Ludum Dare 45 October 4–7, 2019

'ello LD world!

I guess I'll make a post too? Being social, yech. :smile_cat:

First time joining, I'm a programmer, played around with pygame in recent months. Not yet sure if I'll get anything playable out of this, but I'll give it a shot! I also have some other stuff coming up on the weekend, so we'll see. Plus I decided I'm doing a bit of Inktober stuff here and there, not sure that'll be part of my game though. :thinking:

I think I otter look up some tools that get mentioned a lot 'round here, for sprites and sfx and the lot?

Looking forward to working alongside everyone else, especially the other newbies who got no idea what we're getting ourselves into. :penguin:

First LD too!!

First Ludum Dare for me! I can't wait to start!

I'm in. Again!

I was really happy with how my first ld48 turned out, and I hope I don't crash and burn the second time around. :D I'm based entirely in linux. I'll be streaming the whole thing, same as last time, and I'll be using godot3 or ue4 (haven't decided, ue4 has been really unreliable on my system for some reason).

Good luck, and have fun!

First Time LD

Weekends clear, time booked off, bring on LD!

I'll be streaming my compo progress at: https://mixer.com/abyssdarkstar

Completely bricking it, but looking forward to the challenge

My case for "Making connections"

making_connections.PNG

I think Making connections is the theme that's going to steer developers into creating the most compelling games.

Is making connections meant figuratively, as creating relationships between people, or literally, creating connections between cities in an RTS, or between pieces in a puzzle? You could interpret it to create a platformer with a special swing mechanic, or an action game in which you have to "make connections" between your bullets and the enemies.

I think this theme is interesting enough from a gameplay prospective without limiting developers into a particular genre or mechanic. It provides more interpretation opportunity than other fixed themes such as "Shelter" or "Mutation" that (imho) provide less expressiveness.

What do you think? :smile:

Some ideas

I'm almost certainly going to have to give this one a miss, so here's my idea dump if you're struggling to think of anything!

Start with nothing / Mutation / Evolve to survive

Collect things, maybe body parts for a robot or an evolution game? You've got really low health and can't attack, but can build yourself up and fight back. Maybe even just a really basic top down shooter with an open level (+1 for proc gen, my code for random walker level gen in Unity is here), body parts do things like different attacks, more health, movement abilities - whatever you've got time for! No need for a save state, it's more fitting for the theme if you have to start again every time. This is actually really low scope, with the option of adding extra bits in based on how much time you've got left.

Unconventional travel

Pressing forward moves you backwards & vice versa? I don't know, really don't like this theme lol. It's boring and is too close to the usual "make a bad game" themes.

Side effects

"Powerups that hurt you" is going to be SO overdone, maybe a story-based text RPG? You have to make meaningful decisions, each one of which has a lasting effect. Maybe you choose to save someone, but at the cost of someone else's life. Or you go down one corridor, only to have the other one permanently blocked off.

Small character, big enemies

Shadow of the colossus, anyone? :joy: a few big boss battles, where each one has a really specific weak point. I think that could be really fun! I'd make it as a side-scrolling shooter because that would be the easiest for me personally to implement. No need for additional weapon types or anything like that, the challenge is in learning the boss attack patterns and avoiding them. You could also do it as a bullet hell game!

Factory

You're a factory worker working in QA - you've got to decide what's good and bad. Fast paced tinder - you could do it as a mobile game, maybe even do it to a beat so it becomes a little like a rhythm game? Bonus points for accepting/rejecting things to the beat. IDK, I don't like this theme and think it's just going to be a load of construction themed games, which I'm not a fan of. I guess you could do an FPS set in an industrial factory, that might be fun :joy: all I can think of is dark and grunge-y aesthetic, though, and I don't like that.

Shelter

A radiation-stricken world, you have to venture out of your shelter to collect food/resources etc - but stay out too long and you get radiation sickness, impacting your stats in some meaningful way. Too many rads and you die. Run out of food and you die.

One item, many uses

Wow, I actually don't have any reasonably scoped ideas for this. Sure I can think of something cool, but it would require a fully featured game which just isn't feasible in a weekend :joy:

Night is coming

See the shelter game, but swap out radiation for darkness and radiation sickness for insanity, and you're good to go :joy:

Making connections

Puzzle game like Bioshock's "hacking" minigame! Make connections between wires to fix things - maybe set it in an apple "genius" bar :joy:

Isolation

A typical top-down RPG, but when you get close to NPCs they move away. You can't buy or sell anything, you don't get given anything and you have to do everything alone. Because everyone hates you. Maybe throw in a plot twist where the main character snaps and slaughters the village :wink:

Duplication

Duplicate/destroy to reach new heights! Some sort of platformer along the lines of "thomas was alone", but instead of switching between colours, you duplicate yourself and destroy the duplicate to solve puzzles. Your duplicate moves with you.

Low Tech

Make any game you want, but do it in a fantasy setting. Seriously, what's the point of this theme?

Take one, leave the rest

See Start with nothing / Mutation / Evolve to survive, but make it level-based and at the end of every level you get to choose between a few body parts. That sort of thing is going to be overdone, but bleh that's what happens when the theme is incredibly mechanically limiting like this.

I really don't like mutation or low tech, but I'm going to try to embrace them.

