LD 44 April 26–29, 2019

dressed in red - our first ludum dare game!

I'm a bit late to make a post on here, but this was our first time doing the ludum dare jam, and our game is uploaded!!

https://ldjam.com/events/ludum-dare/44/dressed-in-red

it's a light-hearted (lighter-hearted than it looks...?) interactive fiction game about loan-shark vampires, where you barter for people's blood and run protection money schemes against other vampires in town.

thanks everyone that's had a look at it and/or given it a rating, it's been awesome to take part and we're looking forwards to the next one!! <3

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FIXED SOOOOO MANY BUGS!

Take a look at it! Playtesting is king for feedback! :D

https://ldjam.com/events/ludum-dare/44/lifleline-warriors

Zoltan's Idea - bugfix

Zoltan has been updated!

Update 2018-05-01

Intro
  • Fixed intro video exit behavior and forced exit after 45s
Town
  • Fixed cat falling animation in trapdoor
  • Added sound to trapdoor
  • Cats should make more noise when idle
  • Moved 'Back to Hell' button
  • Fixed multiple cat trapdoor herding
Foot Scratch game
  • Added sounds to foot
Computer game
  • Fixed feedback text not dissolving
  • Fixed sexy kitten frame not showing
  • Code cleaning
Carpet Fun game
  • Instructions should be clearer
  • Fixed Precision stat weight
  • Added a feedback text for puking

Done streaming for today... but

I'll be back tomorrow with more Ludum Dare games!

Submit your games here: https://forms.gle/eRbVTVDBh53J3r4M8 Stream is here: https://www.twitch.tv/nayakidraws

I'll ping you on twitch when your game is being streamed. Please support the channel by donating ko-fi or commissioning me!

Become the best Catshier

Play here: https://ldjam.com/events/ludum-dare/44/the-7-cents-deal 7centem2/emv2.gif

Where are the cars?

Check out if you can find any cars here: https://ldjam.com/events/ludum-dare/44/cats-without-cars

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Good Job, Everyone!

I've been seeing some really high-quality entries once again from all of you! Good job to everyone who submitted or at least made an attempt :P

Unfortunately for me, some lingering mental health issues really dampened my motivation and creativity (on top of the theme sucking as always), and I ended up just taking the weekend off to rest. I made very positive steps on Sunday and felt a lot better but I didn't have time to throw together a product I was happy with.

That said I've got the whole summer free to get hyped and practice for LD45, so I hope to see you all there! Even though I can't give ratings, I'll still be playing some of your games and giving feedback, so if you've got a game you'd like me to try, submit it here.

One coin, two faces

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https://ldjam.com/events/ludum-dare/44/face-to-death

Face for Death is a 2D runner platformer videogame developed for the April 2019 Lumdum Jam.

You play a double faced coin that have to scape from a city plenty of evil rich dudes.

Dont let ‘em catch you and enjoy it!

LD 44 POST MORTEM (Coinus Accumulus)

Into the Breech! Post Mortem for LD 44 By a spastic artist

Hi I'm Dan, I make art, music, and video games. Basically I like to make cool stuff. I'm not a programmer, so apart from the help of my teammates Jordan and DJ all I can do is make cool stuff; I can't make it do anything cool.

This was our 11th Ludum Dare entry that I had fully participated in, but it was the first time I had ever touched anything in 3D. Prior to this we had done 2d platformer, 2d sidescrollers, 2d twin-stick shooters, and even a 2d button masher. This time though, we took on the third dimension.

The journey to LD 44 began about a week prior to the event when Jordan asked me if I wanted to try to do anything with 3D this time around. I said sure, give me a week to learn how to learn some basic modeling and such and we can give it a shot. So we found an easy to use program called "Dust 3D" and I started playing around with it. Unfortunately I found it too klunky for my tastes and decided to ditch the software for one that had frustrated me in the past; Blender 3D. The best thing about Blender is that its free, so it was a natural choice, otherwise I would have gone for Maya something comparable. I may be biased though.

When LD 44 began, we got the theme, collectively groaned as usual (the theme is never what we want, except for one time when it was.) and got to "mindphooning" which you might call brainstorming. We found our idea relatively quickly and then we got to work. We would play as a magical coin that would slowly grow in size as it continued to pick up more and more things. Think Katamari, but with coins. Coinamari if you will. From about the 3rd hour, the problems started to emmerge.

