I am in
I’m in.
I think I have a very basic idea for a survival/horror type game, although I’m naturally concerned that I’m not the only one!
Using Javascript and the JawsJS framework.
I’m in.
I think I have a very basic idea for a survival/horror type game, although I’m naturally concerned that I’m not the only one!
Using Javascript and the JawsJS framework.
It is 9 am in Germany and I am starting my live stream right now! (I rather sleep long than stand up at 3 am when Ludum Dare starts and be unproductive for the rest of the day.)
www.twitch.tv/megagreenlightning
Please join me and say hello in the chat 
After a solid 4 hours, I’ve finally got the simplest mechanic of my game working. It’s mostly my fault, since I tried to do things in a way more complicated manner than I should have, when in reality, the easy solution was right before me.
Anyway, have a GIF.
Now I have something that I can duel with! Unfortunately my enemy is still pretty dump but he’ll do just fine until I get model & animations.
I used Substance Designer to generate pretty terrain pieces for me.
Work flow went like this:
1) Generate diffuse, normal and height maps in Substance
2) Import height map into Blender and generate model from it
3) Create couple of different variations of the model using the same material (wall, corner, pillar etc.)
4) Import the model and substance into Unity
5) Admire procedurally generated textures with programmer friendly workflow <3
Hi everybody!
I and my team joined to LD30 from Iran .
This jam is very nice .
We working hard to make the good game for this jam .
good luck everybody ![]()
I’m in!
I woke up at 05:30 (GMT+2) and saw the theme, I immediately got an idea and wrote the whole project on paper, then I went back to sleep.
Now I’m about to start and I’m browsing other jammers posts while taking breakfast, it seems that space and planets isn’t such an original idea 😀
Language: Haxe
Framework: OpenFL
IDE: FlashDevelop
Graphics: Code (GIMP/Inkscape if needed)
Audio: Reason, Soundforge
Timelapse: Chronolapse
basecode: here
Forgot to post my I’m in post before the compo started so here goes:
Tools:
Code:AS3 using FlashDevelop with the FlashPunk library.
Art:Paint.net.
Music:Bosca Ceoil(first try at creating music)
Sound:as3sfxr.
Good luck everybody,hopefully everyone will get their game done and will be happy with it : )
My weapons :
– Language : ActionScript 3
– Library : FlashPunk
– Graphic : GIMP, MS Paint and Pyxel Edit
– Audio : Bosca Ceoil && as3sfxr
– Base Code : here
– Other : GoTile if needed
41hours left, no idea on what I’m going to do, probably something in the space, like most of the people apparently :/
Good luck all 
Edit : Well, finally I will not participate, the theme doesn’t inspire me much. Can’t wait to see all the games that will be made 
The general idea is that 16 people are castaways on an island. One hundred years later, their decedents connect to the outside world and initiate trade.
Each person is simulated individually, which is fun. Relationships are created by mutual attraction. There’s currently a bug where cousins are hooking up, though (Oops).
I’m not sure what the goal will be. Eliminating poverty on the island, maybe. That’s it for today…
Current status: that moment when your galaxy generator is working pretty well, except for the sudden new bug where every planet orbits the single star in the centre.
Otherwise, it’s going pretty well – will find out if my idea is “good” or “wildly overcomplicated” today, and adjust my ToDo List accordingly. I’m also currently streaming at http://www.twitch.tv/facticiusvir if you’re interested.
So I’m in, too. Going to try to finish this time 
My tools are:
Programming:
HTML5/JavaScript
Random generator: seedrandom.js
Graphics:
Generated in code
Sound:
Hope to add some this time, but not sure yet what to use
Good luck everyone!
As an Euro guy, I started a bit later than everyone else. The theme is OK, not my choice but I came with nifty idea for it. My attack plan is:
All times are given in CEST.
Happy dev-ing 

