LD27 August 23–26, 2013

Time Syndrome – LD27 Post Mortem

zombies

 

Play Time Syndrome

Hi all!

This was my first LD. I’ve been using libGDX for about 6 months and I’m starting to feel more comfortable with it. Besides, I wasn’t confident enough to participate in a jam yet.

What have I done with libGDX before? 2  games for android and a few tests. The smallest proyect took me about 8 days to finish, how could I make a game in 72 hours? (I was thinking to participate in the jam version).

What went well?:

  • Gameplay and level finished the first day.

I made also some temporary graphics. At the end of the day I was really proud of my job, since I only needed about 6 hours to put all my ideas into the game and make them work. I can’t say my game is perfect, but I like the result considering it has been done in 48 hours (actually about 18 hours, because the other 30 I was sleeping or AFK).

  • More or less polished and not buggy.

The second day I spent about 2 hours making new graphics. I started with Pickle trying to animate some pixel art, but then I realized I suck at drawing and opened Inkscape. God, as you can see, my graphics are not great, but are far away from my usual skills (I need to repeat: I really suck making graphics).

After those 2 hours, I used the remaining time to polish stuff.

  • I learned in 48 hours more than in 2 months.

 

What went bad?:

  • Only one level.

I think this is the worst thing of my game. I needed to focus 100% on finishing the game, so I didn’t code it thinking on implementing more levels. Also, the game mechanics made really difficult to think in more challenging levels.

People say it’s difficult, but after some repetitions you will learn the trick. There are about 4 ways to finish it in time, only one let you finish below 5 seconds.

  • Some minor details.

There are some details that make the player experience a bit weird:

  1. Background music in loop can be annoying.
  2. When you win, the screen doesn’t freeze for a few seconds, so if you are spaming repeatedly you will restart the game without noticing you won.
  • Code quality.

Due to the time limitations, I didn’t focus on making good and clean code, I didn’t think about performance. This means maybe I’ve learned a lot, but in a bad way or with bad habits.

 

That’s all. And of course thanks for reading ^^.

2nd Ludum Dare! Had a blast

Having been in a bit of a “gamedev slump” for the past 2 months, it was really great to participate in this ludum dare.  I think that I did a MUCH better job than my first entry, and it’s great to feel like you’re “getting better” at stuff like this.  This is just a quick post-mortem of my 48-hour compo game, Super Time Shoot.

The theme was much better for me this time than the last one (Minimalism).  I had a lot of fun brainstorming ideas, especially using other interpretations of the word “seconds”:

-A dueling game where you have 10 “seconds”, as in people who fight for you.  I scrapped this because it was pretty much a game with 10 lives, but it was a fun thing to think about.
-A silly game where you went back for 10 “second helpings”.  I imagined a frogger-like situation where you had to go from your table to the food a bunch of times.
-A sort of turn-based strategy game with 10 moves, each representing a second in time.

-In general, if you’re talking real-time seconds, mechanics to implement the theme would be either something happens every 10 seconds, you only have 10 seconds to complete something, or the game only lasts 10 seconds.

I wanted to make an arcade game, since it seemed relevant to my platform of choice (Flash/Web), simple to execute, and fun to play.  So… I ended up with Super Time Shoot, a mix of 2 of my favorite games, Geometry Wars and Super Crate Box.  Every 10 seconds you get a new weapon, and the goal is just to survive as long as possible.  It’s a top-down shooter that uses WASD to move and click to fire, very basic stuff.  I used FlashDevelop with the Flixel framework, Audacity/Wavepad/bfgx for sound, and I generated all in-game visuals in-game (no image file assets).  I think that Web is the best platform for Ludum Dares, since it’s super-easy to get people to play and download, and it’s very quick to put up.  Not to mention that developing with Flixel is EXTREMELY easy.

I had a lot more planned, but I didn’t get started until Saturday afternoon.  I wish I could have fit more weapons, more powerups, more enemies, more unlockable-type things, music, high scores, and better graphics, but that’s the entire challenge of the 48-hour comp!  As it ended up, I had 3 enemy behaviors, 6 weapons, and 4 or 5 level layouts.  Maybe I’ll make the game a bit fancier and try to get it up on some web portals.

Check out the game here, and see the screenshots below.  How high of a score can you get?

screenshot1 screenshot2

 

CHEESE IT!

You know that moment… when you are facing a very tough boss and after you finish him you get so much experience you level up TWICE!

Cheese It! Our first ludum game was that experience!

