In case anyone missed it … I had a crack at the Ludum Dare 48 hour game development jam last weekend. It’s been a little while since I’ve done Ludum Dare – it’s much bigger than it was just a few years ago, and the amount of raw talent that turns up to compete is a little intimidating these days.
Nonetheless … I submitted some kind of “25 % finished” demo game at the end of 48 hours. I’m pretty happy with the result so far, and so I’m seriously toying with continuing to expand and develop this one because even though it’s got a long way to go, the flying mechanic feels pretty good.
I made this entry with Unity3D. A couple of years back I’d played with Unity but it never really ‘clicked’ with me. More recently, I tried it again, following some examples in an awesome little book by the guys at Deep Pixel – Unity 3 Blueprints – A Practical Guide to Indie Games Development. After following a few of their tutorials, the penny dropped and I had a much better understanding of how to best use Unity. As a result, my new found love of Unity enabled me to pump out a working prototype for Ludum Dare so quickly it really does feel like cheating compared with more barebones engines. But this is cool … it means game developers are free to focus on gameplay and design, without getting too bogged down with chasing memory leaks and the like, and ultimately more diverse and creative games will emerge … exciting times.
You can download my compo entry and see more here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=198