http://mindlesslump.wordpress.com/2014/12/07/ludum-dare-31-the-first-day/
LD31 December 5–8, 2014
Day 1 Update
Complete Game
So I added puzzle pieces. Along with 3 riddles that let the user know where the puzzle pieces are. When you collect all 3 you get a winning screen. WOOO. Losing and winning creates a complete game!
This took me forever because there is some weird behavior in unity where a prefab cannot instantiate another version of itself without using itself as a reference. So what happens is that the object instead of being (clone) ends up being (clone)(clone) the more you use that prefab. The only I found around it is to use a 2nd class to instantiate it.
So now to they gym for a little bit next steps when I get back.
- ART ART ART ART
- Fix bug where Levels get cloned on top of each other. Stupid ray tracing is being a dick. Maybe I’ll just keep what levels have been instatiated and prevent new ones in those positions. This will work.
- I added hints to the riddles. I need to add a button to show them in the pause menu.
- Find the fun. I want to add guys and see how that changes the game. Right now its pretty boring. I’m want to full with how fast you and enemies go based on how big the level is. This should add some fun.
Alright till next time.
Comments
Levels are happenin’
I currently have three levels. I hope to double that by the end of this thing.

I don’t make particularly cerebral puzzles.

I made this tower a lot shorter because I found the climb boring.
I’m going to bed now! Maybe I’ll putz around with GarageBand a bit to make music, though. Everything’s silent now. It works strangely well, but that’s not the plan.
I want to try adding lasers tomorrow, because they’re lasers. Lasers.
Video of the shield effect I spent too much time on!!!!
This is a kind of cool effect for the shield. I have to brag on it because I spend way too much time on it.
It looks cooler in run-time instead of lossy frame video capture. I’m sure it will make it to the final product for submission.
Poo Dee Pie – GIF Action!
Hey, everyone!
Today has been eventful. Steffen painted 90% of the graphics for Poo Dee Pie. Ben got the WIP version of Poo Dee Pie up and running on GameJolt.com. (You can play it here: http://gamejolt.com/games/arcade/poo-dee-pie/40903/)
Steffen has gone to bed now, but he sent an early look GIF of the mouse trapped in the conveyor belt.
There is also a new “Fired” screen in the works:
Follow all of the updates on Poo Dee Pie on Twitter by following #PooDeePie. Send us your catch phrase ideas using that hashtag. You can also tweet @ThumbsBlue, @SteffenWittig and @Kintinue with ideas.
Fun fact: The timezone differences between myself, Ben and Steffen are super crazy. It is really interesting to have the opportunity to work with such talented people all over the world!
Tags: #LudumDare31, #Poodeepie, art update, Ben Pledger, Blue Thumbs Gaming, development update, game, gif, indie, Kintinue, ld31, ldjam, Ludum Dare, ludum dare 31, Poo Dee Pie, Steffen Wittig, update
Comments
Almost done!
HEY, YOU!
Keep up the great work!
Don’t give up! You can do it! If you need to, scale down!
Just finish!
small game > no game
Having trouble with the theme?
“Theme” is just ONE CATEGORY of several!
You can score low on “theme” but still high on “fun!”
game unrelated to theme > no game
The ultimate goal is just “make a game.”
Anything in addition to that is completely optional!
one game > no game
Halfway over, halfway done!
Music!
I have accomplished a bit more on my project, but to show more would spoil it. Here’s some music instead!
Had a heart attack twenty times trying to make this game…
Well. Have a Rat
I have no idea if I’ll be done in time; in fact I kind of doubt it; but have a screenshot and a rat. It’s a first person roguelike; only the first person view keeps with Roguelike conventions…IE; well look at the rat.
Logo Yo
My game: BREAK
I have got all major elements of my game, BREAK, done.
BREAK takes place in an extremely tiny window (if you have a giant monitor, this game isn’t for you), but in order to follow the theme, it must all fit in this small space, right? WRONG! The title of the game refers to “Breaking” the boundaries of the game window, which is the main element of gameplay.
The player can collect gems, which make the window wider or taller (hey, no one said that we couldn’t change the size of what “one screen” is), which leads to a Metroidvania-style progression, since you need to enlarge the screen enough to reach certain areas. Other power-ups also allow access to more of the world, until the goal can be reached. What is the goal? That’s a mystery.
First Build of Dungeon!
Hello everyone!
I just got a first build of my game, Dungeon, out. At the moment, there are two waves, one weapon and a basic experience/health system. I seem to be having some problems with my aspect ratios, could anyone tell me how good it looks on their computer?
Comments
Making Progress
Already did random generation of spawn points, a health system and all that stuff. I feel like this will be one of my best games. Here are some screenshots:

