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I haven’t finished anything for a LD since mini-44, which was like 10 years ago maybe? I dunno. Anyways, another one to add to the stack of unfinished games. I think I am closing in on something that might work, but I really need to spend more time on these is the issue. I tracked my time on this game, and it was only 7 hours. I think normally for finished ones I spend about 16-18 or so? Ah well.
Had fun though, spent some time learning game theory stuff that I didn’t know before, and made a kinda neat card back that I might be able to use for a game eventually.
I am trying to make a gardening boardgame where every decision each of the two players makes can be treated as series of binary decisions. So you pick one of two cards, then pick an orientation (giving yourself one side of the card, and the other player the other side of the card). Or you can only choose one of two directions to move. I think it is going to be a kinda hand management / press your luck type game. I am not sure though, I still need to make sure it is fun.
Planning on making a board game. Aiming to get a print and play done for this weekend, and a game to buy either through thegamecrafter.com or print play games shortly thereafter. If that all goes to heck, might just swap over to doing a quick thing with unity.
Well, I didn’t finish. I think the idea is a good one though, so I am going to keep plugging away at it tomorrow and hopefully get something done early the week (I think 1 week is a fair target for me making a new prototype anyways, there is a reason I don’t do LDs too often.)
Here is a little gif of the hero trying to get the red key.
got vertical matching working, and have the code for horizontal matching, just need to merge the matches so it doesn’t try to delete things twice. I am starting to get a clearer picture on how the game is going to progress too (will have to draw a bunch more stuff so that there is actually progression).
Eagle eyed viewers will notice that I have replace the coin with a smaller coin, and the dog with a rat. This is so there will actually be matching progression. Three small coins will make a big one.
Been a while since I finished one of these. Going to use PICO-8 this time around. I have finished one game in it, and it doesn’t require much boiler plate for whatever idea. I have yet to do a platformer in it, but that will probably end up being the project. Going to be streaming on my twitch while I am awake.
My desire to make a dotalike for this competition rose out of the fact that I really enjoy dota but am unable to get my coworkers to play it with me. I wanted to make something that is similar to dota that matches the sort of games that we play and enjoy at the office, in the hope that would get them interested in the real thing. I was also interested in exploring what makes dota fun for me, and if I can find that fun thing in a week.
I have written previously about what I liked about dota, and strangely enough, I don’t think I included much of those things in the game that I made this week. What I did manage to include was a somewhat grindy game that tips over into an endstate with a surprising speed, and has some of the micro work that goes into a dota match. There isn’t as much teamwork in this game, because it turns out that organizing alliances is something that doesn’t just happen in a quick match. I suspect that alliances are a thing that can happen when you actually have time to think out the whole issue.
This is also the second multiplayer game that I have made in a row, and I think I am starting to close in on what would make a successful one. The first game we just finished is local only, but only requires two players to play. I solved the local only with this one, but added a new wrinkle, which is that you need exactly 3 players. It is a bit frustrating that social pressures force you towards certain types of games, but I suppose I could work on making this something that would support 2-x number of players. Potentially by adding teams, or by having more players at once.
The other direction that I could build this game in is to add more abilities for each player. Making the dash a triggerable state with a cooldown made it feel a ton more like dota, and I think that adding a set of ultimates for each player would add a really nice last ditch phase to the game where everyone is triggering ultimates, or saving them to exactly the right time. I am not sure if adding the tech tree / store system to this game would be a good idea or not, but having different builds for the players is something that would be interesting. Basically adding complexity to create depth.
I hope you manage to find two other players and get a game of it in.
I have been working on my 7drts for the past 5 (+2) days, and I guess it is time to make a quick blog post about it, so that I have a recent record beyond the git logs.
My intent was to make a micro-dota or dota like type thing. I have also been recently applying a very strict visual limitation to my jam games, in an attempt to stretch a specific type of muscle, and to lower art costs. I spent the last weekend trying to get netplay up and running, and after two days, I packed it in. I have permission from the job to work on this during the day though, so I was able to switch gears on monday and hammer away on the core game. I had something playable by midday tuesday, and had tweaked a bunch of the parameters and behaivors for the rest of that day and wednesday.
