Devlogs

Time logs and post-mortems written by the authors of the games

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Stuff I learned

1. I need to clear my weekend next competition so I can have enough time. :) 2. No new features in the last hour. I added game over and title screens at the last minute,…

Ducks, post-mortem

Overall, this competition went much better than last time. I credit a better understanding of what's possible in 48 hours, and a slightly lower expectation in the…

Eaters Of Coins: Postmortem

I put roughly 22 hours of work into the game. It is kind of primitive, but I am happy with it and what I accomplished over the weekend. I entered the contest entirely…

Postmortem: Zombie Slaughter

After spending about 35 hours on the game this weekend I must say, that i'm pretty much satisfied with what I got, but some things didn't work out that good as others,…

DRUID Postmortem

Firstly, because I haven't attached any kind of readme to the game, I think I have to explain some basic concepts of the game for it to be playable at all:

Postmortem

"OSWar" was my second game development competition entry. After my previous uncompleted entry in the third Ludum Dare's 48-Hour, I wanted to make a more completed game…

Postmortem

Well, I really don't feel too bad about my showing, as this was my first comp and it was a great deal of fun...However, that isn't to say that I didn't make a LOT of…

Sphere Postmortem

This article describes how my entry in the Third Ludum Dare 48-hour Game Programming Competition came to be. The compo took place from April 5th 4:00 AM to April 7th 4:00 AM (CET).

Living Sheep's Post-mortem

Well, this was a decent success as far as it goes, but I am largely disappointed in my effort. What I'm writing here is yer classic postmortem speech. I'll first quickly cover...

Creep's Post-mortem

Figured I could write a quick postmortem on my game and some of the thoughts that I had while creating it.

Tankies

Tankies is a little open-source 3D two-player split-screen game using DirectX 8.1, developed from scratch in 48 hours from July 13th 3:00 AM to July 15th 3:00 AM (local…

Gunmen: Postmortem

When the guardian theme game up, the only thing I could think think of was protecting lots of little sprites. I combined that with what I had hoped State of Emergency…

The Postmortem

I actually got the game engine finished to the point I wanted it. The physics are functional and work pretty well, the particle systems look cool, and as far as I know…

Zilla Game's Post-mortem

The graphics probably because i spent way too much time making art. Skatools was a good choice for an exporter. levels Using text files for levels and tilesets and…

Readme File

This file accompanies my guardian project for the 48 hour game programming competition by LUDUM DARE. Although The project name is guardian I use the name INTRUDER for…

Picnic Defender post-mortem

I develop games/simulations for a living. I am no stranger to 'speed' coding, as most of the projects I work on have a very short time frame (weeks to months). I've…

NotHack's Post-mortem

My game's based on the inverse of the typical RPG premise; normally at some point the heroes have to go out and defeat some guardian to get something important. In my…

Ring48 post-mortem

Software: Microsoft Visual C++ 2005 Express beta Libraries: Allegro, AllegroGL and FMod Discreet 3DS Max 6 Planetside Terragen 0.9.19 Adobe Photoshop CS Adobe Audition…

Warten's Post-mortem

Using python. Great language for fast programming. I could type some code in and run it straight away, without compiling. With ipython there is argument completion, and…

Rotector's Post-mortem

This is an incredibly simple game of revolving the shields to protect against the missiles being fired from the hovering spaceships. The entry is a departure from the…

Zombie Killa: Postmortem

I just graduated from college and I'm trying to get a job. Hopefully in the game industry. I needed something to jump start my demo programming for the summer, and this…

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