So its not hard to create an object in Blender. Its not hard to import something into Unity for that matter either. It can be a little tricky though when you are trying to output assets from Blender into Unity in a way that your programmer's can use to do things. For instance, you need to be sure that the pivot point for the object is at the 0,0,0 origin point. You need to be sure that the model pieces are all fused into only the pieces that the programmer's need are exported. You need to be sure that the SCALE was set to the proper size (alt+p then u then ctrl+a aka "The cheat code") otherwise scaling the object in Unity will do horrible things, TERRIBLE things (Move it's location instead of just changing size) and since we were working in huge numbers due to the coinamari aspect, we ended up literally losing the assets into the distance aether in the Unity Scene. While it can be fixed, it can more easily just be avoided. Long story short, we had to muddle through a lot of these differences before we could even use the assets that I was making. By the end of the project, most of what I had made I had also exported 2-5 times. As a side note, in Blender the Z axis is the up and down axis, but in Unity its actually the Y axis. I also learned on Monday that shift+k would allow you to autopaint the entire model with a color, ya know, so that you don't have unpainted vertexes on your model that you don't find until hours before the game is to be done.

One of the major things that I learned was the importance of considering the purpose of what I was making and not just what it was. For example, I made a bone that looked great, like a low-poly bone. Problem was it was in no way designed with traversal in mind, and so the ultimate result was a slippery bone that was no fun at all to use when the game was later converted to a platformer due to technical restictions. Just as with music and sfx, you need to think about the context that its being used in prior to just creating an asset that "looks right".

Music and SFX/VO was really simple. I mean, for me its just old hat to write an ingame loop for the game. The real accomplishment for this game was that the music was at the right volume and didn't overpower the player experience. A nice simple theme that sorta floated in the background, creating mood and giving you something to bob your head to without drawing your attention away from the game. The voice over happened out of a need to create a quick cutscene to explain the plot. "Hey Dan, I need you to basically say that the wizard needs money and so he's enchanting his coin, however you want to do that." Sure thing, easy peezy.

One of my vocal lines took FOREVER to record. I probably said "that should do it" 50 times before I got a take that was suitable. "That should do it" became a joke with the team after that.

Finally, I took my first stab at level design to try and help get more of the game area planned out. Turns out level design is difficult. Its really easy to make stuf difficult, but to make things fun for the player experience, there is a certain finess that, like any skill, takes time and practice to develop. If you see the daggers around the potion bottle, that was me at t-10 minutes to push, and I'm sorry for that.

Despite changing our plan halfway through, I think we did pretty well overall. We didn't do everything perfectly, but we managed to deliver a feature complete game that can be beaten (if you have the skillz) and flaws and all, is a good time.

FINAL THOUGHTS

It cannot be stated enough the important of communicating with your team. With everyone engrossed in what they are doing, you can end up stepping on each other's toes or deleting their progress by pushing changes when they are not ready for you to do so. At one point, I deleted all of the game assets in order to reupload them, causing Jordan and DJ to wait on me to get them replaced. There was no reason to do that. It was rather careless and cost us a lot of time.

The best thing about learning that you were doing something wrong is that you get the opportunity to do it correctly afterwards. As they say, always be learning always be failing. I would add always be creating and enjoying what you are doing. That's why I love LD so much, you can just focus on creating something cool with people you enjoy working with and share that with everyone else. As a game designer, I'm a performer and love to entertain.

Thanks for reading!

Daniel

Checkout my game: Blood Pressure!

Marvin has been sent to a demon infested dungeon and the only way to fight back is with pressurized streams of his own blood!

This is my 16th Ludum Dare and I wasn't sure if I'd be able to participate, but I'm glad I did. Come checkout the game I made: Blood Pressure.

https://ldjam.com/events/ludum-dare/44/blood-pressure

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Sheep it - We made a video playthrough

https://www.youtube.com/watch?v=DNaELuM-_dI

We're enjoying a lot of the games we're playing right now, everyone did an amazing job with this theme. https://ldjam.com/events/ludum-dare/44/sheep-it

Post Mortem - Story of a Mother (visual novel)

Team?

Originally, I was going to participate in the jam with a team, but everyone had so much school stuff to do, so it wasn't certain if the team would get formed. In the end, the team was not to be, so I decided to tackle the jam by myself. I didn't go for the Compo, because I knew from experience that I'd need all the time I could get to finish a visual novel alone.

