LD 38 April 21–24, 2017

Celebrating the results !

It was our first LD and we are really happy to have the results.

So... We are celebrating :p!

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We had some brainstorming about what the game will become and we have so many ideas ! Let's organise it and create our first game !

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See you soon guys !

Hibernaculum got #1 in Theme, wuuut?!

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Oh my god, thank you so much for your votes people, we really appreciate it. Me and @quaternius are going to speak about the future of this game, we'll analyze your feedback, and after that, we'll see where it'll lead us.

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If you want to read the post-mortem me and @quaternius both did one:


I also like to share my "LD stats" after the results are in for each LD. This time I decided to host all the data on my website to not take real-estate here. So if you're curios head here: codebite.xyz/ld-stats

If you want just the gist of it, here's a chart: ld-stats-chart.png


Anyways, thank you guys for playing our game! Your games were amazing, and we loved to participate in this LD!

Cheers, @redpanda of Qure Team

Random Note of Advice

Everyone names their .exe and data files LD38. This is fine when its the only file named that on your computer, but when I download everyones games I end up with like 60 files named LD38. I even had issues where i lost files and couldnt figure out where the game i just downloaded went because it merged with another data folder with the same title. I would recommend just naming your files the same as the title of your game, that way it is much easier for the end-user to navigate their folder of LD games.

Timeless (Compo) - Post Mortem

I've held off on a post mortem because I was waiting for results, but now results are here! I already did a post celebrating my results, but I wanted to do one talking about the experience as a whole! I guess it's time!

Before I start, you can play my game here: https://ldjam.com/events/ludum-dare/38/timeless

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*My Process*

I'm 15, and this is my 3rd Ludum Dare. The last time, I didn't do as well as I had hoped, but this time I started off with a feeling of incredible excitement. Still, I was also kind of irritated by the theme. It was a repeat, and was also kind of similar to "One Room", which limited gameplay in the same sense that this one did (this lead to lots of arcade-style games). Last time, with one room, I had the same annoyance, and actually didn't participate at all. I eventually came up with an idea, which I started a bit too quickly.

About 4 hours in, I decided that I didn't like the concept for my game. It seemed a bit ambitious, and not very far, so I was back to the drawing board (or in this case, the whiteboard). I tried to think how I could make a game that had a real ending, yet still had a small world. Suddenly I noticed that I could use time as an asset for multiple levels, while still having the same world. Suddenly, I started working on a new game, using a few of the assets from my earlier idea, which turned into what's now Timeless.

Soon enough, I had gotten the base of my code. There was a simple level design system using png files, and I could easily create a system of level progression. The time travel mechanic worked, and while I struggled with the extremely basic physics for a while, soon enough, all I had to worry about was the level design and mechanics.

I was able to send the developmental versions to friends on Skype which helped, and they seemed to like it. So I was pretty excited and kept working. In the end, I had 15 levels, which mostly felt well designed. I think I got all of the mechanics across pretty well, but some of the levels were a bit more annoying than fun or challenging.

The last day, I had a few levels to finish, as well as the music. I was going to attempt more orchestral music, with about 3 tracks, but in the end I had a 45 second chiptune track on loop... I didn't quite reach my goal. Still, I was proud of it, and put the finishing touches on my game. In the upload hour, I put up what I felt was a pretty well polished game.

*The Concept/Gameplay*

I think my game excelled due to it's simplicity. Instead of cramming the game with lots of different elements. I had a basic mechanic, and 3 extra mechanics (bouncing, lava, and cannons). Introducing the mechanics slowly meant that the level design could be improved to slowly teach this.

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*The "Tutorial"*

My game didn't have a tutorial, and thank goodness. It meant that everything was taught through simple gameplay, which made it really fun. The only real tutorial was the controls written in the world in the first level.

*The Level Design*

I've had so many different opinions about my difficulty and level design. Some people have loved the difficulty level, as well as level design, while others thought it was unfair and difficult. Others said that the game benefited from the puzzle design in earlier levels, and the platforming didn't fit it well. I agree with the complaints more, but also believe that puzzle elements would have taken too much time to be feasible for the game, and the platforming elements were a good substitute. In the end, I think I did a good job with the level design.

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*The Music*

I've also gotten diverse responses about the music. Some people loved it, while others found it repetitive and annoying. The hope was that the game was short enough to justify the short length, but I probably could have doubled it and still had time... maybe? Next time I'll shoot for a longer track, or even multiple tracks.

*The Collectibles*

My game had apples, which would cover the world in plants and animals. Logically, it didn't make sense, but I received lots of compliments on it. I really liked the concept, but I don't think it was very well executed. They were well utilized in the levels, but I think it added an extra layer of challenge that came across as frustrating. Also, I didn't show a counter at the end (that was a dumb decision). It did give a reliable measure of the game's progress though.

*The Final Product*

I think that my final product was well-polished, and I'm pretty proud of it. I might make a post-compo version, but for now, I'm extremely happy with my final results. Thank you to everyone who played and commented! I had so many people who said that my game was one of their favorites, and I treasured every compliment and every bit of criticism I got! Thanks for a great Ludum Dare, and I'm already excited for the next one!

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Our other project!

Just wanted to put this out there to our fellow game devs! The artist and I (from Cosmic Cleaner) did LD38 as a break from our main project which is a tactical, cover based 2D shooter.

We have a demo available, so if you liked our work on Cosmic Cleaner, please take a moment to check out Azure Sky Project! If you enjoy the demo please consider supporting our Steam Greenlight campaign (link available in the game itself!)

http://gamejolt.com/games/ASP/256465

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Is it a bird? Is it a plane? ...

Hah - clickbait game is still strong. Have you ever heard about the (open source) Godot game engine? If not you should totally check out its features! (https://godotengine.org/features). I used it for the first time on LD38 instead of LibGDX which I used for LD36 and I'm pretty much blown away by it. Now to the reason I write here - today started a kickstarter campaign to fund a professional tutorial series on the upcoming version 3.0 of Godot which will be an awesome release by itself. I invite all of you to take a look at the engine and the kickstarter and decide for yourself if you want to pledge. The autor of the tutorial series is experienced with tutorials and has numerous free tutorial videos on youtube - also some on game art with the awesome open source painting program Krita (which you should also check out!). I do not know the autor personally nor do I get any benefit from his success but he seems like a great guy worth supporting. Here is the link:

https://www.kickstarter.com/projects/gdquest/make-professional-2d-games-godot-engine-online-cou

Thank you for taking the time and I hope you jump unto the Godot hype train with me :)

Edit: Please feel free to share those news with you friends and family or on your social media accounts!

New version on the way

Taking care of all your advices, I'm currently working on a new version with Smaller and easier levels.

The time system will be change by one timer by fish to agressivly force people to enter the flow of fishes.

A menu to manage sounds is also on the todo list.

I'm heading an android version, I worked all the recording system to be platform agnostic. I currently facing one issue : the controls currently are not enough good but it goes better each days :)

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A new web version will be up in something like 2 days.

I want to thank you again for the great and useful feedbacks you gave me!!

Results for Ludum Dare 38

Finally, Ludum Dare 38 has ended. Sorry about the delays and problems throughout!

The results for each category can be found here:

https://ldjam.com/events/ludum-dare/38/games

You can check your game page for your individual results (My Game up top).

Congratulations everyone for making games!

Ludum Dare 39 - July 28th-31st weekend

Our next event will be during the tail end of July, in the final days before August begins: July 28th-31st.

Finding a suitable weekend during August 2017 was nightmare'ish at best. Every weekend either had a major industry event (GamesCom, PAX Prime), demoscene event (Assembly, Evoke), and the odd man out was the weekend of The International DOTA2 finals (the largest money eSports tournament, like a Superbowl without the funny commercials). There are very few other events I avoid when scheduling, but this and EVO are two I do.

After a very difficult selection process, basically trying to decide which August weekend I would choose to conflict with, I settled on doing it slightly early. Technically Siggraph and a GSL tournament are the same weekend, but my fandom of StarCraft and respect for Siggraph as a graphics coder aren't enough to convince me to avoid it at this point.

So come back July 28th-31st weekend for Ludum Dare 39.

What's next?

Getting ready for the next event, of course. :smile:

There's actually a very short amount of time between now and Ludum Dare 38 (roughly 2 months). Me personally I'm taking some days to recover before I start ramping for the next event. I very much overdid it crunching to get things ready this time, but it was necessary. We desperately need to get the event running on the new site. And now, after much work (and a rocky few weeks), we have managed to run an event on the new website. It wasn't perfect, but it only gets better from here.

I'm currently in a Vermont cabin with some friends as I write this (my vacation I had planned well in advance). My apologies for the days I was caught-up with travelling. I'm here for the week, then making my way home next week. When I return I'll be able to assess, organize, and get started on the next event.

If you're interested in helping out on the website, you can start learning about the code and the tools here:

https://github.com/ludumdare/ludumdare

We have a growing community of folks working on the site. It is going to take some work to get started with the website code, but we're happy to help.

Finances

I hate bringing up financials (I find it embarrassing). Suffice to say, my work on Ludum Dare full time is not sustainable. The Patreon and Paypal backers help me immensely, but having burned through my savings and some inheritance, I really don't have the luxury to do that anymore. I need to make what I do sustainable again.

A bit over a year ago I introduced about the idea of sponsors. For the most part you were for the idea.

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To some it may seem bizarre that we don't have sponsors. And I do realize sponsors aren't ideal, but it does mean that someone else is paying for the work. There a number of companies that are big fans of what we do, and many of you know them very well and are fans of them. I'd like to think we can do this in a positive way.

Ludum Dare NEEDS to be sustainable and free. Long term, I don't think it's fair for me to expect the Patreon/Paypal supporters to fully support me and my work.

Looking for Sponsors

I will be looking for sponsors for the next Ludum Dare event. Feel free to reach out. I will get back to you after I return from my vacation.

/contact

Your company should be related in some way to what we do (making games, code, content creation, etc). If you're not sure, feel free reach out. I would like to avoid Game products/releases as sponsors right now. Expect tiers to be limited and start at $1500 (just so we don't flood the page with sponsors).

For those curious where sponsors will go, here's a mockup from the sponsorship guide:

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Wrap-up

That's in from me. Thank you everyone for coming out and taking part. We'll be back again at the end of July.

Thanks so much!!

Thanks so much for playing my game SmallTrek and all the votes! \o/ Totally blown away by all the positive responses, feels like a great sign since I just quit my day job to become a full time indie game developer. Hopefully I can keep making fun games forever.

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1 Overall and Fun in Compo

2 in Graphics (all done in Aseprite)

6 in Mood

12 in Theme

13 in Audio (music made in LSDJ on gameboy, sfx made in PICO-8)

I programmed it all in a lovely new language Nim using my open-source basecode which I used for LD37 and my other game projects called Nico based on PICO-8 API, which I extended to support compiling to Javascript post-jam so I could have a web port.

Looking forward to next LD! =)

Final Results

Well, to be honest im disappointed but not surprised. i missed 6-8 hours over the weekend, and i lost another 6-8 to graphical errors. But here's something i don't understand.

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I had one negative comment. ONE. if you don't like the game, tell me. that's how games get better. don't ONLY give feedback if you liked it. its misleading and, quite frankly, unhelpful!

thank you all who played my game, wither enjoying it or not, and please remember to voice ALL of your opinions.

Enjoy your day!

Post-voting thoughts on the experience, revised game build.

For a summary of my experience during the event - https://ldjam.com/events/ludum-dare/38/my-precious-orbit/my-precious-orbit-post-mortem-post-ld-build-now-available-also
Revised build thanks to feedback received - https://swiftillusion.itch.io/my-precious-orbit
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Though I'm happy with the revised small experience I was able to have at the end of this, overall I was really disappointed by what I submitted originally. The frustration of how much time I'd lost to unimaginable errors in a previously consistent workflow, and the lack of time left as a result to make refinements only grew as I received more feedback when voting began.
The feedback I received did help me consider even further adjustments for the pace of gameplay than I'd already planned for the post-release build, however with the feedback being so consistent about the core gameplay I didn't get a chance to refine before submitting, I ended up not wanting the game to be found.
This led me to put a regrettable stop to making any contributions regarding feedback on other projects after that, increasing the disappointment with myself along with my entry.

I tried to scale the amount of gameplay in my Ludum Dare project even lower than my previous attempts and I still lost 2 days of work to ridiculous things, leading me to release something I thought could become a fun little experience, however though I play tested it throughout, I didn't have time to fine tune it at the end making me regret the time invested and lost by others who tried it.
I know not everyone's plans comes together easily in an event like this and for many it's just about the experience, but when working solo as I did what's important to me is being able to get something out there that's fun for people to discover while trying everyone's games, even if there isn't a substantial amount of content, so my disappointment can't be exaggerated.

If I'm able to prepare myself for another Ludum Dare I'll have to be more up front with myself about what I want to contribute, and if I'm unable to have a complete experience ready earlier to test and refine the 'final' build I'll need to cut my loses earlier and just not submit anything.
Regardless I'm still incredibly grateful for those who took time to elaborate their feedback on my entry during this Ludum Dare, and hope anyone who tries the revised game at the top of this enjoys their time with it.

Yup Thats my name!

Wow, I never really understood or thought of the full implications of being first place, being the top 5 in a category. This is actually my first time doing it as well! Before my previous highest was #33rd place, back in my first jam during Ludum Dare 32. I've been extremely sick the past few days with a virus, and I feel a bit better now, and just seeing my game up on the scoreboard of sorts makes me feel so much better. In fact, I think imma go finish up my school year right now, and get ready for High School :) 1.PNG

Wait a minute. Right there, on the bottom left. is that. . . 2.PNG Hey its my game! Kanjo! Yeah, sure I read the rating I got, and I also got 53rd in mood, but I never really took it to heart until now.

BUT THATS RIGHT! THATS MY FREEKING NAME ON THE SCOREBOARD! (Sorry if it sounds like im gloating or showing off, I'm not trying, its just I'm so suprised xD) 3.PNG Hmm. . .

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WOW I even got 8th place in Jam and Compo! This means so much, thanks everyone who rated my game!

Well, I did spend a decent time on Music (maybe 8-11 Hours) 5.PNG

Interestingly enough, I'd have to say this is probably the worst game I've ever made for a Ludum Dare, but also the one with the most promise and prospect as a post-Dare game.

So thanks to everyone who rated my game.

Well, I must get ready for school. And that truly made my day. Thanks! RemIcon3.png

(Random picture ;))

Podium Dare 38 [Windows]

Here's a bundle of every LD38 medalist with a Windows build.
Just download the archive and extract to a folder of your liking.

29 games included:

{COMPO}
» SmallTrek « :firstplace: Overall :firstplace: Fun :secondplace: Graphics
» Krilgor « :first
place: Humor :thirdplace: Theme
» Plonet Atek « :first
place: Innovation
» Shrinking Planet « :firstplace: Theme
» Echo Lands « :first
place: Graphics
» Planetone « :firstplace: Audio
» This Is Not Enough Planet! « :second
place: Fun
» Marbleverse « :secondplace: Theme
» drone « :second
place: Audio
» Afterbirth « :secondplace: Humor
» Nucleu « :second
place: Mood
» tinyarena « :thirdplace: Fun
» Talkies « :third
place: Theme
» Colorfly « :thirdplace: Audio
» It's A Small World « :third
place: Mood

{JAM}
» Honey Home « :firstplace: Overall :firstplace: Fun :firstplace: Mood
» Snowed In « :first
place: Audio :firstplace: Humor
» Floraison « :first
place: Graphics :secondplace: Theme
» Hibernaculum « :first
place: Theme
» The Treachery of Game Dev « :firstplace: Innovation
» The Deep « :second
place: Overall :secondplace: Mood :thirdplace: Audio
» Headroom « :secondplace: Graphics
» Murder 38: Episode One « :second
place: Humor
» Little Lands « :thirdplace: Overall :thirdplace: Fun
» Acquaintances « :thirdplace: Theme
» Super Collapse Guy « :third
place: Innovation
» To-Do List « :thirdplace: Graphics
» Planet or Die! « :third
place: Humor
» Snowday « :third_place: Mood

:octopus: Where would you like to go today?

rocketShip post-compo-version released!

Thanks to everyone who voted and commented on my project!

I just released an updated version of it that I've been working on since the compo ended: https://zirrrus.itch.io/rocket-ship

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Ludum Dare to Believe! Season 9 : EPISODE 3

Hey everyone! We are the Button Masher Bros!

We are back and ready to showcase more of your favorite Ludum Dare games!

It's the season premiere of Ludum Dare to Believe! It's S:9 Ep. 3!

(May contain strong language)

https://www.youtube.com/watch?v=YONTQdjhacc

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: It's A Small World

Category: Compo Entry

Creator: danman9914 (@danman9914)


Title: A Mind Is A Small Place

Category: Jam Entry

Creator: Juju Adams (@juju-adams), topherlicious (@topherlicious), and pixelthirteen (@pixelthirteen)


Title: Cowmets

Category: Jam Entry

Creator: NickZangus (@nickzangus)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

Suggestion Box

Bookmark this post!
This post is where members of Ludum Dare can put their suggestions (easily collected for @pov).
This post is NOT for people who want to complain about or even discuss the running of Ludum Dare, it is only for suggestions to better the site and jam.
Comment below with suggestions!

LD 38: Miskro, a Post-Mortem

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First, a thank you. There’s a big part of me that feels I don’t quite deserve even this much; I probably relaxed a lot more than I should’ve, and in the end felt I didn’t contribute enough overall to the event, but it means a lot to place as high as I did regardless of my activity. I often tell myself I don’t care if I ever get noticed for my games, I have more fun making them than I do reading the comments… but that’s a lie. I loved reading everyone’s feedback and took all of it to heart (yeah, all of it) and for my very first Ludum Dare I can’t believe how well I scored. Truth is I feel pretty guilty about that, I got swept up in other work and life and honestly kept telling myself to play more LD games, but it just didn’t happen. I’m happy with what I got and hope everyone who got to play Miskro enjoyed it. I still hope to play quite a few more that I downloaded before voting ended. Hopefully next LD I’ll be a little more on the ball.

