Ludum Dare 52 January 6–9, 2023

I'm trying to be funny.

day4blog2.jpg time.jpg And wowee has it been a long day. This is just time spent coding, not including time spent in other programs on graphical assets, audio, music, general planning etc etc.... I'm really happy though, I don't know if it's just that I love the game idea I'm doing despite pivoting, or the fact I'm outside of Unity and using a technology that's a joy to work with but I am just really enjoying myself right now. Late night coding sessions whilist jamming out to music have never been so fun I want to pull an all nighter. My playlist has never sounded so good. I don't know I'm happy because I didn't really enjoy the last 2 or 3 Ludum Dare's but this.. this was a blast and I'm really proud and happy with what I've come up with even if it's little and I probably won't complete win/lose conditions to make it a real game in time. but that's my late night rant over. Good luck everyone.

Finished!

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Very proud of what we were able to complete in such a short amount of time. Had a ton of fun and excited to try everyone else's games. Good luck with the rest of the jam, everyone!

My first solo entry

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Wow, it was such a big adventure! As a visual artist, code an entire game seems to be impossible but I did it ! It's not the funniest gameplay on earth but I put all my love in it :heart:

🎮 * Try it * 🎮

I did it boys it's bad but it's done.

I finished it's kinda bad I'm not an artist but I tried. around 20 hours of work in one weekend kicked my butt so I'm going to bed now.Menu.png

Goal's in Sight with just over 12 hours to go!

We've gone from this:

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to this:

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in 48 hours. The mechanics are largely done. The modelling is largely done. The animations are done, save for one. The main menu? Done. Likewise the music, with only some sound effects left to do. Now I just need to assemble the last levels - which are already written out - and we're good to go.

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The finish line is in sight - now to run through the tape.

My First Compo Succeed!

To my surprise, I made almost all what I want and publish the game.

Go to my space and try it!

Silly ant game

image.png explore a dead ant colony as you try to farm fungi to survive

https://youtu.be/Gq-zxbSPgrE

Harvest Timing

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Have you ever wanted to play a Stardew Valley or Harvest Moon game that was really pedantic and required careful attention to number sequences?

Play and rate Harvest Timing, here: https://ldjam.com/events/ludum-dare/52/harvest-timing

Wild times in Unreal Engine 5

So last minute, right before the jam began, I decided to make my game in Unreal Engine 5. No bigee right? I'm pretty good at navigating the engine now and as long as I played to my strengths i'd be successful, right? Oh how wrong I was! I ended up wasting at least a day on learning an engine system I was never gonna use.

Nevertheless I persisted, and today I ended up making something I am actually pretty proud of. Is it playable? God no. It's gonna be at least another weekend until the game becomes playable at all. However, I do have a preview for those interested. Think, Zombies are gonna eat your crops, and if you don't do anything about it you wont have any food left. I think its a good idea that can be expanded upon in a number of different ways.

Anyways I'm tired, I'm gonna go to bed soon, but if you're interested in seeing what I'm making here's a link to the youtube preview. https://youtu.be/xZWqtEMi9ao

Playthough of Catchy (Raft + Sea of Thieves in 2D using old naval maps style)

Created this game in 48 hours for compo. I created a video with gameplay of Catchy https://ldjam.com/events/ludum-dare/52/catchy (game about sailing on a fisherman ship and catching lots of fish), so if you are too tired to play, you can just watch walkthrough :)

https://youtu.be/E922dXT4Ens

I barely had enough time to finish all main gameplay features (but I did it!), so I didn't have enough to record and implement sounds, but I hope it's ok :) Second half of a video I'm trying to find 2 rare fish kinds, but I won't say I didn't like to search for them, I still enjoy playing it even though I spent last ~3 days with that game.

Although I completed 7 "main quests", there are some hidden secrets and more upgrades to get, so if you are interested, feel free to try the game yourself (you can even do it in the Embeded WebGL build here https://ldjam.com/events/ludum-dare/52/catchy).

I will now finally go to sleep and get some rest (yay!). Cyall tomorrow, gonna try a lot of cool new games for sure!

Oops

I made my game and thought it was unique. Didn't realize that soul harvesting games were so common. Give me some games to play and I'll play and rate them.

It's getting there...

I had so much I needed to do that I decided on the Jam quite early on.

I am finally considering my gameplay "done" as of an hour or two ago, and I have been working on music. I'm trying a somewhat interesting technique, I think... I improvised on my keyboard for about 10 minutes to create some piano notes, and I'm basically going to randomly fade parts of this in and out on top of a short (ish) drone loop. This seems to work reasonably well, and should create a lot of musical variation without too much effort on my part... so I don't have to stress out about the music too much. :sweat_smile: (I just need to trust that my improvisation skills are not entirely terrible, which... well... we'll see.)

