Ludum Dare #28 starts today
ludumdare.com
ludumdare.com
If you want to try the games, here they are:
Theme - Tiny World: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview...
Theme - Evolution: http://www.ludumdare.com/compo/2012/08/28/tower-of-nugs/
Theme - Minimalism: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview... (this one was for the Compo, and didn't go as well as I hoped. Still, I believe I achieved the experience and message I wanted)
EDIT: Github for the last game https://github.com/Vaskivo/LudumDare26_MOAI
If you're having trouble just press 'left' during the whole game for an unintended cheat/bug.
I'm pretty sure I'd join a "48 hours in 30 days" style LD, that could actually work for me. Is anyone aware of anything like that?
edit: Just remembered that there's 1GAM (One Game A Month), which is almost that. Still, I'd prefer a yearly or bi-yearly thing with a lot of traction like LD, and some kind of total time limit.
edit2: What'd be interesting about such a jam is that people would have much more time to think. I don't consider myself less productive when it comes to side projects than before I had kids, I get to think things really through and solve most hard issues while I'm out and about with the little ones.
http://bigosaur.com/blog/23days
Too bad it's only once a year... Maybe we could start a "month" challenge for parents, say 2-3 times a year? Rules could be like this:
1. all participants must have at least one child (living with them)
2. you need to complete a working game within a month
3. theme? Well, I'm not sure about this one. Maybe a theme should be free,
because it's easy to throw away 48hrs at something you might not like very much,
but it's hard to dedicate a whole month to some theme you don't like
4. money? I liked the "get to the market and earn $1" approach from LD.
What do you think?I wouldn't want to restrict it to parents actually, I believe there are many other people that can't get 48 hours in a row off because of work/family obligations, and I don't see why they shouldn't compete with less busy people. 48 (or 30?) hours in 30 days seems quite doable without much sacrifice.
The one thing that bothers me is that it shouldn't be _too_ easy to cheat and put more hours in. Maybe the whole thing could be coupled with some script you need to use for accessing your project and that times it.
Of course you could still cheat if you wanted to, you can just as easily cheat in LD48. But it should be easier to not cheat than to cheat, which wouldn't be the case if people keep track of their time themselves.
> money? I liked the "get to the market and earn $1" approach from LD.
Not sure about the $1 thing. I'd rather build a fun game than trying to bring something unpolished to market at all costs. But it sets a higher bar for sure.
Maybe require that code is posted to GitHub... but then there's open/close source problem.
The whole idea behing LD is to improve and motivate yourself. There are no rewards. If you're cheating, you are not cheating anyone else but yourself.
Yeah, maybe some nasty setup like that is not necessary at all. Just a big timer on some web site. I think I'll contact the LD folks about this whole idea, maybe they're up for it. I doubt a game jam I start would gain traction TBH, I've never even released a game (despite having made about 13 in 10 years).
A jam where you're only supposed to do 48 hours (or better, 30) of work within 30 days would give all games roughly the same scopes and make them comparable for a competition.
But I realise that the audience for this kind of game jam consist of me and probably nobody else, so no real point in trying to start something like that. I have a non-jam game to finish anyway.
† I'm sure there are ways as a single parent, but that's beside the point.
Being understanding doesn't mean you have to share in everything, together every moment.
http://www.ludumdare.com/compo/2013/12/13/playcanvas-is-in/
But we've created some awesome little games (and some less awesome ones) but always learned and pushed our platform forward that bit.
2yrs ago, http://apps.playcanvas.com/dave/alone/latest
1.5yr ago, http://apps.playcanvas.com/dave/tiny_world/latest
My super-proud previous team entries are:
Mini31: Afraid of the Dark http://www.ludumdare.com/compo/minild-31/?action=preview&uid... (2D platformer using 3D art)
LD23: The Small World of Professor Strange http://www.ludumdare.com/compo/ludum-dare-23/?action=preview... (a graphical text adventure with Eclipse IDE mode)
LD24: Cage Flight http://www.ludumdare.com/compo/ludum-dare-24/?action=preview... (multiplayer space sim)
LD25: The Crown Jewels Job http://www.ludumdare.com/compo/ludum-dare-25/?action=preview... (2D platformer, kid safe)
Mini40: Mutually Assured Destruction http://www.ludumdare.com/compo/minild-40/?action=preview&uid... (nice globe map)
LD27: NSA's Where's Snowden? http://www.ludumdare.com/compo/ludum-dare-27/?action=preview... (SQL hacking game)
I can make any game I what anytime, but the theme give you focus and forces you to think in something you otherwise wouldn't.
Obviously there's almost no one streaming atm, but many people stream during the compo.
http://www.ludumdare.com/compo/2013/12/12/im-in-and-ill-be-b...
I'm really looking forward to this, it's my 3rd time around.
I'm curious, are there any real-world gatherings in my city that people here know about? Does anybody know of a place/group of people who might like to organise one?
EDITED: For clarity.
There's a list of real-world meet-ups if you're feeling social! http://www.ludumdare.com/compo/2013/11/19/real-world-ludum-d...
http://www.ludumdare.com/compo/2013/09/16/ludum-dare-27-resu...
It's fun to see the creativity behind the interpretations of the theme as much as the actual games themselves
First I started with C++, as a C programmer, it was a pretty big jump for me http://www.ludumdare.com/compo/ludum-dare-23/?action=preview... Then a year later, while I had just started playing around with Clojure, I went all the way and wrote a game in ClojureScript http://www.ludumdare.com/compo/ludum-dare-26/?action=preview... which turned out for some parts to be easier than I thought. Last time I went with some plain Javascript instead http://www.ludumdare.com/compo/ludum-dare-27/?action=preview...
Honestly, this time around I wanted to try out my new Clojure game engine but it's still in development and not quite ready, plus I have finals next week and I'm studying like crazy. Unfortunately I'll have to skip this time but I suggest anybody who's interested in game development (or just wants to have fun) to go try a Ludum Dare, it's really a self-rewarding and enriching experience!
Rate others, leave comments, and people will play your game.
At TechCrunch Disrupt Hackathon, which I attended every year, the first time I built a real-time, quora-like Q&A app with questions of the type "What is the Adj Noun in Noun", which invited people via chat requests. The second time I built "spreadourmessage.com" which generated a widget organizations could place on their page to let people "donate their fb profiles to syndicate some organizationms posts. Neither one won anything. The third year I realized many people were cheating and using existing sites, so I updated our existing app, YouMixer.com (which doesn't work well with fb connect anymore) and presented a real time social jukebox backed by youtube like a free itunes. Didn't win either.
This year I'm going to build something from scratch using a sponsor's API and our Q framework (http://qbixstaging.com/QP) if it does its job, this should beat the pants off the other entries.
Of course, LD is susceptible to populistic/marketing style attacks, but not as much as it would seem (otherwise the guys who did Impetus would have won last time).
I've finished a couple of PyWeeks* , and having only 48 hours changes everything: it's about being focused and effective, and definitely more about game design than actually programming/art.
* Python game programming challenge that happens during one week, that to me translates into ~36 hours of development (because of job, real life, etc).
But I encourage everyone to participate, that was a lot of creative juices flowing!
The theme is revealed and BAM! 48 hours to make a game. The theme reveal is when the clock starts ticking.
It's currently at around 10 hours 40 minutes, which makes me feel some pain for Notch since I'm in his timezone (Stockholm, Sweden).
It's 16:18 in the afternoon here now, so the reveal is at 03:00 in the night. Not my peak hour for programming. :)
Its a neat way to think about game themes; a useful list to have.