Player controls a corporation that must provide communication links between cities at planets, using transmitters, satellites, space mirrors and whatever 48 hours allow.
For my first dare the theme is Connected Worlds. My mind initially went to some sort of economy based game involving two cities, however in the short time that I had I couldn’t really finalize an idea. I decided after brainstorming for a bit, with no luck (long day today), to just get started in Unity and see where my fingers took me. I had been playing with 4.6 and had it installed stand alone from 4.5, which was causing some trouble. In the end I ended up uninstalling, and doing a fresh install. Once everything was up and running, I ended up with the base framework for a simple 2d platformer. So far I have basic movement, a simple little level, a spawner, and a game manager. I have no art complete yet, so primitives for the win!! Not exactly conducive to a resource gathering based game I was originally going for, but for now this will have to do. Tomorrow is a long day and I have family plans for Sunday, so I hope I can hash something more concrete out in my mind as I dream tonight! Good night and good luck to all my fellow devs!
Izzy
Make sure to link up with my social media!
It is the year 2030. Meredith is working for MebiCorp Inc. as a Sanitary Expert in their biggest office building. It is Friday, when on her way out Meredith hears a gurgling sound. No. It can’t be.
A HUGE SEMI-SENTIENT GARBAGE BALL IS BLOCKING HER PATH.

Our brave hero against a huge trash-bogey

No trash in CleanWorld
Fortunately the “Expert” in Meredith’s title isn’t capitalized just so it would look cool. Meredith has talents. Focusing her hatred of old, stinky socks and dirty dishes she can travel to an alternate universe very much like ours, with a few differences…
In the CleanWorld, there is no trash. And there are lasers.
Can Meredith get out of the huge office complex in time to do her Saturday morning laundry? Find out in
CLEANWORLDvsREALWORLD
I wake up one hour ago and I’m already on my plan B. Well, it’s ludum dare, time is precious.
First idea was an aquaponics garden. You are a survivor from some space crash and you are all alone in you emergency shuttle with an aquaponics garden, providing you with food and oxygen that you need to balance.
Needless to say, gameplay wasn’t framed, only lightly outlined. This would require a ton of balancing and a ton of different thing to do before it start to look like a game.
So, plan B. King of the Hill.
6 Hill, from different dimension, mysteriously connect together. Certainly because planets are aligned. 5 Hill come from kingdom full of warrior. The last one only offer a big, sturdy doors.
Idea is simple, you choose a warrior, warrior climb on top of the Hill and fight. After 10 victory in a row, the doors open and you get your ending.
I should have the time to do that.
Whelp, it’s 3 AM and we’re six hours into the jam. I think I’m going to be heading to bed pretty soon, but here’s the results of the first 1/12 of the jam.
Team: Bret Hudson (me), and Dan Fessler
We didn’t start until about 2.5 hours after the jam started, since we had a bit of a difficulty coming up with an idea (which I’ll go more into tomorrow), and then both of us decided to grab some food. Here’s my work thus far: (click the links to watch 6 second vine videos of the thing in motion!)
This was a bit interesting to get working, as I went through a few iterations. I wanted to make sure I didn’t do my typical Cos/Sin method with an angle, because the planets are going to be affected by outside forces, so it was important to make sure we were using real physics. I ended up using the cross product of two 3D vectors to get the result.
I had never tackled chain physics before, but understood the basic concept. You need points and then the springs between them. The points have a mass and it determines how the springs interact. Thanks to a tutorial by NeHe (link here), I was able to get it up and going rather quickly.
There’s something else I’ve been working on regarding the chain physics, but it’s buggy, and requires me to do some more thinking on how exactly it all interacts. I’ll be uploading a video of the final result when I’m done. That’s about it!
Also, Dan is still working on concept art as we speak. No pretty pictures for you yet, but soon!
I’ve got the basic code up and running for creating planets, and having them orbit based on a base linear velocity and their current distance from the star. Next step is to add controls for changing that distance, and then I move on the making the planet itself rotate upon its axis and tracking a point on the surface at the pier for the Rainbow Bridge!~ Before this, though – I sleep.

First screenshot of LD#30 submission The Bifrost Project
Tags: awesome, Bifrost, connected worlds, html5, javascript, LD #30, riding spinners
Tweaked controls a little bit, but sadly it doesn’t play very well with keyboard compared to controller.
I also threw in a simple AI that follows your player around, progress at least!
I need to figure out how to handle dialogue next; I’m thinking simple OnGUI stuff to save on time is the best option now.