I am really excited about this.
Comments

Starting to feel vaguely like a game… Kind of.
I feel like I’ve finally started to get somewhere. Still so, so much more to go. Fingers crossed I get some of it done.
Comments
Try my game, Mobius Dungeon! The dungeon crawler with a twist.
Here’s an early build of Mobius Dungeon, testing ideas. Please give me all feedback you can think of!
ABOUT
This is a game about getting lost in a dungeon’s labyrinth, and finding your way through mind-bending puzzles.
DOWNLOAD (web, windows, mac, linux)
http://nesis.itch.io/mobius-dungeon
CLICK IMAGES FOR GIFS
The game has two gimmicks.
1) Items you place in one room stay in the same place on-screen when you move to another room, giving you access to things you thought you couldn’t reach.
2) Strangely-linked rooms – think the Lost Woods in Ocarina of Time!
Mix these two together with collectable powerups, and you have a mind-bending dungeon ready to be explored and speedrun ![]()
24 Hours
Things are coming together!
So I got off to a rough start narrowing down my theme and gameplay scope – but I’ve finally settled on a space shooter called Bounds of Space. After reading PoV’s post on “Hating the theme” I got some inspiration to incorporate the theme of Boundaries into the technical limitation of ‘Entire game in one screen.’
So what I have thus far is the beginning of a snazzy asteroids clone with 3 different classes of ships. The goal is to have more weapons, upgrades, and alien ships introduced, as well – and perhaps an online leaderboard. You can play the current build up at: http://www.thought-reactor.net/boundsofspace/public/game/index.html
Feel free to watch me streaming it all @ http://twitch.tv/thoughtreactor.
It’s been a blast so far! Let’s keep it up!
Michael DeLally
Founder of Thought Reactor
Soundtrack
Greetings Traveller,
The rough idea of the soundtrack for our game has settled down.
I wanted to have some retro feel, but at the same time make it sound modern. Also tried out NI Massive, which i got on black friday. Very versatile instrument!
Improvements will be made to sfx and mixing.
Best,
runvs
Finally a bit of progress
I got stuck with some nasty bugs for several hours right after my last update and ended up bashing my head against them for hours before giving up, deleting several hours of work, and redoing the sections from scratch. It’s sad and frustrating, but I’ve now got it working so that I have a dude who can walk around, bump into walls, open doors, see around himself, and remember the terrain he’s already been through. Huzzah! Now I need items and enemies! Also I need to decide how I’m going to make this game unique and interesting…
Tags: 2D, awesome, compo, game, html5, javascript, ld31, ld48, Ludum Dare, luthwyhn, progress, roguelike, screenshot, update
my … sort of …. game?
Hurray for scan-lines

Making Good Progress. The Soundtrack is done!
Game update – Quantum Dungeon is taking shape. literally before your eyes :D

demo of the moving walls in quantum dungeon
So this is where i’m at with my UI. I think once i’ve done some color tweaking i’ll be happy with the walls. I’m trying my best to get things done but my biggest hurdle is i’ve had to build all the boilerplate stuff during the competition. I’ll have a nice basecode when I do the next LD :). Anyway. This is the whole point of the game. The idea that the whole game is on one screen? Sure. My game map is fixed. You are trapped inside a 19×19 map that changes as you move around triggering pressure plates that rearrange the dungeon around you. More updates in around 15 hours!
I made some sprites for the Blobbit.


The Blobbit self-replicates while your space bro tries to capture and defend the resources in sectors of an alien planet. It’s gonna be a button masher. I’m excited.
Shadow play & platformer – all in one screen!
Hi, this is Manu Saiz, I am a self taught game design student.
It is 4.00 am in Spain, so I will soon go get some sleep.
I am making a game for the Compo: “PicoFrío” ( ColdPeck ) must dodge ice turtles to find 3 shards of a beautiful image lost in the mountains. Using his light cauldrons he will try to unravel the image formed by the shards.
I am going for the COMPO. I am using Game Maker and all art and code is being made by myself, although I am checking some code tutorials.

Shadow Play platformer
Before to sleep, a little screenshot!
The Dinorawr Tales – Progress 1
Hey guys, I’ve been working on a game for the team Jam with my friend James and it seems to be progressing quite nicely.

After are first day working hard. James and I have managed to get the game to a playable state with the kind of combat we’d like and I’ve been brainstorming how to make the best of only having so much screen space.

