Jargon Dares Too!

So, I have decided to enter the Ludum Dare Mini along with my esteemed friend and colleague, Mr CWolf, which is happening this weekend (21st-22nd Jan). I wasn’t sure whether I would be doing it, even though I desperately wanted to, due to time issues. While working on Deadworld Studios, I’m also doing some web development on the side and all the coding is beginning to take it’s toll. That being said, I can’t let CWolf have all the fun and I have been meaning to do one of these since University (unofficially tried my hand at a 24 hour challenge, it didn’t turn out too good).

Anyway, as CWolf has mentioned, the theme is fear and while he is going for an ambient psychological approach, I have decided to go with a more of a technical approach (as I usually do). Mostly because I don’t think I can create the level of immersion a player would need to truly feel fear, although CWolf seems to have latched onto a good idea. I can’t say too much about my game because it is a bit of a one-trick pony and once you know what to expect, it will lose it’s power.  I guess it will work on the principles of fear of the unknown.

There’s not much time for prep work and I’m still feeling a little wound tight due to our recent Mechadroids update and the web development work I’m doing, so there is a good possibility I’ll be taking the next few days off and winging the whole thing… what could go wrong!? 🙂

Oh, another thing. Myself and CWolf will be synchronising our start for the Ludum Dare Mini.  We’ll be starting at 8pm (UTC + 1), 1 hour later than CWolf stated, on Friday 20th Jan, which is actually 6am Saturday for myself. Also, there’s a small chance of a dual stream going on, depending if we can work out how to do it.

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Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC