melpomephy

Ludum Dare 53

Hi everyone!!

This is my first time attempting LD, but not my first jam, so hopefully I'm able to deliver a working prototype! I'm working on a Cult Delivery Express for the compo, so wish me luck, please! :blush: And forgive my bad 3D assets, blender is hard :cry:

Anyways, here's my tools for the weekend: Godot 4.0, Blender 3.4 (didn't update to 3.5 yet, sadly, it scares me :sweat:) and mercury (it's for live coding, but oh well) if the time permits it.

Here's my test scene on godot. It's kinda ugly, but at least i can test all interactions easily. Godot test scene

Ludum Dare 54

Third time's the charm

This will be my third time attempting LD, hopefully the second publishing a somewhat finished game here. My main goal this time is trying for a small enough scope so I can try my hand at having some sound this time. I'll be aiming for the compo, but realistically will be entering the jam and will share the code either way.

Anyways, what I'm planning to use: - Engine: Godot 4.1 - Art: Blender 3.6 - Audio: Mercury Live Coding Environment - Others: pure desperation

I'm thinking of doing some mixed art project, and if so I'll be drawing on my tablet as well with whatever free software I'm using at the moment. If so, I'll specify on the game page then. For the audio, I'm always jumping from one live coding language to another, but I'm pretty sure I'll be using Mercury this time. I know it's not exactly made for this, but I'm really bad with the usual audio programs, and coding my music is really fun.

Here's to not burning myself out and being able to respond to all comments this time!

Greenhouse is taking shape

greenhouse1.png

Most of the gameplay loop is done! Now I need to model some crops, make the UI and add a bit of color to it all. And make sound effects and the soundtrack, but I'm saving this for last. I'm actually happy with how the game's progressing thus far, the compo is looking like an option this time!

Jam it is

lettuce1.png greenhouse2.png

I may have underestimated the time needed to make plant models, just a little bit. So I'm going for the jam instead of the compo now, since broccoli and lettuce don't make a game. Hoping to model the full variety of crops I planned for this game, but time will tell. At least everything else is in planting order and you can feed your cow already.

The learning along the way

It's here! I made it to the jam! Didn't get to make a cool soundtrack like I wanted to, but I quite like the finished product.

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It was a wild ride these last three days. I planned to enter the compo, but as I imagined I didn't finish everything in time, so jam it was. Honestly, I'm still quite proud of myself for how much I got done and how fast I was able to make everything this time. It's been two years since I started developing games and I never though I'd get this far.

So! Things I learned this time: * Scoping. This was the first time I was actually able to do everything I planned to for gameplay. Sure, I underestimated how much time it takes to make 3d models, so audio was sacrificed, but in terms of code I was able to do everything I wanted to. * 3D modeling. More specifically, plant models. I'm actually happy with the plants I designed! Sure, they're not the most pretty and they definitely have problems, but I was able to make them a lot quicker than my previous attempts at plants and they look a lot better too. * Mouse interactions. That was my first time making a point and click game and I though it would be a lot more difficult than it really was, specially with 3d.

And finally things I have to get better at, noticed in this jam: * Tutorials. Or just giving feedback to players in general, to teach them how to play or otherwise. I always knew it's difficult, but I'm beginning to think that's honestly my weakest area now. * UI. Not only do I hate doing it, I'm really bad at it too. And yeah, I knew that already, but no, I'm truly terrible at it. And not just designing it, but actually making it. Luckily, I know how to go about fixing it: stop doing it freestyle and make a system out of it, with hard rules and checklists to follow. Hopefully I get better at it before the next jam.

Ludum Dare 55

I'm in

A bit late and with limited time this weekend, but I wanted to at least try something. Not for the compo, even if I'm using compo rules, but still wanted to continue my jam streak.

I'm not really a fan of the theme, but got a semi-working idea. It's definitely on the obvious side, the player has to summon creatures, but I tried my best to not go with the most obvious idea and so the summoning is the objective, not a mechanic you use during the game. If luck is on my side, I plan to use procedural generation, but unfortunately I'm not counting on it, not with how little time I have.

Good jam, everyone!

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He's surprisingly charismatic

Made a quick mesh to test the player before doing any asset, but this little guy is growing on me. I'm considering just modeling a wizard hat for him and using this as the visual style of the game.

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