Stumbling in the dark.
I didn’t intend to take part in this Ludum Dare. A friend told me about LD a while ago, so I had looked in a little after previous competitions and liked the idea, but I didn’t intend to take part . The same friend told be he was going to take part in this LD which I thought was neat, but I still didn’t intend to take part myself. In browsing through the comments on the “Welcome to Ludum Dare 15!” post a few hours before the competition started, I got to reading about what people said they were going to be using to make their entries and thought I’d check out LOVE for a bit of fun, not at all intending to make something for LD.
I’d never used Lua before, but found it simple to pick up and the LOVE libraries made doing things very easy. I looked at a tutorial or two, then went out to get some fresh yeast so I could bake some red bean buns. I was feeling a little inkling to maybe take part in this LD, but didn’t really intend to take part. While making the buns a friend of mine came over and we went off to wander around town and find somewhere for dinner while I let the dough rise. Before heading out I checked to see what the theme for LD 15 was, as it had just officially started. Getting back later that night to my over risen dough, I finished making the buns while chatting with my friend. The buns turned out pretty good.
My friend headed home and I wandered the Internets a while before going to bed, still not intending to take part in LD. But I had seen the theme and as I drifted off to sleep I couldn’t help but buzz ideas about in my head. I thought about how the theme cavern would be a alright for a concept I’d thought about a while ago. Sort of super minimal survival horror with a limited view, though that was about as far as the idea reached. I had no idea if the idea was possible using LOVE and lua, but I reasoned if I could draw back rectangles of varying opacity, I could get some cool pixelated lighting effects going, and I’d be happy with that. So when I got up the next day, I got coding.
Without too much trouble I got a bit of a torch like effect, pointing from the middle of the window to where the mouse was and making what was lit by it visible (only a piece of text at the moment, which actually stayed till the end of the game, if you can find it 😉 ). Then I added a bit of wobble to it so it would slowly waver back and forth when still, for a bit of flavor. Neat. But simply pointing a torch wasn’t so fun, so I made it so you could move around too (well, move everything else around technically). Now I needed a protagonist to fill the void of the torch beam source, so I got to pixel drawing. I didn’t really know what I was after when starting to draw, but felt I was heading towards something almost Lovecraftian in theme, so wanted something that wouldn’t look out of place with that. Somehow this little guy developed (you can never really see the full sprite in the darkness of the game). I like his tie.
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(the 2nd and 4th line are the same, because it
saved me a few lines of code and a lot of hassle)
It kept on like this for pretty much the whole rest of the time, adding little bits, checking they worked, not really knowing where I was going exactly (kind of like the protagonist really…). Probably the most important bit of code was the bit that cuts off the lightbeams from the torch. This is pretty much single handedly what gives the game most of it’s atmosphere and charm in my opinion. I also hit upon a rather amusing bug at one point that had me for a while. When walking into a wall, instead of pushing you back like it should, you could walk into the wall and then the pushing back code let you walk inside with controls reversed, leaving you unable to walk out and trapped in the boundries of the wall (basically the reverse of what I was after). Reversing the conditions for hitting a wall almost worked, except left the controls backwards now outside the walls. The solution? Reverse the keyboard controls 😛 Adding sounds was also a big part of the atmosphere, being the only real indicator for how far away the other occupant of the cave is, That and I like the protagonists plodding footsteps. I went to grab sfxrfor the sounds at first, but the site apparently hosting it was down. So I looked around a bit and grabbed and tweaked a few things off Freesound, which a commenter informed me was actually a nono.
Overall the development went pretty easy. I was surprised how long the 48 hours seemed for me, even minus the first half day and first night. Like pretty much everyone else, there are many things I would do differently if I was to do it all again, but all up I am fairly pleased with what evolved for my entry. Not really sure how the game actually plays for other people (after mass playing it throughout development) but hopefully it’s not terrible. Good luck getting out if you do try it.
Anyway, this was a little account of my accidentle unintended first Ludum Dare. I might write up a bit of a afterthought on how the game ended up later, with some thoughts on how it could have been made better if I’d known where I was going when I set out. I have to say I’ve had rather a lot of fun and plan to take part with a bit more intention and involvment for the next one.
P.S. Does anyone even read these posts?

















There’s an idea in here somewhere, but as usual I’m geting bogged down trying to the language I’m using (this time Javascript and the HTML5 canvas) to do what I want it to. I need to stop messing around and just get something controlable moving around on screen. But first to grab some festival food.




It sounds like you had a good time! Welcome to LD. I was pretty sure that taking sounds and tweaking them was fine… Better check the rules wiki. Either way, it’s about having fun and making a good game.