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Second, this jam.  Easily the weirdest experience I’ve ever had. Everything went way too smoothly, everything came out way better than I expected, I slept a good amount each night and came out the other end with something presentable. I’m still not sure how. Miskro started with an idea based on growing and shrinking, but that idea was centered on a shooter, where you have a beam and would use it to make objects grow and shrink to solve puzzles. I started playing off that, somewhere in there I had the idea to turn the gun on yourself and shrink and grow to explore a rat map, and during all this (because it’s a jam) I’m already prototyping. I had a test map mocked up already and implementing the grow/shrink powers was simple, then jumping in that, pressing a button, and watching the world perspective change around you was the feeling I immediately felt I was going for. Something kind of magical about it, akin to Alice in Wonderland.

From then my process is horribly unorganized. I work on art, design, and code almost all at the same time as ideas come up. I decided I wanted the first power on a cliff in the first island, so I started morphing terrain to create that cliff. I wanted foliage so I modeled grass and trees. At one point I decide the player needs more feedback for drowning so I spend an hour tweaking an underwater shader to give that information. I just hop from moment to moment, coming up with it as I go, and building what’s needed as it comes up. It’s not a super concise or efficient process. When I felt I had built enough moments for it to be called a complete game, I came up with an ending and stuck it at the end of the most logical path I assumed a player would take. This being somewhere around the 30-hour mark, I started polishing, adding fail states, making sure puzzles couldn’t be broken (they still can be), tweaking my art direction and within the final few hours I decide I want a better win state than just reaching the end. This birthed the medal collecting and eventually, the god character, who I figured was necessary as a teaching tool and a bit of charm. His systems and the dialogue widget were simple, but it left little room for testing cramming that in towards the 48-hour mark, and I was packaged and uploading before running any more tests.

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I’m used to Global Game Jam and others where you don’t have a lot of extra time to get projects ready to upload and I think towards the end I may have panicked a bit. I left quite a few bugs in, but now that judging is over, I’d love to go back and iron them out. Miskro isn’t a very complex game, but adjusting physics volumes in real time will almost always cause unforeseen issues. Kill volumes for growing in small spaces exist but don’t seem to work. They did at one point I think? I didn’t feel like it was necessary to test much further and now they don’t. The house crumbles when you’re at any size but it’s only supposed to when you’re giant. It’s little things like that. I’m incredibly humbled, proud, and thankful that it got as far as it did, but it could definitely use some more time. This was a rewarding experience for learning what having a community for your little projects is and means. I’ve never reached out to a streamer before, I’ve never had my game let’s-played, and all that happened within weeks of wrapping up. This is almost too cool for words, and I guess that’s what I want to get out there with this post. Ludum Dare feels pretty special right now. I have nothing but thanks to say for that.

Final note, I’ve been asked a few times; Miskro was my poor attempt at combing the Greek words for ‘small’ (micro) and ‘island’ (nisi). Hastily translated gibberish has been my go-to for most game jams, it tends to help the game stand out when googling too. :upside_down:

Aether Mine Post Mortem

Aether Mine was a tedious game to work on, but I had fun with it and I'm pretty pleased with the judging results.

  • Overall: 112 (3.727 average in 24 ratings)
  • Fun: 242 (3.217 average in 25 ratings)
  • Innovation: 216 (3.273 average in 24 ratings)
  • Theme: 165 (3.682 average in 24 ratings)
  • Graphics: 46 (4.217 average in 25 ratings)
  • Audio: 176 (3.19 average in 23 ratings)
  • Humor: 414 (1.938 average in 18 ratings)
  • Mood: 107 (3.619 average in 23 ratings)

First, a thank you to everyone who rated and left comments! Also, a shout-out to @cosine who left this screenshot of her colony in the comments, admittedly better than any of my own--

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Criticism was much appreciated, since this is an idea I'd like to refine and maybe turn into a full game some day. 46 is a new record for graphics for me. I'm not sure how anything else stacks up against past ratings, except mood. 4th was my best mood (LD33), but otherwise I think this was one of my stronger entries into the compo. I'm happy for that, since my last LD entry was one of my weaker ones.

So, what to take away from the experience? As usual I think I was too ambitious, but at least I knew I had a tendency to take on too much and had some plans to scale back already in mind. That would be my advice to new LD participants: Make your plans, but also have a plan on how to scale back. Something will go wrong and cost you time, so have a list of things you can cut and an idea of how to handle the missing features. My best LD entry was a complete game with a beginning and an end. This game never intended to have an end, but as a consequence, could've used more variety to keep it interesting longer. But I think I cut the right things, even though some of the missing features were mentioned in the comments.

My original vision was a "mini Sim City". I've been playing quite a bit of Cities Skylines recently, and I had my own ideas for a city builder in mind. The end result was closer to an idle/incremental game. It's impossible to lose, and as such, while there is some strategy in building quickly and efficiently, there isn't any in surviving. That's the one thing I'd change going forward--build on the strategy elements. The framework for having individual simulated citizens is present, but as of now the game is more of an interactive spreadsheet. A revised game would emphasize managing individuals, construction of the colony, effective defense, and have some defined goals to shoot for.

Porting A Relatively Small World To Wii!

That's right, it's getting ported to real console! Don't have any pictures yet, but suffice it to say that in about 550 lines of the ugliest, most inefficient C you've ever seen :wink: I have core gameplay mechanics implemented already (like running in circles around a planet like a moron).
And yes, it works on a real Wii (softmodded, of course).
Dolphin 4.0.2  JIT64 DC  DX11  LLE  FPS 59 - VPS 60 - 100%.png
Slight glitch in the textures...

"Globe Trot" Post Jam Browser Version!

Firstly, congratulations to everyone who took part in this Ludum Dare, and thank you to all of those who played, rated and left comments for Globe Trot.

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Globe Trot Results.jpg

For my first ever LD I am proud to have some very respectable positions - particularly in Fun and Audio. Those of you that played the game already will know I created some suitable music BUT I had some audio problems when too many sounds were being instantiated. The other big issue of course was the camera. I am happy to say that both of these issues have now been fixed for the first "Post Jam" version which you can play in your browser here:

https://richard-michael-smith.itch.io/globe-trot

Enjoy!

Our first commercial release

Hallo, my fellow developers. We are in the process of launching our first commercial release on Steam. A 2D Puzzle platformer with a unique storyline. The Adventures of Sam Carlisle: The Hunt for the Lost Treasure. Our idea inspiration from Ludum Dare. Our teaser trailer is out now. We hope you enjoy it. https://youtu.be/Eyik0mRwOio

First Jam, first results

I see everyone does that, so might as well post my results here : results.png

I'm impressed, for a first LD I had pretty good grades, especially with the Innovation category ! Funny, considering how basic my game engine is. Soooo I'll stop the humble brag and fishing for compliments, I'm proud of my game, it's not perfect but it's fun. You can try it here : https://ldjam.com/events/ludum-dare/38/recursive-nightmare

See you until the next Ludum Dare. Because yes, I'll do it again for sure, it was the most fun I had with any computer related projects.

Oh by the way, I have a website now! You can check it out here : http://touloutoumou.com I'll post my games and other contents, like comics.

That went fairly well

My game, Interplanetary, did pretty well for being my second game here. Unfortunately, I didn't rate enough games to get my game rated enough (final exams y'all), so I'm not on the leaderboard, but the ratings I did get were really good.

For my first game on Unity, the gameplay came out real nice. The graphics were fairly easy to do, but came out looking crisp and clean. I managed to get the core gravity mechanic working pretty quickly, although the controls were rather floaty. I'll make sure to work a little harder on finding a good setting for the controls if I make another platform game: My first game was too fast, and this one was too slow.

I wonder if I should do an actual title screen/main menu? It's probably not necessary, the "cold open" title screen saves the trouble of writing UI code and looks pretty cool.

Can't wait for next time!

63 DAYS REMAINING! LD39!

I can't wait. I'll start counting the days until the Ludum Dare 39!

Ludum Dare to Believe! Season 9 : EPISODE 4

Hey everyone! We are the Button Masher Bros!

We are back and ready to showcase more of your favorite Ludum Dare games!

It's the season premiere of Ludum Dare to Believe! It's S:9 Ep. 4!

(May contain strong language)

https://www.youtube.com/watch?v=GGZqmNyuIp0

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Tribes of Turtleland

Category: Compo Entry

Creator: anv (@anv), ArtKurkowski (@artkurkowski), and nevaermorr (@nevaermorr)


Title: PogoPogo

Category: Jam Entry

Creator: obvious-san (@obvious-san)


Title: Retro Rabbit

Category: Jam Entry

Creator: wtoa (@wtoa), Ryuvos (@ryuvos), jlus (@jlus), and TomGT (@tomgt)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

My Ludum Dare evolution: 35 to 38 (bonus: Excel graphics. :D)

I'm very happy with my big evolution between the Ludum Dare 35 and the LD 38. First of all, That's my scores: (ld 35 on the left, ld 38 on the right) Screenshot_2.png

And I decided to make some Excel graphics, just to give a better visualization of my evolution. I'll start showing my colocations on the leaderboards: Screenshot_60.png

And, finally, my scores: Screenshot_1.png

I'm very proud of my evolution, and I'm waiting for the Ludum Dare 39, to try to beat, again, all my scores! LD was one of the best experience that I've done in my life!