Ludum Dare was such a great experience and I am very very happy with the outcome we made here. Most interesting moments catch you by surprise when you believe everything is doomed… but you take a breather and look at alternatives to over come these challenges and they leave you feeling better. I agree and thank the comments I got and am always looking for ways to improve for next time! So many great games and people here and I am glad to join and become a part of it! 

Desktop_2013_08_27_17_43_18_616

I never get around to doing credits but the art was made by @_MyTMonkey and music by @rockman and myself with the other goodies @sebasRez.

Ten Down – Post mortem

Hey. I wanted to write a short post mortem of sorts detailing some things that I have learned from the feedback on ‘Ten Down’. Handy link to it right here: http://bit.ly/LD27Page

I’ll be closely monitoring the amount of clicks that link gets. Go on, make my day.

So the first issue people have had is with the control system. It’s a top-down game and the controls are basically up and down to go forwards and backwards and you character moves in the direction it’s facing (towards the cursor). I thought is was a pretty simple set-up, but I guess the main concern is that you don’t have the ability to strafe! If I ever make a top-down again I’ll remember this. If you do happen to play the game, please let me know your thoughts on the controls.

The second issue was a lack of tactical options so its basically just running and shooting at enemies until you die. I tried to add some sort of strategy by adding pillars that you can take cover behind, but it seems that wasn’t enough. Are there any suggestions as to what else I could have added to improve the game in this regard? Also, when you die, does it seem to be because of a fault on your part (bad aim, not using those convenient pillars etc) or does it just seems to be unlucky (the game’s fault).

Finally, the main positive feedback I’ve received is on the audio. I’ve learned that while creating your sound effects with your mouth might make you feel just a tad silly, it sure as hell is a lot of fun. I hope to do it again in the future.

Thanks, Seb.

 

A short video showing the gameplay.

 

 

Tags: 10 seconds, LD #27, post-mortem

Look at LD27

You know how it goes. You think, this time everything will go smooth, it’ll be slick as hell, just bang out a game add polish, it’ll be alright. And then something goes a bit awry, it might be the tiniest thing, but that’s enough to mess up your flow. It can be something like changing your coding style just a bit.

Never try to change your style in the middle of a Jam.

Alright, Factory Hero is my game. It’s available here, go check it out!

When I saw the theme, few things came to mind. “This theme sucks” was obviously the first one, as per course for Ludum Dare cause that’s the way it works around here. Second one was to hop on to Wikipedia for all definitions of seconds, see what I could twist the words into. I was into an idea of operating a second-hand store, but realized the amount of content I would need to create would probably be a bit too much.

Factory assembly line came up next, and it was pretty okay. It was simple, but you could do some stuff with it if need be. Theme comes to play as well, 10 seconds per item to assemble. Add multiple lines, annoying bosses that creep up on you, that could work alright! I had ideas like headphones that play music which in turn slow down the time, but if your boss sees you, it’s a penalty. I set out for a somewhat soviet-ish style for the graphics, this was not going to be a fun place to work.

Factory Hero Screenshot

So I set out with one line, which eventually became three lines. Day 1 went pretty well, I got most of the basic stuff out of the way, my gameplay logic was coming together, I had some art and sound. I had ideas. It was looking good for day 2.

Day 2 I woke up, had some breakfast, sat down to work. What the hell, I have no idea what any of this was supposed to do. You see, I had decided to adjust my coding style just a tiniest bit to – you know – broaden my horizons. It’s not important what I did, but what matters is I didn’t know how to read my code anymore. Well, crap. It was just huge plate of spaghetti and I had no clue how things flowed anymore.

10 hours left? That’s plenty, time to scrap it all, aside from some window- & resource-stuff. Do it the old-fashioned way. Three lines scaled back to one, all extra stuff was out. Now it was just one line, basic assembly. In hindsight, three lines would’ve probably been too much, so really it all worked out. Anyway, I cranked it out, though it did get a bit hectic when the final hours were ticking by, but there it was finally, playable and completeable to a degree. It even had some style and direction! Oh yeah, around here LDs end at 4am, so I was feeling pretty spent.

Man, packaging python stuff is such a pain when you’re doing it 4 in the morning.

In any case, it was fun. I had a moment of doubt there, but in the end I had something that I was ok with, and I felt what I had was better than what I did last time, and it was not as much of a pain to get there than last time. That’s pretty much what I try to go for and what LD is about, so I rate this weekend a success.