I change my mind again. i won’t be taking part in this ludum dare, maybe i’ll be able to do better next time…
And we’re off!
Taking about an hour at the start of the compo to both work out and think, I ended up basically going in two directions:
Of the two, the second has the advantages of 1) actually sounding like a game (that’s always been my problem with falling sand style simulations) and 2) being much easier to code. I’ve worked on falling sand style games before (Sandbox) and they take a lot of tuning to get reasonable performance. Certainly worth doing… but not the best idea for a 48 hour time window.
So of course I’m going with option A. 
About 6 hours in, and so far this is what I have:
You can click and drag the blocks around and the sand will from from box to box. At first, I was trying to figure out goals where you could–for example–use water in one box to put out fire in another. But right at the end, I had an even better idea (hopefully not just the long day talking): SANDBOX BATTLE! Basically, some sort of multiplayer / AI madness, where you are trying to steal the other box’s sand before they can steal yours… I’m going to have to think about that…
Anyways, if you’d like to see a bit more (some of the cooler bits of the code, along with a functioning prototype), head over to my blog: Ludum Dare 30: Sandbox Battle! @ jverkamp.com
Here’s what I’ve got so far. And since I didn’t mention it before – I’m working with Unity3d.
I’ve also got a semi-functional soundtrack generated with http://www.abundant-music.com/ and rendered with chiptuney sounds.
The font used in the interface is Asap (https://www.google.com/fonts/specimen/Asap).
Good morning! Or whatever time of day you’re currently having. Coffee, bacon, eggs and fried bread. Yum. Ludum Dare is only few times a year, so it’s nice to make it a bit more festive with an extravagant grease-fest breakfast!
I spent last night putting my new PC together and basking in the glory of its performance, as I’ve never really had a contemporarily powerful computer. Exciting to be finally able to use multiple programs at the same time, such as Unity and Photoshop, without the computer throwing violent fits of protest!
Connected worlds, eh? The first impression is: I don’t dislike it. Maybe I even like it! I’m currently jotting down ideas built around connected worlds, perhaps after a couple hours I get to start building a game.
I’m not yet sure if I’ll make it to the compo, but if not, then I’ll aim for the jam. Going by the compo rules anyway. I will use Unity, Photoshop, Shoebox, perhaps Audacity and sfxr, not sure about the music yet so I might use Inudge or something. Links to most of those are found in the Tools section of the site.
Good luck everyone! Have fun!
3:30 AM here, so I’m off.
I finished a thing that makes randomised alien appearences. It works pretty well, and there aren’t too many similar ones.
I’ve calculated that there are OVER 9000 possibilites currently, and that’s still not including color or personality.
Here’s a screen of a screen full of random aliens.
Good night, and good luck!
Late but don’t care:
Programming:
Probably game maker.
Graphics:
Awful pixel art made with paint.
Sound:
Noteworthy composer maybe…
~The idea: I still dunno!~
“Connected worlds. Sounds really good — that’s a lot to work with. Awesome theme.”
Cue 6 hours of frustrated thought, punctuated by occasional naps and bowel movements. Still not totally settled. On an idea, I mean.
Connections: links, bridges, passages, communication, transfers, shared points
Worlds: planets, types of game, lands, fictional universes, times, planes of existence, or even just “places”
So… linked planets (like osmos or neptune’s pride), or communication between two types of game (like where text adventure goes graphical in an old LucasArts game I forget the name of), or transfers between planes of existence (man, fucking eversion), shared points between fictional universes (as in the comic the unwritten, or kingdom hearts), passages between places (snakes and ladders… or minecraft).
Lots of ideas. Maybe too many! Would a snakes-and-ladders style platformer be any fun? Could I even make it? Would a mashup of 2-3 (or more) totally different styles of game be *remotely* possible in a weekend? What about some kind of hacker game where you make connections between electronic things? Maybe I should just default to literally making lines between planets — some sort of quick resource-management game..
Know what would be a great connected worlds game? Fez. That shit was clutch.
Hey, what about a game where, every single time you make a move, you’re in a totally different world? You take a step, and the world changes around you. You jump, it changes. Blocks fly around, jumps materialize or disappear. Ramps change direction. Blocks decide to be moving. Art shifts dramatically. Enemies join forces with you or swap spots or gain wings or simply disappear. That … could be really cool.
I don’t know if it would be better to have it be pre-planned, or random, but I don’t trust myself to pre-plan that sort of thing. So random it is for now. What would a boss fight be like in a world that never stays the same? What sort of powers could the hero bring to bear on that universe? Can I even code a barely functional platformer, let alone something so ambitious? (hell no)
Well, here we go. Ludum dare 30. Jackson said it best, I think: “hold on to your butts“.
I have some ideas. So i’m about to participating to this jam !
I’mma using :
-LibGDX
-Eclipse
-Tiled
