https://youtu.be/zOSlkF98v8I
This is a timelapse of my Ludum Dare 41 weekend. I had a feeling that the theme would win since everyone seemed to dread it =) I will also be adding a narrated postmortem version of the timelapse.
The night before I had already thought about combining golf with zombies and grenades so I was able to start right away at 3AM Swedish time as the theme was announced.
This timelaps runs at 10000% (x100) original speed and it covers pretty much everything during the creative process. This is probably the most time I have committed to a Ludum Dare but I sensed all along that I would probably just make it if I kept the pace going.
I wanted to go with clean retro low poly graphics style so I started off by modelling the golfer in Blender which I also rigged with bones, weight painted, and animated with the most important animations (idle, walk, run, swing, itch head, itch bum, anger club smashing =) I made sure it imported into Unity OK and then I did some rough animator controller events to see that it would work. Then I modeled some props, trees and the zombie which I also rigged and animated. I spent roughly the first 12 hours of the event in Blender making the characters.
The rest of the day I spent in Unity implementing the core mechanics of movement, navmesh AI agent movement for the zombies, golf swing, grenade launching, explosions, etc. At 1 AM (22 hours in) I felt that I still had energy so I modeled the final golf course elements 12 floating islands style elements with grass, 5 rough patches, 3 bunkers, 3 greens, and 4 rocks. Before heading to bed I had most of the mechanics up and running, all the graphics, one hole / level. I felt confident as I went to bed at 3 AM spending the better part of 24 hours making the game.
Day 2 I dove straight into making the main menu and game state machine because I know that can haunt you if you leave it too long. Transitioning between states, spawning / removing level objects, and all that stuff can introduce bugs and have things behave very unexpectedly and that's the last thing you want as you approach the deadline.
I alternated improving the "hole completed" mechanic with designing some levels. Making levels is another thing I have postponed too long in the past and it takes longer than you think to make the levels so my aim was to have 9 holes ready before I started making any music.
When 9.5 hours remained I had finished making most of the game including all levels so I was able to start making music 2-3 hours earlier than I have for any other Ludum Dare. Composing went smoothly and I was very happy (for a change) with the retro chipstyle track. I was influenced by some Rob Hubbard C64 music like Commando (since my games had grenades and a retro look and some action to it). I didn't feel like I had to stick to traditional golf music.
When 6 hours remained I rushed away to the shop before closing because the day after Ludum Dare was my wife's birthday. I had to buy stuff for a cake that I baked between 4AM and 5AM after Ludum Dare.
When 4 hours remained I recorded some sound effects in my sound room for zombie noises, golf swings, ball striking, explosions and stuff. I could spend some time implementing the audio and polishing the game. I was pretty much finished with everything when 2 hours remained but then I noticed that I had a type in my game title, I wrote "Granades" instead of "Grenades" so I had to redo the title art and UI texts.
I submitted my game when 25 minutes remained of the event. All in all I'm very pleased with the game but I am aware that it has some flaws. For example, I wanted to have better aim/controls but I couldn't allow myself to spend more time so that's something I plan to fix in a post version where I may even add multiplayer support and golf carts :)
Thanks for taking the time to watch the video - I hope you like it!
Please play and rate the game here if you get the chance:
https://ldjam.com/events/ludum-dare/41/golf-n-grenades
The soundtrack from this video is available for download here:
https://imphenzia.itch.io/ld41-timelapse-soundtrack
The game was made using Unity3D 2017.3, Blender, Adobe Photoshop CC, Adobe Illustrator CC, Sound Forge 11, Steinberg Cubase 9.5 (mainly with VST instruments Halion 6, Vengeance Sound Avenger and Battery).