- Generations: build and program bots to survive on a desert island. Unlock new components as you go, but the island’s resources don’t replenish
- Two Worlds: business management sim in two parallel universes, one where your kickstarter succeeded and one where it didn’t.
- We Must Go Deeper: Sopwith, except underwater
- You Are Your Own Enemy: beat yourself up while having an out-of body experience to make the NEXT out-of-body experience intense enough to rob a bank.
– OR –
You Are Your Own Enemy: design security systems to please clients who you later go back and rob
Here’s my complaint and confession: I have entered about five LD or Mini LD events, and have yet to complete a single one. Frankly, it is easy to get disheartened about my meagre from-scratch solo projects. I look at the blog filled with Jam groups, with talented artist and interesting music. They are leveraging their middleware or frameworks or engines or personal “Base code”, being productive and interesting.
So, this time around I am going to surrender. LD compo is no longer about making a game from scratch in 48 hours. I will be using my own personal code base that I have developed over these last 5 jams, including but not limited to:
- my slow and buggy tile engine
- my fork of PyTMX for loading Tiled maps
- if decide I make a hex-grid based game, my hex helper classes
- my previously-written functions for things like framerate calculations and text rendering
No game logic will be reused (but if the them Contrast wins, I will use my unstarted idea from the Mini LD with the same theme). The aim being to imagine what the median level of functionality Ludum Dare participants get from their frameworks, and pull code to that effect from my history of unfinished works. I don’t know if this strictly counts as “personal base code” in the eyes of the rules, but it seems to be the only way to finish a game.
You can track my development here: https://bitbucket.org/frnknstn/ld29_beneath_the_surface