So this was my first Ludum Dare. And what an experience it was…
Luckily, I was on a team of five very talented people, two of whom were LD veterans. Below is a quick recap of the weekend covering the highs, the lows, and everything in between.
Here is what we ended up with:


http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=3223
And here is how we began…
Day 0 – Friday night
After work we head out for dinner as a group to brainstorm ideas based on the newly announced theme. We continue to brainstorm afterwards, listing concepts, themes, mechanics, etc. that we all like, but we have trouble nailing it down to a single idea.
We agree on a basic underwater setting – from there, to gather further inspiration, we each split to work on our own prototypes/concepts to see where our imaginations can take us. We reconvene a couple of hours later – we have the beginnings of our character and some very rough swim controls…things slowly start to take shape.
By the end of the night we have a good idea of how we want the swim mechanic to work, the look of our new character, and a comp for direction on the environment. We split for the night – sleep is important and we wanted to let the new ideas simmer over night.
Day 1 – Go time
Saturday morning (or afternoon for some of us ;)) we reconvene and continue work: finalize the swim mechanics, flush our character design/monster design, begin animation, stub out the level. From there we worked out the mechanics one step at a time – collectables that level up the character, two gained abilities chosen from a brainstormed list, etc. By Saturday night we knew what we were building and where we wanted it to go – but there was still so much to do.
Day 2 – Is it Sunday already?
Sunday is a bit of the blur (despite sleep being important it was proving more elusive than planned). The game was starting to look great, but the gameplay was lacking. Improvements to the monster fish made the game start to feel like a game. Later in the day the shockwave ability went in and things started to come together. When audio went in, it made the game a whole new experience – adding that creepy vibe and really selling it. We worked until 3am Monday morning frantically polishing every last bit we could. We were able to stub out a rough intro sequence and a finale sequence by the end, and we wired up the UI for a more polished experience.
Day 3 – Game day
We all work full time, and Monday was a work day. We fixed a couple of minor bugs before work and then a few more at lunch. Send the game out to the office for feedback, spend an hour fixing major problems, and then submit. We’re done!
Lessons Learned
First, if at all possible work in the same location. We all work in the same office and we were able to gather and work there for the majority of the project. It is impossible to overstate how much of an impact this had on the project. We were immediately able to hash out new ideas or brainstorm to solve challenges as they arose. It was a great way to work and I highly recommend it when possible.
That said, the biggest take away from this experience for me was that you don’t really need a fully flushed out idea to begin game development. When we started working Friday night the only bit we had figured out was that the game would be underwater. The rest came throughout the process, little pieces at a time. It wasn’t until late Saturday that we really had most of the idea figured out. Don’t wait until you have the perfect idea to make a game…start making one and see where it takes you. Often the most fun and enjoyable parts of a game were mistakes or accidents that happened along the way.
Summary
Monday evening and all day Tuesday I had this really strange feeling overcome me – it almost felt like we had been working for months on this project and were just now resurfacing. Another team member described the feeling as almost like being hung over. Ludum Dare was an amazing experience, and one I hope to repeat someday.
I think I’m missing the meme context on a lot of these as usual.