Some progress
The game still haven’t named yet.
I’ve added some features, and some easter eggs here.

The game still haven’t named yet.
I’ve added some features, and some easter eggs here.

The game still haven’t named yet.
I’ve added some features, and some easter eggs here.

It feels like we’re off to a good start this time!
Currently live streaming some Blender action if anyone is interested: https://www.twitch.tv/stellardoorgames
It feels like we’re off to a good start this time!
Currently live streaming some Blender action if anyone is interested: https://www.twitch.tv/stellardoorgames
Previously, in LD36…
The design is simple. The mule creature in the center is basically a bio-mechanical caravan housing a family of post-apocalyptic pilgrims. (Mmm, bio-mechanical. What a sweet word, Mr. Giger.) Things happen to your people along the way — think FTL without real-time elements. The main challenge for the player will be resource management.
I made an events queue system. The game will be divided into days, and each day will be divided into time periods. Each of these time periods will constitute a turn. On each turn, an Event will take place. Events can be added to the queue as needed (e.g. if a trader appears, queue up a Trade event) but only one event will be played on each turn. If there are no events in the queue, a NoOp event is created, and the game renders that as “Nothing happens”.
Events can be flagged as “major”; major events are immediately moved to the top of the queue. This is essential for critical events such as character deaths — after all, if you’ve got a bunch of minor events queued up and a character falls into the furnace, you’d want to get notified for their death as soon as possible rather than watch them burn for multiple turns as the queue empties out.
As is typical of game jam entries, this is all driven by a GameManager god class. It looks deceptively clean for now, but I know what’s coming. The bugs are out there, waiting to sneak into my haphazardly written, tightly coupled, singleton-oriented spaghetti code. And I shall let them in, in the name of progress and speed, and in the hope that a few of them manage to transcend their cursed nature and reveal themselves as… features.
Previously, in LD36…
The design is simple. The mule creature in the center is basically a bio-mechanical caravan housing a family of post-apocalyptic pilgrims. (Mmm, bio-mechanical. What a sweet word, Mr. Giger.) Things happen to your people along the way — think FTL without real-time elements. The main challenge for the player will be resource management.
I made an events queue system. The game will be divided into days, and each day will be divided into time periods. Each of these time periods will constitute a turn. On each turn, an Event will take place. Events can be added to the queue as needed (e.g. if a trader appears, queue up a Trade event) but only one event will be played on each turn. If there are no events in the queue, a NoOp event is created, and the game renders that as “Nothing happens”.
Events can be flagged as “major”; major events are immediately moved to the top of the queue. This is essential for critical events such as character deaths — after all, if you’ve got a bunch of minor events queued up and a character falls into the furnace, you’d want to get notified for their death as soon as possible rather than watch them burn for multiple turns as the queue empties out.
As is typical of game jam entries, this is all driven by a GameManager god class. It looks deceptively clean for now, but I know what’s coming. The bugs are out there, waiting to sneak into my haphazardly written, tightly coupled, singleton-oriented spaghetti code. And I shall let them in, in the name of progress and speed, and in the hope that a few of them manage to transcend their cursed nature and reveal themselves as… features.
We might have said something along the lines of “Everything is fine.” and “We know excactly what we’re doing”, but it seems things have gotten slightly out of hand.

Hello Ludumites, I am IN!
I’ve actually been in since this morning but didn’t make a great start to the day and so have only just about arrived at a solid design that might make a decent game. Really pleased with the theme this time, basically lets you do any type of game with no constraints on the genre or mechanics!
Will naturally be using Unity3D and targeting WebGL first. But as the idea I’m currently going with feels like something ideal for touchscreens, I will be trying to get an Android build together this time as the ultimate goal.
Hey guys! I want to share some progress with you, I’m really enjoying what I’m creating, even though… if this is a forge, it only can be a bug forge, so sick to code this one hahaha

Making a platformer about clocks.

When things are going well in your first ludum dare, you can only be happy!
So i decided to “show off” my project!
“Gravity”
We have made a decent amount of progress. There really is no gameplay, yet. I’ve been doing all the basic code we need to add in more content, while my teammate has been making more sprites than I know what to do with!

It’s my first time and I had no idea what to do with the theme, so I opted for a top down stealth game set in the ancient Rome empire! Don’t think it fits well though. Too bad!
Some ancient technology needs incinerating

Main ancient base in my game get health power from cosmic energy

So, we’re currently on something which could be called a break, thus I decided to share what we’ve made so far.
Admittedly, there’s not too much to be seen, apart from (a little unstable) physics and a gorgeous slingshot.

Not the best progress ever, but it’s also not too bad if you ask me…
You should be able to actually play it here, if you’re interested.
By the way, it’s kind of a funny thing about gamedev, that sometimes you purposefully search for images like this:
Took us a lot of time to find a not-too-fancy idea, here’s our progress so far.
Tags: gif, jam, LD36, progress, screenshot
I’m waiting to see how it goes.