Ludum Dare 35
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Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Space Pirates Stole My Entry

Posted by
June 27th, 2011 4:32 am

I’m aware it’s not the best etiquette to not show something even if it’s unfinished, but hear me out.

I planned the entry to be based on my fully-fledged game as a prequel — perhaps to introduce would-be players to the universe of SoL and as such title it SoL: Plutocracy, where you play a dirty space pirate/merchant/hippy in the early years of Stardrive travel, before the war with the Stygians broke out and when Earth was still mostly a hegemonic plutocracy.  “Yes,” I thought, “that is brilliant!  The story meshes so well and considering the topic IS story-based, it’d be perfect.”

However, after building the game itself, I realised one thing: designing something entirely around dialogue in a game mostly derived from action is kinda difficult.  I wanted the meta-gameplay to be at least moderately fun or act as a diversion, but this would’ve taken longer than the 48 hours given.  I quickly realised all I had was really just graphical eye candy.  I can’t have that.

Regardless, I found this thoroughly interesting and challenging to give myself such constraints, as the last time I did a timed game challenge was well over a decade ago in the ZZT/Megazeux days (which a very select number of you might remember).

But I won’t leave you with nothing.  Here are a couple of screenshots:

The planets were textured with a Perlin noise generator that my team and I developed for SoL.  Almost all the graphics you see was procedurally generated.

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