Ludum Dare 36
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Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘indie games’

Little Girl – My first LD, part of the compo

Posted by
Sunday, April 17th, 2016 10:35 pm

Firstly, go check the game out!

Alright, welcome back. Little Girl is my first Ludum Dare entry, and my first participation in the event. It’s my second solo game jam and my third overall (I did soundtrack work at a local jam). I knew I had what it takes to get a nice entry in 48 hours, and that’s all the time I’d likely get my wife to fly solo with the kids on a weekend, and I don’t really have any go-to teammates, so the compo (48 hour, solo) flavor of LD seemed right for me.

Screenshot

Shapeshifting was the theme this time around, which was perfectly fine by me! I opted to make a 2D action game because I felt I could get it up and running quickest. I’m not sure where the idea came from, but I decided an innocent-looking little girl that transforms into a hellish phantom would create a nice level of juxtaposition and really sell the shape-shifting motif. In phantom form, your agility goes through the roof, you have fearsome attacks, and can rip through enemies. It, however, drains away your life power! So does being shot. That’s all bad. So it’s a balancing act between stringing enemy kills together and biding your time as a cutesy little pink-haired girl.

I did all of the player animations in the first hour or two of the jam, then moved onto prototyping mechanics. I got those nailed down, made the tileset, the smoke effects, 90% of the soundtrack, and a few sound effects in the first 24 or so hours. I had a couple sleep breaks at night and a few hours for church, but then hammered away at the game until it was done with two minutes to spare. There are always things I’d like to go back and add, but I’m extremely happy with my entry!

Screenshot

The soundtrack, I think, is something particularly neat. It’s fully interactive and really helps set the tone between the two character forms. I also did a LOT of Foley work around my desk for as many sound effects as possible.

I think it was a pretty huge effort overall, and I’m ecstatic with what I was able to accomplish in 48 hours. Give it a go and let me know what  you think!

 

-Adam

Space Drugs: Isn’t Deep Space “High” Enough Already?

Posted by (twitter: @louroboros)
Wednesday, May 2nd, 2012 8:05 pm

(This is a cross-post from my post-compo devlog.)

“High”, as in altitude. Again, no apologies.


If you’re old enough to have been a highschooler before the average cell phone had an app store, then this probably looks familiar:

SELL! SELL! SELL!!!

That of course is a depiction of the ubiquitous TI-82/3+ game “Drug Wars”.

It was a simple and extremely … er … addictive game. Buy low, sell high, don’t get caught, and don’t get robbed on the way to the suburbs to drop your stash of cocaine.

Now, as it turns out, this was inspired by a DOS game from the early 80s. Of course, there have been many variations, but I’m willing to bet that the one for the TI-83 has been played by more highschoolers of my generation than any of the “modernized” versions (/me wrinkles his nose at ‘mafia wars’).

Frontier: Elite II, a game from 1993, introduced black market goods to the space-trading from the first game. Whether it was influenced by DOS Drugwars is a mystery to me, but I know it was at least as fun to be a dealer in space as it was to be when I should have been memorizing trig equations (okay, it was definitely more fun — lasers).


So, of course, I had to include black market goods in μniverse.

There is only one illegal good so far in the pre-alpha: generic narcotics. I may add other goods that have special properties, such as firearms, nuclear waste, non-compliant computer hardware, unidentified alien technology… it’s easy to come up with ideas. But for now, just droogs.

Currently, the only penalty for transporting illegal goods — as seen above — is for the goods to be “confiscated” by the ITG (Intergalactic Trade Guard).

I should note that so far, there are two kinds of space stations you can encounter: ITG stations (below, left) and what I’m calling “Pirate” stations (below, right), which are not “protected” by the ITG.

ITG StationPirate Station

(non-final artwork)

Every time you enter an ITG station, there’s a chance your ship will be searched. Pirate stations, however, are “safe”. Thus, it should go without saying that prices for illegal goods at ITG stations are significantly higher than they generally are at Pirate stations.

To make things more interesting, I intend to introduce a “Smuggler” crewmember, whose presence aboard your ship will reduce the likelyhood or rate of discovery of illegal goods and later, fugitive passengers — a topic I’ll be discussing in a future post.

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