Lilac.27 Post Mortem (Ludum Dare 23)
April 28, 2012
What a fantastic recollection of 48 hours. This was my first Ludum-Dare and my second Game Jam. I now wish my life was structured in a way that I could benefit from these short-bursts of inpsiration, motivation, and commitment to goals, I would not only get more done, but better time management would also mean better social life, health habits, etc. Oh well! Something to keep in mind.
The good:
- Having worked constantly on Unity3d for more than a year now, I had no problems with the engine or tool itself. It was a smooth ride in every step of the way.
- RagePixel by keely, a free pixel editor plugin for Unity made making sprites a breeze. It was my first time using it, but the tool is easy and intuitive. Its only drawback for Lilac.27 is its stubbornness to work in Orthographic cameras with specific distances. I set up a scene specifically for making the sprites as a work-around.
- Sculptris by Pixologic, a Sculpting tool in which I modelled and paionted the organic-looking planets. Again an amazing free and easy tool that sends pleasure waves down your spine just from comparing it to other possible workflows. Just Press "ImageMap" and "Export OBJ" and Unity will import them with no problems (Apart from choosing 2 as the scale, 1 gave triangles so small Unity didn't render them).
- Propellerhead's Figure for music. While limited on its instrument offering, Figure has enough tweaks and settings to give your song a unique personality. It was specially great for this Ludum Dare as making drum beats is almost automatic.
- The relatively simple concept allowed me to get the movement and shooting feeling good in the first day, that way I could focus on all the content during the second.
- Less than 100 lines for all that has to do with orbits and planet switching. All stemming from this simple algorithm made open in the following Unity Forum topic: http://forum.unity3d.com/threads/8873-Faux-Gravity-making-my-brain-spin...-Help!
- The Art Style was grounded from early in the development (2D sprites in 3D environment), so it was more fun than difficult stitching the colours, textures and camera post-processing effects together.
The bad:
- Making the shooting feel right must have taken a good 30% of the time. I spent a long time trying to align some bullet arrows to both the character's direction and the Planet's gravity, but gave up and ended up with a spherical bullet that of course doesn't show any rotation.
- Configuring all the particle effects felt dragged beyond necessary.
- Forgetting the need of a certain sound effect made me close and re-open programs and change mindsets more often than necessary.
- I added the camera's movement in the end, so it feels quite iffy. I would've liked to have it automatic, aligned the best possible way for jumping and showing the goal in each section.
- Jumping can also use a bit of work.
- Lack of sleep gave me a huge headache by the end of it.
The interesting:
- Figure does not let you save or export at all, so I had to use a input-to-input cable to record and process the music in the pc.
- One of the original ideas had to do with a more interesting tiny chess world, where pieces interacted and somehow grounded their behaviours around Chess. Too ambitious!
The future:
- I will definitely be expanding the game, with mobile platforms as the first goal. This is something I aimed for since deciding the concept and Graphical Style.
- All in all, this was a great experience that taught and gave me a lot. The premise of the Ludum Dare challenge pushes you to explore and understand your strengths, weaknesses and limits.
The plugs:
Thank you for Playing!
LudumDare #23 Update!
April 21, 2012

Here is a collection of the first two updates so far! Less than 24 hours to go now!
Update#1
- 7 hours in! This is what I’ve done so far:
- I’ve more or less scoped down a game concept, which can be summarized in the following sentence: “Run, jump and shoot around tiny worlds as an inter-galactic archer”
- I’m both live-streaming everything at: http://www.livestream.com/oddgoo and recording a time lapse to post after the game is done.
- Orbital movement is done, as well as shifting planets! This was made easy thanks to some public code by generous users at the Unity3d forum
- Nailed down a planet-making workflow with Sculptris, and a pixelated style using Rage-Pixel.
Overall I feel like I am on track. Not intensely ahead or cocky, but not frustrated or desperate either. I have the basics down, the tools, the means, and the concept to move ahead, now its just a matter of seeing how far I can take it and with how much polish, which is of course the most important thing.
Update#2
- Lilac.27 is born.
- It has been given a name and a style path.
- It has a character with 8-directional movement.
- She shoots arrows that follow trajectories around the little planets.
- She can hop from planet to planet.
This universe has a starry depth to it and features some nice simple effects like moving pixel water.

Winners at the Sydney Molyjam!
April 01, 2012
We decided to participate in the first ever Molyjam, Sydney location. Check this for a video of the game and a small post-mortem.
What went right
What went wrong
We have been reading
Extra thoughts
Being my first game jam ever
Amberial Axis Tournament winners!
August 02, 2011
to fill in.
to fill in.
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