Making A Lot Of Progress

The Wii port of A Relatively Small World is coming along very nicely. The cities are now implemented (along with the little animals), and pretty much all that's left is to implement the missions and hint text.
Also here's a GIF.
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If anyone wants the current version of the port, you can find it here (source and channel wad included).

Petty Puny Planet 38 - Thank You!

Ludum Dare 38 has been a long week gone, however, we still haven't completely closed off the event as we haven't spoken about the results or the future of our game, Petty Puny Planet 38 but most importantly, we haven't also truly thanked everybody that has rated, commented and played our game (we've been doing it every post, but now we want to do it officially)! Guess now's it's the appropriate time to fix that.

ThankYouLogoSmol.png

First off and most importantly, we really want to thank everybody who has participated. When we set out to develop Petty Puny Planet 38 for this edition of the jam, we decided we would go and try to be more connected with the Ludum Dare community. We wanted to share and talk more about the game, it's development and try to give something back to this amazing community of jammers, attempting to involve those which played the game with it. We got highlighted by Alpha Beta Gamer and several other content creators, made a Timelapse of the game's development, a feature on the program we use for our Ludum Dare games' art, and the other small goofs every now and then.

We tried to rate as many games as we possibly could during the event, even if we were in a excessively busy time. We were able to comment and rate several games, but we were still in no way able to payback the community with the same amount of feedback given as the one we received. With the next event being right at the beginning of summer season, we look forward to finally being able to give back as much love as the one we received, as we'll definitely be more empty-handed by then.

As such, and once again thank you. This has been our biggest, most successful and active Ludum Dare yet, and it's all thanks to everyone who participated, commented, gave feedback, rated and played our game. We are really looking forward for our next one. :wink:

Now, on a separate note, we wanted to give our thoughts and opinions regarding the results of our game. After all, everyone's doing it! We got to fit in as well, right?

Results.png

There are two conclusions that we were able to draw from the results we've got, especially when we cross compare them with the ones from our previous Ludum Dare game, Hyper Holomayhem 37. For starters, our rankings in the average of all categories went up, with only the Fun, Innovation and Mood categories staying under the Top-80 mark, showing we were able to do an overall improvement in aspects we probably used to put less thought into, most notably, the Theme and Innovation categories.

However, we were actually surprised to see our Overall rank decrease, albeit slightly. In our opinion, Hyper Holomayhem 37 was our weakest entry in all three Ludum Dare's we have participated in, with Petty Puny Planet being the one where we felt we had the smoothest sailing and the most involvement with the community. As such, we over-expected to see the latter get a much better overall position than Hyper Holomayhem, which ranked 51st, with us, this time around, ranking 69th. In comparison, the drop in Fun from 43rd to 190th didn't astonish us as much, knowing that the game, due to it's reading and choice-based gameplay, could be a hit or miss depending on the player.

We have several hypothesis about what could have lead to the increase and decrease in each individual category, and we will be taking those hypothesis into consideration for Ludum Dare 39. The event is already coming up in July, which means we will have to buckle up and take them in mind for when the event comes around! :smile:

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As for the future of Petty Puny Planet, we have plans to make a post-jam version with much more content, a handful set of new features and even, possibly, an official release. Given the structure we’ve developed the game with, adding new content is something easily achievable, but we want to make sure everything is top-notch. We don’t know when exactly when we'll be releasing this update, as we’re currently busy with something else, but we hope for it sometime in the upcoming months.

When the update is ready, we will be publishing an article here announcing it, but for the time being, give us a follow over at the Whales and Games Twitter, which we’ll start using more frequently for updates and networking! We would love to keep in touch with the highest amount of developers as possible, so if you have a Twitter account, drop us a link. Even if you would rather not follow us, we would love to follow you and keep up with your work! ​:whale:​

With that, we finally close this Ludum Dare. Oh behalf of Whales and Games, we hope we keep in touch, and we will see you next time on Ludum Dare 39!

Question asked again: Are we allowed to post stuff not related to LD?

If we are, I just want to say that I recently published a new game! Check it out here: https://gamejolt.com/games/DeadlyDangerousTrials/256170

or here:

https://d-studios.itch.io/deadly-dangerous-trials

In addition, you can play all my games through these links:

https://play.google.com/store/apps/developer?id=D-Studios&hl=en

https://gamejolt.com/@D-Studios

https://d-studios.itch.io/

Currently, I am working on updating my Ludum Dare 38 entry. I have followed advice given through comments in my game. You can play it here: https://ldjam.com/events/ludum-dare/38/block-destroyer

So far, I have improved movement and gravity controls. I have also made destroying blocks easier. Hope you enjoy!

Follow Development Of Warpy's World

Well this is my final post for this Ludum Dare. A big thanks to everyone who played and rated my game and left some quality feedback. The hand-drawn art was praised by almost everyone who played the game :) So I've decided to expand Warpy's small World into a big game full of weird characters, secrets and imaginative puzzles. Development is going on in full swing and if you find the game to be interesting please join me during the development phase as it will be hugely motivating! I've lots to show very soon!1111.png

Follow the development of the game post jam on Twitter https://twitter.com/@maxnim1986

Follow the development of the game post jam on Facebook https://www.facebook.com/warpysworld

Follow the development of the game post jam on Tumblr https://maxnim1986.tumblr.com

Itch.io https://nilanjan.itch.io/warpys-world

Shipwreck it ralph for LowPoly Daily in twitter

My entry for LowPoly Daily with the theme: shipwreck Isn't the title genius? - title: Shipwreck it ralph

Youtube process with fbx files (link included in the youtube video's description). I even rig "wreck it ralph".

https://www.youtube.com/watch?v=WmYn-bGBjcc

Rock Hammer now in Google Play

Portadachi.png

Rock Hammer is the game that me and my teammate done for this past Ludum Dare 38 and we are so proud to announced that we released in the store, so thank so much for the feedback and you can play here: https://play.google.com/store/apps/details?id=com.LittleRamen.RockHammer

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RADMARS game jam soundtrack compilation!

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https://adhesion.bandcamp.com/album/radjams-vol-1

Hey all! I've been doing music (and sound design, and programming) for team RADMARS since April 2012, when we started doing Ludum Dare, and we've done almost every LD jam since. As part of our 5 year anniversary of participating in Ludum Dare I decided to remaster & release a compilation of the music from all of our games - featuring tracks from smash hit megajams such as Death Death Evolution (3rd place overall, 9th place audio LD24), Micromancer (8th place overall, 15th place audio LD33) and Super Kaiju Dunk City (4th place overall, 2nd place audio LD38)!

Check it out on bandcamp here: https://adhesion.bandcamp.com/album/radjams-vol-1 it's pay-what-you-want but feel free to put in 0 for the free download, I won't tell :wink: Thanks for checking us out! :skull: :dragon_face: :muscle:

Raven Delivery Service Post-Mortem

Congrats everyone on another Ludum Dare!

This was my 15th time competing in LD, and this time around we had (for the first time!) a team of 4, including @ibyume, @vincent-castelli, @xellaya, and myself. We ended up making a 2-player co-op potion brewing game called Raven Delivery Service, with design heavily inspired by Overcooked. While our game is best enjoyed as a couch co-op game together with a friend, there is also a single-player mode that tests your multitasking abilities as you control both characters at the same time.

raven-delivery-service-animated.gif

Let's first take a look at our results!

Overall: 56 (4 average in 48 ratings) Fun: 102 (3.783 average in 48 ratings) Innovation: 243 (3.413 average in 48 ratings) Theme: 618 (2.87 average in 48 ratings) Graphics: 220 (3.935 average in 48 ratings) Audio: 15 (4.333 average in 47 ratings) Mood: 168 (3.705 average in 46 ratings)

Not half bad! It's also worth noting that the average of all 7 scores is 3.72.

Since I've been doing this for quite some time now, we can also reference my stats at ldstats.info. That site hasn't been updated to scrape from LD38 yet, but it's the best way to compare our rankings and ratings to my past entries.

The first thing you'll notice is that my past entries put up some pretty stiff competition! I've scored above 4.0 overall in 9 out of 10 of the past compos that I've entered! Despite doing pretty well this time around, the average score (3.72) is lower than any of the 10 past entries that I've done.

What does this mean? Well...not that much to be completely honest. LD ratings are a fickle thing, and any number of things could have affected them. For one thing, I didn't push as hard as I usually do to get ratings, plus LD was..."interesting" this year, which in theory doesn't affect the actual scores but does affect the amount of feedback. If anything though I think the main contributing factor could have been a lack of polish, and the presence of some general rough edges in our game. (More on this later) Actually, scratch that -- the main contributing factor was probably that a fair number of the raters probably didn't play the game in its co-op mode! We'll dive into that later as well.

It's a pleasant surprise that I was able to place so highly in audio even while only making a single song for the entire game! I have to admit that I've been slacking a bit on the audio front, as I used to make entire soundtracks, but it's cool to see that I don't necessarily have to put in a bunch of different tracks to be appreciated.

