KillToLive

LD 38

A Small World Naval Simulator - Day 1 Results

So I tried to play smart and spend more time on planning in the beginning, before any coding/drawing/composing. Now I have more/less ready system with all the formulas in place, but because I'm not familiar with Unity (it's my first Unity2D project ever)))) - I expecting some issues among the way. But we're here to learn, right?

Anyways, My next goal is to make a Core gameplay, that's why I'm working on prototype using some temporary graphics.

Here is my day 1 results so far: A Small World Naval Simulator - Prototype in Progress

Good luck everyone and smooth sailing!

Compo is over - Naval Strategy Whatever is finished :)

It's was hard to do it alone, I accomplished most of the things I wanted, but had no time to draw proper sprites :)

screenshot01.png

Anyways, I hope you enjoyed this compo challenge too!

You can try my Game here

Have a great rest of the weekend!

LD#38 Turtle Hero - PostMortem

Last time I participated in the end of 2012 as an Artist (LD#24 jam and LD#25jam), decided to try again this time because of Ludum dare's 15th Anniversary - could not miss such date :)

First Compo Ever + First Unity 2d Game Ever = Turtle Hero (Click to Play)

screenshot01-small.png

I haven't accomplished as much as I hoped to, but for 48 hours - it's still quite big.

Because I already participated before I knew how things are usually go wrong - when in a few minutes you become hours before and skyfall begins :)

I decided to make a simple plan and stick to it no matter what:

My Simple Plan:

  1. Pick some scalable concept, so if you have time in the end - you can add more
  2. Sketch and document everything you have in your mind during first two-three hours, go as deep as you can!
  3. Pick concept you can or almost can do
  4. Finish "Game Core" first, before any finish-end art/music

What Went Right

  1. After picking an idea, I started writing formulas and thought about the content I want to put into game, so in the middle of stress when your brain is barely functional - your sketches/documents starting to pay you back!
  2. Even when my first day was very very ineffective, I manage to make a game worth publishing (IMHO...) because I stick to my original plan.
  3. I did "temporary" ugly graphics to finish making "Game Core" first, and only after that jumped into drawing things.
  4. Even doing my first unity2d project and going through tutorials and how-tos - I was able to make it because I picked a right type of game for my skills (tactics, strategy) instead of something highly reliable to advanced physics for example...

What Went Wrong

  1. I only started drawing high-end sprites when it was 4-5 hours left to submission, and wasn't able to replace all the sprites in the game. Maybe you should spend a little more on "temporary" art, so even if you don't have time to replace it - it's not ugly at least? :)
  2. I probably still pick a too big idea to implement - It was like making an MMORPG in a week. So the chunk was quite big to chew, and I haven't even go to the music and effects... Next time I would probably choose smaller (but still scalable idea)
  3. Start Game Submission process at least hour before Compo end, instead of doing it in 10 minutes. Because I said it was my first unity2d project - I picked wrong game resolution and in Web Browser my UI was messed up. I tried to fix as much as I could in 10 minutes and finally submit it (thanks for 49th additional hour given to submit it)...

Summary

I think it went quite OK overall, I learned so much new stuff and improved my skills as well.

Hope you also had fun during this Ludum Dare, have a great week!