It's actually kind of important to talk about the atmosphere of Ludum Dare, because a lot of folks have entirely the wrong idea about developing, and indeed, about the LD itself. 48 hours. 48 gruelling, rage-against-the-machine hours, in which -
Yeah, about that. I just made two new potential buddies, with probably more to follow. I'm happier than I have been all damn week, and the #LD48 Hashtag has been filled with messages of support and carmaraderie, people joking, laughing. I can almost guarantee it won't stay silent for the entire weekend.
Men, women, black, white... Nobody gives a hoot, because if you're up for making a game with Ludum Dare, people will welcome you with open arms, and, believe you me, that's a factor that holds everyone's spirits up.
...Okay, make that three new potential mates. And at the time of this sentence (time is fluid here in blogland), we haven't even started yet.
It's also made me really chatty... Hehe.
PROGRESS REPORT: I have incredibly shitty placeholders for a set of walls and the movable character, basic movement, collision, and interaction (little of which is shown in the screenshot below.) I also have the rough outline of how it's going to go (it's going to have a short narrative, and doors will be involved.)
Unless you are a god at assets, your first game will involve a screen much like this one, where you might feel discouraged by the sheer amount of hate you have given your own eyeballs. But keep in mind, this is just a first step. A lot of what you do at this stage will be in writing, and basic rules coding.
Tomorrow night, I should hopefully have something decent to show folks.