What about my personal goals? In my I'm In post this time around, I said that my personal goals for LD38 were:

- Work well with everyone on the team :) - Stay happy and healthy, and cook good food! - Make something simple, that we can expand on if we have time.

Working well with everyone on the team? Check! It was quite stressful in the beginning for me knowing that we had two people new to LD and game dev in general and I was worried about being able to ramp them up and loop them into the process. However it seems like things ended up working out and I think we ended up with pretty nice teamwork in the end.

Staying happy and healthy? Hmm...I think I did "OK" on this one but could have done better. There was definitely a period of time in the middle of the project where I was feeling quite pessimistic and didn't know whether the design was really going to work out at all. It felt like there was so much left to get done and that the game hadn't yet reached that moment where it was fun. Fortunately my other team members picked me up out of it and we were able to tackle things one thing at a time. Also, we ate well :)

Making something simple? Uhh...no, I failed on that front yet again. More about this later, as I think it deserves its section.

As always, let's go over what went well and what didn't go so well.

What went well

Trying new things, having a bigger team

Not only was our game different than anything we've made in the past, but we had a different energy and flow to the team as well thanks to our two new members! Overall there was a lot of new stuff going on and I think it was great! In addition, I think it felt nice for both myself and @xellaya that we weren't the sole ones responsible for programming and art, respectively, and that we could distribute some of the workload instead of doing 100% of everything.

screenshot_2.png

Controller support

It definitely took a bit of fenagling to get everything to work correctly (this is the first time I've worked with Unity's joystick APIs), but I ended up with working, solid multiplayer controls where you can use either gamepads and/or keyboard in whatever combination you want! We got a comment as such, too:

I think this is the first time that I’ve seen someone use Unity’s input system correctly in a jam...:cry:

The main difficulty with input handling was that I didn't want to make any assumptions about the control setups that people had. In the end, I ended up mapping controller #1 to player 2, and controller #2 to player 1, and having keyboard bindings for both players. This way you can play in any way you want:

  • Just using keyboard? Just use the separate keyboard bindings for each player.
  • Have 2 gamepads? Plug in both gamepads and you're good to go.
  • Just 1 gamepad? Use keyboard for player 1 and the gamepad will be mapped to player 2.

Of course, in the single-player mode, any and all controls are bound to the single player, so everything "just works".

Major props to @xellaya who drew the control diagrams that we show to the players to explain the controls. They're simple, effective, and work much better than anything we've done in previous games.

I should note that I was really disappointed when the webgl build didn't seem to detect my gamepads properly, especially because Unity basically makes it impossible to make a standalone build that defaults to a specific resolution (their resolution-picked dialog tries to match the aspect ratio of the user's monitor...). But it turns out this was a fluke more-or-less specific to my system (I'm running Windows Server 2012 because I'm weird), and it actually Just Works (tm) on most sensible machines. Hooray!

I still did end up providing a standalone build for anyone who has trouble with WebGL controller inputs and/or wants to remap control bindings. This version did take a slight bit of extra work to make since I had to make sure that the input configuration dialog was self-explanatory and also we supported any reasonable resolution. It's worth nothing that the wide majority of standalone Unity games that I played did not do these two things correctly =(. I know that I'm in the minority here, but just because you have a standard 16:9 widescreen monitor doesn't mean that all of your users will. Construct your game accordingly! This is a little tricky to handle correctly for pixel art games such as ours, but you can use a scripts such as this pixel perfect camera one to help.

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Lots of fun details

We had a ton of fun details in the game that were not strictly necessary, but made the game that much more awesome. Things like the actual ravens flying around and unrolling the potion requests, the bubbling of the cauldrons (as well as the super awesome gurgling sound they make!) and last but certainly not least, the beautiful tileset that @xellaya made for me to build out the levels out of.

Tiles_1.png

All of the decorations, vines, and background layers really help pull things together into a more cohesive package rather than just a flat old boring set of platforms. I love it!

Coming up with a single-player variant that worked

At a certain point in the design phase I realized that I needed to come up with a decent single-player game mode. Up until that point I knew that we were going to have two witches and that our main focus would be on cooperative play, but I needed to come up with something that you could play by yourself as well, because I figured (correctly) that a lot of LD raters wouldn't get around to playing the game with a friend.

Fortunately the design for the single-player mode was not too involved at all, and I took a cue from Overcooked in that it was more or less the same game but with one player controlling both witches. So instead of an exercise in cooperation it becomes an exercise in multitasking.

One thing that had to change in order to make this work is that the cool little minigame arrows that you have to press in order to get / upgrade the ingredients had to go away for the single-player mode, because the whole point of single-player is that while one witch is gathering an ingredient you get to move the other witch around. This was unfortunate in that the single-player mode didn't really have the "full experience" but the game wouldn't make sense otherwise.

Some people who played the game in single-player mode said that they didn't actually realize you could control both of the two different witches in the first level. Luckily, I set up the second level such that you have to switch between the witches, so that level sort of forces you to make that realization.

screenshot_3.png

Co-op design

Saving the most important (and most lengthy) for last...

Making a co-op game was great and I would definitely do it again! When we settled on our idea, I knew that I wanted to achieve the same feelings of cooperation + teamwork that you see in Overcooked, and I went forward with design and programming with multiplayer in mind first and foremost.

It was very tricky nailing down the design to create a good "rhythm" of multiplayer gameplay and I could easily write an entire separate post about it. I heavily referenced the Overcooked level designs to see what really made them tick in terms of their design. This article, was extremely elucidating and I recommend it for anyone interested in these specific game design sensibilities.

I knew from the beginning that I wanted to make our game in a platformer-style, so I already knew that the movement would be mostly horizontal with ladders taking you between different levels. The next thing I had to do was to figure out the tasks that you needed to do in the game. Mixing 3 ingredients in the cauldron to make different potions not only was more or less equivalent to the basic design in Overcooked but also made intuitive sense as well, so that was fairly easy to figure out.

The next thing I needed to do was to somehow encourage teamwork over working alone. With just the ingredient gathering stations and the cauldrons, there wasn't any incentive to really work together besides coordinating which ingredients go in which pot. I knew I wanted some element that would encourage people to take on specialized tasks, sort of like an assembly line. Overcooked often does this by letting you transfer objects between each other using tables -- so in effect, you can move ingredients between each other much faster than if you were to just carry them yourself.

My first attempt at replicating that was to make a sort of table alcove that functioned as a "pipe" that you could use to send ingredients through (but could not travel through yourself). At this point I had enough elements to design a full prototype level and start testing the actual game to see how it played.

This is what the prototype level looked like:

Screenshot 2017-05-31 22.32.20.png

There's a lot of placeholder art here, but all of the elements are there -- the two mushroom stations on the left, cauldrons on the right, potion delivery stations on the top, and the two "shelf/table" objects in the middle that you can use to transfer ingredients (which ended up being replaced by the teleporter). Playing through this prototype level was invaluable and I was able to understand a lot of the design issues much better through the process.

Around this time we were also throwing around a number of other ideas, one of which was the ability to speed up the potion brewing process by fanning the flames around the cauldron (which required you to stay at that station). I implemented that without too much difficulty and we tried it out, but I quickly realized that the gameplay boiled down to a super boring assembly line: the optimal strategy was to have player 1 constantly gather mushrooms and send them over, and player 2 put them in the cauldron, fan the flames, and deliver the potions. I had successfully given the players reasons to do specialized tasks but there was never any incentive to switch between tasks, which made the gameplay super repetitive.

From that experiment I realized that allowing you to fan the flames around the cauldron was terrible for gameplay, so I took that feature out right away. That meant that player 2 had extra time left over, so they were incentivized to switch roles and help player 1 gather mushrooms.

I was getting closer, and player 2 had a more dynamic role, but there was still a problem: the optimal strategy still had player 1 gathering mushrooms the entire time, which was the most boring job ever. I had a number of different variables that I could tweak here:

  • Amount of time taken to gather a mushroom
  • Amount of time taken for cauldron ingredients to mix
  • Player movement speed
  • Level layout

After a while I realized that the way to get player 1 to do more than one thing was to make player 2's job require help. Putting ingredients in the cauldron was straightforward and didn't take a lot of time, but by changing the level layout by increasing the distance between the cauldrons and the potion delivery spots, I increased the amount of time taken by potion delivery. That gave player 1 a reason to go over and help player 2 while they were off delivering a potion.

We didn't end up using this level design at all in the final game, but it was still a valuable learning exercise for me to learn what exactly made the game fun -- ensuring that each person was able to do something different, but also that the players didn't get too comfortable doing any one specific thing. As with Overcooked, the main way to keep things dynamic is to make sure that there are more tasks to do than there are players. This was part of the reason that I introduced the enchanting station as a mechanic.

What didn't go so well

LD stuff

The Ludum Dare event itself was..."interesting" this year. This didn't affect us directly too much, but it's still worth mentioning as a small point.

Single-player learning curve

Although the single player design was fairly easy to implement and I actually had a ton of fun playing it and coming up with optimized strategies for high scores, I think a number of players probably weren't able to manage using both witches at once, as it does require you to be pretty good at multitasking and managing different things at once. It's unfortunate but I think for those players the real essence of the game isn't really there. The single-player mode is actually quite a bit more "difficult" than the multiplayer mode I think.

