reverend-speed

LD27

Team Dirigible signing in…!

…a little late, but only fashionably so!

The plan is to use Unity,  some of the standard scripts packaged with Unity (eg. FPS Walker)  and the odd script I can find around the Unity Docs page – I’m still a baby coder! I’ll assume this fits the rules of entry unless told otherwise…!

Ten seconds, eh? Well, have spent a couple of hours trying to think of an interesting idea that isn’t the first one I came up with and– nada.  I’m committed to a horribly over-specced weird little concept inspired by The Five Obstructions and The Perfect Man.

Fingers crossed. Wish me luck!

–Rev

PS: Important note – ‘Team’ Dirigible is currently one person! =)

3.3 recurring…

This is the result of my slow-starting first day: https://dl.dropboxusercontent.com/u/53322618/Ludum%20Dare%2027/01%20Sat%20LD/01%20Sat%20LD.html Controls are mouse and left mouse button…

I had one crazy, over-complicated idea when I first heard the theme and immediately rejected it. Sadly, couldn’t think of any better ideas (until, of course, I was well into the project), so decided to plow ahead with my initial inspiration.

Hopefully I’ve got most of my infrastructure done tonight, with content going in tomorrow. What content? Indeed! Any guesses on what I’m up to?

–Rev

Approaching Ten – delayed entry, but here it is…!

After a minor delay, here’s the entry…

https://dl.dropboxusercontent.com/u/53322618/Ludum%20Dare%2027/02%20Sun%20LD/02%20Sun%20LD.html

Sadly, this is slightly more of a tech entry than a full game. That said, there ARE three messages you can find in-game, so go look for ’em…!

So this is Ludum Jam, eh? Fun. Next time, I’m gonna enter, get a smashing idea at the start and hit all my milestones. Get knocked down 8 times, get up 9!

Looking forward to the judging!

–Rev

PS: 10 second – relevance… Control switches between characters every 3.33333 seconds. There was going to be much more plot references to 10 seconds, but no time, no time.

Comments

flod
27. Aug 2013 · 19:35 UTC
yeah would help you with that cursor problem. throw me a twitter @flod__

Postmortem for ‘Approaching Ten’

postmortemImage01001Rev

The Intro

My first Ludum Dare – then suddenly my first Ludum Jam. Let’s be honest – this didn’t work out, but the end result was worthwhile, nonetheless. I’ve done a few jams before, but I’m basically still a baby programmer – still a lot to learn.

The Good

* Art – This came together fairly well and the submitted experience looks rather nice (folks other than me like it too!). Palette and colour temperature worked, lighting was fairly successful. I’m very happy with the combo of pixel art and PS1-level polygon modelling – I think this’ll be worth pursuing in the future.

* Particles – Shuriken, I could marry you. The others will say you should be filed under Art, but what do they know? You’re special. You have only to smile and suddenly there is Animation and atmosphere. *sigh*

* Programming – Again, nae bodder. No real programming challenges, but some good practice. Lots of animation-by-way-of-code, which is a fast way to give a scene a nice sense of life.

* Ludum Dares! Ludum Jams in disguise! – I’d given up after the first 48 hours, then read somebody’s post where they mentioned that they were switching to Ludum Jam rules. And suddenly I could see – THERE WAS TIME! Glorious, bounteous, forgiving gulfs of time!

All of which makes…

The Bad

…all the more bitter.

* Inspiration – Read the theme and thought oh, that’s fun, that reminds me of the Lars Von Triers movie ‘The Five Obstructions’, I wonder if I can make a game based around the first obstruction? No, that’s a mad idea. I’ll sleep on it and have millions of better ideas tomorrow.

Except I didn’t.

Normally I have hundreds of ideas for jams and this theme – Ten Seconds – was an especially good one! But – NOTHING. All I could think of was trying to build a multi-camera, multi-character adventure game where the player would have to layer and stack character interactions as control cycled between characters on a 3.3333333 second interval.

But, Rev, that’s a CRAZY idea for a gamejam!, you exclaim. What about the scope?

* Scope – And you’re right. It makes me angry that I’ve fallen for this again. Approaching Ten was clearly a two-artist/programmer man job. And I knew this going in. But damned if I could think of any other worthwhile ideas (at the start. Natch half-way-in, I could think of hundreds). Rrrrg.

