End of Day 2
Made some really good progress today. Gameplay and story are coming together well, I think.
Tomorrow is going to be a mad rush to get gameplay flow code done and textures and sounds in. Oh dear.
Made some really good progress today. Gameplay and story are coming together well, I think.
Tomorrow is going to be a mad rush to get gameplay flow code done and textures and sounds in. Oh dear.
Game mostly works now. Has win conditions, scoring, title/game over screens, and instructions. Definitely did not expect to get this far after Day 1. No artistry skills, so using Unity default assets + bfxr sounds + some CC0 sprites.
Demo available here: https://dl.dropboxusercontent.com/u/52921017/ld49/run.html
Not sure what else I’ll get done. The game could use a few more segments to go into the level generator.
Quick update on our progress: noc’s fingers are turning into brushes. Makes pad handling quite uneasy but who cares, we only need him to draw marvelous artworks…

Blind briefing
Meanwhile, 01101101 is frenetically coding: we now have a working prototype of bare-hand underground exploring software. Still have to put some stuff worth digging in all those galleries.

It’s dark in here!
Is where this game is going when it’s done. Okay, maybe not THAT extreme. But I usually mull over games after ludum dare. NOT this one. I am so frustrated with it.
Finally got the tile map finalized. It has been SO irritating. NOT using a 2200 x 2200 size map with 8 x 8 size tiles again.
SHEESH!
The gif is a little choppy and the frames are a little faster than I wanted, but it gets the idea across. I recommend you open the full size! Perhaps I’ll make another, slightly better one later. I’m on IRC as snoozbuster! Previous
I can’t for the life of me get inspired enough by the theme. I only had ideas that where either pretty bad on a gameplay standpoint, or just plain impossible to make within my current tool set. Makes me realize that my Unity workflow isn’t quite as ready for primetime as I thought.

All I have is that one screenshot of that one character model I made today, with some neat looking shader I tested. Not enough to make an interesting game I’m afraid. I’ll try to think of something, but I fear this wont be a Ludum Dare for me.
I am so happy with how day 1 went. My artist pichu made some sweet art ,and I got a lot of core gameplay done. Sooo what is this game? Yeahh it’s pretty much just another diving game. But it’s a diving game I really want to play myself. 
The aim of the game is to reach the bottom of the level (possibly going to be a boss fight) whilst collecting sea creatures for “research funding”. But there’s a small problem. Your oxygen only lasts for 30 second’s and you can only hold 10 sea creatures and to top it all off you seem a little slow. Maybe some of that research money could buy you upgrades?
It’s a bit simple I know but I really like the idea.
~Boa
Everything is pretty much done at this point, all that’s left for tomorrow is tacking on a rudimentary story/structure.
The main problem that I don’t have time to fix is the physics interactions with the controls- Any collisions with the walls cause the rigidbody player to go crazy, spinning out of control. If it was a less extreme effect I would actually like it, because it would add more challenge, but as it is it gets too crazy. The only ways to reduce this effect are to increase mass or reduce speed, both of which slow down the player too much in the tight, angled caverns below. So my solution is just to give the player a reset button they can use if they can’t recover from a collision.
Goodnight, everyone, hopefully I’ll be finishing up tomorrow!
Most of the game is in now, just need to add some sounds and tidy up a few bits and pieces.

Also, I may be going insane.
Actually I wanted to post this the last night but my internet went down,…
My game is about flying with a super special vehicle in the underground to undo the sins of the past and get out fracking fluid, atomic waste and such since it started to come up against….
Actually the theme fits to some of my personal concerns about the non-sense of depositing toxic waste in the earth thinking this will stay there forever…who can be so crazy to allow this?
Day 1 wasn’t that bad even though I have some real life and sleepiness in-between.
What you can see on the screenshot is my working environment with a debug-view of my game on the right and the scene itself on the left. For day one it was just blender and the internal editor feeding my personal gamekit-fork (ogre3d+bullet+…).
What is working already?
The core mechanic works, like flying around in the cave, if flying near enough to the toxic waste(yellow) to be able to pump it into the vehicle(yellow) until the tank exceeds, give it back to some kind of storage to have the tank empty again.
I hope I can finish this jam-game. Still I’m full of hope!!! “Keep it simple! Just keep it simple,Tom!!!” 😀

A serene garden… But what lies underneath the sand?