On the plus side as I mentioned, the second level forces you to switch between witches in order to do anything, so I think at least that part shoul be interesting no matter what. But aside from that, I think this is just the way that the game had to be. I could have somewhat alleviated the issue if I made all of the gathering timers longer (thus giving you more time to think about multitasking), but doing so would make the game more boring for those players who are good at multitasking and enjoy the challenge.

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Design challenges

I'm pretty happy with how the game design ended up working out overall. However there were some icky design issues that I ran into while trying to come up with good gameplay and well-designed levels that I'd like to point out.

The first and main issue was just the overall movement and layout style of the game. Yes, I really wanted to see what it would be like to have Overcooked-style gameplay work with platformer-like movement. But as it turns out, if you want to have a game like Overcooked, it really does work much better as a top-down game. The platformer movement (sans jumping) that we went with worked, but having gravity means that you are essentially limited to horizontal movement without the aid of ladders. So not only is your movement mainly 1-dimensional, but you have to have all these ladders everywhere.

This means that overall the paths are much much more linear and that the spaces in general aren't very open. This quickly became a big issue in the later two levels where it became a challenge just to fit all of the different stations that I wanted into the level in the first place.

Another related issue was needing the teleporter in order to transfer ingredients across spaces effectively. While this worked (particularly in levels 2 and 3), Overcooked had a much cleaner and flexible design in that they allow you to place ingredients on tables -- which also form the walls and layout of the level itself. That didn't make sense with our platformer world, hence the need for the teleporters. But again, that ended up being yet another element that I needed to cram into the levels, which were already cluttered by all the different stations that were needed. (it didn't help that most of the stations were 2x1 blocks).

Yet another issue was with the teleporter itself -- you can put multiple items through the teleporter one after another, but they end up stacking over each other in the exact same spot and the order in which you end up picking them up on the other side is anything but obvious.

None of these issues were gamebreaking per se, and I don't think we really could have done too much about them and still made the game that we did. But they were issues that cropped up nonetheless.

Project scope, polish and amount of content

Oof, the biggie. Of course, it's not uncommon that people bite off more than they are comfortable chewing, but I do think that in the past I have definitely done better -- Melody Muncher, Rhythm Gunner, and even Nyamo's Adventure, for example, involved much smaller core ideas, and as such they ended up being more polished final products.

I think the issue is that coming up with a small concept always sounds great in practice, but anything interesting and worthwhile inevitably ends up being a really nontrivial amount of effort. At the point when we finally thought of the idea of the Overcooked-like game, we were also reaching the end of our wits on Friday night, as I kept on trying to think of new ideas but nothing was really coming to mind. Looking back on it, the connection of our game to "small world" is a bit tenuous, but I think that's fine in the end. The one other idea we had was a game about anthropomorphic pollen invading a person's nose. If we had made that game instead, everything would have turned out completely different! (haha...)

And so we settled on our idea, which ended up being a very fun one in the end. But I think the biggest issue with the idea was that it involved so many moving parts to come together before we really had the actual game on our hands. Before our game could really "take life" we needed all of these parts:

  • 2 characters moving around, and climbing ladders
  • Multiplayer controls
  • Ability to interact with different objects in the level
  • Cauldron object for mixing together potions
  • Ingredient gathering stations
  • Potion request queue system
  • Ability to deliver potions and get a new request ...

And of course even after getting all that done and having the "core game" there were still so many things left to do, like the game timer, endgame countdown, menu, instructions, level design, game balance, UI, and all of those such things. I think because of all of this it was very difficult for me to see the game coming together as a whole, even though in reality we were doing good work on all of the constituent parts. Working as the game designer it was quite concerning for me too, that I couldn't really tell whether the game was really going to be fun or not. I worried a lot that we would get too far in and then discover that the design wasn't really fun, and then it would be too late to make very many changes.

Of course another result was that we didn't have time to polish very many things and spend time on all of the details as we would if we had done a smaller idea. Fortunately we were still able to put in some very neat details like the ravens flying around and things like that, but we really wanted to do a post-game score screen that displays the potions that you were able to make, and also gives you some sort of awards for getting high scores. But there ended up being no time for that. Similarly, our tutorial screens were simple static images because we really had to rush through those. I'm glad that people were still able to understand the gameplay despite that.

In the end I don't regret taking on our idea, but I think in the future it's important to be realistic about expectations and understand that there is a certain higher level of risk when tackling such a large idea. It would probably help to outline all of the different parts that need to come together to get the core gameplay done before finalizing the idea, to see if there's any way we can strip it down, or at least to see what we're getting ourselves into.

I've written quite enough now, so this'll be the end of my write-up. Hopefully someone finds the retrospective interesting in some way. Hope to see you all next LD!

Looking for a good game designer to work with

I am currently looking for a good game designer to collaborate with on an on-going mobile game development. If you are familiar with Shooty Skies then you have a good idea of what I am looking for.  If you have good game design skills for top down shooters then drop me a line on callie@micazook.com please.

Cheers,

Callier

 

Hello Ludumdare

Just discovered this site today (3 June, 2017). I’m just feeling my way around and will begin contributing soon.

Comments

07. Jun 2017 · 00:41 UTC
Welcome! We love to see new faces around here!

Campfire for LowPoly Daily in twitter

Not as good as the first one(Shipwreck it Ralph) cause I just rushed it. Though please appreciate my effort (it still took 2 hours I think). The theme is fire https://www.youtube.com/watch?v=E48mxX3kOMc

Play my remastered version of Ludum Dare 38 Jam Entry: Destroy Blocks

As the title says, I remastered my LD38 Jam Entry.

For remastering my game, I looked at many comments from others. I listened to feedback and made adjustments to the game. I made the original controls much easier to use (WASD to move, Mouse to Look Around, Left Click to destroy blocks). I also fixed the glitch of falling off the world. I also made the game a lot less laggy (had to sacrifice the use of shadows though). Also, I made the gravity switching mechanic in my game much easier to use. I also added enemies in my game as there were a couple of requests asking for danger features to spice the game.

For the music, I could not find out a way to fix its sound (because I am bad at recording audio) so I left the music as it is. It cuts in and out then, but the music is still fine and enjoyable to listen too.

Play my remastered version of the game through these links: https://gamejolt.com/games/Destroy_Blocks/251837

https://d-studios.itch.io/destroy-blocks

Look at the Ludum Dare Game Page here: https://ldjam.com/events/ludum-dare/38/block-destroyer

Also, if interested, you can check out my other games through these links:

https://gamejolt.com/@D-Studios

https://d-studios.itch.io/

https://play.google.com/store/apps/developer?id=D-Studios&hl=en

The Z Axis Extended Edition

The extended edition of my LD38 game The Z Axis is now live on Steam Greenlight, featuring an extra 11 levels. I also updated the GameJolt page to include a post jam version of the original 9 level game with improved visuals and bug fixes.

GreenlightGif.gif

Check it out! Original LDJam.com page:

https://ldjam.com/events/ludum-dare/38/the-z-axis

Steam Greenlight page:

http://steamcommunity.com/sharedfiles/filedetails/?id=940494597

Stonehenge pieces for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: stonehenge. Youtube process with fbx files (link included in the youtube video’s description).

https://www.youtube.com/watch?v=TEGIoZX-rIc

DISCo for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: disco. Youtube process with fbx files (link included in the youtube video’s description).

I tried some advice and did the materials in cycles render. I am quite happy about the results but I still don't know how to export and import emission material to unity for the disco lights. So what I did for the lights is I just added some spotlights in unity to make up for it.

https://www.youtube.com/watch?v=zqkHSo7fVZk

DISCo for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: disco. Youtube process with fbx files (link included in the youtube video’s description).

I tried some advice and did the materials in cycles render. I am quite happy about the results but I still don’t know how to export and import emission material to unity for the disco lights. So what I did for the lights is I just added some spotlights in unity to make up for it.

 

Tags: 3D, animation, blender, model, unity, youtube

SlamJam: waiting for LudumDare 39

Hello! I just want to show you the game I did for the gamejolt slamjam with theme "Fringe". Any feedback will be great to learn more for the next Ludum Dare. Learning is crucial for making better games.

http://gamejolt.com/games/6543299712/260581

I know it's not the best place to show you this, but it's a pity that the slamjam wasn't very concurred so almost noone has played my game and I work very hard for the weekend. I really hope you enjoy it!

Ludum Dare to Believe! Season 9 : EPISODE 5

Hey everyone! We are the Button Masher Bros!

We are back and ready to showcase more of your favorite Ludum Dare games!

It's the season premiere of Ludum Dare to Believe! It's S:9 Ep. 5!

(May contain strong language)

https://www.youtube.com/watch?v=EzrcD8uvgIs&lc

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: The Adventure of Malvin

Category: Compo Entry

Creator: NOFUEL (@nofuel)


Title: More than a Pixel

Category: Jam Entry

Creator: CAREFACE (@careface))


Title: W.R.L.D. (World Reconnaissance eLite Defense)

Category: Compo Entry

Creator: TerraCottaFrog (@terracottafrog)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

Files?

