wareification

LD 38

First 24 Hours of my First Full Ludum Dare

24hours_in.png

Hello fellow game devs! I noticed a bunch of you guys doing 'after my first 24 hour' posts, and figured I would join in.

When I first started brainstorming over the theme I decided I didn't want to go with a literal interruption of 'small world'. So I drew a parallel to the theme with the phrase 'this town ain't big enough for the both of us'. After thinking about things that people refuse to see eye to eye on, I settled on Hawaiian pizza since I enjoy it a bit myself :3. And what you get is a cheap Bomberman inspired deathmatch game, where only one of the two toppings can survive on a pizza (ham or pineapple).

All of the basic mechanics are there. Two players with separate keyboard bindings, both can drop salt bombs at each other. Tomato sauce acts as lava. Green peppers act as destructible barriers.

I'd like to use my remaining time to try and improve the graphics if possible (I'm not a great artist so this might be a losing battle :/), add a simple menu, add a dynamic system for dropping toppings to increase the tension between players, and possible some rough AI for single player.

I'm not certain yet what I'll be able to fit in before the deadline, but I'm glad to have the basis formed in the first 24 hours. Hope everyone else is having some success getting their ideas off the ground. Good luck to everyone else on your second 24 hours, I look forward to playing your submissions soon!

Submission Successful!

post_release.png

Created a submission and was able to access it from another computer, so I'm calling that a success! Think I'm just going to relax for the rest of the night and check back in on things tomorrow.

So proud to have finally participated along side you gamers in the last 48 hours of intense development. I look forward to checking out the submissions tomorrow evening after work to see the incredible things you all did with the time.

"not on my pizza" Closing Thoughts

Hello friends!

Just wanted to post some closing thoughts on my first ever LD competition experience. I was originally starting to type out a full brain dump of the weekend, but it just sounded so long winded that I was boring even myself... Instead I give you the distilled down highlights!

https://ldjam.com/events/ludum-dare/38/not-on-my-pizza

What went well: * Was able to have a completed (although very simple, and not that creative) game on time. * The initial design seemed to be a good fit for the time frame. * The light-hearted theme felt perfect for a jam game. I was able to bring a smile to anyones face who I describe the game to in person. * Worked on my first ever multi-player game. Might have only been local shared screen multi-player, but still a valuable experience. * Got a lot of experience working with game mechanics that are quite common in games, that I've had no previous experience with.

What didn't go so great: * It wasn't until half way though the event that I decided that it was going to be a multi-player game. Originally I wanted to have AI opponents instead, but by the time I had all the basic world mechanics down, there was no way I could write an intelligible opponent. * Since the game was multi-player only, I wasn't able to get much gameplay feedback until too late in the event. * Even though I'm a fairly experience programmer by this time in my life, I'm still very unexperienced as a game developer and artist. I'm afraid that the final gameplay was a little short of the mark, and the sprite art needed to be stronger. * No sound or music. Haven't worked enough with the tools involved in this area to have felt comfortable preparing these materials in the time of the event.

All and all I had a lot of fun making this game. After such a positive experience, I'd definitely like to make this a regular thing from here on out. Thank you everyone for making my first time so memorable!

LD 39

title = this.player in LD39;

Excited for my second attempt at a Ludum Dare event! Took the day off to relax and prepare. Lets make something cool! Best of luck to everyone! :gem:

Development Tools
  • Programming Language: Python3
  • Framework/Engine: synthpressure
  • Graphics Editor: GIMP
  • Audio Editor: Audacity
  • IDE: PyCharm
  • OS: Ubuntu 16.04

Day 1 Status (+3hrs)

3hremprogress/emmark.png

Just wanted to share a quick screenshot of the progress that I've made over the first few hours of the event.

The quickest intro that I could give to the game I've decided to make for this theme would be 'underground solar-powered car racing'. So far I've been able to implement an appropriate camera, basic player movement, and some crude collisions.

It's just past midnight here on the east coast of the US, so I think I'm going to head to bed now so that I can get up at a reasonable time tomorrow. Good night!

Day 1 Status (19+ hrs)

caremrotation/embillboard.gif

Making some solid progress getting the core mechanics of a primitive 3D racing game wired up. Player movement has becoming much smoother since last night, and some animations help provide feedback. Next I'm going to try to wire up the lap/race mechanics followed by some primitive AI.

I'm afraid that performance may become a limiting factor soon. After building a map with just 100 billboards on it, I was already saw some strain on the framerate. I'm going to keep pushing forward regardless, but I could see this forcing me to cut some features early.

Day 2 Status (1+ hrs)

race.gif

Steady progress ahead! Since the last status I was able to nail down basic lap/race rules. This included the ability to count each lap that the player finishes as well as regulations to prevent them from just backing up and crossing the finish line. Also the race will end after a determined number of laps. On top of those rules a simple AI system was added to provide some competition to the player during a race.

Even if I struggle to complete too much else with the last half of the event, I'll feel pretty proud of the billboarding algorithm and basic path-finding I was able to knockout today. Both are very crude, but for a first attempt at the problems and under these time constants I'm happy :nerd:.

Well I think I'm going to pick up the rest tomorrow. I'm aiming to add a solar energy system to the engine mechanics and add some polish to the player control and AI interesting factor. Might add a simple slash screen for a menu, but I'm not going to spend as much time on a menu as I did during my first event last time.

Good night everyone, catch you in the morning!

Day 2 Status (16+ hrs)

hud_signals.png

Knocking out some niceties this morning. Improved the HUD feedback by a mile. Just got finished adding a starting gun wait for the players.

Next is the power balancing mechanic. After that maybe a HUD notice of your rank after the race is over. Then will look into AI or level tweaks.

Day 2 Status (22+ hrs)

final_hud.png

Just finished adding a power system that influences each cars max speed. Solar flares are used to regain power as it slowly drains away over time. Also added HUD components to show the player's rank and place.

I think this is all I'm going to have time for this jam. The level design and AI could be a good kick in the butt, but for a 48 hour competition this is the best I could help for. Last steps include a readme and a icon, then off to packaging.

Thank you everyone for checking in during this event, it's been a blast! I look forward to seeing everyones creations during the rating part of this event. Please be sure to stop by and leave some comments if this game has interested you at all.

LD 40

attempt[2] = TeamStructure.Solo;

Hiya again lovely people! Hope everyone is in good spirits, or at least has some sitting around.

```

Development configuration

{ "Language": "Python3", "Engine": "synthpressure", "Graphics": "GIMP", "Audio": "in-code", "IDE": "PyCharm", "OS": "Ubuntu 16.04" } ```

There may be hope still...

Screenshot from 2017-12-03 00-11-57.png

I wasn't too certain I could get a game made in time for this jam given a surprisingly rough start, but now after a solid day of work I was able to get the basis to this familiar game coded up. Still hope to add a custom mechanic before the deadline. I do feel good having something tangible coded up from scratch in time in case more trouble arises :cloud_tornado:.

Hold mechanic added

Screenshot from 2017-12-03 14-04-40.png

To make the game fit the theme a bit better I added a hold mechanic to the game where the player can risk delaying the cashing in of completed rows for bonus multipliers. The more bonus modifiers you have, the less room you have to position the current falling shape.

Another jam, another submission!

Although this jam didn't go as smoothly for me as previous ones, I can say I was fortunate enough to get a game completed by the deadline. I had the pleasure of writing my first post-release hotfix for an entry after running into some trouble with my first submission (PyInstaller trouble converting the source code into a Windows executable).

I'm glad to have shared all of your company for another event, and I can't wait to play your games soon! :grin:

https://ldjam.com/events/ludum-dare/40/hold-out