-And some things to art and sound
Good luck to you all.
This has beem a crazy first few hours, and i’m embarrased that its gone the way it has, but i know what i’m doing now, and i’m gonna stick to it reguardless of what happens.
I’m now using Puzzle script
I really hope my game won’t be called Connected Worlds at the end…
Anyway, I made a clickable button and updatable (is it a word?) text label. I believe, you can make anything with this tools. Also I made my first ever sound effect in SFXR and simple button image for NGUI. To my relieve, old version of NGUI works well and pretty similar to the last one. I’m expanding idea of two Realms – one with food and another with fuel. I even made some intro story for them, but since english is my second language and my grammar sucks… you get the idea.
Now it’s time to actually make some gameplay.
Tags: mockup
Please listen to the theme music while you read the story below.
http://robinerd.com/music_files/dear-sister-theme-draft2.mp3
It’s extremely rare, but sometimes when people die they decide not to cross over.
My beloved sister died suddenly last night.
When she left us, I heard music. Beautiful melodies from beyond this world
Melodies of her very soul, stuck between worlds
In despair looking for her brother.
I must find her spirit and help her to cross over.
I cannot see her, but I can hear her soul calling for me.
So I was planning on starting earlier for the 72 hour jam, but I was out and my train decided to just stop working and I had to walk for about an hour to catch another one.
When I finally got home, my artist had passed out (he lives in a completely different timezone and it was like 1am for him)
So now I’m sitting here trying to plan out what I’m going to code without any assets.
Time to make some shitty models myself I guess.
It’s been six hours already since the beginning of the competition. It’s my first time participating, so I took a while to get started. I planned out my game, and started writing it. I found a good text engine at scratch.mit.edu/projects/11850094/ 
I wasn’t entirely sure if I was going to enter, but my first failure may as well come sooner rather than later.
Programming: love2d
Art: Primarily geometric primitives, but possibly some Paint to pretty it up.
Reference: Wolfram Mathworld. Lots of Wolfram Mathworld.
I’d have liked to have use a personal library to speed things up a bit, but:
1) I entered this too late to submit it to the public, and;
2) I haven’t written one.
I quit. I cannot brain today. I’ve had a bad idea, and executed it. It’s fun… ish.
Later I realized that this wasn’t fun, I couldn’t make it really fun afterall, and it wasn’t based on the theme.
This was the best idea of all I had thought. I hope it’ll go better next time.
If I look at it, it’s a boring little game that’s split-screen(but mend for one person), created from scratch in roughly 4 hours.
*sigh*. I feel empty.
Interested anyways?
Here’s a download, and here’s the source code(C# XNA).
Good luck, my fellow Ludum-Darers! It all looks awesome!
We are in.
After restfull night. We woke up at 7:00 am and checked the theme, so connected world it is. After a quick brainstorm we found the fitting interpretation!
It’s our first time joining the Ludum Dare, I will do the programming and my wife will do the art.
In the evening, we will update out progress, meanwhile i will be streaming here .
We wish everyone a lot of fun and luck 
Don’t even care if I’m late.
im probs using game maker
We decided on the concept and genre of the game. It will be a space exploration game with micro management and a storyline! Right now we are focusing on the exploration part. Movement and space, planets etc.
Later there will be;
– Material gathering (mining)
– Fighting with other AI ships
– Buy/Sell
– Upgrade ship
– Bounty hunting
You can watch the progress right here:
http://www.twitch.tv/dinoemirikol
Good luck everyone!
9:44 Here, just starting my first Ludum dare!
tools i’ll be using:
Good luck everyone!
As I mentionned in my first post, this is my first LD, and it is in fact my first game jam. What this effectively means is that while I do have some experience in making small games (nothing fancy though), I have never actually gone through the process of designing a game for anyone else than myself. In that respect, it is the first time that I make a game, an object for other people.
I am quite happy with the theme, I think no one was really surprised since it had such a good score in the first round of voting. Having found my main mechanic (one is enough, keeping it simple for a first obviously), I had to choose between implementing it in Phaser (HTML/JS) or in Twine: a “classic” video game or a text game?
In the end I chose Twine: my goal in this LD is to actually finish a game and get feedback from it, and Twine is easier for me (though next LD my goal will probably be to make such a game but not in Twine…). After some review of the engine’s basics I wrote some first passage drafts, trying to find the best way to express my take on the theme. I am quite comfortable with writing and it has always been my favourite mode of expression.
Except I realise now that my goal is not really to express anything; rather, I should be focusing on what people will feel when playing it, the experience I want to create. I’m not writing a poem or a short story; I’m writing a GAME. This realisation alone I probably could not have had without LD. So I guess that’s a first positive point.
Anyways, here’s my first attempt at a Twine enemy. Behold:

