• By Cooper Jacklich

  • Cooper Jacklich wrote a new post, Trailers!, on the site 7 years, 1 month ago

    By Cooper Jacklich

  • Intro:

    Our documentary will start one hour before the end of the game jam. The opening shot will be an over the shoulder of view of Jason or I playing a close to finished build of the game. While we’re playing, […]

  • What’s the narrative spine of our piece?

    Two people accomplishing a task against all odds.

    What are your main characters? What are your plans for getting footage besides boring talking head shots?

    Jason, Cooper, and Quintin. We have screen recordings of the entire development process, gameplay video of the finished game, timelapse of the apartment across the entire event, b-roll of computer parts moving and booting up etc..

    How is conflict driving your story?

    We’re undertaking a really big task, with a really tight deadline, and are inexperienced in game development.

    What kind of change do you wish to unfold in your piece?

    We will show a game being made at every stage of the development process, so a big subject of the piece will constantly be changing.

    What’s the inciting incident and point of entry in your story?

    The Ludum Dare game jam is a 72 hour contest to complete what is normally a 3+ year task.

    What issues do you foresee having to make your piece visually strong?

    We need to avoid having too much video that is just us typing on the computer without any exposition or development of the story.

  • Two inexperienced game developers work together to create a game in 72 hours.

     

     

     

  • This is a quick video we made to test documentary interview settings…

  • Here’s the final pitch for LMW 1!

    Enjoy!

     

  •  There are many challenges that we’ll face throughout the jam. Version control, bugs, collaboration, time constraints, and scope creep to name a few.

    Just to show that we are capable of making something and fully completing a game for the jam, here’s the game I made for Ludum Dare 30:

    http://ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39008

    It’s called, “PLuTO.”

    [caption id="" align="aligncenter" width="564"] An image of the death screen from PLuTO.[/caption]

    I did everything for this game from scratch for the 48 hour jam. I designed the game, wrote the code, made the animations/graphics, created the music and sound effects, and managed to submit my game for judging with a few minutes to spare.

    [caption id="" align="aligncenter" width="574"] A zoomed out shot of the universe you can explore in PLuTO.[/caption]

    I have no doubt that with the help of Jason, Quintin, and Pierce, plus and extra 24 hours, we should be able to make a pretty kickass experience.

  • The first thing you need to know is that it’s pronounced “Loo-dum D-ar-re” Ludum Dare is a 48 or 72 hour  game jam that takes place every 4 months. Here’s an excerpt from theAbout Pageon there website. 

    “During a Ludum Dare, developers from around the world spend a weekend creating games based on a theme suggested by the community.”

    Game jams are an incredible challenge, and Ludum Dare is the longest running and largest online game jam in the world.
    There are only two rules for the 72 hour jam we’ll be doing. 
    1- Work alone or in a team.
    2- Create a game in 72 hours.
    We cannot create any assets before the jam starts, and we don’t know what the theme is until it’s announced at the start of the contest. While ludum dare is a competition, developers aren’t competing to make a better game than each other, they compete to make the best game they possibly can.  Ludum Dare is always exciting, and always a new experience, we can’t wait to take on this challenge as a team.

  • After midterms, Jason and I decided to merge our projects and work together.

    Jason was going to make a single 3D model over the course of 8 weeks and talk about the entire process from start to finish.

    I was going to interview game developers and talk about the entire process of making a game from start to finish.

    Now, we’re going to work together with a few classmates to create a game for a 72 hour event, Ludum Dare. Jason quite possibly could be making dozens of models in 3 days, and instead of talking to developers about making a game, I’ll actually be coding and collaborating with others to actually make a game.

    We truly have our work cut out for us, but with my previous experience doing game jams, and Jason’s background in software development, we should be able to make something worth checking out.

     

    Here’s a link to my old site:

    http://students.expression.edu/cooperj/

    Here’s a link to Jason’s old site:

    http://students.expression.edu/jasonmoran120/

  • Cooper Jacklich wrote a new post, Typography Desk, on the site 7 years, 3 months ago

    Really wish I would’ve done more with this. I like the direction it’s heading in, but I can’t find a faster way to make the objects and it’s fairly time consuming for each item. I might try this again from scratch sometime.desk of words

    If you can’t tell by reading the words on the image, I’ve attempted to make a bowl of fruit.

  • Thumbnail

    The game, “PLuTO” was made in 48 hours. Everything in it was created by me, the characters, scripts, animations, sounds, etc. etc.

    I wanted to post this, to give myself a bit more credibility when I say […]

  • Thumbnail

    I used a few friends as test subjects to see if I could find some interesting angles to watch someone use a computer from. Seeing as the project is about game development, and watching someone code isn’t that […]

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    will_your_game_be_a_hit

     

    Sadly I forgot to add some arrows to make this easier to follow, and there is a problem with color coded directions.

  • Cooper Jacklich wrote a new post, GDC Vault., on the site 7 years, 3 months ago

    If you’re at all interested in game development, I can’t recommend the GDC Vault enough. It’s filled with tons of presentations and talks all related to every aspect of game development from a host of different developers.

  • Just found this great resource. It’s a pretty basic site, along with the games on it, but the page I linked to has a template for a game design document. To really help fully flesh out an idea before production, a document like this will really help streamline development and keep people focused on what needs to get done.

  • Seeing as I can, I figured I might as well post the other random game things I’ve made.

    Here’s the warmup game/mechanic testing thing I made before Ludum Dare 30.

    Here’s a game I made last March, also over a weekend. It’s stylistically a clone of the Impossible game, but I think my gameplay is much harder. It’s on the Google Play store, so if you have an android device then you can download and play it for free.

    Here’s DogeSpin. It has more downloads than the other games I’ve made combined. Plus a better rating. Maybe I should make a sequel to this…

    My youtube channel, because all the cool kids have a gaming channel… Though I hope that I’ll soon be posting more videos of the games I’m working on.

    And last but not least, my very own subreddit. Yes, that’s right folks. It’s all mine. I strictly keep that for posting about game dev stuff, and it gets updated far more often than my youtube channel does.

  • Cooper Jacklich wrote a new post, Game Jam?, on the site 7 years, 3 months ago

    Global Game Jam is going on right now! It’s a huge event where game developers all meet up in the same place, and try to make a game in 48 hours.

    I realized after my last post that not everyone knows what a game jam is, so here ya go…

    Ludum Dare! (Pronounced, “Loo-dum Darr-ay”) This is the game jam I participated in last August. I stayed up for around 42 hours straight, sleeping for 4, and then waking up for the final two hours to submit this. PLuTO. Its an incredibly challenging task, but I can’t recall ever having learned so much in such little time.

    I think watching game jams could really help people understand how much work goes into creating a game in such little time.

    For anyone interested, the 6.0 earthquake that hit was actually during the 36th hour of the competition! I was streaming development over Twitch.tv the whole time up until I lost power, so I still have the recorded clip of the rumbling just before the blackout.

    Here’s that video…

    Also my game, if anyone wants to play that. Headphone users be warned, the music is quite loud.

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