Unleashing an arrow maelstrom on an unsuspecting doppelgänger
So yeah, here’s the sum total of my efforts, pretty buggy and unpolished, but hey, that’s what all-nighters are for, right?
So! It’s as done as it’ll get! I’m pretty proud of this one, it’s been a good learning experience.
Here’s the game page if you want to give it a go! See if you can reach the end!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=15130
For now though, I sleep. If there’s any bugs, I’ll squash ‘em in the morning if I can!
16 hours left and I think to myself… Maybe I should start building a physics engine?
My first Ludum Dare was over three years ago, and I had a lot of fun jamming with friends. I haven’t participated again until today, and I have to say that this compo and community are great.
I’m learning to use Haxe and HaxePunk this weekend, and sticking with the reliable Photoshop for art. I don’t know if sound effects will make it in; if there’s extra time at the end I’ll fiddle around in Bfxr.
FINALLY ported the game states, so that I can soon get back to the actually gameplay… sorted out music and sound effects this morning!
Here’s the 3rd snapshot for the current menu and the menu class…
There is no mouse input class yet, that’s the next thing to do!
To do list:
-Mouse input -Actual game objectives -Finishing/patching spawning system -Zombie death animation[killing zombies has never been so satisfying!]
Spent the morning plumbing in images. All placeholder for now. I should really start with images from the beginning rather than just drawing primitives.7
Still need someone to drive this crazy minecart train! And something to put in the carts …

Well, now already finished game balancing and core gameplay. Now we finishing animtaions and some bonus features. Here is second screenshot! ![]()

Deep night on beach
+ Bonus! Our friends are too creating game for LD29. Here is their screen! Looks like a town of Slendermans to me ![]()

Slenderman town invites you.
Hey guys, it’s the first time I participate the Ludum Dare, so any tips or feedback would be cool
I’m making a game for the Jam in wich you controll a newborn fish-alike animal that wants to discover what is beyond the surface.
I’m not quite sure if I’ll finish it soon enought as soon as I’m not working full-time on it, but I hope so ![]()
I’m using Stencyl to make it, I know, not the best choice, but it is simple and good to use for small projects.
For the art I’m using Photoshop and PyxelEdid.
Well, that’s it. As I said before, I would appreciate some feedback/tips. Thank you!
A submarine (yellow of course), swarms of fish, boulders, a hook, treasure and TENTACLES – what do you need more for underwater physics madness?
This is the result of day one and a test of my game play mechanics. Next steps will be programming a procedural level generator and making a game out of it.
You can try the current version here. Controls: AWSD – move, mouse scroll – extend hook, F – grapple with hook
It’s a little late, but here’s my progress report from the end of day 1 –
I spent a lot of time making a cool slow-mo zoom kill cam, and fun movement control with the mouse –

I am hoping by the end of the jam (10 hours from now) I will have objectives and fun AI opponents ![]()
Was surprised how quickly I got the surface layer to fade in and out, revealing those precious minerals below…
First time I’ve found a need to write a recursive function since I left university. Oh how bland my day job was (I’m starting a new one tomorrow in the games industry… hopefully I’ll find uses for those pretty little things).
I wonder if there’s a mod in MineCraft for this? If not, I’m tempted to create one after this.
Anyway, not long to go now! Time to actually make it a game…
– Chris
Are you familiar with the concept of Hollow Earth?
Check the webs – lots of neat and crazy stuff about it!
Being inside the Hollow Earth technically means your are Beneath The Surface – right?
The Sun is in the Center of the Earth. The Moon orbits around the Sun. There are no shadows here, but just think about all the cool things with this setup:
-there is always a Solar eclipse somewhere on Earth – being technically the only chance for a “night” ![]()
-no matter where you are, the Sun is always directly above you
-if you were on the Moon, you would see the Earth orbiting around you, and depending on Moon rotation, this would be the only place where you could see Sunsets snd Sunrises.
#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */You can check a really glitchy version here: http://vinylpixels.com/unity/ld29.html
Since I had trouble wrapping my head around positioning the player on the ground properly, I’m using four spheres as “wheels” with gravity pushing you away from the sun. Collisions with the ground more or less position you corectly
Look with mouse, W to move forward. If you flip you need to restart the game ![]()
Unfortunatelly I have to leave the house right now and I don’t know how much work I will be able to put into this project before Dare ends.
Soundtrack is done, you can hear it at:
http://robinerd.com/music_files/pond%20tychoon%20soundtrack.mp3
Please tell me what you think, I’m very happy for all feedback!
If you want to hear more of my music, you’ll find it at:
What? We’re not doing “Deep Space”?? Damn!
Just kidding 😉 This is the planet surface, but you cannot go beneath yet. 
Since this is a “scratch” compo, I spent most of the time yesterday reinventing the wheel (or rather a sphere). Had some nasty bugs along the way but here it is in all its non-beaty and glory: a cube mapped planet with heightmaps and nasty seams on cube edges 😛
And now back to work…
I’ve added randomly generated coins to be collected as Doug Diggz does his thing. Full video at: https://www.youtube.com/watch?v=aDhMER6OSw0&feature=youtu.be

