We always go to sleep right after the theme announcement because of our timezone. After waking up today we started to talk about our concept and managed to come up with something that embeds the theme while also crossing something of our “genres we want to try making”-list. Try guessing the genre by the whiteboard scribble above.
As usual we’ll use Unity/Visual Studio for the game and Photoshop for Sprites. Also George (Soundcloud: IamCode6) will join us later and help out with sounds and music.
We are back to make another game for Ludum Dare 35. We might get some help with sounds this time, “we” meaning Gege and Ekki. The theme will be announced in about 10 hours so we still have some time to prepare. We’ll specifically try to keep our concept as simple as possible this time. You’ll hear from us again after the theme announcement!
Now that Ludum Dare 33 is over it seems like a good time to look back on the first game we made. We made it for Ludum Dare 32 in April and continued to work on it for a week after that to release one more update. The game was designed by Gege and me together, the graphics are made by Gege and the programming was done by me. Since it was a Ludum Dare Jam game, the initial version was designed and produced during 72 hours, you can see what we changed in the week after that in the changelog on our game page here.
We participated in Ludum Dare for the second time in a row (already announced that here). We tried to make a strategy game where some simulation was going on – way to ambitious, of course. We still got the basic simulation going and implemented a single unit. A post-mortem will probably follow later, you should try it first!
If you don’t want to click the bunny and missed the link in the first sentence, PLAY THE GAME HERE.
We started working on a game for Ludum Dare 33 this morning, you can find updates on the Ludum Dare game here. Peter Verzijl joined us for this one, he also works with us on The Side Effects of Life with other people under the name Who Is Noah Games. Because of this we will also release the Ludum Dare entry, currently called Doom, Death & Destruction Tycoon under that name.Naming confusion aside, the name of the game is a clear hint: it’s a tycoon game. The theme is “You Are The Monster”, so we thought “Why not be all of them?” and play the setup to basically any fantasy rpg from the other side. The concept is described roughly in this post on Ludum Dare.
It got a little quiet here recently, because we are working on something that takes a little longer than a jam game. We are also working with a bunch of other people on this! That’s why you won’t see infos about the game here, but rather on a blog dedicated to the game.
It’s going to be a point-and-click adventure set on a spaceship, where gameplay and story will be centered around a few characters and their personalities. Major updates will of course keep appearing here, but for the latest news follow the tumblr page.
Our heroine and the two enemy types: staplers and file cabinets
Last week I focused on planning a rebuild of a earlier prototype. It was the first Unity game we actually made, a singleplayer 2D pixelart platformer. And of course everything inside the Unity project is a mess, we had no bigger picture of how Unity development works and learned most things on the fly during development (still are :)). So I started to look back at the game and the specific problems to figure out what we should redo if we decided to publish it here someday.
Since there is no real project right now, but there are still some things to show and write about I decided to write a general dev diary this time. I started playing around with verb-based point-and-click UI in Unity, watched the Unite Europe Keynote and tweeted the highlights.
We are working on an entry for this months One Game A Month Theme “Childhood”. I started writing daily dev diary updates and after the third day I stopped to continue with weekly updates because we are going to work on the game for a while. This is the summary for week one. Click “Continue reading” to read the dev diary for the first two weeks.