LD31 December 5–8, 2014

LD32 Wallpaper

Ludum Dare 32 Wallpaper

Here is my wallpaper for Ludum Dare 32.

  • Rotated text, Ultra HD (3840 x 2160): linkmirror
  • Straight text, Ultra HD (3840 x 2160): link, mirror
  • Rotated text, Full HD (1920 x 1080): link, mirror
  • Straight text, Full HD (1920 x 1080): link, mirror

The mirror links point to my website, in case the Ludum Dare website has trouble with the large files.

 

This GIMP tutorial on YouTube helped me a lot to create this wallpaper.

 

If you want to, you can download the GIMP file from my website here.

Start date and time in your city

What time Ludum Dare 32 starts in your City?

Here it is….

Get that sucker in your calendar and black out the whole weekend.

http://www.timeanddate.com/worldclock/fixedtime.html?msg=Ludum+Dare&iso=20150417T18&p1=224

Comments

15. Mar 2015 · 15:27 UTC
Ah perfect. I couldn’t find a good one of these when I searched the other day. I’ve gone ahead and linked to it via the countdown clock.
The_Flash_Point
15. Mar 2015 · 16:03 UTC
Man, thanks so much! This made it so much easier to schedule my weekend for the LD #32.

Target audiences and user motivation

Creating an artistic game is one part. Making a game popular for an audience is another. My company creates games for businesses, a different kind of audience than Ludum Dare participants. How to make sure that a game will fit them? The key is to know your target audience to the bone, to make sure they keep playing and recommend it to friends. Our goal is to make lots of people play and enjoy our games. So, what does motivate a human to enjoy my games?

Whenever you create a game you’ll have an idea about the people you expect to play your game. We’ve discussed how to make a game fit to everyone in the previous blogs in the series. But how to define your audience? Let’s take a look at the game I previously made for Ludum Dare 29 called “Troubling times“ . The theme in this competition was “Below the Surface”.  Since it’s made for a Ludum Dare competition, our first and main audience are the Ludum Dare participants. The game is intended as a physiological and survival story driven. The player gets stuck in a submarine base and finds itself locked while the base slowly but steadily breaks down. There is a bit of exploring (finding out why) and a goal (escaping).

Beneath the Surfaace

If I reflect on why players would play it I ask myself “What does motivate them to continue and play?”. To do this I often use four intrinsic motivations. Intrinsic means a part of, the default nature or the self-desire, from within the player. For example: you’ll end up being a game developer, because you enjoy learning about games. It isn’t: you’ll end up being a game developer, because you adore money. That’s an extrinsic motivation. With an extrinsic motivation you’ll do it for the reward (money), not the process (learning).

Player motivations

These motivations are well defined in the RAMP framework, namely: Relatedness, Autonomy, Mastery and Purpose. The exploring element relates to a bit of autonomy while our goal of escaping fits the purpose motivation. I miss two types: players who are motivated by relatedness and mastery will bite the dust. What does this mean for our target audience?

It means that the target audience for this game wasn’t the entire Ludum Dare user base. It was a niece audience who longs for purpose or a bit autonomy. I never researched our Ludum Dare user base, but probably less than a half would qualify as the real target audience of users who fancies such games.

Expanding our audience

How would I change this game to fit a broader target audience? I missed the motivations: relatedness and mastery. Let’s start of relatedness, this motivation is about being connected and creation relations with others. I can do two things, make you feel really connected to the other character ingame or by sharing your current game status to others for hints or even discussing solutions. To include the mastery motivation the game needs to have learning curve. The current puzzles are too short and simple to really motivate or challenge you to learn how to solve. A set of more complicated puzzles, a bit harder after the previous, would increase the mastery motivation.

So next time when we start a little game for Ludum Dare, we keep the target audience in mind and what motivates us to play your game. I know I will. To get my games better fitted with the Ludum Dare participants I’ll design an easy to use matrix.

What techniques do you use to check your target audience? Or do you rather create artistic games for the fun of creating?