Very expressive.
And now back to work! Cheers!

#LD48 – WE HAVE.. PROGRESS :)
Sooo… while we’re going hard, I’d like to post this WIP idle for the LD because in all honesty last time we didn’t update as much… or ever… or whatever. 
We’re going good. I (Zesty) have decided to take up art because of DJ and work issues. Not too bad. Our new programmer (PWDC) had coder’s block really earlier but we’re getting past that right now 
0ddly, our audio mastermind has all his lines done, currently working on the music, and after that the two of us will end up working on the foley. 
Good luck everyone. I’ll leave you all with this.
A bit late but still…
Tools i’ll be using:
Language: java
Framework: libgdx
IDE: eclipse
Graphics: paint.net
Audio: sfxr
So this is what my game look so far. I am not much of an graphic artist as you can see. That main character has just 2 frames of animation and still got me a long time to do it, argh.
I am afraid I may have gone a little too ambitious for 48 hours this time, I am afraid I may not finish my concept, since I haven’t done even just 15% of what I’ve planned.
5 Am here in Rio de Janeiro now, I guess I better get some sleep
(I am not even a little bit tired, yet I believe its better I get some sleep anyway :D)
It’s morning in Sweden, and I’ve been brainstorming and drawing some concept art!
I’m making a reversed-god-game hack-and-slash. (better description in the works)
I’ve got my stream up and running at: http://www.twitch.tv/bytegrove 

Tags: concept art, stream
For this Ludum Dare, I will spend 3 days to create a first person adventure game where you explore strange places, collecting 5 eyeballs. There would be puzzles but I think I’m going to relax and make the bare minimum so it will have no puzzles. It’s just you going around places searching for eyes. I’ve had this game in my head for a a while now and soon as I saw that theme is compatible with my idea, I thought it would be great to use Ludum Dare to make a small prototype.
Here are the tools I’ll be using:
Unity
Gimp
LMMS
Audacity
sfxr
Arturia Minibrute
Good luck!
Okay really quick:
Graphics: Aseprite
Audio: Pixitracker
Code-editor: Sublime Text 2
Engine/Framework: LÖVE
That’s about it okay bye.

The shimmer effect is created by adding together 4 linear waves, each travelling in different directions, and with slightly different amplitudes. This makes it easy to loop over time, as the wavelengths of each can be chosen to line up.
This is pretty much how real water shimmer works, as wind generated waves run into walls/obstacles/shores, they get reflected in different directions. You can do this with any number of waves. With higher numbers (like 100+), the effects can be quite spectacular!
im too late i have just started.
and im suck at art i wouldnt be able to create any art,
so am i able to use art from the internet and go for jam ??
Well, not a bad theme at all. Already have two ideas:
1. A game, where you are the immune system of a human and have to protect him from certain diseases
2. A hacking game.
I’m going for the second
Hello again
We decided to make shoot’em up with unity. It’s hell bullet style and we hope to make it fun.
We hope to have a playable prototype in few hours.
Coming Soon
Joined a little late, but still manging to get the nessacary done. Here’s a still of the logo (I may change it, idk)