1st Day: The Planning Stage

  • Game type: Visual novel
  • Game engine: TyranoBuilder
  • Theme: something cyber punk-y

When the theme came out, I wasn't too pleased. "Your life is currency" didn't sound like an easy theme for a visual novel, but I started anyway.

I scrapped the first two ideas just because I thought someone else might do something similar: 1. The player can buy cybernetic body enhancements, but he'll pay for it by getting older. 2. The player can buy cybernetic body enhancements, but he'll pay for it by exchanging his remaining years, making him die younger.

I settled on the third idea, which was the most interesting to me:

  1. The player can buy cybernetic body enhancements for himself and his dying mom, but he has to pay for them with his memories. The older the memory, the more money you get for it. The player would be presented with dilemmas, and he would have to choose if he sold the memory or not to get money. I wanted to keep the branching small with yes/no choices, like in Reigns.

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I started thinking of how to represent the plot in a visual novel. I thought of writing it in a diary/blog format, so I wouldn't have to use character sprites. I wanted it to have a similar feeling as in Digital: A Love Story, where the player operates an old windows-like system with messages and all.

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To make selling the memories morally difficult for the player, they would somehow have to be significant to the player. There were a few solutions to this:

  1. Make the player write their own, real memories in the game. (Fill a questionnaire)
  2. Make the player play and experience some of the memories that they would have to sell later on in the game.
  3. Use pictures to represent memories. (Stock photos? Drawings?)

There was a problem though: they were too difficult for me to implement by myself. They were too time consuming for both the player and for me, so I scrapped the whole idea. I had wasted a few hours already, so I thought I should pick an easy story idea (like "life of a slave") and stick with it. I soon realized I wouldn't have enough time to write a story from scratch, so I looked for some public domain stories for inspiration. I also scrolled LDjam's front page for ideas from what others were doing. I think I saw something about selling your body parts, which inspired me. (heh)

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I remembered an old children's story I had once illustrated. It was H.C. Andersen's "Story of a Mother". In a nutshell, Death comes and steals away a baby from his crib, and the mom goes after Death to save him. On her way she asks various people where Death has gone, and they ask something from her in exchange, and she ends up giving her eyes and hair for information. It fit the Dare's theme, so I settled on it and decided to make a futuristic version of it.

Story Outline & Branching

I used Twine (online version) for outlining and sketching out the game's branching storyline. I've used it before, and found that it helps my workflow. It's easier to see visually how your branching goes, and what you need to write next.

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I spent the rest of the day outlining the story in Twine, and planning a simple branching structure for it. I split the story by the NPCs, and made it so the player could choose which one to go to. Now that I think of it, I didn't spend enough attention to the detailed branching I needed, because the end product got a complicated branching structure in the first half of the game. If I had tested it out in Twine, I would've noticed it earlier.

2nd Day: Art

I took a risk and decided to spend the second day making art. I started with what I thought was the "easy and quick" part of the art, which was background images. I counted that I needed about seven background images, and that the easiest way to make them was using free photos with filters. I had recently played with G'MIC-Qt-filter plugin in Gimp, so I was pretty sure what kind of effects I wanted. I used Pixabay to search for free photos that would fit my game, and got some help from a friend in the searching. I got carried away with the images, and ended up downloading a whopping 125 photos. I used CoolText.com to make the game logo.

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I picked and edited around 23 backgrounds, of which I thought I'd use about 18 in the end. I had spent ~7 hours making the backgrounds, and I still had the character sprites left to make. I was worried, that the characters would take way too much time. Luckily, my part-time job requires me to draw and color stuff quickly, so I just utilized the same technique to make the sprites, and they all took about 5-6 hours to make, with versions for two of the characters. To make the characters easier to implement, I saved them all the same size, and oriented them in the direction I thought they would be in the game. It saved a lot of time in TyranoBuilder. Still, I was pretty sure I wouldn't be able to finish the game with just one day left and no coding and dialogue done.

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The Last Day

The last day consisted of coding, implementing and writing dialogue. I wasn't too worried about coding, since I thought I had simple branching. I was more worried about writing dialogue, because I have had trouble with it in my past projects. I started writing, and the more I wrote, the easier the dialogue poured out! It turned out that the outline I did in Twine really helped to keep the story strong. I did have to add and change a few parts, which turned problematic when I started coding in the branching. Especially the two main routes in the first half of the game turned into a nightmare code-wise. I wanted the player to be able to see both main route options, before they decided where to go. That required a lot of backtracking and flagging visited branches.