I’ve mostly been creating the art assets and particle systems so it’s hard for me to comment on how scripting has been but the art has been going very well so far and all in game and working. I’ve been using Spriter to animate the characters and enemies which can been seen below 


Unity animator has been used for the players melee attack, which is shown below by a GIF James created earlier. You can also see one of the smoke particle effects I’ve created along side a nice subtle red colour grading effect James decided to implement on hit.

Let me know what you guys think of art so far
and thanks for reading,
-Andy
Tags: #LudumDare31, action, dino, Dinorawr, dinosaur, JPRG, Of, roar, RPG, tales
Big Screen
First Update!
Got some basic combat done. The character is naked and quite ugly but im seriously not an artist D: Also the quality took a major dive while making these gifs but im really loving how the combat feels so far!


Hopefully i can get some clothes on him and make him a little prettier by the end of the day!
Some Game Over music to fall asleep to…
Time to take a nap, with a nice gameover music to fall asleep to ! #LudumDare #LDJAM #LD48 https://t.co/mYMDZ4Y3wr
— Mobo (@elmobo) December 7, 2014
Ebola – find a cure, treat your patients, track down patient zero
pretty good progress today. Tomorrow will be all about doing the right stuff and not getting stuck on the details. With a bit of luck I’ll get 8 hours work in tomorrow and then I’ll have a chance to finish! I’ve learnt a lot today and there will most likely be some spinn-off games from the code written today 
Here is my progress so far:
http://onemuppet.se/games/ebola/
Good night!
Comments
Progress!
Well I started a bit late due to being extremly busy earlier but now I’ve done some progress.
The main idea of the game was being a pacman inspired game where you had to collect all the ‘coins’ in order to win with some more action like elements.
i.e. you have enemies(red cubes) which ‘guard’ the coins and you(yellow cube) have to defeat them using different traps which are bought with coins.
Currently added traps are:
- Slowdown (Z)
- Spikes (X)
I’m planning on adding something like building blocks so you can build blockades also I am prob going to add some speed boost points.
And as much stuff I can add properly before time’s up 😉
A screen of the current version:

Day one over, time to sleep!
First day of my first LD is over. Was fun and got a lot done.
I’m using Unity3D and a little bit of Blender (no skills). Sounds are from random noise generators.
Decided to make a maze crawler survival game for the compo, this took some time to come up with as the theme wasn’t the easiest.
Here is a link to Unity web player version: http://absor.github.io/demo/. Any feedback is welcome!
I am streaming my progress at http://www.twitch.tv/absoa, feel free to drop by. I will be back in about 8 hours maximum.
Comments
silly game skeleton
Hey all, this is a silly puzzlescript “game” that isn’t anywhere near done or fun for more than a few seconds, but just to add something
http://www.puzzlescript.net/play.html?p=268002a932ab394c79c9
Comments
Simple art is good for an MVP / LD compo
Great progress with sound, art and base networking today here in Uppsala.. The game I’m working on will be called Valley Of Trolls and I’m looking forward to feedback tomorrow. It’s a fast-paced multiplayer game made with JavaScript and websockets. The art style is as you can see simple, but I think it will suit this kind of game play great – when you only have 5 seconds to make your moves, it’s important to understand what’s going on.. 
Follow my progress at https://github.com/johannesl/ld31-valleyoftrolls or @johannesl

All level assets complete!
The final level asset in this game that I’ve made is a door that requires anywhere from 1 – 9 keys to open.

Time to move on to enemies!
Comments
Just a suggestion, try and keep the floor and foreground the same style (draw the planks, or let it be 2D). Great work 😀Cheap Peripherals – Day 1 Recap
Well, in what seems like the blink of an eye the first day of the Ludum Dare is over. Here’s a quick recap of what has happened today in regards to my game:

Starting Area
- My partner in crime had to bail due to unfortunate real-life circumstances
- I spent a lot of time on IRC
- I’ve got the starting area done, as well as object interactions, player movement, and collisions (after several hours of fighting with the code)
- I’ve implemented a system to easily add walls/platforms/etc
- I’ve implemented the main mechanic (screen dimming)
What still needs to be done tomorrow:
- –Definitely finished–
- Enemies & Death/Respawn system
- Level design
- Win condition
- –Hopefully finished–
- More artwork (background, walls+platforms, enemies, redo player sprite, etc)
- Sound effects + Music
- Polish
Overall, I’m in pretty good shape. I wasted more time than I should have, but what’s left is certainly doable in a day. I foresee nothing that may prevent me from finishing in time!
The current build is available for download, any and all feedback is welcomed! https://dl.dropboxusercontent.com/u/34790952/Cheap%20Peripherals.jar
Controls:
A+D/Left+Right – Move Left/Right
W/Up – Jump
Q – Action Key (also temporarily exit button from the Platformer menu because the visual button isn’t working, mysteriously)
Good night and good luck,
TheMaster99
Comments
Progress so far
First LD (Semi) Completed! (Gallerdude Dev Journal 1)
Today I finished a long time dream of mine:
Finish a Ludum Dare! Yay!
The game itself is winnable, and losable, but I’ll be polishing it until tomorrow.
I used Scratch, a program used for kids, as the lang, as a personal challenge.
I used Paintbrush for Art.
The game’s name is Dream Heist, and it’s based off the movie Inception.
Like in Inception, there are 4 dreams, each with a challenge. The coolest feature is definitely Time Dilation!
Basically, if you’re in a higher dream, time moves faster in lower dreams. If you’re in a lower dream, time moves slower in higher dreams. It’s really trippy and awesome!
Hopefully I’ll have some time to add in some story tomorrow, because the vague tasks barely seem like dreams. Also on the todo list are: Sound, better graphics, and better instructions!
I FINISHED A LUDUM DARE! WOO!
Comments
Character!
G’night *_*
Insufficient… sleeping… arrangements…
The game’s going pretty well though
So well in fact that I’ve taken the liberty of creating its page early.
It looks like this:

Twilight of Humanity
I spent a long time getting the lighting down to pat, including ridiculous numbers of render targets, blending f*ckery and colour temperature theory in order to get the day-night cycle looking right. Yeah because I have a day-night cycle in my game 😉 Yay!
Anyway yeah, g’night 
W.
Tags: Twilight of humanity
Boom
first compo, day one
Overserious Snowball Fight
God it took me so long to get even this working. Friends lost faith until entertainingly tweened snowball-deaths happened an hour or so ago.
Most of the morning was spent getting used to Haxe and Haxeflixel. Now I feel like I’m rolling, but I’m curious how much of a game I can make out of this by tomorrow night. I still have some mildly grand but achievable notions. But OH GOD I can’t even draw a wall of snow. How do I draw a wall of snow? I might have to steal a wall from an open game art site.
Things I’m excited about: 1) Totally killin’ it tomorrow. 2) Makin’ it juicier. 3) Making the neighborhood kids dress in a greater variety of clothing, particularly with appropriate revolutionary accoutrements. 4) Simple AI. 5) Actually introducing the game elements, like getting killed. 6) FLAGS 7) SADNESS.
You all rule. Thanks for providing me with distraction/inspiration throughout the day.
Making levels is really cool in Sublime Text!

That code minimap is awesome.
Ludum Dare Anti Climax – Horror theme in one screen
Late Out of the Starting Gate
Starting a little late, my plan is to make a sidescrolling game based on a musical score.
As per usual, I started making my game by writing some music for it. As I couldn’t come up with anything better to make a game about that would even remotely fit into the theme, I decided to go with this, a side-scrolling platformer (Original, right?) which involves playing music. More soon to follow.
Comments
GIMP magic!
I took a little time to create an example GIF of the lava effect across the map.