The misadventures of a miniature miner

Quick Gameplay GIF
This game is a bit rushed, made in about 11-12 hours since this weekend was pretty busy already. I normally love making puzzle-platformer or FPS games for gamejams, but I wanted to try something new for this one. This one’s more abstract, and a little depressing – it’s a simple metaphor for juggling different aspects of your life “beneath the surface”, a thing which becomes increasingly challenging as you get older and find yourself dealing with more and more aspects of life.
If you’re wanting to check it out, you can find it here.
I’m going for a smooth, abstract, minimalist look, putting a focus on text and a rain of slowly rotating tiles. Anyone can feel free to give me their thoughts on it, I’d love to hear what you think! 
Some progress screenshots:
Just woke up, time to get back to work!
Game still progresses nicely, although I’m starting to move to the “boring” development: UI, game flow control, menus and such…
Gameplay UI is done, now it’s time for the main menu systems (“New Game”, “Continue”, “Exit”, that sort of thing…).
Thinking of having a more “robust” save game system, instead of a checkpoint based one, but that’s more trouble making the UI, really… and I don’t like UI work in the slightest…
Last night we have given our surfer (Surfer Steve, for friends) the ability to dash forward every X seconds, a skill every surfer must have mastered in order to become a Surf Ace. Using this skill will give Surfer Steve enhanced visuals, as seen below:
Not only does this allow him to traverse a certain distance a bit faster, it also gives Surfer Steve the power to slap those pesky fish in their face to disable them without taking damage himself. Wonderful, isn’t it?
A second, not so wonderful but very essential thing we have added is Surfer Steve’s mortality. For a day Steve got to experience Life as an immortal god of the board. Fish could harm him, sure, but he could never die, causing Steve to live in eternal pain when his healthbar had gone empty. Now he will not have to suffer any longer: an empty healthbar means the end of his life. To convey this message to the player, OxySocks has created a new image for this situation as well, just like he did for Dashing. The image below shows his amazing art:
And that is that for now! We hope everyone is (still) enjoying themselves creating amazing games. We know we do!
Moar shots from our game! This time it’s not a gif, but you can clearly see the awesomeness emanating from it!

These people… they seem suspicious…

So I started great, made an intro and main menu. Then I started with the gameplay, and hell fell…
I had never created a platformer before, and because it was the first time, the result weren’t good 
I will try again next time, I will be back 
Note to self :
* Don’t do something you have never done
* Don’t eat to much candy
Good luck to you who are still going, I shall start with a new project instead.
There isn’t too much to show off just yet, but here’s a screenshot of our LD29 project in action, and some Sweet Tunes to go with it! It’s shaping up to be a Cyberpunk Turn-Based Strategy Game, where you simultaneously fight enemies in a Virtual/Augmented Reality world called Wireside, and in the forgotten ruins of Realspace underneath it. Plans for it are a little ambitious, but we’ll see what we can do!