I’m using;
I suck at art, but at the moment i’m doing okay. So yay for that, but the game’s probably going to suffer from that.
New shiny gif, its over 2MB so I uploaded to to dropbox. Click the link and enjoy!
http://gfycat.com/RadiantTinyAmericancreamdraft
Tags: 2D, game, Love, lua, Ludum Dare, progress, screenshot, update
Hey all,
I’m trying to do a dialog-driven adventure game for LD#30. It’s set in two entirely different places. One a villa somewhere in the Alps, the other I haven’t decided yet.
Two characters are connected via one phone line uncovering a secret connection between them. I’ll think about what the gameplay is next.
Here’s a mockup. Gotta plunge into story next!
You can also follow me on twitter for more frequent-ish updates :).
I’m little late but I still want to participate.
It’s my first ludum dare so wish me luck!
My tools:
I’ll also use some of my old classes (body/fixture builder for box2d).
Connect Worlds… Well, at the beginning some of us hated the theme, but after several hours working on it, we think it’s not so bad, maybe even we like it 
Here is an image of the current graphics.

It’s 10:22 here (17:22 in Japan, one of the team mebers is there XD), and must go find some food for breakfast to be able to continue, I’ll continue informing XD
7 Hours in and I thought I’d almost just wrecked my project with dastardly maths.
Turns out I’d put the wrong scale value in the distance calculation to begin with. Now I have to go root out the rest of the scale code and make it work with the proper values.
Time to down more caffeine and keep going.
http://www.twitch.tv/geeitsomelaldy
Tags: LD30
We all love weapons, right? Oh, I also added the player character. It was supposed to be human, but drawing a good human takes some time and I have no extra time, so I drew that… thing.

Well Saints Row 4 has downloaded…………….

This is my progress so far: [link] Head to the right to check out the levels.
Not pictured: The main mechanic my game uses. You’ll have to wait and see what it is! 
A bit late, since I still have to setup my IDE/libraries.
I am planning to use libGDX. Never used it before and I want to try it during this LD. I like the theme, and I’ve already seen some pretty interesting WIP by the community. As for me, I still have no idea of a game concept, but there still is enough time. (maybe)
Good luck everyone!
My game is going to be called “Orange.” I’m in a mysterious mood so I’m not going to reveal anything on the story yet, but here is the first song of the soundtrack. There may be more if I have time. But this fits the overall mood of the game well enough.
Now it’s time for breakfast!
Yes, I have an idea after 3,5 hours of brainstorming. It is time to build a prototype. Still no clue about the game’s final goal.
Woke up over here in Holland, drove over to my buddy Jorror and brought some breakfast. I am so in!
Love the theme (all the themes, really!) this time around and got rather inspired. Worked out several theme ideas and tried writing them down and now I have to decide!
Here’s how I organize my thoughts.
Right, back to work!
Oh, I’ll be working with Ren’py, Paint.net, FL Studio, Inkscape, Notepad and the camera on my new S4.
I hope everyone has a great time and enjoys the thrills of Ludum Dare!

After 7 hours of coding and some messing around, I need a rest!
I’m doing a kinda linear shooter, probably will try and turn it into a bullet hell.
So far I’ve made movement system, laser and projectile shooting and added a static terrible AI which is being randomly spawned.
Finally, I fixed my laptop! I can start creating the game. I already have an idea, I hope that I can create something playable. Time to start programming and don’t waste any more time! Good luck everyone!
After pacing around the apartment for a few good hours I think I finally have some core of something that can be called a worthy idea. Maybe. Seeing as this is the first bit of progress I’ve had since seeing the theme I thought I’d share it. I don’t even know if this idea will stick but I’ll give it a whirl.
Thought I would write an update before I take a short break.
I have so far implement basic rendering and controls. The player can move around and explore the map. Next up is portals to different worlds.
I am not yet sure exactly how I am going to implement the connected worlds theme but probably something like different worlds with different mechanics. I also don’t yet know what the goal is going to be.
Still lots of stuff to do. 

The “game” in its current form.
Moments after the theme was revealed, I found my idea. Been staying up all night working on it, though my sleeping habits were messed up anyway. Like most of my usual stuff, it’s a visual novel, but I’m making it in Unity 4.5 this time. So most of the work tonight was on developing ideas and the VN engine, of which I am proud to say that it’s finished and working properly. The main gameplay toys with the idea of a “connection” between the worlds of reality and fiction. Not sure yet what the title should be, but there will be lots of choices, and every one of them will count! I’ll go into more detail later, but for now, here’s a screenshot!

