God Object

Ludum Dare Results

Posted

Thieving beavers

It’s not quite finished, and it’s not as good as I hoped, but I learned a lot.

Download and try it out. Or check out the source code.

I placed 716th overall, out of 3069 entries. Not too bad for a first effort.

Here’s how it went down:

Idea

The theme of the jam was “Running out of space”. I spent half an hour or so coming up with some ideas that might be workable:

Fitting things in

Running

Space

Shrinking environment

Then I chose the one that I thought would be easiest to build in the 48 hours available and fleshed out the idea into “Beaver Pitch” (credit for the title goes to Deborah!)

I shared the rest of my ideas on the LDJam website, in the hopes that my ideas might help others struggling to come up with something. At least one person actually did use one of my ideas, which felt pretty good!

Implementation

I had set aside the whole weekend to work on my game, and I knew I wanted to build it in Common Lisp, as I said in the previous post. I had my working environment all set up and ready to go, which was great as I could just start coding right away.

What I should have done at this point is make a rough schedule of work - how I would divide up the 48 hours into coding, drawing the graphics, composing the music and sound effects, eating and sleeping.

What I actually did was jump straight into drawing a sprite for the main character. I’ve seen a few game jam development diaries and postmortems which reveal that the developer started with just coloured blocks on the screen and no images at all until they get the core of the gameplay working. I think I will try this method next time.

I recorded a time-lapse video of my screen as I worked - here is a slightly edited version which skips long periods of inactivity(!):

What surprised me when watching it back was how much time I spent not working on the game, and instead browsing the LDJam website. I definitely felt a sense of being involved in the event and being part of a community while reading through the posts. But I would have got a lot more finished in my game if I had been more disciplined. Next time, I will use the Pomodoro technique to keep myself focused.

Learnings

I learned a lot about writing a game, and specifically how to reduce the scope of a game jam entry.

Beforehand, I read up on how to prepare and familiarised myself with my tools. Spending a little time just laying the groundwork for the game meant I could hit the ground running as soon as the jam started. And practicing with Sunvox meant that, if I hadn’t run out of time, I wouldn’t have wasted any during the jam, trying to learn as I went.

I really stretched my Common Lisp skills and feel a lot happier with how I write Lisp. I decided to avoid CLOS so as not to write Lisp as though it were Python or another OO language. I practiced iteration without using the LOOP macro in an attempt to broaden my knowledge of Lisp and keep the code as simple as possible.

Afterwards, I realized how my lack of a schedule had hurt my ability to use the time available to the fullest. I also received some great feedback during the rating phase of the jam, and have a list of bug fixes and enhancements to make to the game post-jam.

Conclusion

I really enjoyed participating in Ludum Dare 42. The next one starts on 30th November, and I may have another go, if I can make the time.

I’m also tempted by 1 Game A Month. I think the learning experience of writing a number of games at a less frantic pace will be more valuable to me than the competition and intensity of a 48 hour game jam.

Anyway, this experience has shown me how much I have to learn before I’ll be able to develop a game good enough to place well in Ludum Dare.

I know it will be fun getting there!