Tags: game, player motivation, RAMP, RAMP framework, rex van dorp, strong99, what makes a good game

Comments

15. Mar 2015 · 14:26 UTC
Thoughts about target audiences never cross my mind while creating stuff.

My usual rule of thumb is, I develop whatever I do like myself. That seems to do the job most of the time.

Rezzed 2015: Acid Nerve talks Titan Souls (LD28)

The team from @acidnerve discuss their upcoming game PC and PlayStation game Titan Souls, a game originally created for Ludum Dare 28 (Theme: You only get one).

Comments

16. Mar 2015 · 16:32 UTC
Wow. This game was completely uninteresting to me before I watched this and found out about the 1 HP bosses. Now I’m pretty hyped. I like to see approaches that break from generic videogame combat, and this one seems actually fun.

Where’d the Time Go?

precise_shot_title

Ludum Dare 31 was an awesome event for me, the Precise Shot compo entry came out great!  Not only did the game come out great, by running the RescueTime application, I was able to breakdown how much time went into development.  The reports clearly show what went well and what could be done better for Ludum Dare 32 and beyond.

  • Sleeping was the single most time consuming activity: 15 hours 29 minutes.
  • Most comfortable with programming, and it shows taking more than 50% development time.
    • Future events I should aim to spread this time on content creation, arts and sounds.
  • Six hours of development efforts on the second day didn’t make it into the final game.
  • 76 minutes spent on twitter, composing 41 tweets.
  • The final hour was spent on the art, sounds and counting effects for the results screen.

Check out the results in more detail below: (click the image to make it larger)

precise_shot_time_graphic

I do work at RescueTime but I know there will be people interested in the data above, and maybe some will be interested in using RescueTime to learn about their own productivity and habits.  You can sign up for an account at: https://www.rescuetime.com/ or ask any questions you may have about it.

More post-mortem details about Precise Shot can be found here.

I’m in! And I am looking for an artist!

I in for ludum dare 32! I will be using unity 5 for the engine, and C# as the programming language.

I am also looking for an artist to join me, so if you are a serious artist, 2D or 3D, skype me at ** or email me at **

A little bit about me, I have about 2.5 years experience with programming in unity, made a few small games in the passed, and competed solo in 2 ludum dares, ld30 and ld31.
I can’t do graphics though, and this is where you come in.

My time zone is GMT -2 , so i will prefer someone comfortable working at a similar times, but if you don’t, I’m sure we can find a solution.

Quick and simple website feature requests

I know there is a whole new website in the works, however while that’s being made, could we get two features for this site:

– A list of links to games for all past Ludum Dares and Mini Ludum Dares
– An easy link to the user overview page for the logged in user.

So for the links to games, just a page like the wallpapers page, which has the 31 LD and 57 Mini LDs, specifically to the page which allows you to search through entries for that LD. So stuff like

http://ludumdare.com/compo/ludum-dare-31/?action=preview
http://ludumdare.com/compo/ludum-dare-30/?action=preview
http://ludumdare.com/compo/minild-57/?action=preview
etc.

Don’t get me wrong, remembering and manually editing the URLs is fairly natural for CLI developers and users, but for the rest of the ‘normal’ folk out there, a simple to use list would be great. And yes, the list can be compiled manually, it doesn’t have to have some fancy system behind it.

The second request is to link to, for me, this page: http://ludumdare.com/compo/author/errorage/
Basically the author page for whoever is logged in.

THANKS! 😀

Comments

18. Mar 2015 · 18:14 UTC
I don’t normally consider myself blind, however I completely missed that section of the front page… I guess that will do! Thanks! 😀

Update about gist-txt: a text adventure engine

Twelve days ago I posted about gist-txt: a tool I created to build text adventures.
Since then it grew with simple, but powerful, new features.

I’d like to cite some that could be really helpful to create non trivial adventure games:

The tool is still underdevelopment, but I think it’s almost ready and it would be great if you would like to use it to develop a game for the next Mini LD #58. I’m definitely going to use it to build a text adventure for the AdventureJam!

If you’re interested about gist-txt you can watch the repo at https://github.com/potomak/gist-txt, I’ll also post periodic updates about its development at /r/gamedev.

Tags: adventure, AdventureJam, game engine, gist, gist-txt, MiniLD, text, text adventure