Ludum Dare 21
Ludum Dare 19
Ludum Dare 15
Well I’ve once again fallen into the trap I often do. In trying to think up something to make a game interesting, I came up a delicious problem to chew on, which has eaten all my time. I think the key to finishing a solid LD entry is to avoid things you don’t know how to do already when you start, but that is hard for me because tricky problems are so much fun. And since posts with only text are not much fun, I’ll add on the quick maze hallway tilemap I’d made up, though I had planned to have a number of variations on each tile and a bit more detailing.
Oh well, good luck to all else. With some of the pictures I’ve seen on here I am really looking forward to checking the entries out.
Not made much pogress code-wise, but have an idea of what I want to do. Somehow, a sort of non-euclidean (or at least an impossible space) maze has slipped in there, even though I had no ideas for non-euclidean before the actual theme was announced. Just sort of seemed to fit natually with what I was going for (a sort of L-Space feel). Anyway, some scribblings and a sprite with the general feel I want. Not sure if I can push out enough assets in time, will have to see how much I can get done tomorrow, for now it is bedtime.
As for tools:
Working in Flash Develop, using AS3 and Flashpunk.
Graphics will likely be GraphicsGale, with Gimp to touch up transparency.
Sound (if I get to it (which I really want to this time)) will be sfxr, or maybe bfxr, and possibly trying to grab some music from inudge.
Tea shall mostly consist of peppermint. Huzzah.
So I ended up trying for something too large to complete in a sleep deprived final 10 hours. About an hour and a half before the end, I decided to go by the old mantra “Time running low .’. branch the project and add spiders”. A frantic hour followed, accompanied by a great boss music medley from nicovideo, and I got something submitted, albeit without any win condition/loose condition/much point. But dayum, it freaks me out some it does.
Submission page here: http://www.ludumdare.com/compo/ludum-dare-19/?action=preview&uid=1190
It at least shows what I was going for with the shadow system, and how it performs under pressure.
Also, for fun and to make the timelapse more interesting, I had a big image in GraphicsGale I was adding to a bit to show some of my thoughts and add a little commentary. That’s after the jump if anyone is interested (and can see this post through the deluge of submission posts ). I think this kind of thing would have been a bit more use if I had a drawing tablet with me, instead of just mousing.
Surprisingly I didn’t end up spending the entire LD trying to solve a problem of doing something well (that generally isn’t something really needed anyway). There’s about 10 hours to go, and I’ve run out of fiddling to do with it… now I guess maybe I could use it in some game or something? I’m kind of inexperienced in getting to this part.
What’s I’ve managed to get going is a top down view, with shadows and a ‘sightline’ sort of effect. Example of it here: http://filebox.me/view/rp56gmvej WASD moves, hold mouse button to look in a direction, and tap sapce a few times initially to drop in some random pillars. I’d be interested in feedback on how many entites people can go up to before the FPS starts to suffer, if you’ve got the time to drop a comment below.
I visited the 100 yen store around the corner again and grabbed some supplies to last me through the night, while I go through the tutorials on the flashpunk site and try to get something out in the next 9 hours and 39 minutes. It’s for these reasons that I normally go easy on the caffeine, so that when I want to use it, it actually has an effect.
So I went for a walk to go get some taiyaki and think about what to do. I’ve ended up spending so much time getting the basic useful classes I’ve been wanting for working with the canvas sorted that I totally don’t have time left to make what I was originally intending. So while munching the aforementioned taiyaki (pictured below), I decided on the best course to take now. I do like the game plan I had in mind and would like to keep pushing at it after the compo, but I also want to finish something for this, so the logical option: Branch the project.
Now it’s a matter of taking these last 13 or so hours, working with what I’ve made so far and making something fun, slightly flashy and not too tricky to code. Not too much of an ask there.. right?
Ah well, 2 hours to go until the half way point. What I’ve got running is next to nothing, just random map generation that’s not in the final shape I want, along with some other classes sorted. I’m going to sprint through as much code as I can over the next 2 hours, just throwing in a bunch of pseudo code of how things should work, and slowly fill that in.
Also, spagetti with pre-made sauce from last night (now I’m actually having more banana toast).
On theme related news, I started as a hater, thinking it’s just a ‘game mechanic’ rather than a ‘theme’. But really you can still interpret it in other ways, just think of the definitions and interpretations of ‘enemies’ and ‘weapons’. If one complains that they can’t make an arty game from this, then you’re too stuck on what those words normally mean when applied to a game. Think outside the screen.
Also, 3 hours gone already ohmy.