hourly updates or so hopefully.
3 hours in and time for a quick break and a blog post.
Im using Java, with the Eclipse IDE, and LibGDX as my framework, im also using the Artemis entity system, as playing with it in the last few weeks it allows very quick additions and modification of the game.
I’ve imported a little self code, just some helper functions related to Artemis and intergration with LibGDX, mostly just boiler plate and saved an hour or two.
Whipped up some art in Photoshop, just 5 colored tiles with Labels, Residential, COmmercial, Industrial, Power, Road.
Got them rendering, some camera movement, save/load, and some UI. Ease at getting this far so quick is definitely down to LibGDX and Artemis.
Little screenshot to show so far, currently no logic but that comes over the next few hours, the logic will follow the UI and the arts minimal style. Just enough…

3 hours in
I got pretty upset when this theme was selected, since I barely knew what it really was…but I’m gettin’ into it…
For now, an Arcade, endless runner, with an cool robot using a jetpack, points, increasing difficulty and some random obstacles.
To do(the ones I remember, there’s probably alot more to do):
-Backgrounds (*biomes*)
-Laser gun animation
-Enemies
-More obstacles
-Shop
-Death animation, and game over screen
-Menu
-Sound dev
Good luck everyone!
Didn’t like the theme at first.
I got a pretty good idea IMO. I am doing fine so far and, if everything goes right, I’ll probably have the game ready 24 hours before the deadline
But it’s now 2am here and I really need to get some sleep.
Tomorrow is going to be a full day 😀
Don’t feel like posting any screenshots of my game for now.

my (jeremy stark) game so far
So Far, I have a simple level with some pretty lighting, a character and a goal put together, I am going to add some door mechanics and what-not next. I have a gig later so sadly I have to go to that, luckily this is for the Jam. To explain it as much as there is, you’re the blue box and the door is the yellow bow, there really isn’t much else to say…
Woke up shocked to see that the theme chosen for Ludum was the same theme I was used to make an old game. Spent some time reading other people’s entries to see how they react to this theme.
Surprisingly, I look like I’m the only one who was able to come up with a legit fun game just by reading the theme title.
I was working on a game before entering Ludum called “Retro Runner”. I scrapped the game later on because the game wasn’t that fun.
BUT, now that the theme is minimalism I can use my old game as inspiration and direction :). Just to see where I failed and what I did right. And of course, not to steal any assets (I am entering the main 2 day competition after all)
Anyway, here are some screenshots of Retro Runner. Maybe they will help someone else come up with some ideas?
Hated the theme at first, but I’m starting to see some fertile ground for exploring WebPlayer/Browser interaction.
Minimalists examined their entire medium, if you use Unity consider the space around the WebPlayer window 
Set up a GAE account at http://pixel-dust.appspot.com
Also have GIT repo at https://github.com/swizzcheez/pixel-dust
Now we can get to the basic stuff…
http://www.bunzaga.com/ludum/Game.html
(drag arrows to move them around and click them to KILL them…)
Now I’ll work on my lil dudes and figure out how to get animations into Canvas 😀
So continuing from my last post http://www.ludumdare.com/compo/2013/04/26/brainstorming-7/.
I started thinking about which game genres I really love, and it essentially boiled down to : RPG, Strategy, and DotA-likes. Well DotA-like games are fundamentally focused around multi-player, which under this time-limit I can’t code (And I probably couldn’t code even without a time-limit), so that’s out. RPGs are great for this theme, but unfortunatly most of the meat from RPGs comes from copious amounts of designed content, which with the imposed time-limit is going to be difficult to execute even if I procedurally generate it. So that leaves one genre: Strategy!

So what makes a strategy game tick? Well, there in existence are two types of distinct strategy games: RTS and TBS. However, since we are focusing on Strategy games in particular we want to make a game that only really focuses on what is found in both games.
So what is strategy?
Okay so we have a great start. In both TBS and RTS we perform a series of actions to achieve a greater goal. So I made a quick Venn Diagram 
Obviously this is nowhere near comprehensive (Just drunk man rambling), but it helps narrow down the focus on what is in the center. Some of these are derivations of one another, while some aren’t necessary but make the game infinitely better for very little effort. Currently the only concept being incorporated into our minimalistic strategy game is: A plan of action or policy designed to achieve a major or overall aim. I’m going to spend the next few hours researching good strategy games, and exactly what made them good and boiling them down to the core mechanics, comparing them against this list and creating a set concepts to be incorporated into our strategy game.