I of course still need to do sound, and then there's some other little requirements to fulfill... (art for all my cards, and oh, a title... that might be important).

So close to the finish line

A big day of bug fixes to come, but I'm quite pleased with how our second game is going. I feel like we all learned some new skills and tried things we didn't think we could do. 322575327em1356238091583489/em1453023786735837936_n.jpg Luba and Alain did an awesome job on the splash screen and I can't say how impressed I am with Sean and Matt coding all this! Godot is a puzzle I will one day learn to solve.

I had a lot of fun challenging myself to write in some uncommon modes and time signatures. I almost gave up on the 10/8 time at one point, but I'm so glad that it stayed in. Two songs were completed, but I'm not sure if they will both end up in the game with the time restraints. We also have (had?) a plan to crossfade with the theme matching the size of the monster, but it is proving troublesome and lower priority that some of the bugs. Either way I'm proud of what we have done so far!

I can't wait to see what everyone does! 14 hours to go!

Well, this is a bit of a problem

With a mix of a theme I didn't like and an un-thought-through idea, I've ended up with a stupid platformer that I dislike :stuckouttongue:. It's not terrible, but I'm interested to see what everyone thinks of it! It's definitely a step down from my last one because of all the problems I faced, but I've learned things for next time: mostly just don't make a platformer because I hate them now. :laughing:

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I'm probably uploading this tomorrow, even though it's done right now (goes to show how simple the game is), but we'll see! I hope everyone had a good Ludum Dare!

I make a pachinko game!

Spend 1 day make a simple pachinko game alone! Feel free to play it and leave your game in comment I will play it!

my game: https://ldjam.com/events/ludum-dare/52/pachinko

No textures? No audio? No shadow maps? No problem.

This is my first game jam ever, and I'm using my home-grown physics engine as the only game creation tool with Dear ImGui for UI. All of the mechanics are physics-based, which simplifies some things (no rigging up animations), but makes some things harder (tuning parameters, staying inside cpu budget). Here are some of the pros and cons I've noticed so far:

Physically simulated environment and character model

Everything in the game map is physically simulated. The player character is a collection of rigid bodies held together by constraints and forces defined in a config file.

Pros

It's really, really easy (well, kinda, more on that later) to make a map with intrinsically dynamic elements. Elevated spinning disk obstacle? No problem, just a squished cylinder, a revolute joint constraint, and a revolute motor constraint. Gear and linkage driving the motion of a path blocker? You got it.

Simulated contraptions can be tested outside of the game map. This is a huge win - being able to test things piecewise makes it much easier to isolate and fix bugs.

Cons

There's a persistent whisper at the back of my head that my CPU budget may be overblown at any second. Tuning constraint parameters, masses, and even initial orientations can be a pain (my engine doesn't have an editor - config files have to be made by hand).

Limited rendering features

My physics engine only supports a small fixed number of convex meshes and has zero support for textures or particles. It lets you color the meshes, though!

Pros

Having such an artistically constrained medium meant that 85% - 90% of my time was directly related to defining gameplay and mechanics, so I was able to build most of the game that I had in mind. Essentially, minimum viable gameplay is prioritized over visual style.

Cons

There is absolutely zero juice. The graphics are as bland as they could possibly be, and this will likely be a major detractor from reviewers.

Zero audio

Having an audio thread is nowhere near the roadmap for this engine.

Pros

One less thing to deal with, another point for minimum viable gameplay.

Cons

Immersion is almost non-existent.

Takeaways

I'll continue to toot my own horn. I'm surprised that this tool is as mature as it is. Granted there are still things that need to be changed, features that need to be added, and algorithms that need to be tuned. But on the whole I'm super proud that this thing is finding usefulness outside of its intended wheelhouse (it's supposed to be for simulating robots). The game that comes out of it might not be amazing, but this jam has identified one or two handfuls of features that would be super nice to have.

Thanks for reading, obligatory progress pic:

You can have any color you want as long as it's... yellowish... orangeish

(You can have any color you want as long as it's... yellowish... orangeish)

I just finished my game for my second jam ever!

Hi everyone!

I just finished my game, it's a simple clicker where you harvest fruits, then sell them and buy upgrades to earn more. I coded it with gdevelop and my girlfriend did all the art.

Please let me know what you think, and good luck to all!

https://ldj.am/$315948

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