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MiniLD #56, Roundabout (Goal:Dizzy), Day2, Alpha Build 2

Posted by
Sunday, February 1st, 2015 8:33 pm

It’s 7pm here (Fri) and we are at Alpha Build 2.
Today was fantastic; we made a huge number of changes that completely changed the gameplay from random unfairness into challenging awesomeness I’d pay quarters for :)

– Shots now cause pushback
– Gravity / Thrust adjusted
– Vortex grows by a larger amount when consuming ships
– Vortex shrinks back to normal (and all enemies go inside it) on player death
– Added rotational speed boost to player when very near vortex (providing a fling mechanic to catch up with enemies)
– Added thrust and particle explosions

One super-useful thing we did today was set up my home-brew MAME machine to access the development files over DropBox. We mapped a couple buttons to the browser refresh keys (CTRL and R), and made a full screen chrome shortcut for the main game file (index.html) in dropbox. That allowed us to playtest new builds immediately on the arcade machine by walking over and hitting the two refresh buttons. Having the game on the arcade machine meant that everyone else in the house could wander through and playtest the incremental builds throughout the day, which gave us a lot of great feedback.

Alpha Build 2 has been posted to:

Home Stretch:
We’d like to add at least one new alien type (planning on a shielded enemy you have to bonk from above) and I’d like to implement the (currently neutered) pacing logic. The arcade machine is a bit slower than our laptops and we like the pacing there better. Once I implement pacing properly I can unify the speed on all machines and dial it down to match the arcade machine pace, which we love.



MiniLD #56, Roundabout (Goal:Dizzy), Day1, Alpha Build 1

Posted by
Sunday, February 1st, 2015 12:54 am
This is a rotating space shooter based on the MLD56 goal theme of “Make the player Dizzy”.  Challenge accepted!

After about 10 hours of coding we’ve got an alpha in place that will let us play with the central game mechanic and flesh out something interesting/fun.

This is (currently) a two button game (thrust and fire).  Gravity pulls all ships toward the vortex; the player can thrust away from it. Angular speed increases as all objects approach the center, so to gain on enemy ships you need to drop altitude.  Stars falling into the vortex provide a reference to indicate the rotational speed at different altitudes.

This current version (Alpha Build 1) has only one “level” and no difficulty progression.

We’re using the howler.js library for sound, and we’ve found that on some computer/browser combinations the engine thrust sound doesn’t loop cleanly.

Game Framework: Max Whilborg’s Asteroids vector framework
Sound Framework: Howler.js

The playable build is posted at: http://www.lemoncrab.com/roundabout/index.html

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