gimp mockup
I hope it works! Apparently, you have to click on it
Oh well. Was going to add a logo but that is time consuming and I should be spending that time writing the code so I can come back and polish up some of the sprites at the end! THEN maybe do some media stuff! Priorities!
I’ve actually decided I am going to attempt Dart and StageXL. It shouldn’t be too hard to just get the game going that way. Using Phaser would mean making a few more decisions surrounding javascript and I just like that Dart handles all that for me. It’s also an excuse to practice Dart more.
And done.
I’ve finished my LD31 entry in 19 hours. Complete with terrible programmer art. Go check it out!
We are building a small VR prototype
using Razor Hydra and Oculus Rift DK2.
These are the results of the first day:
Local Multiplayer Shadow puppet game!
So far so good. We decided on a shared screen, multiplayer game. We went with a shadow puppet style 
We also have controller support for PC at least – it’s pretty buggy on Mac atm.
Still a buncha work to do but we have a basic AI set up with movement / combat etc. Sleep time now though, been at this all day and its 4:15 am now lol.
Faster than aliens
Time to give a sneak peak to my game. I draw inspiration from the first Alien movie, FTL and 90’ies game Space Hulk. You play as the alien spawn and try to breed (as that is what aliens aspire to do, right?). Unfortunately for the unlucky spaceship crew, this involves taking captures and defending the nest and territory. There will be some casualties for the AI controlled hu-mans, but that should not become as surprise to them – after all, all these dangers are listed in fine print on your contract with the megacorp, remember?
The game happens on a spaceship that fits on a screen. The player starts as a alien spawn born out of a first hu-man casualty. First you have to run and hide until you have grown enough you can try to take an human captive to be used as a host. At this time the humans will probably find out there is something fishy going on, so beware those flamethrowers. Dragging the unwilling host for your offspring behind you, you should find a warm spot in the spaceship to build a nest and start to reproduce. Nesting means you can no longer move, but fortunately you now have alien soldiers and alien drones at your disposal. It is time to be the insectoid mastermind that takes control of the spaceship before the hu-mans destroy your nest or initiate the self-destruct mechanism.
What I have:
- A spaceship where you can walk around. Built from tiles and loaded from a resource file.
- A player controlled alien spawn that grows to be a full grown alien.
- Hu-man crew that wanders aimlessly. If it sees an alien spawn, it tries to catch and kill it. If it sees a full grown alien it will flee in horror.
What I still need:
- Ability for the full grown player controlled alien to take captives, find a warm spot and build a nest. And indicators for these.
- A state machine for the hu-man AI as the game relies heavily on interesting behavior of the simulated spaceship crew. Information propagation is also needed so that the first sighting of a full grown alien makes the crew to arm themselves.
- Game ending conditions.
- Sound effects.
- Better graphics produced using Blender if I have the time (probably not).
I will probably not make it as I do not have too much time and the AI stuff is always prone to be more complex than expected. But I will do my best!
Progress update 2
So I’m running a little behind schedule, sleep stole a lot of hours from me.
I tend to save art for later in the process, after I have all the mechanics worked out, so it’s still pretty ugly for now.
The good news is that I almost have all the mechanics down, so after my next update the game should start getting prettier.
Two birds, two stones, only one stone is a fishbowl and the other is fire
Found solutions to both things I was having trouble with in the last post. First, the physics got really unpredictable and less fun when I had the line attached to Wanda’s mouth—you’d sort of wobble around the place, not unlike an actual fish on a line, which is less fun than this is trying to be. Kinda killed the freewheeling feel. Solution: bowl! Voilà: identical physics to the prototype.
Also: fire! I didn’t like the life-preserver rings I was using as targets earlier, and I don’t know why I didn’t go with flaming hoops in the first place—seems much more traditional. This is what they look like. Drew three separate fire images on the ring; would have done more, but I got tired of it, because, as you can see, I am not an artist. 
one day’s work
Getting there….
Day 1 summary
Not a whole lot has been done today.
Spent waaaay too much time on getting the camera to work just the way I wanted. Same thing with the controls.
But I did everything from scratch, so that’s nice. 
Sleepy time!
Humanlike sound generation?
Are there any sound generators that can do vaguely human-like voices? Futzing with sfxr doesn’t seem to produce anything I’d mistake for a human.
Comments
😀
LD31 Update #2: Levels!
Pinball Wizardry Trailer
So now I am maybe calling the game Pinball Wizardry. Depending on how many people want to sue me over that name, I may or may not keep it. Here’s a 6 second trailer. Enjoy!
Good night all!
It’s been a fun first day with the Compo! Feeling pretty good about my progress. It’s already a fully playable game, albeit a bit easy and bland.
Tomorrow’s work is already lined up. The biggest job is to add a whole new dimension to the enemy AI so they can collaborate a bit – I think multiple easy enemies will be much more fun than one really hard one. Also, need to finish adding sound effects, and make all the art and animations prettier.
Milestone 4

