Posts Tagged ‘indirect interaction’
Well here it is… the next screen. This time with rocks! And a demo
Tomorrow I hope to add some sort of gameplay, I guess with time running out, I’m going to make it continually speed up and allow you to hit the rocks thereby restarting. Or something like that.
Well it took the whole two hours but I finally got a tilemap up and running. The tilemaps in this game are going to be dynamically generated. but at least we have something resembling a river. The first one is the regular screenshot, the second one is an error. I’m using Flashpunk and apparently the tilemap seems to be getting created correctly, or at least the map array is.
This time I added two basic “bank” rectangles (just to show where they are) until I decide what will go int he background. And two cloud images (which are merely two colored rect images, I’ll be updating the images in the coming days). You can actually move this left and right but it doesn’t do much other than that.
I had to actually “re-learn” flashpunk a bit here… but I finally got my first screeny up. What I came up with for indirect interaction is a game like Toobin’ where you navigate rapids in an inner tube. But since you can’t directly control the player, I decided that you would use the winds to change your direction. But instead of an inner tube I decided to use a raft, maybe like Huck Finn traveling down the Mississippi River and you have to navigate things like sharp rocks, whirlpools, waterfalls, dangerous crocodiles and the like. Although I haven’t set up a definite plan for that yet. What you’re looking at is a rough raft graphic (just a brown rectangle) on a blue river (although I plan to change the blue because that’s too much of a sky blue.)
Most of the time I don’t participate in LD’s because I’m usually busy on the weekend. So I thought why don’t I have my own LD compo. So I asked some of you how much time you spend on average… so it’s pretty common to be somewhere in the neighborhood of 25-35 hours of actual dev time. (Dev time can include planning time). So I thought how much time can I spare per day, and the answer comes back to me, 2 hours. Okay so then I ask myself how long, and then answer comes right back to me, 3 weeks. Actually this was through careful deliberation. I figure about 30 hours is a good roundabout figure and something I could actually manage if I were to participate in an actual LD. Of course this presumes using up most of my available time, and 2 good 8 hour sleeps. I was thinking about also trying on weekends (but this was when I was going to do 2 weeks). So here’s the plan:
I will go through each LD theme and build one game in about the same time as it takes to do an actual LD compo by spending 3 weeks per game, and 2 hours per night starting around 9:30 pm – 11:30 pm pacific time. I will not be doing mini-ld’s at this time. I will more or less follow the rules of LD. By essentially making everything from scratch, except I will probably use a premade helper library. I’ve decided I would do these games in flash so I can immediately put them onto IndieFlux in the games section. Originally I wanted to use the lua-based LOVE engine but instead realized that flash may make it more readily accessible to people. I’m thinking of actually porting it to LOVE later but we’ll see how this goes first.
And… that’s… it…
Thanks for your advice thus-far (those who I’ve talked to in #ludumdare). I’m going to start tomorrow (Monday, March 21st, 2011) with the beta ld which was 24 hours, and thus I will do one week (about 10 hours, hope I can make something by then). (Indirect interaction). So see you then!
LD48 #0 was a 24-hour competition with the theme “Indirect Interaction”. To celebrate that, I created Castle Smash, an RTS game where you have no control over your units. You just make buildings to create them, and decide where to build bridges. Their “AI” tells them what to do. Yes, it’s a lot like Majesty, which I had not even heard of at the time. This is a 2-player (at the same computer) game, with no single player option at all.
Ludum Dare Zero (Beta, 24 hour), theme Indirect Interaction. My game, Fun Game. Contrary to the name, Fun Game wasn’t a fun game. In fact, it wasn’t anywhere near a complete game. The idea was to (hahaha) create a virtual pet game in 24 hours. Genius idea I do say. I did complete a bunch of art, and had a … sort of working user interface. All in all, not too bad a stab at a 24 hour game… just nothing worth mentioning.