First playable get!
I finished implementing field of view and line of sight, I also made an attack animation and implemented half the attack mechanism.
Only 14 hours left and people seem to be way further than me, it’s kinda stressful but I think I’ll make it.
Here’s a video: Field of view and line of sight
Due to family obligations I am only joining this dare now! This is going to be an awesome mini-dare, time to get creative!
Insert inspirational quote:
If you always put limit on everything you do, physical or anything else. It will spread into your work and into your life. There are no limits. There are only plateaus, and you must not stay there, you must go beyond them.
-Bruce Lee
Tags: bruce lee, ld29, mini-dare, t-minus 14
Hi there,
I didn’t do any game yet so i’ll be unable to do anything for this LD, but if the idea can help someone.
It’s simple, in fact if you saw the film The Core, you already know what i was thinking :p. The Earth’s core has stopped spinning. You’ll have to reactivate it with huge amount of explosives. But before that, you need to reach it from the surface. You’ll have to control a drilling machine for that, and the core gameplay would consist of moving down avoiding any dangerous stuff like indestructible ores (big chunks and smaller ones) which could break some parts of your drilling machine and cause the failure of the mission (not enough explosives left for instance).
Maybe i’ll do it later on as a first game. It sounds like a pretty simple game to start with.
Late. Too late. But there’s the first screen shot. There’s a small submarine somewere…
Tags: first screenshot, screenshot
It’s official: I suck at drawing stuff. I knew it would be hard, but I just can’t get it right. Oh well, I have a very simple character spritesheet now that took me almost two hours to make. I am very happy with the overall style, but the execution is not very well. If time allows, I will see if I can add some shading here and there to make the image look less flat, but here is a preview of my idle animation:
![]()
After my lunch break I will try getting the animations in the game and then quickly move to loading and making levels, because time is running short.
I’ve almost got all the core mechanics done. Maybe I’ll finish, I’m thinking maybe a platformer and that you are trapped in a cave below the surface of the earth trying to escape.

My college has done some pretty work. Everything is working.
I’ve just had some animations, change font, and now it’s broken …
I must debug something i’ve not coded, and was working yesterday (T_T)
Here’s the one and only music track for my game, pretty much done. Hope you like it. ![]()
Tags: music
My mushroom game is almost complete, well it has to be.
I have to do other work before tomorrow, so ill probably just clean it up a bit.
Right now you can play 2 levels, you win by collecting all the resources.
There is no sound or music, and no menus.
Even thought it isnt as complete as i hoped, I am kinda proud ![]()
The idea and design is something that i didnt think i would be able to come up with.
So for now, see you later. ![]()
I always seem to do this, and that is have my breakfast, lunch and dinner at odd times while making games in 48 hours. It’s from getting too engrossed in fixing bugs or creating assets that time flies by without even realising 

But the game is going very well I reckon, it just needs to be made very pretty, or as pretty as I can get it. That and try and get some good fitting sounds in the game. While talking sounds I was doing a few tests earlier. Although a trip to a close by river is really required so I can get the desired sounds.

Hopefully the last 13 odd hours will go well!
Right, made good progress this morning. had a feeling GM would crash so backed up before doing the thing that would break it and guess what,,. IT DID! 😀
felt pretty smart I avoided catastrophe so easily.
Made a plan for the remaining tasks, prioritised them acording to function and stretch goals, made some music and had some breakfast.
Had a cup of tea just now so going for a 40 minute power sleep. The caffeine will hit my system as I sleep and I will wake up full of energy! (fact, it is how it works!)
Gonna get up, take a shower, compose some music in my head while I get ready and then get back to a final push.
G
My entry finally has a name: Go Below (Preview)
Stuff that is still todo:
Less than 14 hours to go and I’ve finally reached a point where the main stuff works.
Now I just have to add more content, nicer graphics, blood, fire, sound and maybe even animations….. I’m doomed!!
Anyways. Did you ever wonder who pulls the strings when you visit a castle to free the princess or to loot the treasures? Beneath the surface, there are a lot of castle engineers who keep the traps and everything running.
Try it yourself
Controls: Move with A and D, activate Traps with W.
At the moment there are only spikes, but more stuff will be added in the next few hours.
Refer to this first sketch to see what kind of traps I’m planning to add:

There’s a mind reader in our midst!
I’d just like to say right now that both of these games… are totally rad.
Click here to play lessmilk’s game.
Click here to play mine.
Damn ship does not turn at all…
Just a quick video about my game.
Cheers
Cthulhulonel Sanders recommends:
Kentucky Fried Fetus – Tentacle Lickin’ Good!
Livestreaming:
http://twitch.tv/mloteczka/ – graphics
http://twitch.tv/vigrid/ – code
Still working on it…but here’s a timelapse using chronolapse since that program is a blast. If you know c++ put a blindfold on before watching!
First track in “Flesh Hunter” is complete! Just two more to go…
I’m about to make my next one on my twitch page, so if you’re interested, it’s right here
I just discovered that I have some things to do today. Oh boy.My time was already short, but now I don’t think I have time to make anything worthwhile. Maybe next time.
And I loved the theme this time, too
Welp, there’s always the Mini LDs, until August.
I slept more than I wanted but now I’m back, and streaming here http://www.twitch.tv/titoulion
Have been working for some hours now. Gameplay is fully done, and all Bugs are fixed.
Yesterday I created some GUI-Sprites. Today I got them into the game. Have a look at them:
I’m also halfway through with the 1st-Level (the Tutorial)
As soon as the Tutorial and 1 more Level is finished I will go on to MainMenu creation and some prop modelling.
Im really happy with the gameplay right now, since I can make so much out of it. Even if that has to be after LD 
And I know my Textures arent really nice. But Im happy with them, since I never created Textures before.
3 Enemies, (2 more left for tomorrow), 2/4 stages and everything in between.
It’s turning out way more fun than expected (especially with the dashing!)
Out for the night, gotta wake up early tomorrow.
I made a pumping song for my game, Bathyscaphe11:
https://soundcloud.com/john-peeba/bathyscaphe11-soundtrack/s-W6MOi
Overall, the whole process went super smoothly since I’ve been doing songs in the same vein lately so I had a pretty good routine. I used Ableton Live and its built in instruments as well as U-He Zebra VST.
Hey, 35 hours(I might have this wrong) into the compo and I’ve only slept for 5 (-_-‘)zzZ
But I got so much work done, most of it is engine wise though, so not much to show off.
Except crab people:
Actually, looking at the last picture I posted, I have done quite a bit.
I’ve made the world prettier by making it random blues. The floor also occasionally has sunken forts on it.
I’ve added a radar for locating enemy ships (only works in operated by someone)
I’ve add docking ports for boarding other vessels, whether it be fore malicious intents or not.
Added a pump to remove water so that humans don’t suffocate when the hulls been breached (happens way to often).
Added medbay.
Added complex intercrew fighting mechanics (not really, they kinda just ‘hit’ eachother)
Now, the most complex thing I’ve added is AI. AI’s pretty difficult, because ships require crew to move around. So I, having no experience in coding multi-body AI’s, made the AI in one hour. No jokes. Still not sure how I did it cause I was spaced out at the time, but it works. So now ships will move about randomly till you come near them, in which case they start keeping their distance and firing cannonballs.
Another huge thing I add: Customization! Well, it was always there, just didn’t have a fancy gui or anything.
Everything either costs scrap or rubble. Scrap is used to make the metal things. Rubble is used for general purpose construction. Rubble will, at somepoint, regain hp over time if it has been damaged.
Hoped you enjoyed reading!

Tags: 72h, jam, LD #29, Make A Game
I always wanted to attend this compo. A collegue told me on friday that it’s this weekend. I managed to free at least some hours for a simple game.
This is what I’ve got so far. Hint: multi-jump is possible…
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=35929
Gotta start painting a princess now 
Underneath is a card game of strategy where you build an empire beneath the surface, choose one of the kingdoms, Underice, Underwater, Underdark, Underworld and Underground play with their respective races Chills, Prawns, Grubs, Outsiders and Subterrans. The great advantage of the game is that you create your creatures buying skills to enhance the creatures through the evolution of technology or magic. http://facebook.com/underneathgame Soon on: http://abxy.com.br
I took a bit of a detour and added some background animation, along with an easy first level to demonstrate the concept. I also knocked Bob’s teeth out, as my wife didn’t like them. Poor Bob.

I still need to actually make Bob drown, but that should be pretty straightforward now I have the level set up. The sky above the water actually has collision detection on it, so all I need to do is start a timer when Bob stops colliding with that area and freeze or reset it if he comes back to the surface. He also needs to go purple over time.
Our game will have an “open world”, and we plan a scenario with several different biomes with their difficulties!
But now, just a sketch ^ ^

Tags: scenario
I am seriously questioning my life choices at this point.
This is my first #LD48. I think I can turn this into something playable, but I am doubling down on breakfast at the moment.

Game became more like an experiment to test out my state machine and how Dart stream works, but at least now it’s playable. I have to implement the pause-resume(stream functions) of a state so i can make a state replayable.
I really like that if the game works with Dartium, than built project will work in Firefox or Chrome. (I don’t know anything about IE or Safari)
You can play it here
Githup repo is here
Some screenshots i took:
If you hit a block then it’s game over.
Heya guys! Just a quick update: the net, catching different fish, and dying are now all in place! Check it out! (the fps is better in-game)
I still have a long way to go though. todo:
– SFX
– enemy spawn system
– title/death screen
– music
– some animations
– difficulty curve
– ..probably stuff I didn’t think of
OK so now massive crunchtime bye!!