After a few interruptions, I finally have some good progress. Actually, 90% of the functionality is done, only a few more smaller details and winning condition and I’m done. I’m really hoping I’ll be able to finish when I wake up and can spend most of tomorrow working on polish. Personally, I think this is going really well this time around.
- Add click events to each area
- Add a clock
- Add $ earned so far
- Add messages as things happen
- Implement the mailbox
- Implement the table
- Implement the kitchen
- Implement the bed
- Have contests win and get things
- Add person status bars(?)
- Implement the bathroom (?)
- Implement the couch (?)
- Implement the dresser (?)
- Figure out an improved UI for the messages.
- Polish
Ideas
I ended up away from home for the first eighteen hours of Ludum Dare this month, but, oddly enough, I have a good feeling about this year’s challenge.
Okay, better than last years’, anyways.
Either way, I have a horror game in mind, somewhere along the lines of Five Nights at Freddie’s. It’s actually a remarkably easy game to program, even with the adjustments I’m making. So far, I’ve the player sleeping in a room alongside a handful of other people. You have to be careful how much you sleep, though- too little, and you’ll go insane. Too much, and you’ll miss a mysterious “bump” in the night that may be the last thing you hear…
Are you having nightmares yet?
Beware the Boogeyman Lili! Teeeheeee!!!
Progress so Far
Reaaaaaaaaaaaaally slow progress. After working for only 12 hours, I only have the player, “mobs”, power-ups and “bullets” .
Not even the artwork is close to be started and the level is still the white screen on the background (yes that white screen is an image).
The problem i have so far is color collison detection which is not working.
Shitty Art
A little Art for you
1st day Progress
I made good progress today. Here is a current screenshot of my game:
It is inspired by an old arcade game from 1982, some of you may be able to guess it.
Working so far: level loading, player movement, gravity, ladders, collisions and burger build mechanics.
Apart from one bug fix that I’ll work on after some sleep, the next steps are: enemies, animations, limited lives, power ups and, of course, some screen shake effects that will, by definition, make the game twice as awesome 
Hopefully there’s some time left at the end to add sound and for some polishing.
Comments
Progress Update #2
It’s playable. Time for bed
Need a title. Tomorrow I’ll be adding niceties like music, score, a high score table, color scheme selection, a tutorial, and sound effects.
Comments
almost done coding #update 2
hi again, I am almost done CODING, I need to make the final touches, and tomorrow I will work on graphics because this doesn’t look so good 😀
here what I have so far:
– you need to sort your production line (you can grab and drop)
– you can make special Fruits in the bonus Machine.
– you can increase products quality by letting them pass on the laser.
but now its time for some sleeping, I dont feel ok
see you when I wake up
SnowyBirds coming!
After a tough night we are proud to say that soon we are going to present our work!
We have lights
More than halfway through the time, and—I dunno—maybe I’m halfway through with implementation? My reboot is going nicely though. Screenshot:

The white flag…or is it?
So after taking a shower, starting up a pot of coffee, and spending time with my wife and my little daughter…i’ve admitted defeat. I was attempting to try to do everything myself in Java which is quite the endeavor…especially during my first LD.
BUT!!! I don’t go down easy. I am about to attempt quite the feat!!! (at least I think so). With less then 24 hours I am going to attempt to re-make my game using a game maker studio!!!
Come watch me attempt this feat… I plan on using the last 20 or so hours to work non-stop on this guy!!!!
Twitch.tv – http://www.twitch.tv/christiazn
LET’S ROCK THIS COMPO!!!!!!…or Jam if I have time Monday 😉
Comments
…or something along those lines. XD congrats on giving it a try, from scratch, in Java. That’s what I’m trying to pull off, and I’m doing alright, but it sure is an ambitious endeavor, and I certainly respect both your drive to try it and your ability to adapt when feeling overwhelmed.
Good luck with your game maker studio game! Give it your all!
You Lay That Pistol Down
16 hours remain! [Pixelpeople]
Ahhh, stress.
Ive got a lot of little features and states to implement if this is going to be a ‘game’. Last night was very frustrating, got stuck on several ‘minor’ programming bugs, or things with Unity I wasnt very familiar with, a few of which took an hour or two to fix. The last issue I managed to fix by am (I was refusing to sleep until it was solved)… then slept for 8 hours instead of the planned 4!
Thankfully the ‘pixelpeople’ (formerly ‘littlepeople’) are nicely implemented now. Ive probably spent waaaay too long on them… But they randomly walk around, occasionally contemplate life, scream and freak out when scary things happen and generally just look depressed. And they’ll soon be ‘utilized’ in the game sadistically properly.
Theres two genders of pixelpeople now too. Unfortunately theres only one set of clothing for each, the way Ive implemented them isnt too great when it comes to flexibility, so its going to have to stay like that unless I suddenly get a bunch of spare time to redesign how theyre clothed before the compo ends! (unlikely)
More screenshots:

*upon creation, the pixelperson contemplates existence*

pixeldudes and dudettes

the two primary states pixelpeople experience

what does that green beam do?
Tags: 3D, 3d unity, aliens, blender, pixel, pixelpeople, unity
First screenshot
Time to post something
Hi party people, Wallace here.
I’m making a game too, in some king of spare time and by my own, the tools I use is:
Flash CC
Flash Develop
Audacity
A gameboy with LCDJ
This name doesn’t have a name yet, but it’s playable. A minimalistic-fast-endless-exploration RPG.