Start with nothing - something inspired by Survival Kids, you're on a deserted island, you have to survive, etc

Unconventional travel - you're a piece of bread and you have to escape the kitchen using nothing but the unexplained large number of toasters sprinkled throughout the level

Side effects - an rpg where every monster you kill increases the hostility of the monster village

Small character, big enemies - you play as a knife and fork and you have to defeat food by stabbing it and cutting it up into pieces (larger pieces can still move and shoot at you???) bonus points for number of subdivisions you make

Factory - you play as a yellow crayon that fell in love with a blue crayon and has to navigate the factory without being caught to find them

Shelter - acid rain on an alien planet.

One item, many uses - skull on a stick.

Night is coming - during the day, you water your crops, and during the night, you have to fend off (alien) pests

Making connections - make your way through crowds and confusing ever-changing announcements at the airport to get on your next plane before it departs

Isolation - you're a dog and your owner has vanished and you have to survive in the abandoned house

Duplication - you have a gun, a single bullet, a bullet-duplicator, and a bullet-duplicator-duplicator.

Mutation - you play as a hideous, freakish, science-experiment-gone-wrong transfer student who just wants to be treated like everybody else.

Low Tech - any of these ideas, in monochrome.

Take one, leave the rest - I like @ogelgames 's idea so I'm stealing it. "Collect tons of power-ups, but only take one to fight the final boss."

Evolve to survive - this is by far my least favorite theme as it's almost a specific game. maybe are a lizard of some kind and you get to change one body part in one direction or another (bigger, smaller) every level to deal with the changing environs.

A few tips

  • Keep scope down. Work out what you could do in 8-16 hours and use that. Whatever your idea is, decide early what the absolute minimum is for that game to be playable. Then decide what you can take out, and take it out :joy: keep all your great ideas to a "nice to have" list, and implement them if you've got time towards the end. I've found that separating my "must have" and "nice to have" lists has helped a lot in the past!
  • Get something playable ASAP, and even send it out for people to test! I generally aim to have a first playable within a few hours.
  • EAT! SLEEP! DRINK! TAKE A BREAK!
  • If you've scoped well enough, sleeping for 6-9 hours won't be an issue at all, and you'll be much better off for it.
  • Drinking enough water and eating proper food (including something green) will help your concentration and will definitely help avoid making stupid mistakes. Take a break, go for a walk, see a real-life person. Coming back to an issue after a break, no matter how short, often helps you see solutions that you were too frustrated to find before. It's happened to me many, many times :joy:
  • Audio adds a lot to the overall experience, it's odd how much it can add to a game. You'll see a better score in more categories than just "audio" for including it!
  • Same with some basic menus! Do it first, get it out of the way then you don't have to think about it ever again :grin:

That's all from me! Feel free to add more :grin:

Sideways thinking...

I'm sure there are far more creative, interesting and talented people involved in this than me but I took a shot at a few left-field interpretations of the the final round anyway. No doubt, you'll all come up with better ideas than me!

Start with nothing: Your character is named Nothing and it's all about preparing for them to begin their adventure.

Unconventional travel: A QWOP-style game where you try to avoid a travelling violation in a basketball game.

Side effects: A make-up tutorial game all about improving the side lighting for a YouTube video.

Small character, big enemies: A game about defeating your overwhelming insecurities to let your personality shine.

Factory: A game about discovering mathematical factors in a world without maths.

Shelter: (S)omething (H)orrible (E)ats (L)ove (T)o (E)nter (R)eality... Honestly, though, there's a game literally called Shelter that explores this theme so well!! For LD, it's a bad theme!

One item, many uses: Some run of the mill boring arse 2D/3D platformer about finding some shit and using it for everything... (honestly, I hate this theme).

Night is coming: Dr. Night, an overworked alcoholic doctor struggles to find his way to the Emergency Room.

Making connections: You slowly discover how seemingly unrelated events on the same street have a common cause.

Isolation: An educational game for apprentice electricians.

Duplication: The same game twice. But different.

Mutation: The same game multiple times. But different.

Low Tech: A game about cows lowing at specific frequencies to activate milking technology.

Take one, leave the rest: "The Rest" is a retirement home. "One" is a drug that will restore your youth.

Evolve to survive: A gambling game where betters cast bets on who will survive evolution.

Dazzle me with alternatives! PLEASE!

Reporting in

I've never made a game so obviously for my first one I'll be joining this ld compo. What could possibly go wrong?

I'm in!

This is my second Ludum Dare and my fifth game jam overall. I teamed up with a few friends and our plan is to stream most of the time.

If anybody is interested: https://www.twitch.tv/futuregamedevs

Twitch.png

People working in teams?!?!?!

How do you do it?

How do you actually work? Do you all sit in the same room and make it happen? Do you just collab on Discord? VS Live Share? How do you get artists involved?

Planning? Dev? Prod? What, how?

Most importantly, how do you find and vet people who may or may not be interested?

I haven't ever even met some one who knows what Ludum Dare is, let alone been interested or capable of doing it!!

Explain your magic!

Polls, If Anyone Happens to Care

I haven't seen anyone doing this yet, so I created some polls for the final theme voting. One for upvotes, one for downvotes to make it a little more accurate.

Upvotes: https://www.strawpoll.me/18733931

Downvotes: https://www.strawpoll.me/18733947

how

how do i really signup for LD

I'm probably in

I might take part, all depends on how busy.

As usual I'll probably use Unity, Aseprite and now Ableton for music.

I'm in!

I’m a programmer with artist friend will create a game this weekend.

  • Unity+VS+R#
  • Paint.Net
  • Audacity

I'm in!

I will finally join my first Ludum Dare game jam so I made this wallpaper to celebrate. (ps: It's 4K)

Wallpaper.jpg