Ludum Dare 31
December 5th-8th, 2014

Content comes later

Posted by
April 30th, 2011 2:15 am

I guess the professionals would call my approach “waterfall”, although I prefer Terry Pratchetts description of Captain Carrot’s grammar style better. My programming is… ballistic. Kind of like an object-oriented game of whack-a-mole I see something that can be written and I code it.

The basic game concept is simple as can be. The player is a survivor of a zombie holocaust and must find safe haven or other survivors or more supplies or <insert incentive to walk out of the, very safe, safehouse>. To aid in the journey between safehouses, the player is given a single item before they leave the safehouse. This item is random every time and it’s usefulness will probably be debatable at every turn.

From “It’s Dangerous to go Alone! Take this gun!” to “It’s Dangerous to go Alone! Take this horse!” to “It’s Dangerous to go Alone! Take this squeak toy!”, the stage is set for a varied set of happenings.

The game cannot be won, per say. It’s like the typical runner game a question of how far you get before succumbing to <insert obstacle here>.

Alright then, four game state with some very simply defined logic within each. Title state, game over state, level preparation state and level state. The level state itself is a short “runner” style affair with a single item brought along for that one level. The item is randomly generated but has a set type of usage schemes: none, triggered, aimed and a combination of triggered and aimed. Should be easily implemented.

THEN comes art assets, sounds, moohsic and the such.

I’ve set up a Github repository to push the source to once the game is submitted. Speaking of, is it a breach of rules or just slightly stupid to release the code during/immediately after the 48 hours?


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