Run Run Robot: Run Run Game Dev

Posted by (twitter: @TyrusPeace)
August 23rd, 2011 8:24 pm


We did it!  Three days, one game.  Hooray!  There were some scary last minute bits due to out of date drivers on a testing machine, but everything came together and Run Run Robot got released.  You can check out our game here or read on for my clumsy summary of the development process.


The Process:

We used LÖVE as our game engine and wrote our game logic in Lua.  I did a lot of art and direction, but the vast majority of code was pumped out by the heroic and capable Brian and Eric.  Art was done in the copy of Photoshop Elements that came with my Wacom.

We used Mercurial and the excellent Bitbucket for our version control.  I’ve previously only used Mercurial for individual projects, but I have to say that having multiple people work on the same project on this time scale meant a lot of merges.  I hope I was doing something wrong, because I don’t want Mercurial to be that hard.

Day 0:

The topic was announced at 7PM our time, so our first day of work was just discussion, design, concept art, sleep.  Designing and talking over IM was a pain in the ass.  We’ll try to meet in person next time, or at least have a shared whiteboard and voice chat online somewhere.

Day 1:

Brian wrote animation loading code, made a random level/enemy spitter-outer and handled our basic collision code in top notch time while Eric wrote most of our weapon/shooting code and added the boss.  I painted all of the level graphics and player animations.  Lame croppings of the original concept art were used for the initial boss and enemy graphics.  Our animation loading code uses individual PNGs instead of strips, which seemed totally worth the performance hit.

Day 2:

Powerups, health, tons of discussion and tweaking to make the game as fun and playable as we could manage while still keeping it a little too hard.  I drew the boss animations and finished up the win/lose screens.  I’m pretty new to 2D animation in general, but this watercolory style of animation was especially new to me.  I enjoyed it.

Eric also took it upon himself to sneak a Jedi mode into the game, which was way too cool to hide behind the Konami code as originally intended :).  The only way to kill the boss is to reflect his own shots back at him with a light saber.  I suck at it.

Day 3:

It was Monday!  We had to go to work :(.  During our lunch breaks and after work we fixed a couple crucial bugs, added more instructions and added a life bar to the boss so the player can know just how close he is to winning.  We also made Jedi mode easier to get to as a rather good last minute decision.

Submission time was mostly composed of Eric screaming at me to redraw the victory screen for Jedi mode to have a light saber in it and me insisting that we just didn’t have the time.  “WHY DID YOU HAVE TO DRAW HIM IN THAT POSE??!” he shouted, fists clenched to heaven.  The cries shall haunt me forever.

The victory screen really does look like he should be holding a light saber.  Sigh.


You can view Run Run Robot’s Ludum Dare page here.

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