This post combines my initial post as well as the later results page
The 48 hour competition.
I was at a slight disadvantage in that the comp began from 2am Saturday morning and would run through until 2am Monday morning.
I was working both Friday night and Saturday night.
I had a plan for how to get the most time. But it didn’t sound appealing.
I managed to pull off the plan. It wasn’t appealing.
The 48 hour competition.
I was at a slight disadvantage in that the comp began from 2am Saturday morning and would run through until 2am Monday morning.
I was working both Friday night and Saturday night.
I had a plan for how to get the most time. But it didn’t sound appealing.
I managed to pull off the plan. It wasn’t appealing.
When I got back from work I checked the theme, it was “Tiny World”.
I had no idea what on earth that could mean. Open to interpretation I guess, but it left me pondering it in my sleep. Naturally I can’t account what exactly the dreams were, but I do remember that I dreamt about possible game ideas and then woke up and realised they were completely irrelevant.
I awoke later that day, groggy. The plan was to nail an idea and get a basic framework up (I’d only 3 or so hours at hand) so that I could come back from work and get started straight away on the game itself.
At first it didn’t look too good, I was coming across the usual barrage of problems and I still couldn’t think of an idea.
I managed to come up with one last minute that I decided to go with.
Getting back from work (shattered, naturally) I immediately cracked on.
It was around 4.30am when I started my coding straight. So you can imagine that it was a shocking moment when I looked up to find my clock informing me that it was 4.30pm.
I was pretty amazed at myself and pushed on further as 12 hours was good, but I had another 10 to go until the submission deadline.
This is the link to my final submission:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10876
at the bottom is the journal where I kept account of my progress. However, as time dragged on I became less of a socially adept human being and more of a mindless robot and there’s a large gap between my last post and submission, because I was finding it harder to take my concentration off the task at hand as the submission neared and I wanted to make sure I did it.
incase the submission doesn’t remain on the servers the link to the journal is:
http://www.ludumdare.com/compo/category/ld-23/?author_name=skully
I was spurred on by the constant progression. Being naturally pessimistic, I assumed I would end up giving up on this task due to not having anything remotely worth showing. However, even when faced with stress inducing errors I kept plowing ahead.
I began to get progressively less impressed with my own work, however, towards the end. I am happy I managed to create some sort of a game in lessthan 48 hours, instead nearer 26 hours. Given my lack of experience and knowledge of programming, I’d say that’s rather damn impressive.
All in all, Ludum dare was a success for me. I proved to myself that I can work under pressure, I can plan my time efficiently, and perhaps most importantly, I’m still able to abuse my body - so I’m still well in my prime yet!
Results
Ratings
Coolness 68%
#82 Humor 3.29
#264 Theme 3.33
#269 Audio 2.88
#431 Mood 2.68
#485 Innovation 2.81
#593 Fun 2.53
#669 Overall 2.61
#755 Graphics 2.22
Out of 1402 entries, I don’t think that’s a bad first effort. In the top half for most of the ratings, and in the top 100 for humour!
What can I take from this?
Well people obviously can get subtle humour I put into a game (albeit in a rather sleep deprived state of mind)
Either that, or nerds have a short expectation for humour… hmm…
Also, I’m relatively good at deriving a game idea from a brief brief as well as setting a complimenting mood.
I could take away that I’m good with audio but.. It is probably a decent mark riding off the back of the humour aspect.
Fun and innovation are still in the top half of the competition, which is decent considering one of the game’s major faults is it’s difficulty curve.
I had no idea what on earth that could mean. Open to interpretation I guess, but it left me pondering it in my sleep. Naturally I can’t account what exactly the dreams were, but I do remember that I dreamt about possible game ideas and then woke up and realised they were completely irrelevant.
I awoke later that day, groggy. The plan was to nail an idea and get a basic framework up (I’d only 3 or so hours at hand) so that I could come back from work and get started straight away on the game itself.
At first it didn’t look too good, I was coming across the usual barrage of problems and I still couldn’t think of an idea.
I managed to come up with one last minute that I decided to go with.
Getting back from work (shattered, naturally) I immediately cracked on.
It was around 4.30am when I started my coding straight. So you can imagine that it was a shocking moment when I looked up to find my clock informing me that it was 4.30pm.
I was pretty amazed at myself and pushed on further as 12 hours was good, but I had another 10 to go until the submission deadline.
This is the link to my final submission:
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10876
at the bottom is the journal where I kept account of my progress. However, as time dragged on I became less of a socially adept human being and more of a mindless robot and there’s a large gap between my last post and submission, because I was finding it harder to take my concentration off the task at hand as the submission neared and I wanted to make sure I did it.
incase the submission doesn’t remain on the servers the link to the journal is:
http://www.ludumdare.com/compo/category/ld-23/?author_name=skully
I was spurred on by the constant progression. Being naturally pessimistic, I assumed I would end up giving up on this task due to not having anything remotely worth showing. However, even when faced with stress inducing errors I kept plowing ahead.
I began to get progressively less impressed with my own work, however, towards the end. I am happy I managed to create some sort of a game in lessthan 48 hours, instead nearer 26 hours. Given my lack of experience and knowledge of programming, I’d say that’s rather damn impressive.
All in all, Ludum dare was a success for me. I proved to myself that I can work under pressure, I can plan my time efficiently, and perhaps most importantly, I’m still able to abuse my body - so I’m still well in my prime yet!
Results
Ratings
Coolness 68%
#82 Humor 3.29
#264 Theme 3.33
#269 Audio 2.88
#431 Mood 2.68
#485 Innovation 2.81
#593 Fun 2.53
#669 Overall 2.61
#755 Graphics 2.22
Out of 1402 entries, I don’t think that’s a bad first effort. In the top half for most of the ratings, and in the top 100 for humour!
What can I take from this?
Well people obviously can get subtle humour I put into a game (albeit in a rather sleep deprived state of mind)
Either that, or nerds have a short expectation for humour… hmm…
Also, I’m relatively good at deriving a game idea from a brief brief as well as setting a complimenting mood.
I could take away that I’m good with audio but.. It is probably a decent mark riding off the back of the humour aspect.
Fun and innovation are still in the top half of the competition, which is decent considering one of the game’s major faults is it’s difficulty curve.