
Intro
Alright, Ludum Dare 30. My fourth dare, and my fourth completed game, though this one had me worried, but I’m still batting 1000. This time around I was working alone like my first Dare and as such I entered the compo. Here is the link to the ludum dare page to play the game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=26320
Theme
Connected worlds was a good theme for the most part, I had no real connection to any of the themes this time around so I didn’t have a problem with it. It took me awhile before I figured out exactly what I wanted to do; The first 6 hours were spent on a game of a totally different design, but after a restless nights sleep I was ready to tackle my new idea: A space shooter.
Technology!
There was some interesting new tech to be used this time around: The New Unity GUI! So as excited as I was about this new GUI solution I got over the initial shudders of using a beta system and it actually works really well! It really fits in with the Unity workflow and makes setting up HUDs and Menus a breeze. It felt like NGUI without the tweening library and significantly lighter. All in all, the new GUI is a rock solid GUI solution, especially for the sweet price point of free!
The Art
I am not a n excellent artist by any stretch of the imagination so I decided to go with something with less pixels to mess up, and I think it went pretty well. Calling this pixel art wouldn’t be fair to true pixel artists, but with the help of the Facet and Spherize filters I was able to make some convincing planets!
I also used a new program for my animated things called Pickle Editor! So how do I feel about that program? Well I’d like to see some new features added, and it didn’t play well with my drawing tablet but all in all it was a cool program that has some sweet game-centric features like the terrain document type ( Which is fricken sweet!), but I didn’t really need to use those in this game.
The Programming

Procedural Content
Early on I wanted to do something with procedural content and connected worlds was in the top for the perfect themes for that. I wish I had time to refine it more but the game world is generated at runtime and each system is randomly placed accounting for overlap (mostly) that gives a nicely spaced (no pun intended) universe to play in. The generation Consists of a few components, the first of which is the WorldManager; In short this component manages the worlds in case you were confused, what it does is it places the planet-moon systems and then checks it’s overlap by getting a rectangle of the entire system. The second wheel in this machine is the Planet components, these are what are placed by the world manager and the handle some things like how many moons they have and if the moons are enemy bases or not. The last bit is the simplest bit and it is the Moons. There are two types of moons, either an Enemy Base or a normal moon. The enemy base spawns enemies, two at a time, only when the previous enemies it spawned are dead, and the moons are just moons.

The AI
The AI was pretty simple. Just follow the player and shoot at him if he’s close enough, if he get’s too far away give up and go home. The last bit of the AI was a little more complex. My problem was that they were overlapping with each other and bunching together, so my solution was that each of them cast a circle in front of them and adjust based on what they hit then sprinkle in some Random.Range to stop the from locking up with eachother and voila you have some obstacle avoidance!
The Controls
The controls were pretty simple: Asteroids movement, click to shoot and two specials.
The Problems
After successfully submitting my game and feeling crazy satisfied I hit my first problem. My game is damn HARD. Now, I’m good at it, but I’ve been flying this spaceship all weekend. First run through, you will probably last 10-20 seconds, but use your specials and don’t be afraid to run away and you could get away with making a few deliveries, but really making just one is an achievement.
What would I change?
The thing’s I would do differently if I could is get someone to test it. If I had someone tell me it was too hard before the deadline I could adjust and then have a game that is not so frustratingly hard.
Post Compo?
Here’s the real question, should I even think about a post compo version? What would I add? Maybe some leveling up, better procedural content probably, some special items, and probably more skills that you can assign to your two slots. What do you guys think? should I look into this game to release as my first full game? If you even read down this far I thank you and you are a nice human being. 
The End.