
5x5 Kingdom
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
This was my second attempt to Ludum Dare Jam and it was really fun and I learnt a lot from it!
5x5 Kingdom
This game is kingdom building and managing game. You can build farm, village, lumber mill and mine to generate resources in a limited tile size of 5 by 5.
The main goal of the game is to upkeep the kingdom as much as you can.
OPT-OUT
Everything is created by me except the sound effects. I used royalty free sound effects and modified. License and link to original download site is attached in audio folder.
Download (Windows)
note: You might need Microsoft Visual c++ Redistributable for Visual Studio 2015 to run the game.
https://drive.google.com/open?id=0BxL3wp7rb67tVUZqaFBERlktMEk
Engine, Language, Tools
Engine: cocos2d-x 3.15
Language: c++
Tools: Visual studio 2015, Photoshop, TexturePacker
Source codes
https://github.com/bsy6766/LudumDare38
Screenshots
Post Mortem
What went well
- I only spent about 2 hours in designing game this time. It was better overal compared to last ludum dare which took about 5 hours. Also scoped down the design a lot too. Maybe the theme was better this time for me.
- Ready to code. I had several libraries that I wrote for myself in my github and was ready to be used in any kind of game. It saved me tons of time.
- Used to engine. I used cocos2d-x engine and I'm quite used to this engine and had no other issue with it while the jam.
- Art. I used tower defense game called 'Kingdom Rush' as a reference. It was first time to create non-pixelart style asset since 2013, so I had a bit struggle to even follow the reference's style but I think the result turned out quite nice than I expected for programmer art.
Some improvements of art style over time in same day.
What went wrong
- Sleep schedule. I worked 12 ~ 16 hours straight during the weekend and messed up my sleep schedule. At the end of development, my brain was fried for most of the time and my performance was awful.
- I spent too much time for art assets. Well, in my defense, I found myself enjoying drawing little tiny buildings and UI icons. I just couldn't stop.
- There were too many little features required to make game at least playable. I had to implement little features here and there which took some time.
- Audio part of the game wasn't ready at all and wasn't able to add all the sound effects in the game in time.
What can I improve
- Take time and get ready for jam. Gather free resources that can be used in any game like button sound.
- Sleep well. Eat
- The game was too big for solo dev. I'm going to make much smaller game with much polish next time
5x5 Kingdom
This game is kingdom building and managing game. You can build farm, village, lumber mill and mine to generate resources in a limited tile size of 5 by 5.
The main goal of the game is to upkeep the kingdom as much as you can.
OPT-OUT
Everything is created by me except the sound effects. I used royalty free sound effects and modified. License and link to original download site is attached in audio folder.
Download (Windows)
note: You might need Microsoft Visual c++ Redistributable for Visual Studio 2015 to run the game.
https://drive.google.com/open?id=0BxL3wp7rb67tVUZqaFBERlktMEk
Engine, Language, Tools
Engine: cocos2d-x 3.15
Language: c++
Tools: Visual studio 2015, Photoshop, TexturePacker
Source codes
https://github.com/bsy6766/LudumDare38
Screenshots
Post Mortem
What went well
- I only spent about 2 hours in designing game this time. It was better overal compared to last ludum dare which took about 5 hours. Also scoped down the design a lot too. Maybe the theme was better this time for me.
- Ready to code. I had several libraries that I wrote for myself in my github and was ready to be used in any kind of game. It saved me tons of time.
- Used to engine. I used cocos2d-x engine and I'm quite used to this engine and had no other issue with it while the jam.
- Art. I used tower defense game called 'Kingdom Rush' as a reference. It was first time to create non-pixelart style asset since 2013, so I had a bit struggle to even follow the reference's style but I think the result turned out quite nice than I expected for programmer art.
Some improvements of art style over time in same day.
What went wrong
- Sleep schedule. I worked 12 ~ 16 hours straight during the weekend and messed up my sleep schedule. At the end of development, my brain was fried for most of the time and my performance was awful.
- I spent too much time for art assets. Well, in my defense, I found myself enjoying drawing little tiny buildings and UI icons. I just couldn't stop.
- There were too many little features required to make game at least playable. I had to implement little features here and there which took some time.
- Audio part of the game wasn't ready at all and wasn't able to add all the sound effects in the game in time.
What can I improve
- Take time and get ready for jam. Gather free resources that can be used in any game like button sound.
- Sleep well. Eat
- The game was too big for solo dev. I'm going to make much smaller game with much polish next time