* Design – So I didn’t even really like this idea and I was always trying to think of a way out of the problem… Which distracted me on design, which meant I lost time each day to just sitting down with a notepad and scribbling. That said, eventually I came up with a very slight story (GAH a story-led game for a gamejam, bad idea, bad idea) which I was reasonably happy with. By this time, things were pretty much doomed – I’d spent far too much time dawdling around with the art and fiddly little details and I was unlikely to get the gameplay in – hence the published version of Approaching Ten.

The Conclusion

The lessons learned here are: 1) BRAINSTORM HARDER at the start and only start on a game idea you’re really excited about.  2) If you have to go with an adventure game, don’t go to the computer until you have your story and puzzle design. 3) This art style is promising. 4) SCOPE HARDER.

…Still. Can’t wait for the next one. =)

Yours,

–Rev

LD28

Ahoy! More than a tech demo, indeed!

My last (and first) (for they were one and the same) Ludum Dare entry was a bit of a damp squib.

It had an interesting idea or two, but the central conceit was very lame. There was some decent programming, and there were some good, pragmatic art decisions hamstrung by some stupid extravagant art decisions…

I can do better. And I will do better!

Have secured the brains of some friends who will listen to my brainstorming and help me find a clear direction, and I’m very greatful to them. I can’t wait to begin.

The past is a different country, and besides, my entry was unintelligible. To a new day! To success! TO GAMEJAMS!

The very best of luck to you all!

–Rev

PS: Gahh. I forget. I’m using Unity3d c#, using some code research from the offical Unity tutorials, probably going to use SixBySeven’s ProBuilder. Art assets made with Blender and That Gimp.  Sound from freesound.org, opengameart.org, ccmixter.org and sfxr.

LD29

WOOOOOOOOOooo…

Oh god.

Half a day in,  and I’m just getting started.

That’s a nice theme, though – and I have an idea.

I’ll be making Rescue Rogue in Pressure Panic, using Unity3d, Gimp, Photoshop, Blender, some twigs, and a grapefruit.

But first – to the Google Docs! Time to make myself a plan.

–RoB

Glarg. Slow. Dissatisfied.

Hopefully will make up some distance tomorrow. Hopefully. So far:

https://dl.dropboxusercontent.com/u/53322618/Ludum%20Dare%2029/RRiPP01001Rev/RRiPP01001Rev.html

Any guesses which 1995 game was the inspiration for this?

–Rev

I *will* complete an LD Compo. I will, I will, I WILL!

…Just not… *sigh* … this time.

…

ACTIVATE JAM! One more day and looser rules to fit my expanding waistline. Feels good.

My work so far – there’s actually a… ‘game’ in here. Of sorts.

Rescue, Rescue Rogue!

Find the rescue pod and bring it back to the rescue area before– well, before nothing, actually, but I guess I’ll do that tomorrow. Along with…

  • INITIAL CONTROLS
  • Add X&Z axis reset on x – or toggle?
  • Unhook y axis from everything else? Gets inverted on a 360 x.
  • SUB POLISH 02
  • BASIC ENVIRONMENT
  • Remake water textures
  • Surface/Submerge effects
  • Mission timer – must be within Recovery Trigger when clock hits zero
  • POD BASICS
  • Pod pressure timer
  • Recovery announcements!
  • POD PING
  • Player within ping collision sphere 3 – play ping sound 03
  • Player within ping collision sphere 2 – play ping sound 02
  • Player within ping collision sphere 1 – play ping sound 01
  • PROCEDURAL LEVELS
  • Entrance (cutter)
  • Corridor
  • 6-way junction
  • Cap
  • ENEMIES
  • Hunter
  • Depth charge / mine
  • SOUNDS
  • Oh lordy
  • MENU / FRONTEND
  • Nnngh.

I think I need to just spend a bit of time working out a nice clear attack plan. My enthusiasm for some of the shovel work is low, tbh, but with some clear goals that’ll work itself out.

I must say, I’m enjoying using Rigidbodies for moving characters around.  I’m missing some bits of Character Controller et al, but not as much as I’d thought.

Well. See y’all in the mornin’.

–Rev

LD 42

...it's been a while...

...but I guess I can't resist the siren call of the Ludum Dare any more.

That said, probably won't have too much time this weekend, but I'll try to make something interesting...!

--Rev

A late start?

Life and an idea drought have prevented me from starting since the starting gun. However!

I have a concept.

I shall be creating OMEGACRAB: The Molusk Wars, or at least doing as much of it as I can in the time remaining.

IT BEGINS!