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Archive for the ‘LD #17 – Islands – 2010’ Category
Roller-Derby 20XX: Mega Islands of Awesome (my April 2010 Ludum Dare entry) has been rebuilt from the ground up, sponsored and released under a shorter title “Roller Derby 20XX”.
I always intended to revisit this game post-compo but it took many months before I actually did anything about it. The talented musical stylings of Amon26 and exquisite pixel-artistry of Paul Veer made the game come to life. As for me, I rewrote a lot of the code and tweaked the controls significantly from the original release.
Actually going through the process of releasing a game, finding sponsorship and distribution was hugely rewarding. I learned so much that will put me in a stronger position if I decide to do another sponsored Flash game. Financially, Roller Derby 20XX was a break-even proposition. I was able to pay the artists and FGL’s 10% cut. Which is fine. The experience was far more valuable to me than any monetary gains.
Ludum Dare has been a life-changer for me. I don’t have much free time and I’m not disciplined enough to spend an hour or two on game development every day. But I can free up a weekend and know that I will have something prototyped after 48hrs. Sometimes these prototypes are worth expanding on.
I recommend to anyone: take one of your compo entries, polish it up and throw it up on Flash Game License. Just experience what it’s like to go through that process.
Total investment in Roller Derby 20XX: About 150 hours. Value gained from the experience? Priceless.
First, thank you to everyone who’s played, voted and provided feedback on Roller-Derby 20XX: Mega Islands of Awesome. You guys are the mega awesome ones!
Some responses to some of the comments:
- Music: I’m glad everyone likes the soundtrack. As requested by skintkingle I’ve uploaded the MP3s and they are accessible here: http://www.refrag.com/game-dev/roller-derby-20xx/
- Title Screen: Glad you liked this Terry. I had so much fun making myself into an NES style titlescreen. I saved extra time on Sunday just for this final touch.
- Collisions: Feedback around the “fishy” nature of collisions is good feedback to hear and very valid! In reality collisions are working exactly as I coded them. When you intersect an enemy there is a dice roll based on their “aggro-level” (which is randomly generated at spawn). There is a chance they will hit you. If they hit you you will either bump forward, or there is a chance you will fall. But yes I can totally see how this isn’t very intuitive. Surprisingly this dynamic tests better with more casual game players who seem to accept a “fuzzy” logic to collisions. The more experienced gamer seems to expect either binary rules or a way to pre-determine the result to better strategize. (Neato!)
I have some ideas on how to build on this game concept (thanks to your feedback!) and hope to flesh out and expand on this “world” in the near future.
Another great weekend. Ludum Dare is such a special event. You go into it knowing it’s going to be a boatload of work. You know you’re going to lose sleep and probably not eat very healthy. But all the pain and suffering is over in 48hrs and all you’re left with is a game you made yourself.
And I’m done. I had full intention of sticking more closely to the theme, but I was just having too much fun with this game. Would love to hear any feedback you may have.
Timelapse and full Postmortem coming later this week.
A huge thanks to everyone that provided feedback during development and of course a gigantic thanks to the organizers at Ludum Dare HQ. It was an awesome weekend as always.
Saturday is over! I spent far less time this Saturday than I did during LD #16 which is probably for the best. I’m fairly pleased with where I’m at. I’ve spent 16hrs of development time so far and I expect to log about 7 more tomorrow.
Flixel is a life saver. I find I’m not worrying about tech at all. I don’t feel like I have any tech risk on this project and anything I want to do is coming fairly easily. I’m also really really enjoying Flash Builder as a development environment.
I realize that my game has drifted from the theme a bit, but I’m having fun and that’s all that matters. Right?
Latest build available here: http://www.refrag.com/2010/04/23/ld48-go/#more-668
Not a bad start for my first night. I spent my first hour mulling over ideas during dinner. Over the course of the other 3.5 hrs this evening I got some initial gameplay working and am feeling confident with my codebase. Looking ahead, I have a lot more graphic work I need to do this time around which will be a challenge for me. Oh well, should be fun.
You can play my latest version here: http://www.refrag.com/2010/04/23/ld48-go/
For now – it’s time for sleep.
My basecode is set and ready to go using FlashBuilder/Flixel 2.35/Flex 4. My skeleton app is viewable with source-code here: http://www.refrag.com/2010/04/23/ld48-go/
I’ll have less time this weekend but I hope to make up the time with a smarter workflow and using a much better core set of code.
Let’s do this!!!!!