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Even though the dialogue was surprisingly easy to write, I had no time to properly test the backtracking and if-tags. I had to trust that it would work somehow, even if the code for branching looked like spaghetti. I tested some of the main branches, and hoped that the small ones would work. A friend helped out with finding some free music for the game, though I doubted that I'd have time to implement them during the jam.

The rest of the jam was spent writing the dialogue and implementing the art. I finished writing the last ending a minute before deadline, and spent the next 40 minutes trying to fix the bugs in the endings, but to no avail. I had to submit the game, bugs and all, but it was still playable in the way that you could get to two of the four endings.

Conclusion/TLDR;

In the end, I finished the game just in time before the jam ended. I managed to write in all four endings I had planned, but unfortunately I couldn't get the code for them working. I had hoped that I could make the UI prettier and replace the TyranoBuilder art with my own, but there just wasn't enough time. It's a buggy mess, but it's out there. I should've started coding and writing the dialogue earlier, and made the backgrounds as they were needed. It would've saved a lot of time.

I'm planning on fixing bugs when I've recovered from the jam, and I will also add music in the game when the rating has ended.

What went well: - Character sprites were all used and fast to make - Photo filters for background art was easy to use - Story dialogue was easier to write than I thought - I got enough sleep during the jam - Using Twine for story outline was important - Brainstorming and help from friends (thanks, Berit!) - Focusing on the jam (didn't get distracted much)

What didn't: - Amount of time spend on backgrounds - Time wasted on a too difficult idea in the beginning - Had to leave out one route of the game (no time) - Endings don't work - No time for ui art - No time for implementing music - Didn't prep food for the jam beforehand :/ - Cleaning the code (it's still spaghetti)

Art Stats

Art planned: - 7 backround images - 7 character sprites with 3+2 versions (total: 12) - 2 UI backgrounds - 2 special backgrounds

Art made before coding: - 23 background images - 7 character sprites with 4+2 versions (total: 13) - 1 UI background - 1 special background - game logo - 29 public domain songs

Art used in game: - 19 background images (of which some originals were scrapped and 5 new were made during coding phase because needed) - 7 character sprites with 4+2 versions (total: 13) - 1 UI background - 1 special background

Unused/Wasted art: - 7 backgrounds - 1 logo element - 29 songs

40 overall reached thank you !

Our game has already reached 40 overall, we feel particularly privileged and proud of your reception. We believe that the Ludum Dare was, for this project, the beginning of a great adventure. We will continue to develop and polish our game as much as possible so that you can eventually have a really fun and memorable experience with your friends. Thank you for continuing to vote for us and for all the other participants who have put their heart in this game jam.

https://ldjam.com/events/ludum-dare/44/les-pattesthe-legs

https://www.youtube.com/watch?v=JEaYybE82KU

Deep Space Prospector

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Deep Space Prospector is a mining/survival/exploration/space shooter with a nice mood to it (I hope). Roam the vast space of the cMonkeys Empire for precious energy. Upgrade your ship during your adventure to survive scavengers and be able to pay the Empire's energy tax. Punishment for not paying your tax is death!

Oh, there is a handy webgl version for those people who don't like to download desktop builds!

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Let's help each other!

We are in 13/20 in need of more 7 feedbacks! Now we are online playing and rating the games! Just leave a comment in our game page telling us what you thinking about our game and we can do it with your as well!

Thanks guys!

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LD44 Retrospective/Post Mortem

Been playing a lot of other participants' games. Taking a break to write how the weekend went.

So this was my first attempt at Ludum Dare. I've dabbled in game-making since high school and I wanted to see if: * I could actually finish a project for once. * Publish it so others can play it.

I like to think that I accomplished both of those goals. While I did have to cut some nice-to-haves, I did create a game from start to finish using RPG Maker MV. There's quite a bit of content in the game for a 72 hour project (according to people who have played Temerarious), so I'm really proud of that. As of this post, I've met the 20 review mark so I should get a score at the end of the Play+Rate period.

To sum up the three days:

Friday - I spent perhaps the first hour or so setting up my environment. Then it was into setting up the core mechanic - my battle system. I wanted the fights in my game to be the highlight and so I went into figuring out how to incorporate the theme into it. I was very attached to one idea and while it was feasible, I had a lot of trouble figuring out how to make it work over the course of the weekend. How could I balance it? How could I expand on it? I burned quite some time stewing over this before swallowing my pride and simply going with the next idea I had. People watching me gave me good ideas and feedback, so that was very helpful.

