Bloham

Ludum Dare 46

This is the one! ☝️

Okay, I was lurking here far too long. I follow people like @quill18 and @PixelProphecy for several years now and created an LD account about 3 years ago. But I never participated at the game jam. Once I tried, but my Unity skills where far from decent. I would not say my skills are awesome now either, but at least I finished several tutorials and work on my first serious game that should be in the app stores soon.

This time is the one time I finally participate and finish a game for the first time! You are a great community and I'm looking extremely forward for these exciting 48 hours! Good luck and have fun!

Here we go! (For the very first time)

LDJAM01.PNG I was so excited for my first game jam and my intention to release a game for the first time that I woke up bymyself at 3 o'clock in the night and just had to look up the Theme! Keep it Alive. Its one of the themes I was voting in favour for, even if I did not had any idea what to do with it, as some of you veterans. I was brainstorming now for some hours, thinking about what I am able to do and what I have to learn to create certain ideas. Now Im quite happy with an idea I have and started to set up the project and layout the basics of my game. Its 6 o'clock in the morning and I just enjoyed a beautiful sunrise (here in Sweden). I hope my girlfriend wakes up soon to validate my idea, and challenge my thoughts on it to have a strong base. I hope everyone is having Fun, and I keep you updated!

Concept and Progress

My little Sunshine.gif

I am happy with my concept, even if I found some other people copying me ;)like @Gao-ming or @deathbysnail but the beauty on a gamejam like that is that even if we all nurse a little plant into adulthood, we are doing it in very different ways. Not just in terms of art, but also in the mechanics we use. And I like all versions of gardening!

Iam pleasantly surprised of how fast my game makes progress. LDJam really pushes you to get things done and there is no holding back and no time to make things better. I always think, I will go back to these things later, if I have the time. This gives me at least the feeling of a wonderful visual in the end. We will see tomorrow though how everything turned out.

I did not use too many tutorials working in Unity. That was unexpected! But I installed a program I bought once in an Humblebundle years ago and never used "Spriter"! I decided to make my look a little unique and mixing 3D and 2D graphics. Spriter is pretty easy to use as far as I can tell right now and right now I am working on different conditions and growing stages of my little sunshine... äh Sunflower :)

Keep it going everyone, its great to see all these projects going!

Sunflower Time!

My little Sunshine2.gif

I spend the last 8 hours to create different stages of my plant and made it look as cute as I could ^^ Maybe I spend too much time on it but I like it. Unfortunatly these new animations are not implemented yet. But I started at 3 o'Clock in the night and its now 11 in the night (20h awake o.O). I need some sleep. I greet all the flower power provider out there and cant wait to see you games when they are finished. Its very exiting to make this game jam as it is my first one :)

Have fun creating your projects and see you tomorrow again!

My first submission... I LIKE!

45h later and here it is, my very first game that I made entirely by myself. And that in just 45 hours! WoW what a journey. I want to thank this amazing community! Creating this game and talking to you was the best thing this year for me! Little Sunshine 2.PNG

https://ldjam.com/events/ludum-dare/46/little-sunshine

I hope you have a look into the game (you can play it also in the browser) its definitely not a masterpiece but I am damn proud for my first game. I'm happy about any feedback to improve a bit after the Jam. Good luck to everyone who is still working on their game and great success in developing your pieces of art! Good night everyone I go to bed now!

Little Sunshine - LD46 Postmortem

Little Sunshine Postmortem.jpg Good morning my little rays of sunshine! It's now a little more than 48 hours since I handed in my game for the 46th LDJam (COMPO). It was my very first game jam, and the very first game I completed all by myself! This is my sunny postmortem to remind me of the more cloudy parts of the Jam, to make it better the next time.

All in all, it was a fantastic experience creating this game in such a short amount of time, and I am delighted with the result, even if it may not look much to others. Check it out here: https://ldjam.com/events/ludum-dare/46/little-sunshine

THE GOOD

- I made a game in 48 hours that can be called a game! For a month, I work on an endless racer I want to release on the Appstore but get stuck at every corner on the way. Even if I settled for a minimal scope, I am never satisfied with my models or the execution. Instead of continuing, I learned Blender and got distracted on the way or search for ways to make my implementations better. This time, I created something worthy that I can call a game and released it.

- The Theme was broad the ideas flow! I got up at 3 o'clock in the night (by myself, because I was so excited) and I just had my idea more or less from the beginning. I started setting up the project in unity and GitHub and set up basics I though I need anyway like a simple UI, Main Menue and an Audio Manager. idea.jpg

- Learned "Spriter" on the way! During development, I learned a new tool that I acquired in a Humblebundle package a long time ago but never used so far. It's pretty powerful but has its problems. A game jam is probably not the perfect place to learn a new tool, but the issues started implementing the assets into the engine, creating them was easy.

- My cheap drawing tablet from eBay is incredible! I got this Wacom tablet from eBay a couple of weeks ago, and I just used it a little to improve my terrible drawing skills. It was very convenient for this LudumDare as you can create pretty decent looking assets pretty fast.

THE BAD

- Features that did not find good use I wanted to create a game where a plant grows, and you have to defend it while taking care of it. I implemented the plant growing feature and an indicator that the soil around the plant changes colour according to if the plant needed water or sun. Unfortunately, I never had appropriate assets for the plant growth and the earth changing colour was too saddle to be recognised.

