I'm in too!
This will be my 3rd, technically, although for LD37 I could only spend a few hours. Gonna be a fun weekend!
Tools: * Unity 2017 * Paint.net * Blender * Audiotool.com for music, probably * BFXR or Audacity for sound effects
This will be my 3rd, technically, although for LD37 I could only spend a few hours. Gonna be a fun weekend!
Tools: * Unity 2017 * Paint.net * Blender * Audiotool.com for music, probably * BFXR or Audacity for sound effects
Well, I'm calling it quits for the night... all the main features are complete, and tomorrow will be spent on polish (music, SFX, main menu, etc.) I'm calling the game "The World's Worst Segway", where you have a Segway that drains battery like mad and you have to recharge it a lot. It's kind of a score attack game where you have to try and deliver packages to the residents of the neighborhood on your trusty segway. But running out of juice or getting smashed by a car (which I got a pretty satisfying animation for now) will permanently drain your max energy, and the requests come quicker as time goes on.
I don't really have the setup or the desire to figure out how to do a gif right now, so I wont post any images here, but yeah, I think all of the core features are now implemented and functional, which I'm happy about :)
I also made some advances on graphics, making my first real set of 3D models and particle effects, and they are coming out, for me, pretty OK (but pretty bad overall... meh, programmer art). So despite the outcome of this, I will be pleased with this Ludum Dare.
Well, I actually finished yesterday with like 5 hours to spare (I needed some energy for the week) but I'm pretty happy about how the game turned out.
https://ldjam.com/events/ludum-dare/39/the-worlds-worst-segway
The amount of code was surprisingly small... I spent a lot more time on the graphics (still terrible, but less terrible than LD38). This was my first set of 3D models. I also spent a lot more time on polish, such as adding in visual feedback. For instance, the power bar flashes when you get low on power, and i made a little particle effect for when you recharge. Overall, it is a big improvement from LD38, which is all I can really ask for.
And now for the judging :smile:. I'll be playing some games tonight!
Nice work everyone.
I was on the fence... But I should have time to do something. This will be my 4th I think? Using unity or possibly just doing straight html, i guess it depends on what the theme ends up being. Look forward to seeing what everyone comes up with!
Finished with an hour and a half to spare! Had fun with this one... if anyone remembers that classic "I Love Lucy" scene where they are in the factory and having to eat all of the candies as they come flowing out of the machine... that's kind of the inspiration I went with for my entry. I have a feeling the "fun" factor of the game is going to be still a bit low for my liking, but I think it added some variety as compared to my LD 39 entry (mainly with the addition of some power-ups). Anyways, pretty happy with how the game turned out, especially considering all of the real life obstacles that kept popping up this weekend. Ah well, what can you do.
You can play my game here: https://ldjam.com/events/ludum-dare/40/$52314
I'll work on a post-mortem on this later, I think, and see what I can do to improve even more. Good luck to everyone else and look forward to playing some of the games you guys came up with!
I thought I would do a quick post-mortem on my game for LD 40 (The Exploding Factory).
The game concept was derived from an old classic, the "I Love Lucy" scene where they are trying to package chocolates coming down a factory line, and it ends up malfunctioning and spitting out a bunch of candies. And in order to combat this, they eat the chocolates to try and keep up. It felt like a pretty solid idea, and from the comments I was getting, sounds like I wasn't alone on that, as it fit the theme pretty well.
With my still somewhat limited visual and game design abilities, the execution was still somewhat lacking in quality, admittedly. The game play was very simple, where all you do is click on an item and click on the box to deposit it. This is fine at the start, but it quickly ramps up in difficulty to the point of where it becomes impossible to keep up. That was the source of most of the complaints in the comments, where the feeling was that the difficulty ramps up too quickly. I wanted to give the game a finish state, but it might have gotten there a bit too early. I think some more play-testing of the game play probably would have been better too.
Graphics-wise, I am still pretty weak at that. I did actually put in some animations this time around, which I haven't really done much of on my past entries, so I'm pretty happy about that. But I think that is probably where I need to work on things the most. I hope to work on a slightly larger scale project here to hopefully work on graphics a bit more, but we'll see.
The music and sound effects were more or less an after thought, but were serviceable... so nothing to write home about there.
The good news is that the actual mechanical execution (i.e. scripting) was still pretty solid and relatively bug free, so I think, if I were to say a strong suit, would be that. I just need to work on game design and graphics to help push me up higher in the quality department.

The ranking I got was about average, mostly the same rankings I've gotten on every entry I have put out. I still wish that the ranking process was a little bit more, but I think I've gotten over that and can enjoy the game making process more so than the ranking. I guess with that said, I will probably be back for the next one, and hopefully with some improvements to my game design abilities!
Well, I guess here's my obligatory post-mortem! Here we go (also take two, I accidentally refreshed the page without saving the first one...)
The Pros: * I think execution wise, it went pretty solid. The game's features were all implemented the way I wanted 'em, and in my play testing I didn't run into anything major. So mission successful? * I tried out Bosca Coeil (or however you spell that app) for the first time, and I think came up with some decent sound effects. It's definitely a solid app. * The UI elements came out much better this time around than they have in the past, even though that might not be saying anything. I still only set it up to support 1280 x 720 resolutions (or similar aspect ratios), but I guess supporting multiple resolutions is a little awkward for such a short dev time.
The Cons: * I felt like the gameplay didn't really sell it on the fun factor. I guess we'll find out in the voting, but I suspect that will be the case. I think it is mainly the game I decided to make, over the theme... it just wasn't all that great of a theme for a game. Ah well. I had a MUCH better idea in the shower though on Monday... (a SHMUP game where the screen slowly shrinks while you try and avoid bullets and such, basically. Much better idea) * Graphics were still kinda sucky, even though they are a slight improvement over my last submission. * Apparently you have to change the visibility on the itch.io page for people to see it. Who knew? That should be fixed now though.
Anyways, if you wanna play it, you can find it at this link: https://ldjam.com/events/ludum-dare/42/the-tv-install-man
P.S. It has a web version :D
Cheers, and good luck to everyone! I hopefully will hang around for the next one too :)

I guess I'll join the bandwagon on the "I'm in" posts. May be diving in with my bro this time, which would be my first team submission! (who is new to the whole software thing, so could be interesting). These are my theme suggestions:
Game play is basically done! This is definitely feeling like one of my better efforts, and the help from my bro was big too! Hopefully the gif works OK, first time doing one, heh.

Well, I resisted posting a self-promotion till now, but I guess I'll join the bandwagon, heh. I am seriously considering properly implementing our game, Ragtime Loop, as a full fledged game, but it would be amazing to get some proper constructive criticism on the game from people. We've gotten past the 20 vote threshold, but unfortunately the comments have not really provided much insight into how to really improve the game. If you have the time, it would be awesome to get some more feedback! If you do so, I'll do my best to try and play your game as well.
Ragtime Loop is an admittedly ambitious game that attempts to blend the mechanics of Crypt of the Necrodancer with that of Spelunky (I had Spelunky on the mind during the theme reveal, and moving to a musical loop seemed like a good fit to the theme). Play it here: https://ldjam.com/events/ludum-dare/47/ragtime-loop - HTML 5 build only.
Thanks!