Archive for the ‘Ludum Dare’ Category

My Notes from LD23

Games I really liked:

Potential Tools:

Tools I usedl:

Read Full Post »

Seeds Of Destruction

I’ve just finished Ludum Dare 23.  The theme was Tiny World, so I made a game about Seed warfare.  It came out pretty good.  You can play Seeds of Destruction: here.

Image

Read Full Post »

I didn’t finish. I just didn’t have my weekend clear.  You really need a clear weekend to finish Ludum Dare. The tech change in the middle didn’t help.

My main take away: Unity slowed me down. I’m too much of a programmer. When a game engine gets in the way, I can see all the different ways I would code myself out of the problem, but I can’t see any solutions in the engine’s context. Code is a powerful too, and I’m good at using it. Game engine’s are alien worlds with bizarre rules and un-explainable behavior.

So, I’m going to stop using game engines (or frameworks etc.) I’ll use non-game libraries and leave all the game programming to myself. Specifically, something like SDL, SFML or even XNA are good for me, but not stuff like Torque 2D or Unity. I think XNA is “library” enough not to be considered a game engine. It’s more like a toolbox. Oh, I think the caveat here is I want to make 2D games, not 3D.

I think there is a bigger principal at work here: KISS = Keep It Simple Stupid Game Engine’s are complicated systems built by lots of programmers.  They have multitudes of  audiences with different needs.  This all makes them hard to understand with lots of bells and whistles.  In order to accommodate all these different requirements, some feature are overly complex with lots of assumptions.  Those assumptions require rigidness to keep you out of the weeds that aren’t handle so well because of those assumptions.  So at the end of a Ludum Dare weekend, you look back and see all the time lost figuring the game engine’s nuances and gotrchas.  Then you pine for a chance to go back in time and just pounded out the code you needed.

Read Full Post »

The XNA version of my game now surpasses the Unity version.  What’s working:

  • Player display
  • Player movement
  • Player collision with items
  • Background Board (no wall collision yet)
  • Door key displays
  • Player can pickup keys
What still needs to be done:
  • Wall collision
  • Door display (Locked and Open)
  • Level transition
  • Enemy display
  • Enemy following
  • Enemy killing you
  • More Levels
I’m feeling like this list is too long to finish in 7 hours and 15 minutes.  I also have a lot of chores around the apartment that need attention. So,  I’m going knock the “can’t ignore” ones out and then hopefully I can sprint to the end!
LD21 Screenshot 2

LD21 Screenshot 2

 

Read Full Post »

Sick of fighting with Unity. Switching to XNA. And, I have a party to goto now, so I don’t expect too much of a game done by Sunday night. That’s the way Ludum Dare’s go!

The Start in XNA

The Start in XNA

Read Full Post »

I’m about half way throught this weekend’s Ludum Dare 21 (althought the traffic level is really bad right now.)  The theme is Escape.

Tools so far:

My Pac Man mechanic isn’t exactly fun, but it too late in the contest now to change :(   I’m using momentum or forces to move the player, which at least one interesting difference over the classic game.  This make moving around a little less straight forward, and might have some emergent strategies, we’ll see.

Interesting! Notch of Minecraft fame is video streaming live as he programs his Ludum Dare 21 entry!!

 

 

Read Full Post »

It’s going to be a hard Ludum Dare, because the theme is It’s Dangerous to go Alone! Take this!

Read Full Post »

Older Posts »