- Assets not implemented I created my different assets, animations, plant stages etc. in one batch. After implementing them into the engine, I noticed some problems and had to touch every asset again. It took 12 hours (!!!) to fix the adult plant that it plays the animations and that it looks alright in the game. In the end, I had even plant states (like a little sunflower) I could not implement anymore as they did not fit with the design of the current sunflower. flower.jpg

- One class fits all I wrote most of the code inside one script. The Game Manager. This was fine for the Jam, but as I touch the code afterwards again, it's very complicated to change things. I guess its good practice to create at least one new script for every feature.

- Too embarrassed for the music I recorded some simple music for the game I never implemented. As I don't play any instrument, I sang a melody into the microphone that I thought fit the dancing sunflower. But I was too embarrassed and discarded it and went without music instead. But after getting to know "VillageQuake" doing exactly that, I regret never putting it in. (That's your fault @kontroman)

- Fly came too late After everything seemed so smoothly on the first day, I took my time to implement the enemy. If I would have known that the sunflower growing made so many problems, I should have implemented it right away as its one of the core elements. Not the growing sunflower part. Now the enemy is facing the wrong direction when coming from the right side and I had not the time to fix it.

THE LEARNINGS

- Why not prepare I want to be part of the LD47 in October, but then I want to have updated all the programs and created a GitHub repo before the COMPO starts (I guess it is allowed isn't it?)

- Better use of existing elements I noticed a lot of games utilising their game elements better. Introducing them one by one and using them over and over again. I want to make use of that more and not waste time with features nobody notices and does not provide any use in the game (Soil)

- Talk about Ideas It helped me a lot discussing my game ideas with fellow LD participants as well as friends. Even if I wound at least five copies of pretty much the same game as I made it helps to focus on the crucial parts.

- Join a live community with people who can help you I found myself stuck with pretty easy coding problems from time to time, and it would have been great if there was a Discord or something with other people that could help me on short notice. Next time I want to find such a place before the LD starts!

tutorial.jpg

WHATS NEXT

- Feedback received! I loved getting all the feedback for the game to see what other people think. I went on and worked a little on the game and implemented nearly everything requested and noticed that some ideas work, and others sound good and logical, but don't work. I observe my comment section carefully and work to a second version of the game after the LD46 results have been published.

- Implement the missing features/assets I want to "Finish" the game with the vision I originally had. That means implementing a few new features and assets and adapting it for a new platform (mobile)

- iOS / Android app As I mentioned in the beginning, I am trying to create a game I can release on the Appstore. It's mainly to say that I have an app ;) but as my development on my original project stalled, I decided to push this project to the limit and hope that Apple let me release it. I will post it here if I manage to do it!

PS: Thanks to @lectvs for his postmortem, as inspiration for mine, and I hope it was okay that I adapted your template :)

Ludum Dare 47

LD46 game becomes App! && Livestreaming jam!

Time to tackle my second LudumDare Game Jam (COMPO) this weekend, and I am EXCITED!

logo round.png

TODAY I got confirmation from Apple that they publish my last LD entry "My Little Sunshine" here: https://apple.co/3n5tFYl And it was pretty easy to get published in the Google PlayStore here: https://bit.ly/3ijLPlI My Little Sunshine the mobile game is basically my LD46 game with a nicer looking UI, but I always wanted to have something the app stores and now its there for everyone to download!

And because the last LD Jam was so amazing, I decided to live stream the event with some other people here, just for people to stop by, say "Hi" and see the progress everyone makes. Can't wait for the weekend!

https://www.twitch.tv/bloham

Ludum Dare 49

Another Compo Done, but I have to learn Godot!

This is my fourth LDJam in a row, and I am pretty proud of myself, even if my games seem to go downhill from the beginning. I switched already last time to the Godot engine that I like. But I have had little to no time to improve my skills since then, and it's sad not to see any improvements in the games I make. Next time I have to play a little with the engine around to make anything propper that spooks in my mind.

Screenshot1.jpg

Now to the game "Keep the Pressure". The initial idea was to be in a spaceship or a nuclear reactor, and you have to tweak your instruments to stop the catastrophe. Two tools I built (a knob and a slider) did not make it into the game as I could not disable them and did not know how to continue with them. I did not put the final assets of them into the game as they did not work but "Keep the Pressure" is another game that I made in the LDCompo.

https://ldjam.com/events/ludum-dare/49/keep-the-pressure

Ludum Dare 50

Don't Wake Up! - Post Jam Version RELEASED

title itch.jpg

Thank everyone who played and rated, Don't Wake Up! It was our first Jam game, and we were so satisfied with the game that we decided to continue it!

We are glad to announce the Don't Wake Up Post Jam Version! We listen to you and created a version of the game that's more satisfying to play than the old version.

Worldchange24.gif

Changes include:

  • Movement overhaul (with Dashing)
  • New and shorter levels
  • More music and atmosphere
  • Better ending
  • Controller support
  • Settings menu
  • Performance upgrades
  • Bug fixes and tweaks
  • And much more!

With this update we are happy with the project and for now will not continue working on it. Thanks to everyone who played the game and we are always glad for feedback to get better in what we do. See you end of September for the LD51 Jam :)