I'm in
My first attempt at Ludum Dare!
My first attempt at Ludum Dare!
Took me forever to come up with a not very good idea. Only got the roughest of beginnings coded so far. Need to sleep on it now and hopefully progress in the morning.
I got a sort of not very good game working somewhat. Static models at the moment. Now trying to create animations in Blender but importing them to Unity is proving difficult. Only got 12hrs 50mins left and a lot of that will be sleep. Panic time!
Sadly, failed to make the deadline. Had internet problems at the crucial moment of upload.
Well, at least I've got some experience for next time.
This will be my second attempt at the Compo. First was LD38. I had to skip 39 due to reasons. But ready to go this time!
Tools: Unity Blender Krita GIMP InkScape LMMS sfxr
Well, this is all I've got done so far. I fear I won't finish. I had a late start, and have to work tomorrow, so I've only got until tonight to finish.(Australian East coast time)
At least I've achieved the 3 goals I set myself based on my mistakes during LD38:
-I have a start menu already set up.(last time I had to cobble something together 5 minutes before deadline)
-I have audio (so far just an awful song playing over the start menu, but better than nothing)
-And in game screen-capture so I can post screenshot of the game.(see above :smile:)
However, I have no real game-play, and only a very poor idea on how to approach the theme.
This little guy has to rescue as many others as he can. The more he rescues the harder it will be to lead them to safety.
Back again for my 3rd attempt. Did not finish my second attempt, so I hope to redeem myself with a better effort this time!
Will be doing the Compo, tools will probably be Unity, Blender, Krita and LMMS.
So I'll be doing a Battle-Royale/Single-Player Physics Puzzler I guess... Unless I come up with a better idea before I invest too much time in this one.
I got my procedural level generator working enough to do a test output
Check out all them cubes! Each coloured region will be a room.
And I have a tentative title for my game: "Stand Clear, Doors Closing"
Less than 2 hours left and I've got no real gameplay!
Boring empty proceduraly generated level I wasted too much time on so far:
At least the doors work.
I may have to switch to the Jam at this point.
Just barely finished my game in time for the Jam, was going to be for Compo. I really misjudged how long a procedural level generator would take!
My game was supposed to be a Battle Royale / Single-Player Physics Puzzler. Think Portal with PUBG's shrinking play area.
Imagine racing to complete awesome jumpy puzzles with cool hi-tech tools as the level shuts down around you!
Keep imagining, because I didn't have time to add the puzzles!🤣 So its just a maze game.
https://ldjam.com/events/ludum-dare/41/stand-clear-doors-closing
I'm in!
I like to say there's no such thing as a bad theme, but I'm thinking this is a good one.
I'm still trying to nail down which to use of the several ideas this gives me. What I want is the simplest idea, not the best idea. I really want something I can finish early and polish. I usually run out of time and present something half-baked at the end.
42 also gives me some ideas as well...
Well, this is what I've got so far

Still trying to get some actually game play implemented, so I haven't had time to pretty it up. This is going to be Paranoid Droid. Because Earth is Running Out of Space, colonists have been sent to find new planets. They are in suspended animation on these robot controlled starships. But Oh No! the robots have gone crazy. The type LD42 Infiltration unit has been sent to rescue the colonists. Inspired by Paradroid, although the mechanic used by the LD42 will be more in keeping with theme, I hope. Hacking the ship using its limited memory.
Morning, all! Last night I abandoned my original idea and started from scratch with something simpler. Also due to the time constraints of a restart I'll have to submit to the Jam instead of Compo.
My new game is an inverted Break Out clone called Brick In.
It came together much faster than the first one. All game play is working, I just need to work out the win & lose conditions and add menus and audio. 22 Hours to go!
I see lots of great games already done. Great work every body!
This wasn't one of my preferred themes, but I think I've finally got a basic idea of what to do. I'm thinking of reverse the usual progression of a game. Like in a RPG you improve stats & abilities, or an RTS you advance your tech tree, or an FPS you get better equipment. Instead to will start fully loaded out and then at each level you have to give up something to progress. So as you face the harder levels, you have less stuff. Hopefully the player can balance this with increased skill at the game.
I've been playing Invisible Inc lately so I'm inclined toward making it a turn based strategy of some sort.
Usually I start of with something too complicated and run out of time, so this time I'm going to try and keep it real simple and then add to it only if I have time.
I've got the very basic turn-based movement mechanics sort of working for my game.
Here's some fine programmer art:

The title of the game is "DOWNGRADE". You start with a fully upgraded robot and have to replace all your cool components and tools with keys to get through each end of level door.
Its looking a bit sparse, so I'd next better work on a level editor.
Very hacky level editor somewhat working.

But I'm running out of time!
Maybe I'll finish this time!
Final round of themes all look good this time! Except "Dreams". It'd better not be "Dreams".:smile:
I'm doing a thing where the player is a robot that is tasked with sustaining the last human in some sort of stasis pod. Resources must be gathered from the surrounding area, with more exploration needed as the local supplies are depleted.
Concept:

Reality:

Hopefully I can fix up the placeholder graphics later once I've got the actual game mechanics implemented.