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Ludum Dare 26

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One Bullet: An Overview

Posted by (twitter: @NA)
Saturday, May 4th, 2013 6:28 pm

(Click the image for a more accurate screen resolution!)

Submission Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21984

Post-Compo version (Newgrounds Flash): http://www.newgrounds.com/portal/view/616693 (Updated SWF and EXE builds are in the description.)

I’m going to be honest, I didn’t think our game would turn out as amazing as it turned out to be. Planning for an entire month (2 for some of the members, actually), I felt confident we’d perform well (not amazing, but well). My confidence quickly dropped when I heard that our lead programmer ended up getting sick, and needed to make up lost time from work, having to forfeit all plans working on this compo with us at the precipice of our planning phase-a couple of days before the actual compo started. As if that wasn’t bad enough, the theme ended up becoming “minimalism”, the thing we had least anticipated it to be.

Ironically, my team proved to show me how wrong I was as our game progressed. I shouldn’t say we were against all the negative odds, because the people I created this game with happened to turn out to be some of the most talented artist/programmers I’ve ever worked with. I’m very happy that I got a chance to work with the people that I did, because our game happened to turn out very well, regardless of our unpreparedness, and was also the first game I have ever finished on a team. It even ended up introducting me to new friends and opportunities, both of which I’m very thankful to have!

This game was originally planned to be about 4 worlds long, with a progressive story, but even though we didn’t achieve that, we still designed and finished a quick, simple game in a way that was easy to learn (no tutorial nor description on how to play, guys!), yet difficult to master. The simplicity (our goal for minimalism) of the gameplay made up for the relatively complex art/music style we went for, and is also why we titled the game the way we did. One thing is for sure, this compo was a very enjoyable experience for us, and another project sprouting up next year is likely!

P.S. By the way, thank you everyone for the feedback on LudumDare, Newgrounds and Deviantart! We’re happy to know that nearly everyone enjoyed playing our game. We wish we could have added more content, but regardless I think we’re quite satisfied, considering this was the unprepared work of 72 hours!

One Bullet

Posted by (twitter: @NA)
Monday, April 29th, 2013 7:41 pm

Submission Page: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=21984

One Bullet: Title Screen

One Bullet: Title Screen

One Bullet: Gameplay

One Bullet: Gameplay

Hello, fellow Ludum Dare participants! Being my first time to be a part of Ludum Dare, I’m happy to announce that my team has successfully finished our Jam entry, “One Bullet”!

Definitely worth mentioning, we originally planned this project as a level-based adventure centered as an homage to the story of Buddha, whom sacrificed the non-essential things in his life to achieve true euphoria. In relation to our game, we planned to have it change through 4 scenarios: A complex forest, a water dungeon, volcanic area, and finally a sky palace. We further planned the game to progressively get less and less complex, so by the time the player reached the sky palace, the graphics and music would become completely ambient and abstract. In the end, “minimalism” left us with a much shorter experience, but far from our demise.

While time flew by significantly faster than we had anticipated, we’re quite satisfied with our entry, and we hope you enjoy it as well!

Programming: flashygoodness
Art & Game Design: Pix3M
Music & SFX: Potentialing

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