Ludum Dare starts today and we are ready!
Geez, it's here again, eh?
Meme Regime is back on the case, working with our same three members. Vanea is on programming, and she's a wizard Hexed is on music, and she's great at it And I'm on art duties. For some reason I might not actually be terrible?
Also, we have a new fella working with Vanea. They go by the name of "Gears4Speed", and we're super stoked to have them this time around. The bottleneck in the past has been closer to coding so having two programmers will make everything so much smoother.
We'll be using Unity, FLStudio, Mixx, Mixcraft 8, Paint.NET and Aseprite, and some assistance programs like WinSCP for some FTP shenanigans (namely for me and Hexed to deposit finished files directly into the game's assets folders) and Github for the wizards to sync their own arcane scrawlings.
Hopefully we make it into the top quarter of the event this time around!


Game is supposed to be sort of an ice physics sidescrolling puzzle platformer with instant death mechanics (It's cursed and we love it), so the natural place to start is collision detection because we don't have a game without it, right? 8 hours in, and progress is being made, but she's starting to get really annoyed as every solution leads to more problems. Started with infinite friction and jittering, then corner troubles and jittering on tile seams, then slipping through walls, then sliding along and through ceilings...