I have been making games for 2 years and growing as of now and I believe that I am ready for Ludum Dare but I use a program that only exports .aia and .apk files would I still be able to participate?

Comments

Archimagus
09. Jun 2017 · 13:33 UTC
Sure, although you might have trouble getting enough votes on your game to get a ranking. The number of votes you get are often highly correlated to the ease of running the game.

Monster-eggs vending machine for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: vending machine. Youtube process with fbx files (link included in the youtube video’s description).

Fuck, I wasn't able to add the monster-eggs mainly because I got tired of doing the vending machine. It took me more than 3 hours I think. The hardest part were importing it to unity and doing the animation. Got few mistakes here and there. Still I don't know how to import glass shader materials from blender to unity. I was supposed to add eggs then crack then spawn a monster baby. But everything went wrong.

https://www.youtube.com/watch?v=4g1QD2wisJ4

Monster-eggs vending machine for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: vending machine. Youtube process with fbx files (link included in the youtube video’s description).

Fuck, I wasn’t able to add the monster-eggs mainly because I got tired of doing the vending machine. It took me more than 3 hours I think. The hardest part were importing it to unity and doing the animation. Got few mistakes here and there. Still I don’t know how to import glass shader materials from blender to unity. I was supposed to add eggs then crack then spawn a monster baby. But everything went wrong.

Tags: 3D, blender, lowpoly, model, youtube

I made a quick game called EVERYWHERE

Been working on this game for the past month or so, finally decided to release it.  Its a puzzle platformer with horror elements.  It’s only like 20 minutes long, and I’d really appreciate anyone giving it a look!  Thanks!!

https://kingethaniel.itch.io/everywhere

Comments

john_carter
10. Jun 2017 · 17:41 UTC
I enjoyed playing the game. I enjoyed atmosphere. I wouldn’t say it has horror elements, but I’d say it has good thriller elements. Anyways. Good game. I like it.

Ludum Dare 38 Coverage!

I played and recorded 557 games from the Ludum Dare 38 this year! Thank you all so much for submitting your games to me and sticking around while I recorded them all. <3

See you next LD! I will have an article of my favorites out soon. https://www.youtube.com/watch?v=5I8aoDLW98E&list=PLYKU1lvSF85ce6CPpSh4_qXeYguTjozOx

If you want to support all the coverage I do for various indie games and game jams, check out my Patreon!

Ice Princess Nix

Hi there! 😀

If you guys don’t mind, I would like to share my artwork here. If you guys need a 3D artist, feel free to contact me. I also make games with Unity 😉

https://makulitstudios.wordpress.com/2017/06/12/ice-princess-nix/

Nix and the Winter Beast

Nix and the Winter Beast

 

Tags: corre, ice, low, makulit, neil, nix, poly, princess, studios

Ludum Dare to Believe! Season 9 : EPISODE 6

Hey everyone! We are the Button Masher Bros!

We are back and ready to showcase more of your favorite Ludum Dare games!

It's the season premiere of Ludum Dare to Believe! It's S:9 Ep. 6!

(May contain strong language)

https://www.youtube.com/watch?v=J3762cGTiAM

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Booster's Day Out

Category: Compo Entry

Creator: paulstraw (@paulstraw)


Title: Obelisk

Category: Jam Entry

Creator: Orcolom (@orcolom), Sooi (@sooi), and Stroeckx (@stroeckx)


Title: Murder 38 - Episode One: A Small World

Category: Jam Entry

Creator: rodobodolfo (@rodobodolfo), and Poffle (@poffle)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

Don't Starve's Bigfoot for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Bigfoot. Youtube process with fbx files (link included in the youtube video’s description).

for this video I decided to model the don't starve's big foot (giant). I used online images of it and applied it as the mode'ls texture. At the end I realized that there was several folds in the legs forgot to fix that.

Note: I did not make the texture for this model I just grab something on the net and tried if it works nice. Another experiment.

https://www.youtube.com/watch?v=NmUDg52vXUk

Don’t Starve’s Bigfoot for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Bigfoot. Youtube process with fbx files (link included in the youtube video’s description).

for this video I decided to model the don’t starve’s big foot (giant). I used online images of it and applied it as the mode’ls texture. At the end I realized that there was several folds in the legs forgot to fix that.

Note: I did not make the texture for this model I just grab something on the net and tried if it works nice. Another experiment.

Tags: 3D, blender, lowpoly, model, youtube

Eye of Skadi Satellite for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Satellite. Youtube process with fbx files (link included in the youtube video’s description).

https://www.youtube.com/watch?v=gTsMvBzuWQE

need a sound guy ?

Hello,

I'm Baptiste and i'm a french sound designer, audio conceptor (la baguette.wav). I took part for the first time for the LD38 on this little game: https://ldjam.com/events/ludum-dare/38/pod2000 a narrative based experience with a lot of sound ambiences that people seemed to enjoy and i'm really happy with that. It was a great experience with the team. The game has been written in javascript and stuff that i don't know for it to be played on any web browser easily. So I didn't do much integration work with sound and dynamics behaviours. I have few skills with Wwise integrated with UE4 and I am training myself with Unity 5(no C# skills at all). So I would like to participate to LD39 with you, if remote working doesn't scare you. On a project where I could develop my skills with Wwise UE4 and team cooperation.

So let me know, I would be happy to discuss with you, test your LD38 project and if you have question on audio conception I would be glad to help you with that.

thank you for your time, and see you soon

Our entry is now available in the Play Store!

earthinvaders.png

Hello everyone! Our LD38 entry "Earth Invaders" is now available in the Play Store! I've rewritten the game in the LibGDX framework, so it's easier to export on different platforms. We've also planned to apply some updates to the game, so it will be more fun to play.

If you want to take a look, click here.

When will be the LD 39 ?

I’m a young french developer and i never finish my games because I always start new projects before finishing older ones, lack of motivation.

But a 48H jam like the LD will help me a lot !

Comments

17. Jun 2017 · 18:42 UTC
Salut,

Help with game maker Android build

Hey, I’m currently having a bunch of issues with building an apk from my project in gamemaker. I’ve bought the Android and iOS extension, and followed every single instruction online. So if anyone that know how to do this that are willing to help me via Skype or TeamViewer etc, or build it for me (not 100% done yet, but I want a beta release… Would be amazing. :) Email me at poptartsecond@gmail.com or reply would be highly appreciated.

Rift World - A Big Update, from LD38

Hi there!!!

That's been my first big update from the game I made for LD 38. I wanted to put this up earlier, but some life got on the way, IYKWIM.

Interface_BG.jpg

We received a lot of positive feedback on the comments of our entry, and now we revamped completely the interface and the way you interact with the characters, making it easier for the player. Also we created a whole Tutorial level for the game not to be so overwhelming to new players. We also added SFX Effects and the awesome music from the chiptune project Chocochurros (check them out on youtube!).

So, go there and play it, and give us more feedback! We want to take this project up and make it a bigger game. Put there some 8-10 levels, with different enemies, character progression with skills and different weapons to build and use. That would make up for a 3-4 hours long game, something nice for a first release.

Go there: https://lenon-kramer.itch.io/rift-world

7 weeks of working every single day on Hexpert (Not full time)

My submissions HexCity turned out pretty good. I got alot of feedback such as "Make it for Android", "Add this, Add that". I did, I pretty much did everything people suggested:

  • Leaderboards
  • Alot more levels
  • Goals and things to unlock
  • Better graphics (Ok they aren't really that good)
  • Achievements
  • Saved games
  • New mechanics
  • Remove button
  • Placement highlighting
  • And more :smile:

The game is still not finished, but I'll release it for Android this summer.

https://www.youtube.com/watch?v=_kieQuE09c0

Butt Room for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Bathroom. Youtube process with fbx files (link included in the youtube video’s description).

Who needs a bathroom if you have a butt room? Though, I don't know what goes in or out there.

Hahaha I used a real ass as reference for the modeling part. Also I believe, even though it took me short time to model the ass, it is quite hard lol (if you know what i mean).

Note: I used smart uv project to fasten up the unwrapping since I don't need to place extra details for this one just assign the materials for each object.

https://www.youtube.com/watch?v=BhuObD8A7TQ

Butt Room for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Bathroom. Youtube process with fbx files (link included in the youtube video’s description).

Who needs a bathroom if you have a butt room? Though, I don’t know what goes in or out there.

Hahaha I used a real ass as reference for the modeling part. Also I believe, even though it took me short time to model the ass, it is quite hard lol (if you know what i mean).

Note: I used smart uv project to fasten up the unwrapping since I don’t need to place extra details for this one just assign the materials for each object.

Tags: 3D, blender, lowpoly, model, youtube

Comments

Kinrany
21. Jun 2017 · 19:39 UTC
That’s just NSFW

Tinertia PS4 - Out 6/20 (Did TRC/QA Testing for it)

Hi fellow Ludum Dare-ers. Tinertia is a twin stick platformer - check out the trailer below for more info! Tinertia did not start off as a Ludum Dare game, but I probably wouldn't have this job without participating in so many game jams including Ludum Dare. As the title says I did some TRC and QA testing on Tinertia and it's out tomorrow on PS4 (already out on steam, VR Launch tomorrow). You can also find us on twitter at CandescentGames if you want to show some love there.