I’ll give you a head start timelapse/post mortem

I recorded a quick little video of me playing the game, followed by a timelapse I recorded with Chronolapse. I talk over the top about what went wrong and stuff. The timelapse contains spoilers, of course 😀

Youtube link

You can play the game here!

Tower Infinity – Post LD

I’m not calling it post-mortem because baby’s still alive and pimping!

Anyways, this was my first Ludum Dare. I tried entering the Evolution LD (can’t be bothered to look up what number that was) but didn’t think of a good enough idea that I could accomplish relatively fast.

I was toying with the idea for this game for a while, but it was never clearly defined and I always thought of reasons why it wouldn’t work. The “10 seconds” theme gave me the “Aha!” moment that made it all click together. I can’t believe I was thinking about making a game where you are an  interviewer who gets 10 seconds with each interviewee… or a Social Network simulator where you need to decide, in 10 seconds, whether or not to accept each friend request (there be bots with Megan Fox profile pictures nowadays, so one can never be too safe).

So I made the game I wanted to make, and then made it really really redux to fit the schedule. Theme was announced at 4 AM on Saturday (for my timezone), and I worked on the game from 6:30 – 23:30 on Saturday, and then from 21:30 to 23:59 on Sunday before submitting it. Between those two sessions I was asleep for a short while, and working my job for the rest. I think I was doing both at a certain point, too.

Paraknight's Strategy, a.k.a the GG Push.

Paraknight’s Strategy, a.k.a the GG Push.

WHAT KICKED ASS:

1) Graphics are apparently retro and sexy. I wouldn’t know anything about that. I just did the only thing I know how to do in that department; make everything low-res, pixelated, and ugly. If it was good enough for the late 80s/early 90s, it’s good enough for me (and should be for you as well)!

2) I never had the chance to play a game like the one I made, and for me that means originality on the concept.

3) The control scheme. This is something I have been hesitant to try for a long time, and kept delaying. What better opportunity to do that in LD? Many loved it and found it innovative and unique, but by no means all.

 

WHAT GOT ITS ASS KICKED:

1) The AI. I wrote what was supposed to be a non-deterministic, advanced AI on Saturday, but it kept messing up. So I rewrote that whole mess in half an hour on Sunday. Now it’s deterministic, but after level 10, is also reactionary to what the player does (at every 5 level interval).

2) Learning curve. The only preparation anyone had for the game was through my description in the entry and through the in game block of text before the game start (didn’t have the time to make a tut, sowwy). Players were given as much time as they needed to try the controls before the game but that was not enough for some. One of the funnier comments I received went something like “I pressed some buttons and then lost… not fun.”

3) The control scheme. Yeah, while it clicked and was loved by some, others found it counter-intuitive.

4) Me when I was late to work on Monday.

 

BOTTOM LINE

So I made a game, and I think it’s pretty good. You should go play it. I was once at a Hackathon with my bud and we made a game that didn’t get top three because I kept yapping about it during my presentation instead of letting my gosu friend demonstrate it. Think I did the same in this postLD, but at least here there’s no time limit on talking so you can still play it:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=16000

#HYPE, #SWAG, #FREE_DANI_LUDUM, #SCHOOL

 

Any pyglet developper ?

Our entry for the jam is done but only 2 people seem to have played it… probably because there is no windows executable. Python and pyglet are really awesome tools and are cross-platforms, but most players don’t want to download additional libs just to play a game.

Unfortunately, I’m only using Linux… So I am asking the awesome LD community: is there someone who could turn our game into an executable ? That would be really great.

Edit: thanks to shinD, windows users can now play the game!

Tags: executable, help, pyglet, python

Comments

27. Aug 2013 · 16:44 UTC
I can see if I can get it to work
Psifour
27. Aug 2013 · 16:50 UTC
I’m sure that since this hit the front page someone will make a stand-alone executable now 😀 Best of luck on your entry (I will boot over to my other partition and give it a try in a bit).

The Deep Dark: A Postmortem

My first Ludum Dare postmortem…

What a blast. What a horror.

Web developers are advised not to look at the source code – your sanity depends on it.  The code… it’s… well, it’s been hacked to bits.

What went right:

  • Pre-planning and concept.
  • Simple screens and menus.
  • I’m a web developer so I did the web. But I wanted to stay away from stereo-typical web gamedev techniques: no 3D or canvas, just the DOM.
  • Sending optimization considerations to the bit bucket.
  • Kevin MacLeod (incompetech.com) makes stunningly-awesome and evocative music. And shares it. =D  Originally I’d planned to add to my collection but after passing the 48hr mark…  Hell yeah.
  • Multiple views of the same objects (cards) worked well.
  • The “10 second” theme did not present any real difficulty; when the extended mechanics are in place, it should improve the value of Scene cards.
  • It’s entirely possible to play The Deep Dark without a computer.  Of course, you’ll currently need to print your own cards.

