I’m planning to try again for LD 38, likely for the Jam instead of Compo.
My first Ludum Dare was LD 37, where I tried the jam by myself and music from my brother. However, things didn’t end quite so well, as I wasn’t able to get function version to distribute by the end of the 72 hours. After the event, I did at least resolve the major bugs into the version you can find here on my itch.io. There is not much substance to the game, but it’s something I made in four-days time so that’s one step at least.
Pre-Event Thoughts
One thing I learned from the last event was to improve my time management. I ran short on time to get a functional game. I spent too much time with small details that ended up not being used in my rush to finish the game in some form where people could at minimum click the button. Ludum Dare 37 was my second project using libGDX and my first project using Ashley for entities and Box2D for physics. I learned a lot, especially using some other open-source projects to get some general ideas and guidelines.
With LD 38 coming up, I’m hoping to get a more complete, more enjoyable game than my LD 37. I will have less time than before due to work, but I’ll still have a decent amount of time. I want to create something minimally substantial, preferably an idea that I would want to go back to later and continue.
Tools
I’ll use Java and the libGDX game framework.
I will probably use Ashley as an entity-component management system.
I will probably use Box2D for any physics/collisions.
For sounds, I’ll use sfxr/bfxr.
Music I will either create using musagi.
Art will be created using paint.net
Tags: java, LD38