See everyone on the July 28th for LD39!

Trailer:

https://www.youtube.com/watch?v=iuojQ58DB2U

Cyan Powerplant for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Powerplant. Youtube process with fbx files (link included in the youtube video’s description).

I tried to do the particle thing on blender but I don’t know how so I just made a cube -> subdivided it -> then smoothed it. I rigged it and made a simple animation. I just made duplicates. then poof that’s how it is.

Note: It took me almost 30 minutes to 1 hour just to render the 2 seconds gif. But, it took me 2 hours to finish the rendering cause I made a mistake and need to render it again.

 

Tags: 3D, blender, lowpoly, model

Cyan Powerplant for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Powerplant. Youtube process with fbx files (link included in the youtube video’s description).

I tried to do the particle thing on blender but I don't know how so I just made a cube -> subdivided it -> then smoothed it. I rigged it and made a simple animation. I just made duplicates. then poof that's how it is.

Note: It took me almost 30 minutes to 1 hour just to render the 2 seconds gif. But, it took me 2 hours to finish the rendering cause I made a mistake and need to render it again.

https://www.youtube.com/watch?v=U9VWFU3N0hc

Baby Panda for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Panda. Youtube process with fbx files (link included in the youtube video’s description).

I watched a few videos about lowpoly modeling and I saw that they sketch their reference first before they start modeling. So, I tried to sketch first and make a reference model. It turned out that my sketch was impossible to see in blender. I shouldve darken the edges more with a pen or pentel. Still I continued to finish and even rigged it. Im so proud of the finish product by the way.

https://www.youtube.com/watch?v=9iVafdtsy4Q

Baby Panda for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Panda. Youtube process with fbx files (link included in the youtube video’s description).

I watched a few videos about lowpoly modeling and I saw that they sketch their reference first before they start modeling. So, I tried to sketch first and make a reference model. It turned out that my sketch was impossible to see in blender. I shouldve darken the edges more with a pen or pentel. Still I continued to finish and even rigged it. Im so proud of the finish product by the way.

Tags: 3D, blender, lowpoly, model, youtube

Ludum Dare to Believe! Season 9 : FINALE

Hey everyone! We are the Button Masher Bros!

It's Ludum Dare to Believe! It's S:9 FINALE!

(May contain strong language)

https://www.youtube.com/watch?v=7qgwHeAiquc&lc=

With so many submissions, there was absolutely no way we could play them all.

Special thanks to our friends at Reddit, twitter, and Youtube who all stepped up to give us suggestions - you guys are the BEST!

If you like the games you see, be sure to check them out on Ludumdare.com and let the developers know what you think!

Today we will be highlighting:


Title: Tub of War

Category: Compo Entry

Creator: quill18 (@quill18)


Title: Super Kaiju Dunk City

Category: Jam Entry

Creator: adhesion (@adhesion), radmars (@radmars), Brendo (@brendo), emarcotte (@emarcotte), Steakzzz (@steakzzz), and Ninjavitis (@ninjavitis)


Title: Planetone

Category: Compo Entry

Creator: shillingburg (@shillingburg)


Finally, we'd love to hear what you think! You can comment on the episode linked above, comment in this thread, or tweet us at:

@ButtonMasherBro - Show account

@MathBlasterRitz - Chris

@SuddenlyZach - Zach

or @jwowBMB - Josh

Thanks Everyone and HAPPY LUDUM DARE!

Translation to Brazilian Portuguese

Hello, people!

My name is Marcus Vinicius and I’m a Brazilian who studied English and Spanish.

I’d like to join who wants to translate a game to Brazilian Portuguese.

Strong hugs!

Toon Lightsaber for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Lightsaber. Youtube process with fbx files (link included in the youtube video’s description).

A simple lightsaber. It looks like a lightsaber for cartoons so I named it toon lightsaber. I got the shader node structure for the light from these link: https://blenderartists.org/forum/showthread.php?348505-Lightsaber-first-cycles-render

 

 

Tags: 3D, blender, lowpoly, model, youtube

Toon Lightsaber for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Lightsaber. Youtube process with fbx files (link included in the youtube video’s description).

A simple lightsaber. It looks like a lightsaber for cartoons so I named it toon lightsaber. I got the shader node structure for the light from these link: https://blenderartists.org/forum/showthread.php?348505-Lightsaber-first-cycles-render

https://www.youtube.com/watch?v=RwdQqxHfklA

Looking for Team members for Unreal Engine 4 Jam

Hey I usually do the LDs and I have found the community to be pretty awesome here. I am hoping to join the Unreal Engine 4 Jam and I am looking for team mates. I have recently learn UE4 and I can do C++ as well as basic animated characters in blender. I’ve done 13 jams so far and have lead many groups. If you are interested in joining please leave a message below. The jam starts on the 29th

Comments

Newagegamer
06. Jul 2017 · 19:26 UTC
Hey If you need a composer Id be glad to help! I may not be the greatest composer ever but id day i can make some pretty decent music. I play the piano and use lmms. Just as a heads up though I am 14 so if you don’t want to work with someone younger i’m probably not your guy.

Should I Embrace Silence?

Hi there! 😀

If you guys don’t mind, I would like to share another artwork of mine here. If you guys need a 3D artist, feel free to contact me. I also make games with Unity 😉

https://makulitstudios.wordpress.com/2017/06/24/should-i-embrace-silence/

Tags: blendercycles, makulitStudios, neilcorre2k6

Comments

squigglez
26. Jun 2017 · 07:44 UTC
wow! it looks great

Do not go gentle…

Hi there!

Here’s another artwork 😉 I was supposed to make a model of a woman wearing winter attire then I remembered Dylan Thomas. Yep, it was weird. So, I decided to create an old man going gentle into that goodnight…

Story: https://makulitstudios.wordpress.com/…/06/26/do-not-go-gen…/
Timelapse: https://www.youtube.com/watch?v=KOvzF0UzFCU

Tags: blender, corre, cycles, dylan, makulit, man, mark, neil, old, studios, thomas

Comments

hemant786
12. Feb 2018 · 06:29 UTC
guys amazing articles

Sneak Peek!

About a month ago, i promised a sequel for my LD38 entry Too Small For Us. Development is going really slowly, but i think it's time to release a sneak peek. So here it is: sneakpeek1.png On the image, you can see Earth, it's moon, and another planet. The player is standing on the third planet of the solar system.

Director’s Cut Board for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Movie Set. Youtube process with fbx files (link included in the youtube video’s description).

We can’t film the set without the director cut board. I tried to find a nice plastic material node setup in the internet. The one that I found out worked and it turned out great. I also tried to add texture by using the very own blender’s texture paint. Though digital painting is hard for me (since Im a programmer) I still did it and made it look like a real director cut board.

Link to the plastic material node setup: https://blender.stackexchange.com/questions/53323/create-a-hard-plastic-material-node-setup-in-blender-and-a-bump-mapping

Tags: 3D, blender, lowpoly, model, youtube

Director's Cut Board for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Movie Set. Youtube process with fbx files (link included in the youtube video’s description).

We can't film the set without the director cut board. I tried to find a nice plastic material node setup in the internet. The one that I found out worked and it turned out great. I also tried to add texture by using the very own blender's texture paint. Though digital painting is hard for me (since Im a programmer) I still did it and made it look like a real director cut board.

Link to the plastic material node setup: https://blender.stackexchange.com/questions/53323/create-a-hard-plastic-material-node-setup-in-blender-and-a-bump-mapping

https://www.youtube.com/watch?v=MMn6Qe-WQyw

Mini Ludum Dare #74 is ON!

I'm sure there are LudumDarers who don't visit the old site (ludumdare.com) anymore - well, there's now a reason to go back for a while! The new site isn't quite ready yet to host a monthly MiniLD, so some of us decided to bring it back to ludumdare.com as an interim solution, until ldjam.com is ready! (All with the blessings of PoV of course.)

CollaboJam-1-768x576.png

Make a game by collaborating with someone else, or make a coop multiplayer game, or just use the CoopJam-MiniLD as a warm-up for the next big LD end of July! Have fun!

Lightning Strike for LowPoly Daily in Twitter

My entry for LowPoly Daily with the theme: Lightning. Youtube process with fbx files (link included in the youtube video’s description).

Unlike in my 10th entry in the powerplant (link: ). I used Blender’s particle system now instead of duplicating objects which made me a fool in the previous video. I found some nice tutorial in the net so I understand easily how it works.

Link to particle system tutorial I found: https://www.youtube.com/watch?v=azXFwQWXjyQ&t=1601s Helpful tip: If you want the source emitter to be hidden just uncheck the “emitter” in the “Render” part of the particle system tab.

https://www.youtube.com/watch?v=KVCBSN6Nur0

UPDATED VISUALS

I have updated the visuals for Hopper. I finally don't have loads of work so I can actually work on the game. The background now has a colour, but I have also increased the shading and glow for the characters. This gives it a much softer view. I don't know how to upload videos to this site, so the full video is on facebook (sorry https://www.facebook.com/PorcusPie/videos/571820239873202/)

teaser image.png