What went wrong:

  • Pre-planning focused on the scene animation area of the engine; when it came time to implement, it was the first thing to break… The nested resumable timers sounded like a good idea but weren’t and forced a costly refactor about halfway through day 1.
  • Hurried code caused a really nasty chain reaction of bugs on day 2… the more it got fixed the further it broke. What a pain and the root cause was a ridiculous, stupid-stupid error.
  • I included schema for extended mechanics too early; should have waited until the core mechanic was complete.
  • I completely underestimated the time to produce card images: started in Inkscape and ended up with paper and a marker.

And as a result…

  • scene animations didn’t happen at all; the engine can place other cards within the displayed scene but the code is a steaming pile of awful.
  • extended mechanics never happened. Examples: elemental affinities (earth/air/water/fire/spirit), special items & talismans, gold/rupees, inventory, the evil-eye and other mini-games (originally central to the concept).
  • I missed the compo (48 hour) submission deadline. A buggy, minimum playable version was ready but there were only 5 cards (2 scenes, 2 encounters and an ally).

What’s coming:

  • I’m sold on the concept and will be creating a proper sequel – albeit without the time pressure. :)
  • Using my TicTacToe for OUYA demo, I intend to release the sequel on OUYA at the same time as the web.  The wife tells me to make it playable on Facebook so that’s a possibility too. 😉

Thank you all for this pleasantly horrifying experience.

/EOF

Edit: Add link to The Deep Dark entry.

Speed runners wanted! [total spaghettification]

Hello!

So a couple of people have made it through to the end of Total Spaghettification, which is awesome! The game is ‘a reet bugger’ to complete, but it would be ace if those leaderboards could start growing a bit!

Current Top Times:

1. spongus15 mins, 35 sec
2. GFM22 mins, 35sec

Some of the level design has been smoothed out a bit since I got my initial developer run of 8 mins, 15 sec, so getting below that should be totally do-able! The question is, is anyone up for the challenge?

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=20697

Comments

27. Aug 2013 · 19:42 UTC
Got already 10min 35sec on my first run. Next goal: beat the developers! 😀
27. Aug 2013 · 20:01 UTC
Wow excellent! If you can hold on to that time for another 24 hours, I’ll write you a victory song!

Ludum Dare 26 Postmortem

We finished our first ludum dare jam game last weekend! It was our second jam, although in the first one we never completed our game. It felt great to actually complete something and submit it.

OUR GAME

LUDUM DARE 2013-08-27 11-51-36-225 LUDUM DARE 2013-08-27 11-51-42-844

We made a game called “Switch”. The concept was that you play in a world in which the game switches between two similar worlds every 10 seconds. It was fun to make, and hopefully you find it fun to play (Your feedback is appreciated). You can find it here.

THE GOOD

  • We actually managed to finish a game
  • Both of us are programmers, so we finished the programming part with time to spare.
  • SFML. Simple Fast Media Library. Saved us TONS of time.
  • We came up with an idea within 15 minutes of finding out the theme.

THE BAD

  • Both of us are programmers, so our art was subpar.
  • One of us lost interest during the second day, and became obsessed with rendering heightmaps in OpenGL.
  • We didn’t finish as many levels as we would have liked.
  • We didn’t have time for sprite sheets or music.

THE UGLY

  • Some of our art.
  • Our game title.

NEXT TIME

  • Create a larger codebase. Basic collision detection took way too long to create, and the code was incredible ugly. It might be nice to have an actor system or an event system ready next time.
  • Find someone who is an artist who would like to help us.
  • Use XML for levels instead of plain text.

Congratulations to anyone who made anything. If anyone wants me to play there game, pm me. I think all the games people have made are great!

 

First LD Post Mortem

Sooo, here it goes, a first time Ludum Dare’s conclusions:
1, Have an art guy. It’s quite hard to make good art (well, at least acceptable) without the necessary skills and I didn’t brush up on that the time before. Big mistake. I’ll have to do that next time.
2,  Apparently time limits and people to work with really adds a lot of motivation. Recommended!
3, Write some more effective code. At the moment it’s incredibly ugly and is really concentrated to one place. Findings things is such a pain,  I’ll have to divide things between files.
4, If you are tired, double-check the code written. You just might put ; after an if or write one too many zeroes into a number. So much time wasted finding and correcting these later

5, LUDUM DARE IS AWESOME!

