ueki_shurei2006

LD 39

I'm in for the 4th time.

I'm probably a tad late here, but I'll join anyway. I was busy before with work (LD starts at 9AM according to the local time here, and I work on Saturdays).

For something different, I decided to go with a text-based game using HTML, CSS & JS. I've had a decent experience Web programming, just not as games. I don't put much expectation on this, but I'll give it a try regardless.

EDIT: Oh, and I'm going to enter the Jam rather than the Compo.

Post-Jam Summary

I'd say, this round was unsatisfying for me. I used a framework I've never used for games, I spent my only day off away from the game, and the end result was incomplete (major bugs that make the combat system unplayable, no styling aside from default Bootstrap ones applied, I don't have a dedicated server to put the HTML games in so I had to resort to embedding it in itch.io).

Still, at least I learned a few new things about Javascript. And if I clean up the mess and polish it, it may end up lighter than any game I've ever developed aside from ones made for the command-line.

My game is at this page: https://ldjam.com/events/ludum-dare/39/working-party Feel free to play it and give it a rating.

LD 40

Totally joining this!

I got 3 days off, so I might as well use it fully. And I'm thinking of going 3D this time. My 3D game development skills are rusty.

I'll be using Unity as the IDE, Blender & Photoshop for art, and Audacity & sfxr (plus maybe some music composition software) for sound. Language will be C#.

1st day (GMT+8) results

ss-alpha1.PNG

After a long period of thinking, this is what I got. I'm using pre-made models as placeholder (except the rapier; I made that myself) and animation from free mocap data. If I have the time to submit the game for compo, I'm thinking of using my own animation. Otherwise (and I'm leaning toward this one), I'm going to just leave the mocap as is. I'm still going to make a new model, though.

The thing that's worse the more you have is, after going through a few ideas, dark energy. You can collect this energy to perform an AOE attack, but it occupies your health gauge. The more dark energy you have, the less health you have. At least, that's my idea with this game. There's still a lot to do, and this is my first Ludum Dare with a 3D game.

Day 2 (GMT+8) progress

ss-alpha2.PNG

The mechanics are all done. I just need a little tweaking, in the programming sense. In the art sense, though, I haven't made the model for the player (and possibly the enemy). And I only have 1 type of enemy (although that's a minor issue). I'm thinking of spending tomorrow (missing the Compo deadline) making the model and adding textures on the environment. Also adding some sound.

3rd day (GMT+8) update

ss-game2.PNG

I managed to make a model for the main character in 5 hours (I had work before that). I think I'm going to leave more time for modeling the next time I make a 3D character. I think it turned out well, either way.

By the time I finished with the models, though, it's already midnight (and I got work tomorrow), so this is as far as I can go for the game jam. I didn't have time to put in sound, so I disabled the sound rating. I also used procedural elements for the UI.

All in all, though, this was a fun project. I can already think of a more elaborate setting for it to continue. I just need more polish in the art side.

LD 41

A tad late, but...

I'm joining this jam. Not sure whether to go Compo or Jam. I'm thinking of a fusion between Clicker and Survival. And I'm making it mobile-compatible (or at least playable on browsers), 'cause I think this kind of game is best played on mobile.

Honestly, I'm ill-prepared in terms of tools, but I feel like I haven't made games in a long time, and this should be a good exercise.

Day 1 (sort of) Result

Dev-1.PNG Still need to program the crafting system, enemies & combat statistics. Once that's done, I can start making art assets. The big button is the clicker, the buttons on the left are to switch between what you're clicking, and the top bars are parameters (fullness, resources & combat stats) and the clock.

Day 2 Report

Dev-2.PNG Dev-3.PNG

Progress is not good. I think I can finish all the mechanics I want in the game as a POC, but I don't think I'm gonna have the time to make the art assets, much less sound.

At least the crafting system is there, and I just need to assemble the parts for the enemy system together. If I have time, I also want to implement a list page for crafted items (which list is already implemented).

If I do have the time for art, though, I'm going for a pixel art style.

Post Mortem

Game link: https://ldjam.com/events/ludum-dare/41/$86260

2.PNG 3.PNG 4.PNG 5.PNG

I could only spend about 2 hours on art assets. The rest was programming. I guess this was a little out of scope for me considering my schedule.

Ludum Dare 45

My first LD for 2019

I wanted to join the April one, but couldn't get the ideas rolling the whole Saturday, so I dropped out.

This time, I'll be joining as a 2-person team. I'll probably be using Unity, as always, but I would like to apply new programming techniques to it (as much as I can manage without going over the scope) thanks to RL work.

I would also like to apply a bit more focus on sound design if time permits.