Don’t ask, even I don’t understand.
– Yout character is the smaller one;
– With mouse clicks you have to guide it to the similar form;
– The level is procedurally generated;
– Player have HP (and take damage)
– There’s a timer to finish each level (I record without it)
– Have some cool flat motion design, but I want to improve it more
What’s next
– Enemies (tangram style)
– Potions
– Swords (elementary types – each one change something in the environment and can help in a fight)
– Music, SFX and sync with the timer of the game
– A name?
– Tutorial
Unnamed one screen kitchen game
I’m working on a one screen kitchen game.
Player must plant and harvest vegetables (inside kitchen) and them cook many dishes.
I’m accepting name suggestions


Progress Update: Planting Trees
First time joining Ludum Dare (very nervous), first time working without an artist (panicking!), and off to a late start (only 3 hours ago… what am I thinking?!)
So now, I am planting trees in my screen that my snowball will hit.

Tools:
Unity Engine (Just Basic)
Blender (which I am very, very rusty at, all I can make is primitive shapes, thank goodness Christmas trees are made of cones and cylinders).
Photoshop (for barely noticeable textures)
Tags: screenshot, unity, unity3d
Asix Devlog #1: A little behind but feet don’t stop me now!
What’s up! Asix Jin here just to give a little insight of what I am doing for Ludum Dare 31. I’ve decided to do a micro-RPG where all the menus and battles will take place on one screen therefore “the entire game is one the one screen”. I haven’t got a name for it but Tiny RPG is the placeholder title until (or if) I come up with a better name.
To be honest, I am behind. I wanted to have a prototype ready by 1am, but with 2 hours to go I not to sure I’ll make my deadline. This, however, isn’t stopping me and I am pushing forward. Once I have the core game working, setup up it will probably be more of a matter of balancing and adding content. Below is what I have thus far…..
Lunch/Dinner Day 2
Day 1 Progress Report
Had a hard time finding an idea but this is what I have so far
Not a game yet.
So far I’ve got a very simple test of HTML5 animation – particle-system fireworks explode from wherever you click. This is not a game yet, and this particle effect may have nothing to do with the final game, but it’s a working HTML5 applet with user input and frame-rate-independent physics…so it’s a game engine. Kinda.

Not a game yet….
Come check out the groovy fireworks and massive lack of progress at http://dan-efran.com/games/hall-of-the-mountain-king/
Or not…. Stay tuned.
Some Progress
Four Rooms
Comments
The strict conservation of everything
Hi all!! Progress has been slow… (Also I avoided using “progress” in the title :P) But I have A GIF! WOO!

So what is the strict conservation of everything?
A lot of people said they hated the theme, that it’s too generic, that it was not “imaginative”… I didn’t think so at all! It really depends on how you “police yourself”. You can be as open-ended as you want or as tightly clamped as you want. The point is it’s really up to you!
So me, I took the restriction REALLY strictly – Entire Game One Screen meant that I could not instantiate anything into the game after it started. This had quite a few profound effects on game design:
- No bullets. They weren’t there before the game started, they can’t be there after.
- No “secrets out of a treasure chest” surprise. Same as above.
- No destroying anything – well this wasn’t strictly in the rules, but if I took anything away from the game, it would empty out the game as it went on. And since I can’t make stuff, taking stuff away would be detrimental. I played with the idea of the subtraction being part of the play, but decided against it.
And so my whole game is designed around everything being there all the time! It is a versus arena game, and instead of guns and bullets, there are boxes, and six characters with different abilities. Each time a player died they randomly come back as another character. When boxes fall off the bottom they wrap like Bubble Bobble. Nothing is destroyed. Players are one-hit killed by flying boxes in any direction.
These are the six characters that I’m working on:
- Tosser – picks up boxes and tosses them.
- Punch – punches boxes into opponents and even out of the air
- Stompy – Kills by stomping – has a fast-fall stomp attack, could also affect boxes.
- Porter – randomly teleports a box from elsewhere on the screen in front of him, tele-fragging them if they’re caught by it.
- Amy – she throws boxes at an arc instead of a straight line. Possibly needs tweaking. (Amy because “aim”… Yeah I love terrible puns)
- Sucker – pulls a box towards him to surprise opponents from behind.
Now, have I gone and overscoped myself again? I don’t know, but at least it’s all just in one screen 
BACK TO WORK!
Oh my god, I need time.
24 hours into 1st LD!
Hi guys, it’s my first time joining LD!
I first came across the LD community reading browser picks on indiegames.com. That was some two years ago, and I’ve been looking forward to joining since then. But alas, something always seemed to come up (“meh, excuses”)…
Until this time.
The snowman theme got me really excited (I like snow, that falling feeling, ya know!) so I thought, maybe this is it. That theme lost, and I was disappointed at first (what a vague theme…), but decided to go on anyway, because I signed up (“excuses”).
That said, screenshots!