Full game

btw if I come in the top 100 I will defintley make my game into a full game. So send me requested improvements that you would want in the full game. A thing I have already made is portals. Thank you :)

The Vengeful Baby-Men: The Post-Mortem

Well, my 2nd Ludum Dare has come and gone. I almost thought I wasn’t going to be able to do this one, but it worked out in the end. I ended up with a strange experiment of a game called “The Vengeful Baby-Men“. I guess if you had to categorize or label it, it would be an “audio puzzler”.

screen1

First, here’s a list of everything I used to make the game:

  • Game Engine/Language: Unity 4.2, MonoDevelop, C# (~350 lines of code written)
  • Version Control: Mercurial (TortoiseHg) and Bitbucket.org
  • Unity Packages: Orthello Free, iTween
  • Music Production: Reaper, Fender Strat guitar, a cheap Casio keyboard, Addictive Drums, and several free VST instruments and effects
  • Graphics  Production: GraphicsGale
  • Web Hosting: Dreamhost

Now, here are my thoughts on the whole development process:

What Went Right

  1. Unity – Unity is just the best thing to happen to indie game development ever… and I don’t make that statement flippantly. I am an unabashed Unity fanboy because Unity has empowered me to do things by myself, for free, that I couldn’t have dreamed of not too long ago.
  2. Theme – I knew up front that my participation time was going to be limited, so I decided that if I didn’t like the theme then I would pass this time around. Going through the theme voting, “10 Seconds” quickly became my favorite. I loved the possibilities that the theme presented. I loved how it seemed to push devs toward a style of gameplay that you might call “bite-sized”. I had ideas running rampant. When “10 Seconds” won, I had to participate. I had too many cool ideas and this was going to be my excuse to actually make one of them. That motivation helped me push through and submit something.
  3. Orthello – While the free version of this 2D package for Unity isn’t quite as good as some others, it’s becoming my go-to package for 2D Compo work since it is free. There’s really quite a bit of functionality in the free version including sprite animations, 3×3 sprite scaling, font rendering, etc.
  4. GraphicsGale – It took me a little time to get used to some of the quirks (especially related to alpha channels and transparency) of this lightweight little program but now I really like using it for making 2D sprites. It’s got Photoshop-like functionality without the massive footprint of Photoshop. I also like this GraphicsGale/Orthello combination a lot better than my RagePixel solution from LD26. RagePixel was cool, but, feature-wise, it just doesn’t compare to this pair of tools.
  5. Audio – My LD26 game, Tiny Runner, got quite a few complaints in the reviews because I didn’t get around to making any audio at all for it. I was determined not to let that happen this time, so I ended up swinging to the other extreme and making a music game. This allowed me to draw on my experience in amateur music production and get the music done quickly. I only took about 2 hours to go from concept to 3 finished songs sliced up into a bunch of separate audio clips.

What Went Wrong

  1. Time – This will probably always be a “What Went Wrong” for me. The theme was announced at 9pm my time. I brainstormed for the rest of the night and set up an empty Unity project, but didn’t actually build anything. Saturday I had to practice for and play at a wedding reception with the Top 40 cover band that I’m in. That pretty much shot that whole day. Then, Sunday came and I had to do some shopping, go to a birthday party, and help with other things around the house. I was finally able to work on LD by Sunday evening, but there was no way I’d get it done in time for the Compo deadline. I worked on it a good 10-12 hours before finally submitting Monday night. So, even though I worked almost entirely under Compo restrictions, I had to submit my game as a Jam entry. For the next LD, I may just need to blackout that weekend and make sure nothing else is going on.
  2. Little Kids In The House – Don’t misunderstand… I LOVE my kids! But it is next to impossible to focus on anything for an extended period of time while kids (especially very young ones like mine) are in the house. I have a 4-year old and a 6-month old. I had toyed with the idea of just letting my wife deal with them by herself on Sunday, but my conscience wouldn’t let me do it after she had already had them all day Saturday while she was trying to do work herself. That meant trying to code with an infant in my lap… trying to compose music while also making sure the infant on the floor beside me doesn’t eat pennies… and trying to draw pixel art while your 4-year old wants you to read him a story. Ideally, I think I need to be away from the kids next time.
  3. No Testing – Related to the time problems, I wasn’t able to get anyone else to try the game before submitting. With my game, especially, I was worried about this. Being that I wrote the music, I know exactly how the music is supposed to sound. So, I’m not really a fair judge of how hard it is to put the slices back together. Luckily it seems to have gotten a fairly good response so far, but I still worry that it’s too difficult  especially for non-musicians.
  4. “Level” Design – Designing “levels” for this kind of game is difficult. I knew up front that I need to make sure that I did not slice the songs on the beat. I had to ensure that there was only one way to put the slices back together. If I sliced the songs on the beat, the slices could arguably be interchangeable. I also needed every slice to be the same length so they could be rearranged easily. This meant carefully selecting the tempo of each song before ever recording anything. I also realized that certain styles of music would be easier to rearrange than others. The drums are particularly difficult to rearrange because they are so repetitive compared to other instruments. I would’ve liked to have polished the songs a lot more if I had more time.
  5. Audio “smoothness” – The end result wasn’t quite as smooth as I wanted. As some reviewers have noted, even when the slices are in the proper order, you can sometimes still hear a little hiccup or stutter between slices. I had always envisioned those stutters as being the indicator that your slices are in the wrong order. Apparently, playing a new clip as soon as the previous one ends doesn’t quite work like I’d hoped. Although the first song sounds much smoother than the others IMHO. Maybe they just needed to be cleaned up somehow? Regardless, I didn’t have the time to mess with it.