Saturday - With the core battle system down, I went right into creating my playable characters and my first cutscene. I didn't want to neglect making a story so I sort of thought of one as I made up an opening cutscene. Once a prototype was done, I went straight into making maps. They are always the most time consuming part for me. I knew I had to limit my scope so I only did two bosses' worth of maps. I'm glad I didn't get too ambitious - I was starting to burn out HARD by the time the maps were designed.

After adding in any missing core events (like teleporting), it was time to set up the database. Cleaning up stats a bit, adding stuff like items, skills, etc. Then start putting the pieces together, such as adding treasure, random encounters, balance, etc. I was able to build out the "happy path" - getting the player to the first boss. The night ended with some name generation and testing.

Sunday - I started the day admittedly a little overconfident. I was able to upload the "MVP of MVPs" onto itch.io. I was almost done, right?

Nope.

I spent the day refactoring my "fast travel" system as well as adding in "small" things that I had put on hold. On top of all that, I created the next dungeon, playable character, and boss. Adding in these small things + the refactor really took a toll on me. Balancing my second boss was also a nightmare. But after Game of Thrones, I was able to get the second path down. Things were looking up!

Monday The day I wanted to devote to testing. I told myself "no new features" and while I didn't add anything major I still added in small things. Heck, I would add things and then take it out after realizing how much refactoring or testing was needed (a good example was having the player give up some of Juniper's max LF to gain stronger skills. The mechanics around it would have involved messing with my fast travel component).

Then balancing came back up again. It's a numbers game, but it's also just feeling out how fair the game is. I changed formulas, ran calculations, etc. It got to a point that I completely messed up my battle system! I was done for!

...or not. Thankfully, I had been maintaining my code using Git, so a simple revert command was all that was needed to undo my mess.

The final few hours were testing, adding in final, final touches (like credits, and autosave - the latter came back to haunt me). By around 7-8PM, I was done! Game was submitted. Within two hours I got my first review. Positive feedback. Hooray!

Lessons Learned:

  • Don't be so attached to ideas. - I was being very stubborn on Friday and thus burned valuable time trying to make an incompatiable idea work. I really liked my first concept, but it just wasn't going to work.

  • Maintainability. - I was able to refactor my hub/fast-travel concept but in doing so, I made it near impossible to add new features to it. I had a pretty big miss here because one of the features I had planned had to get cut.

  • Code Freeze. - I was adding new features a few short hours before the deadline to submit! That is asking for trouble! My worst fear did come true - a streamer was playing my game and the game crashed LIVE because of an edge case I did not think off because I simply threw in a plugin and called it a day. How embarassing!

  • Don't neglect the game page - Minor, but I had lots of typos and other small issues on my submission page. Not good if I want streamers and such to play my game!

Things that went well:

  • I made a game, damnit! - Despite my self-critisms, I did it! I made a game and published it!

  • High Level - Avoided Scope Creep. - While I did add small features towards the end, at a high level I did eventually tell myself to shut up and stop adding big new features. Instead I focused on polishing what I had and it seems from feedback that it paid off.

  • Avoided Burnout - While it can be a bit annoying for viewers, I did take small, semi-frequent breaks. I tried to get some fresh air, do something that didn't involve thinking, etc. While I did get close a few times, I avoided burning myself out and thus am able to play other peoples' games...and prep for going back to work tomorrow!

  • Provided feedback to other games - I played many of the participants' games over the past 24 hours. It was neat to see what people came up with, but it also helped promote their games as well. A neat side-effect: my game got promoted as well! :)

Goals for next time

  • Make my own assets. I leaned a bit too much on out of the box assets for RPG Maker MV. I got (rightfully) called out for it. If people didn't see screenshots/gameplay footage, they'd just ignore my game for not using custom assets. Next time, I might try to create my own sprites, or even my own music. This way, I can get ratings for those categories too!

  • Be more attentive while streaming. There were times I got in the zone and neglated the stream. I'd like to get better at streaming in general.

Until next time.

Glad - Gladiators! - Goddess Discordya

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The Roman Roman goddess Discordya, also known as Eris in Greek mythology, was the goddess of discord. Daughter of the kings of Olympus, she had been despised by her mother Juno for not having much beauty.

In Glad - Gladiators! she dictates the rule and those who do not obey her receive harsh punishments during the battle.

Page of game: https://ldjam.com/events/ludum-dare/44/glad-gladiators