Screenshot
What it is: another kind of tower defense.
What’s special: Focusing on strategy (I hope) instead of graphics.
Progress so far: Finally got the mechanics working. (Spent hours on trigonometry trying to make things point to the right direction *_*)
Not yet done: content, sounds, menus, scores, figuring out how to publish the thing (never done this before, pointers?). I hope I finish!
Challenges: First time seriously building a game, first time using the Phaser engine. I know the code’s ain’t the most beautiful thing, but at least I hit the ground moving.
OK! Back to work!
Winter Sunset- Original soundtrack for LD31.
“Winter Sunset” is the track I created earlier today for my game for the compo. This is the first track I’ve actively worked on in GarageBand since May, but I decided to go back to that program because it has more realistic guitar & drum MIDIs, which was ideal for this track.
Progress Part #2
Red Repair: First gameplay footage
Making Retro Progress
After so much fighting its starting to look good. Got Collision and AI working. Plus UE4 particles are awesome :D,

It’s progress I guess.
Comments
)All weapons finished!
The final cannonball type is a grapeshot. It shoots really fast, but you can’t get very good jump boosts with it.
You can, however, hover for a bit.
Comments
Gifts Galore! web version of jam entry now playable.
Hello all and Happy Holidays
A playable web version of my jam entry called Gifts Galore! is now online. Catch as many of the falling gifts as possible with the mouse, but don’t let any hit the bottom of the screen or it’s game over!
This is intended as a mini-game in my mobile game collection, called Uncle Scotty’s Arcade At The End Of The Universe. AATEOTU will be available soon for Android on Google Play, with Gifts Galore! plus at least three other mini games: Gravity Tubing, Forever Flappy, and Galactic Invaders. An early alpha web version is currently playable on GameJolt.
Gifts Galore! A mini game in Uncle Scotty’s Arcade At The End Of The Universe
If time permits over the next few days, I will add one or more new holiday-themed mini games and turn my entry into Uncle Scotty’s Holiday Arcade. Then I can fulfill my lifelong dream of putting an arcade inside an arcade! Dare to dream indeed.Thanks for checking out my entry and good luck to all the other participants. Looking forward to playing some one-screen wonders!
Apparently I’m Lazy
If I’ve discovered anything from this round of Ludum Dare, it’s that I’m a lazy programmer. Unity is currently bringing out the worst in me. I’m avoiding scripts because they require thought and I’m spending all my time making art… not good or well designed art. Just subpar, mindless art.
I need to go to bed so that hopefully tomorrow will be more productive.
Right now, I have basic movement down and a short ‘level’ (if you can call it that). Honestly, anyone who uses Unity on a regular basis could through this together in 30 minutes given the models… I just made everything myself, so it took me longer.
I’m sorry that this has been such a downer, at least for me. I struggled to find a concept I wanted to/could tenably make. Then I got side tracked by spending too much time on a single model (which naturally still isn’t done). Finally, I avoid actually accomplishing anything by trying to make Unity do the work for me when I should just code it myself.
But that doesn’t mean this Ludum Dare is a waste. I’ve learned about myself and how I tend to tackle projects in Unity and with 3D assets. I’ve learned that I should implement basic functionality with cubes or something that doesn’t require animation, texturing, modelling, skinning, etc. I learned that just because I can create a humanoid model in 9 hours doesn’t mean I should spend 16% or more of my available time doing that.
Thankfully, I still have tomorrow. See you guys then!
Comments

Meet the Judges

The green one might be a zombie, but he’s proven himself in past competitions.
These guys are in charge of examining LD games, and making sure they fit the theme.
They each have a screen that shows the current level – let’s hope they don’t realize that each screen is different!
…Yup, this game is going to be exactly as weird as it sounds.




























































![[AATEOTU] - GiftsGalore - Main Camera - 2014-12-06 21-17-39 - 1024x576x1](http://ludumdare.com/compo/wp-content/uploads/2014/12/AATEOTU-GiftsGalore-Main-Camera-2014-12-06-21-17-39-1024x576x1-300x168.png)