Currently a simple platformer is working and objects can have colour that the player can “absorb” leaving the colour with whatever colour the player had and the player gaining the object’s colour. It’s a nice smooth transition between the two, meaning if I click that blue block while I’m red, at one point both the player and the block will be purple at the midpoint of the transition.
Working on lighting and shadows at the moment, the player will have a radius of sight around them, the rest of the map, will be completely dark. Well, that’s my plan, I might add torches or other forms of level lighting later. But for now, working on the dynamic shadows/light from the player!
Have line of sight pretty much working, couple of bugs I need to fix with it-
Ok, few hours passed and here what i`ve got:

Right now I have a breakfast and I am thinking, what did they mean with “minimalism”. Does the game need to be minimalistic? Or should it be ABOUT minimalism? It’s hard to decide. But maybe my friend will help to come up with solution.
Argh, what an awful theme….. Except, I’ve got an interesting concept for a game. Dunno if I can pull it off, but I’m actually excited.
Hi everybody !
Just woke up and discovered the theme… omg what a theme ! my actuel level of inspiration is near from zero.To introduce myself I am a french game developper and this is my first LD.
I am planning to use:
May the force be with you !
Alain
OmgOmgOmg ! we’re up to night to get Horny !
Experimental gameplay powered 😀
Hi everybody! Finally, after a few tries this is my first time participating in Ludum Dare. Right now i’m developing the main idea of the game. Thinking of an idea of a minimal concept is hard, but that way we can explore new things, so i’m really excited 😀
About the game I’m developing with my GF, we have an idea of the main concept. After this couple of hours wasted in eating pizza (yeah!), now I’m thinking of the mechanics and the gameplay meanwhile my partner is busy with the graphics meanwhile we’re listening chiptune music.
Here’s a photo of the concept of the game (with an initial name). We’ll keep you informed about the milestones of the game.

BupUp Concept
Greetings from Chile! 😀
After 2 hours of reviewing what minimalism is, i came with some influences and emerging ideas :
My team mates Carduus & Blackmagic are waking up at 9.00, i must get a bunch of game concept before the alarm clock rings
!
Really willing to do something that rely on the beat, the shapes, and the idea of game mastering by minimalism.
I like the theme, makes the art problem go away.
For real this time im going to be live streeming www.twitch.tv/ecool377
Welp…. after a somewhat heated argument between me and a quadtree, i got off to a start at least. think its about time to call it a night.
I’ll be streaming most the day tommorow.

Kitch’s screenshot
Tags: first screenshot, Kitch, screenshot, xna
Ok, minimalism…. I googled it and the first image it returned was a art piece by Piet Mondrian:

And my initial reaction was to create a casual puzzle/touch game so to break my pattern of platformergames and since I missed the “F this game jam” and I hate casual puzzle games I’m going to make a casual puzzle game.
Hopefully I can achieve something as I basically have no time at all this weekend.
Tags: game idea, idea, mondrian, puzzle game
I made a mockup of my game:
and now I have something like this (the map tiles are random, for testing)
I’m having some trouble building the map, though. My idea is to draw the map on a bitmap image and read each pixel, drawing different objects depending on the pixel’s color. Does anyone have any idea on how I can achieve this? (Using libgdx)
I always allocate my first evening (where I live, LD starts at 7 pm on Friday) to pure design and engine development. My progress tonight has been better than I expected, and I’m really excited at the prospect of working on this game. I won’t talk to much about my idea, but I’m really happy with what I’ve come up with and I’m looking forward to sharing more with everyone, as well as seeing what other people are making!
This is what I’ve got so far! I’ve got an unbelievably long way to go, but isn’t that always how it is with the Ludum Dare? Good luck to everyone just waking up and to those plowing through their first full day. See you all in the morning!
-Chris
Note to self: don’t use spaces before/after the equals sign in a def statement.
Also, for some reason, batari basic doesn’t like me to use the name “pulse” on its own. *shrug*
Anyway, got the basic pulse working. It fades the playfield (currently set and not randomly generated yet) to an increasing color, then fades back out to black. I’m using the standard batari basic kernel, since I’ll need working collision detection.
I may invest in no_blank_lines, though if I recall, that may mean losing my missile 0, which is out of the question. May just have to deal with those obvious batari basic lines.