You can see two versions of the project below:
One of the big issues was that I was intending to make a 3 player game, and the fact that I only had one other person in the office this week made it such that I couldn’t properly test it. So it was a choice at the end of wednesday of either adding netplay, or hanging up the whole project until I could get a third person around to test it. I decided (probably wisely), to re attempt to get netplay working. By thursday evening (late, late evening) I had it such that you could see the players moving around, and by mid day friday I had something that was playable. Unfortunately it was full of bugs, but I managed to clear all those by end of (work)day friday. After that I got some 3 player matches in, and got really valuable feedback on mechanic changes that could be made to make it more interesting and deep.
I think I will probably take tomorrow to polish the game, make netplay a more enjoyable experience (put in a chat room in front, make the game actually go back to the lobby chat at the end, have player names), add audio, and more pleasant graphics. There is some lore that I want to cram in somewhere, but I am not sure where it wil go. Possibly just on the pre and post game screens.
On sunday, if I am not totally burned out, I will give the mechanic changes a shot and see if anyone from twitter or where ever will be able to test them with me.
Doing my favorite style of LD, in which I don’t work the whole time, and don’t get something super polished, but it still fulfills my original plan, and is somewhat good to play. I managed to get all of the interesting bits in on the first day, even though I don’t have a full game loop done. Normally I have the game loop in by this point, but none of the interesting bits. Think I am going the right way today. Also I have the audio in, so that is nice. Today am going to get all of the spawning and wave stuff working, then maybe stick the game frame in real quick. Should go alright I think 😀
What you aren’t hearing here is that all the bullet shooting from the boss is audio sync’d and creating the soundtrack.
Found an empty booklet, so I have something to use for notes. HUZZAH! Came up with a few good ideas, and I think that the first one is actually quite solid, so I might just go with that one. That was easy :d.
Thinking about doing an audio sync’d version of warning forever, with the intent that the enemies that you face will sound somewhat like minimal techno. Going to try to focus the sound set on that group of sounds. The potentially unfortunate bit is that I am going to need to write a collision detection routine, and potentially some 2d physics junk, because the unity stuff isn’t really meant for what I want to do. Maybe unity isn’t really the right language for this anyways, and I should just do it in something else.
Probably just going to bang out the basic stuff real quick now, and try to get it as playable as possible as quickly as possible, then fall down the depression hole of proper physics later. HERE WE GO!
I left my notebook at the office, so I am just going to dump my ideas for this jam here. I think I have been failing at jams recently because I haven’t worked out a good idea before kicking the jam off, and instead just going with the first thing that pops into my head. Apparently this doesn’t work very well.
1. A game based on minimal nation by robert hood. Was thinking that this could take the form of a shmup, but I am not sure how I would work the sound into it more specifically. It would be nice to make just black and white shmup that had a strong audio sync. Maybe each level has enemies inspired by a different song. Or perhaps the whole game is based around the track “one touch” where you can only have one simple input. Would need to write covers of the tracks or something though.
2. Work on a game that I need to work on anyways, based around a different classic piece of minimal aleatoric music. Don’t really want to talk about this, and couldn’t release it on the website. Also it is 3 player. So wouldn’t really be working on LD at all.
3. A rogue like that only uses a single mechanic from the list of rogue mechanics. I have a design that I started working on that was just focused around throwing and area effect spells, perhaps I could do a rogue that only does one of those things. Maybe throwing only, you can pick up darts and they only destroy at a certain distance, and below that they just do a bounce back.
4. A platformer where you can’t move backwards, only forwards. and jump. I am thinking this could be a bit like aaron steed’s bump, except realtime. Don’t know if it is possible, or worth it. Maybe. I suspect he has already attempted this, and it didn’t work for some reason.
Arrgh, writing game ideas like this feels so pointless, really need a proper notebook to record all of them. I think the issue is that text doesn’t really allow me to visualize the ideas as well, I can only write them, and I struggle with creating images this way.
Maybe I will just switch over to physical prototyping and try to come up with a game that way. Or just skip it.
Added the gameplay on train in to work this morning. Going to make it so the gameplay actually loops, try to take out some of the cheap bombings (the bombs can spawn on top of you), and add just a high score list. Seems like a worthwhile thing to spend an hour of work time on.
Really really wishing I had flixels collisions in unity though, I am having a bunch of tunneling problems with the way I am doing collision detection now.