Hello everyone, we are JustForFun.
It’s our first time to join LD Game Jam.
I am so exciting to expect our prototype and also enjoying in developing time in the damn hot summer afternoon.
I hope everyone enjoy it too!

After a bunch of problems re-installing an OS and dev tools on my laptop, I’m finally in the way of getting stuff done!
I have a vague idea of what game I’ll create, so let’s dive into proto and see if it works.
Tools I’ll be using:
– SFML.Net and C# + custom framework, or Unity3D
– Visual Studio & Sublime Text
– Paint.NET
– Reaper DAW for sound
– Brain
PS: I’m in #LDParis for the event!
Or maybe I should say, I put off coding too long…
Regardless, I spent a lot of time doing art with not too much artistic talent. Result being more elaborate stickmen than I otherwise would have drawn.
But hey! I have art now!
At least for the intro level. And if that’s all I get done, great. At least I finished something.
So, without further ado, art!

Stickman Spritesheet

Plan for the intro level

Intro Tileset
And now… bed. Because even programmers need sleep. Sometimes. In rare cases.
Like now.
Good night! See you all tomorrow.
I woke up at 9 a.m. CET and Ludum Dare 30 had been running for several hours already. As part of my waking up routine, I checked twitter and found out that the theme is “connected worlds.”
Not my favourite, but I immediately thought of a 4 way split screen (actually, it could be a different number of split screens), where the player movement is connected. For example, on screen one, you see that your hero can walk in a straight line to get to the exit of the level, but on screen 2 there is a pit ahead, so your character would fall into the pit and die when just walking in a straight line.
So this idea is essentially a puzzle game – get to the exit in all of the connected worlds without dieing, in the fewest amount of moves. There could be different elements like spinners and conveyor belts (blatently stolen from Richard Garfield’s RoboRally, of course) to help with making the puzzles more complicated.
As with all ideas, I’m sure many other people had the same idea, but I’ll go with this, as it was the first thing that sprang to mind.
Looking through the front page, I see that there are already many beautiful images from works in progress – better get started now…
This is my raw summary of what I have done in the first three time boxes, almost completely unedited…
TB01 Log
Looking for inspiration and ideas using http://orteil.dashnet.org/gamegen, flickr and google image search.
The top game ideas that I have so far are not very good and not specific enough to start any kind of programming, art or audio…
Connected Worlds primary idea: A browser game where you interrogate forests with nuclear warfare.
After finding some great pictures on flickr with trees and plants connecting that is something that I think will go into the game design. Nature connecting with itself or with other things…
https://www.flickr.com/photos/nuddaladden/12129738594
https://www.flickr.com/photos/nicholas_t/7174698629
https://www.flickr.com/photos/joceykinghorn/9887207575
https://www.flickr.com/photos/tabor-roeder/4546391944
TB02 Log
Spend most if this time thinking about how the game idea could become a cohesive game… Not easy! Something with plants growing and blocking your way and then using nukes to clear a path. Not entirely politically correct… Timed game so you loose if the timer runs out but you can gain additional time by picking up stuff along the way. The timer is probably just that the trees grow and take up all the space that is available and then you get blocked by them…
Gaah!!! time ran out on my two initial game design time boxes, will need to add one more and shift the rest of my plan forwards.
TB03 Log
Got the game idea more fleshed out – feeling quite good about it. Started on some rough placeholder art but nothing too complete or complicated yet. Already behind by at least one time box – so that is an issue with regards to the limited amount of time that is available for me over the weekend. Taking a break now to focus on getting a time-lapse setup, blogging reading about what others have done and then moving into my work room to continue with something that can run on a device/computer.
Summary
I’m a little (or a lot) behind but still feeling good about being able to get something completed – this is probably due to me only working on ideas and placeholders so far and avoid all the really difficult stuff… In addition to this I haven’t included time in my plan for editing timelapse video and posting updates. Below is the placeholder art that has been finished and a timelapse of the initial work.
This theme was “annoying” on start, I search 1 hour before to sleep and 2 ideas, the first idea was complex, the second one to (multi-worlds platefromers).
Then After few hours sleeping (I’m on GMT+1) I got 2 new ideas, the first one is pretty cool but need 2 players and is less fun than the second one.
It’s a game about all things, from the smallest to the biggest, about science, about knowledge. You have to connect things together with the current given pattern, when you finish this “parts” you go to a bigger one to finally connect stars together to create constellations.
Is the name of my game.
Well now I told you my idea, I’m gonna to do some search about arts (I’m bad with 2D soft so I draw on papers then use it xD).
I’ll use my engine the Dream Engine (avalaible on Github here) with few plugins (not sure what I’ll use for this)
And for sounds I have a piano, I’m not sure about connect it to my computer and register, I’ll try in 10 hours.
See ya and hf for all participants.
I’ve got a ship in infinite space and a planet you can orbit and greet the locals on!
Try out the current build at http://thristhart.github.io/ld48-30/
(Use WASD/Arrow keys to fly around)
So I spent all evening working on my project, and for the most part it was a mix of brainstorming session and sprite creation. While I didn’t accomplish anything that actually resembles part of a game yet, I’m pretty sure I know where I’m going with this tomorrow.
For now, here’s Chris and Roddy, the protagonists of this project, whatever it might be called.

