Ross Karchner

Today is Free Comic Day, for those who observe

GWJ 68 Results

Honestly, I had convinced myself that I was going to rank higher in Godot Wild Jam #68, at least in the originality category. Being in the top third for originality is OK, though.

Much of the written feedback (even on the much rougher Ludum Dare version) supports the idea that this is worth developing further. I’m thinking of digging in and trying to make the best version of “Zummoning” that I can, and see where I am at the end of summer.

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Zummoning Redux

I’ve made many improvements in the new version of “The Zummoning” submitted to Godot Wild Jam. Unfortunately, the name isn’t one of them. Oh well.

  • Every card combination now actually does something
  • There is help text that explains what the cards do, while you’re playing
  • It’s clearer what is happening during the combat phase of the turn.
  • More art, some music, and sound effects!

It’s still far from a professional production. But, I think it’s fun?

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More Zummoning

I’m cleaning up “The Zummoning” for submission to Godot Wild Jam this weekend (The GWJ folks usually disallow games submitted to other jams, but make exceptions sometimes when schedules completely overlap, which was the case with Ludum Dare this month).

Tonight, I hope to improve the card-combining systems and remove some of the annoying gaps.

If I get more time before the deadline (Sunday night), I hope to add some UI improvements (primarily, make it less mysterious what the cards do, alone and in combination). I’d also like to make it clearer what’s actually happening during the combat phase.

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If this works, then this blog post was published with Godot!

“The Zummoning” (which only occurred to me when I realized I had to name the thing) has been submitted to Ludum Dare 55. It needs a TON of work, but… you can play it. It’s a game. That’s something. If you’re going to try it, please read the caveats on the LD page or itch.io.

I think I’m onto something promising, but I’m not feeling confident that this will actually be a fun game and not look like ass by the jam deadline (tomorrow, 9pm). I’ll sleep on it, but this might just end up being a Godot Wild Jam submission (which is fair game, since they overlap) in six days, instead of a Ludum Dare entry tomorrow.

19 or so hours into this 72-hour game jam, and I’m only just starting to code. So far, I’ve spent time researching demons, sketching out a magic system, and entering cards into a spreadsheet. I think I read somewhere that game designers mostly live in spreadsheets. Maybe I’m progressing?

I struggle to resist:

  • Monte Cristo on a restaurant menu
  • bread pudding on a restaurant menu
  • audio humblebundles

Currently reading: Make Your Own Pixel Art by Jennifer Dawe ๐Ÿ“š

I’ve started a few video tutorials on pixel art, but didn’t manage to stick with it. Maybe a book will work better for me.

It seems like my schedule is clear enough that I’ll be able to participate in Ludum Dare 55, April 12-15. It was fun last time. My goal on this one is just to improve my scores from LD54:

My Ludum Dare 54 scores (generally middling)

At the kiddo’s taekwondo class, where it’s “blocking week”. Somehow, it’s never “ducking week” or “running away week”.

Achievement unlocked: pirating the Webelos Handbook.

(I swear, we have a copy in the house, I just can’t find it)

We rejoined Netflix this week, and I’m a little surprised by how big the included library of Android games has gotten. Any recommendations? I’ve played Terra Nil before but didn’t get too far, so I might revisit that. ๐ŸŽฎ

Spoons, Brakes

This feels a bit like cheating: but immediately after my last post on the topic, I built a paper prototype of the Spoon Theory game using index cards. I’m going to count that as hitting my goal to have a prototype by the end of the month.

For April and May, I want to return to Brakes Escape– adding polish, more variability in scenery and obstacles, and perhaps some power ups. By the end of June, I want to have it in the Google Play Store.