Entar

LD12

Getting started

Well, here we go. I’ve gotten the basic idea for the game already figured out and a little progress on the construction, and the plans for implementing some of the systems are coming together. I plan to use C/C++, SDL and OpenGL to make the game, so it should be not only pretty smooth to put together, but nice and portable, should anyone want to.

Finally, here is a beautiful shot of some of the snack materials that will be within my immediate reach during the competition:

Entar's Snacks

More updates later.

Tags: foodphoto

Comments

kai
09. Aug 2008 · 08:34 UTC
It’s a good thing you blurred the branding. Don’t want to give away too much free publicity, because this, this is big exposure :)

Hygiene

Tags: motivation

Coming right along

Well, I’m coming along nicely, and I thought I should probably get another blog post done, as I hear that’s what I’m supposed to do… And, here’s a screenshot of how it’s coming along:

Better get back to work if I’m going to make that considerably more interesting.

Tags: journal

More progress, and food!

Dinner was good, including (but not limited to) burros, beans, rice, peaches, and cherries… a picture says a thousand words, so:

My project for Ludum Dare 12 is coming right along! I’ve got the scoring system in place, as well as HUD, particles… etc. Again, pictures are worth approximately one thousand words, so here’s a screenshot for you:

Onward and upward!

Tags: foodphoto, journal

Lunch, with 8 hours left

Here’s my noodles and soda for lunch for today (oh, so healthy!):

As for my project, I’ve decided to throw in a few sound effects to make it more complete. Back to work (and simultaneous lunch)!

Tags: foodphoto, journal

Tower Infinite (Final)

OK, my first Ludum Dare project is finally complete! The code may be messy, but I had a lot of fun making it anyway. I call the finished product “Tower Infinite.” The .zip file includes Windows and Linux executables (thanks to Keeyai for the Linux port). Download links:

Windows and Linux Binaries

Source Code

The point of the game is to climb each stage of the tower, and destroy (and survive) enemies that will attack you on the way up. Be careful to conserve your jet power and get the most out of each boost, or you may find yourself in a sticky situation. Each level is procedurally generated, so there is a huge number of different possible levels to play. The gameplay is designed to get harder and more fast-paced with every level you play, in various ways like higher numbers of enemies, advancing enemy behavior, etc., so if you think the first level or two is slow, don’t worry.

Tags: final, LD #12 - The Tower - 2008

Voting

Tags: motivation

Tower Infinite – Post-mortem

Ludum Dare 12 is the first of this event that I have participated in, and I must say I had a lot of fun making my game for it. I learned a few things about game development in the process, many more to do with the actual process rather than technical details, but some there too.

What Went Right

  • Planning – Once I found out the theme, I took a large portion of Friday night to plan out the concept for my game. It took a little while, but once I decided on an infinite procedurally generated tower platformer, the technical gears started turning, and I quickly formed a lot of the ideas for the implementation.
  • Time Management – After I planned out my game, I found that I didn’t have any trouble keeping up with my goals in time. Those goals that I had imagined were realistic and doable. In fact, I ended up releasing my final version about 5 hours before the deadline.
  • Implementation – On the programming side, I mostly used techniques that I was familiar with, never branching out into the particularly difficult or unknown in ways that would cost me large amounts of valuable time and effort. As for media creation, while it is not exactly a strong point, I used some clever methods and helpful tools to create it, so it was not heavily time consuming, and Tower Infinite ended up with quality better than the usual programmer art (I hope!).

What Went Wrong

  • Deficiency of External Playtesting – It was unfortunate that I failed to get enough feedback from players other than myself. I knew exactly how the game worked, but such is not the case for all. While this did not lead to terribly awful problems, I could have handled it better and probably submitted a slightly better game.

Conclusion

Overall, I think things went fairly smoothly with very few exceptions, which is particularly nice for me, this being my first Ludum Dare. I definitely enjoyed it, and I hope to do it again if I have the time for it.

Tags: LD #12 - The Tower - 2008, postmortem

Tower Infinite Post-LD Tweaks

This is version 1.01 of Tower Infinite that fixes the one main disappointment that people have had with the gameplay, which is that the recharge rate of the jet power was a little too slow. Here comes the link:

Tower Infinite v1.01

LD14

Entar, reporting in

I’ve only participated in one Ludum Dare before, which was LD12 – The Tower. I really enjoyed it, and if all goes well, I should be participating in the upcoming competition. Let’s hope it’s a good theme (ahem, vote!). I plan to use SDL and OpenGL in C++, and maybe SDL_mixer for sound. I’ve been bouncing around some ideas for trying out some other libraries too, but I don’t want to do too much, or I won’t get much of anything done.

Let’s go Ludum Dare!

Aaaaand GO!

OK, I’m started. Advancing Wall of Doom, you say? I think I can work with that. I already have the necessities going (pretty boring so far, so no screenshot yet, sorry) and things are coming along smoothly. I even have a food photo already!

Exciting! Yes, that is rainbow jello, as well as turkey and mashed potatoes and sweet potatoes. OK, back to work.

Tags: food, foodphoto, journal

Comments

TenjouUtena
18. Apr 2009 · 01:02 UTC
Easter leftovers?
18. Apr 2009 · 01:04 UTC
Yessireebob.
winferno
18. Apr 2009 · 01:16 UTC
wtf is that on the left?
19. Apr 2009 · 02:50 UTC
rainbow jello, of course.

Dude, run!

Tags: motivation

Comments

18. Apr 2009 · 02:50 UTC
aiee! advancin wal uv kitteh iz r dooooom

Progress, sweet

So I’ve settled on an idea for my project, and I think it’s going to turn out reasonably well. I’ve made a lot of progress on the actual game code, but there’s still a ways to go. Luckily, I’ve done some artwork too, so there’s actually something to see! Now you’ll all try to figure out what the game is about, and I can go ahead and make it!

My plan is working, isn’t it?

Tags: journal

Mysterious Progress!

Oh yes, I will mysteriously reveal my progress, in a very mysterious way. This way, you can all see what I’m up to, but not! Anyway, the gameplay is working pretty well now, and it’s not turning out too badly. There are still a few things I can add, but I’m pretty happy with the progress so far. Here’s a screenshot.

Tags: journal

Comments

18. Apr 2009 · 17:02 UTC
Charge, eh? *monocle*

Food, it’s good for you.

Breakfast, hurrah, including all the essential nutrients that every Ludum Dare participant needs. Orange juice, pancakes with berries, and of course, an ample supply of syrup on those bad boys.

And of course, we can’t forget this masterpiece:

Back to work, I suppose. LET’S GO LUDUM DARE!

Tags: food, foodphoto, journal

Sleep?

Tags: motivation

Stormwall (Final)

My entry for Ludum Dare 14, Advancing Wall of Doom is called Stormwall. Here are the download links:

Windows and Linux Binaries

Alternate Binaries Link (Thanks Uhfgood)

Source Code

The goal in this game is to maneuver your hovercar as best as you can, and use a satellite beam system in order to keep from being destroyed by either the advancing storm wall or the proximity mines ahead. The game is setup to continue as long as you can survive, so go for a highscore and let me know how you do! Have fun!

Tags: final

Triumph

On time too!

Tags: motivation