Overall, this Ludum Dare was a fun little experiement and I’m looking forward to the next one and playing everybody’s games from this one.

Tags: postmortem, unity3d

Play Time’s Over – Post Mortem

Play Time's Over Post MortemPlay Time’s Over is your basic run of the mill platform game, but of course, with a twist. My use of the theme acts the primary mechanic. Initially the player has 5 hearts and they can run and jump, squash trolls and bust open blocks for extra hearts. Every ten seconds, a timer goes off and a new rule is introduced to make things a bit more challenging. When a player breaks a rule, they lose a heart, plain and simple.

It turned out to be a lot fun to build the level around the rules. The main challenge was that the player gets the rules applied in a random order, so I don’t always know which rules they’d have applied to them at any given point. Overall I’m extremely happy with the way this turned out, but of course nothing’s perfect.

What went right:

  • I made some great Art
    • From the moment I drew the child hero, I knew things were going to look good. I recently picked up a new tool for animation: Uni2D. It was a great for bone based animations.
  • I used a Tile Editor
    • Unitile, a powerful little asset for Unity, proved to be a fantastic tile editor. I could’ve done a lot more with it if I had used prior to the Jam, but I still got a lot out of it.
  • I got feedback halfway through
    • I demo’d my game part way through to some friends. I got helpful feedback that resulted in the creation of the Icons that flash red and shake when you break a rule.

What went wrong:

  • I bit off more than I could chew
    • This is such an easy mistake to make. The scope of the game when you first come up with idea is always too broad. Sure you might have time to make that game, but will you have time for polish, menus, bugs?
  • I made a platformer
    • D’OH! I really didn’t want to do another platform game (I made a physics puzzle platformer for LD26). It took me about 3 hours before I had an idea I was happy with, and platformer seemed the best way to execute it.
  • I had a bad polish to content ratio
    • I’m really happy with how nice things look and feel, but dissatisfied with the lack of content. I wish I had maybe scrapped trolls and the rule for them to make more levels.

If you haven’t played “Play Time’s Over” yet, Click here to play!

That about does it, thank you all for reading. Looking forward to making and playing more games at LD28!

 

Cheers,

Dan

Ludum Dare #27 (Just 10 More Seconds!)

Now that Ludum Dare 27 is all said and done, I’d like to take a moment to reflect on my work during the competition.

I made a game called “Just 10 More Seconds”, a frantic, fast-paced bullet hell game. You can play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13842

ld27cap1

 

 

 

 

 

 

 

 

 

 

 

 

 

What went right:

-My base code turned out to be very helpful during the compo for loading shaders and audio

-Because I focused more on aesthetics this time, it’s much more polished and complete-feeling

-I made a game in 48 hours!!!!!!

 

What went wrong:

-While my base code was very helpful for rendering and resource management, it was terrible for managing game structure, due to the fact that it forces everything into a single class file

-My code was horribly disorganized, so I spent more time reading through it than I did adding to it

 

What to do next time:

-Divide the game up into multiple class files

-Focus on writing more organized code

-Fix framebuffers/vertex buffer objects

-Learn more about GLSL to avoid wasting time

-Revamp the basecode to add more organizeable rendering methods

 

Well, that’s all for this competition. See you in December!