Chris and Roddy, unlikely allies.
Despite having a bunch of things that needed attending to, I fleshed out my core mechanics and started building the base of the game in Unity. It’s 2:00 AM and I want to start fresh tomorrow, so I’m hitting the sack.
My biggest challenge for tomorrow is to get the turn system working. The focus of my game will be on the local 2-player mode, though I will include a singleplayer puzzle mode if I have enough time.
So, I spent a lot more time doodling in my notepad when the ball dropped this ludum dare than I did my first time around. My idea was a single player split-screen game in which your actions on one side directly affect the other. Essentially, the player controls two characters, each with their own little puzzle. As you move one character in their world, the opposing character will move the same.
Initially, my idea for the story was to go with a boy and a girl who fall in love but are separated by this void (the split in the screen). They must work together to reunite. That’s why the colors are blue and pink in this screenshot depicting one of my original scenes.

Screenshot of my Unity3D setup from earlier
After returning to my notepad to jot down ideas, the idea came to me of the boy not trying to reach a girl, but of a boy who recently lost his grandfather. My grandfather was a huge supporter of me many years ago when I decided to become a freelance programmer, so this story holds a ton of emotion for me personally. I’m hoping that it will breed creativity in the long run.
Once I had settled on that idea, the mechanic of having the boy and his grandfathers spirit on the same screen was making less sense. When in doubt, throw it out, right? (wise words from another indiedev’s father) So, I scrapped the split screen for a simpler design, in which the grandfathers spirit is in the clouds looking down on the boy. When controlling the grandfather, he can carry the boy across gaps in the map, and will later be able to interact by making it rain, etc.
This is the latest game-play video, which shows how the grandfather can help the boy continue on his journey… sort of a metaphor for how my grandfather still has a huge impact on my life today, many years after his passing. This game is absolutely a dedication to him, and come hell or high-water, it’ll be submitted in time.
My goal is to avoid any direct discussion of death and/or after life, which may seem odd, but I want to focus on the story rather than trying to evoke any particular emotion from the player. Basically, I’m going for more of a cute story with sad elements than of a depressing one with heavy emotional undertones. The emotion should be brought to the game by the player, not me. So, I ditched the dark backgrounds and dark greys for more upbeat blues and whites. I think the color changes already give the game a more friendly atmosphere, so hopefully that can carry into the story as well.
Enough babbling for now, time for a break and then I’m going to be adding more intro levels that walk the player through the basic mechanics. Hope everyone else’s LD is going well.
Guess I’m just not good enough at Python or PyGame to undertake… any project, really.
Looks like I’ll have to drop out, guys. I’ll still try making a game, but I highly doubt I would be able to finish it in time. But hey, I’ve learnt a good lesson, and besides, setting my own goals is something I need to work on.
I will, however, definitely play the Ludum Dare games, considering they look pretty neat so far.
Now, time to work on some little projects on my own time!