freso

LD 41

Afterthoughts

ld41_small.png The jam is over and what are some lessons learned? - Do some blog posts with playable beta-releases during the jam. Could be fun for others and for ourselves to see the progress made during the weekend. - Doing two games added quite a lot of extra work. Maybe not the best idea for completeness, but it was fun! - PREPARE before-hand! Setup GIT repos and download Unity and setup other tools. We spent about 5 hours completing these tasks. Time that could have been spent on coding!

All in all, this theme sure made people think outside the box and it was a very fun event! We will try to add more team members for next event, and create an even better experience.

Try it out: https://ldjam.com/events/ludum-dare/41/duality

LD 42

Dare on!

We will now start the jam!

After brainstorming for two hours, we have decided on what to do. Let's see how much we can do in 30 hours. * Prepare for space running out. * Prepare for puzzling levels. * Prepare for trouble with tribbles.badguy-0001.png

The game will be made in Unity 2018.2.2, and graphics will be produced in Aseprite.

Team: 3x coders, 2x artists, (1x musician?)

Where did the space go?

There will definately be some space problems.ld42_progress1.png

11 hours later and we have the basics down. * Player can move around * Enemies can be cute. * Platforms can be steel powered.

Gameplay will be something like this: Get to the exit! But, moving there has some troubles. You gotta get past them enemies! And they love to multiply.

Nearing the end

We are nearing the end of our jam. After about 11 hours work the first day, and 6 hours work today, this is what we got.ld42_progress2.png

Our hero robot can move around and jump around. Jump on enemies to neutralize them. Use buttons to open doors. Reboots from traps.

What is the game about? Well, it's about getting to the exit! Without dying from massive invasion of tribbles. Use them to jump higher.

Playable web pre-release here: http://lotecsoftware.com/beta/ld42_pre1/

Puh, mostly done

ld42_splash.png

We got most of the gameplay down now, and player controller works pretty good. Small adjustments left to do, and maybe get some background music if possible. But tomorrow is work day, so there will not be much time to fix stuff.

Web playable preview version: http://lotecsoftware.com/beta/ld42_pre2/

Game done. Afterthoughts?

ld42_splash.png Triple Tribble Trouble done!

Tried publishing last night for an hour during the last hour. Website was so slow, but there was a grace period of 2 minutes I managed to publish. Well, good thing an extended publish day was added, for all who didn't manage to publish.

Otherwise, we had a really fun jam this weekend. I think we managed to create a pretty polished game. The only thing I would add, is more levels, traps, triggers etc.

Also, we were a bit nooby with git, and once again had to learn the correct work-flow. ALWAYS commit locally, then pull, then push. Or there will be trouble... oh the trouble we had. You could say we had triple trouble :smile:

LD 44

Concept document complete

OK! After some brainstorming, we now have a concept for our game. * There will be a map. * There will be enemies. * There will be boss. IMGem20190427/em132913.jpg

Cheat code release!

ld44_boss.png What is this? Is it the boss???

Hey everyone!

We knew our game could be hard, so we left a little surprise in there. If you played it and couldn't get to the boss fight, you missed out on the nice boss music and interesting boss mechanics, so... To immediately wipe out all nests and get to the boss fight, press k!

Ludum Dare 45

2 days work

After 2 days of pushing hard, we have some kind of progress. After floating away on the river you land ashore, just trying to get home. But how? The forest is a dangerous place. And you are just a baby!

Now, we just have to add some (more) gameplay and adjust away bugs.

Playable web test: http://lotecsoftware.com/beta/ld45_pre1/

screenshot_pre1.png

Ludum Dare 46

Loco Locomotive

So we finally made it. Kept going on monday night until 02:30 before we submitted. Work day today was a bit ... tiresome. :)

We thought it was time to make a 3D game again. The results? Hmm, you decide. :) Try it out here: https://ldjam.com/events/ludum-dare/46/loco-locomotive

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Ludum Dare 47

Bad start, decent ending

Morale was low in our troops. Turn-up was bad. But we pushed through the first day, and got something done with an idea of the game.

The second day we got some really nice music from our music magician (whom only had a little time to help). This heightened morale, and we pushed through another day and got something playable. Although only with crappy developer graphics.

The third day, our graphics guys had some free time and we got some really cool graphics too. We played with some postprocessing effects, Visual Shader Graph (that apparently isn't supported in WebGL, so had to redo it with the Particle System), and made the game too hard again.

If you want to see the ending, try hitting 'n' for next level. :)

Play here: https://ldjam.com/events/ludum-dare/47/for-ever ingame.png

Ludum Dare 55

Good morning

We managed to finish last night. 2 coders, 1 graphics artist, 1 musician and 0 cups.

I'm amazed at how much work gets done the last hours. There were so much more we wanted to do, but we had to keep the scope down.

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