IkigaiSeitetsu

LD 38

I'm In with BxDaze

It is the first time we are in for Ludum Dare! We are in for the Jam and currently done 1/4 of the game in the last 12 hours. Get prepared for a door-knock from a Small World! :D

LD 40

We're in for a second try :D

My friend Bxdaze and I joined LD38 and finished outr first entry, but we didn't get enough voting for a ranking...

Now time for reinvigoration XD

And a new member comes to the team; Another friend of mine, Role, is ready for making game graphics for the team at LD40. Now we are a trio!

Tools we will (probably) be using: - Unity3D(C#) - Enterprise Architect for code generation - MonoDevelop-Unity for code editing (yea this time no Visual Studio...) - Zeal for documentation browsing - PaintTool SAI for sketching - Photoshop for graphics - FL Studio for music - Famitracker for sound effect

My Dragon, Don't Munch!!

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Have you ever chasen by ... food?

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Enjoy the madness!! _(:з」∠)_

On Windows, Linux and Mac!

https://ldjam.com/events/ludum-dare/40/my-dragon-dont-munch

LD 41

In for LD41 with our team

~~Team:~~

~~- IkigaiSeitetsu - Gameplay Design, Sound~~

~~- Melody_wind - Programming~~

~~- Role - Art~~

~~- Haotian16Cheng - Programming~~

~~Supporter:~~

~~- BxDaze - (Benched) Programming~~

~~Tools Using:~~

~~- Unity3D~~

~~- FL Studio~~

~~- PaintTool SAI~~

Failed to complete making the game X< we will try better next time

Ludum Dare 48

We managed to make lotsa levels

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Check out our game here: https://ldjam.com/events/ludum-dare/48/some-great-cave-offensive

Update: Replaced with a more accurate image since the old one was taken during development

Challenge us

Peek 2021-04-27 10-20-min.gif QQ图片20210428183659.jpg This is the 100% clear speedrun record by our staff

Ludum Dare 56

In for LD 56 Compo, and here are some notes for myself(discussions welcomed too)

Tools

  • Engine: Löve2D
  • Programming: VS Code, Lua language server, some popular libraries in Lua, and some tiny base code made by myself
    • Collision library: bump.lua
    • Tweening library: tween.lua
  • Graphics: Krita, Aseprite
  • Audio: Reaper, Vitalium, sfxr

Work Approach

Decide the gameplay quickly
  • This time I should pick the basic rules, obstacles and goals during the first hour of the run.
  • Keep the idea achievable: I should have proper experience and tools for the content and the scale of the game project I wish for.
  • Brainstorming for more ideas might be cool, but having too many ideas doesn't help make actual progress, and a mediocre starter can evolve during the development and grow to a robust idea.
  • As long as the programming is made enough modular (but not too fragmented), altering a gameplay design by recombining elements can be done without too much extra effort.
Sketch down some sample scenarios before continuing
  • An obstacle level that the player is going to face, or a flow graph of resources that the player is going to keep balance... I suppose I will need examples of gameplay scenerios by the first or second hour of the run.
  • The concept will get more logical only when it is made into more expressions on paper or digital canvas. Edge cases can be discovered early.
Effort
  • Coding:
    • Split down the design from top to bottom by writing use case scripts ready to be directly used in-game. Keep the use cases simplistic and extensible.
    • Implement the methods from bottom to top. Don't implement all the methods at once, instead implement the functionalities being used immediately.
  • Visual:
    • Color, shape and layout languages are more effecient to deliver visual information on the first glance, so make them done before making details. If unsure, keep a palette and use fewest colors as possible, so that each color can correspond to one kind of gameplay element.
Eleventh hour
  • I should discard as early as possible the features that are not likely to be finished; if a core feature is going to be discarded (what an emergency), downscale and redesign the whole game using existing materials as early as possible.
  • I should reserve 8 hours for polishing and uploading the game, and I should know I might end up using part of it for finishing the last few features. Guidance elements are prior to fancy effects; but in the end, after the gameplay itself is built complete, players will agree fancy games look nicer than non fancy ones.

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Let me know whether my thoughts are helpful or not from your point of view!