Posts Tagged ‘LD0 – Indirect Interaction’

Status update (LD catchup – LD0)

Posted by
Saturday, March 26th, 2011 5:10 pm

Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).

I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.

Edit: In fact, it might be quite a while  until I do any of it. Chances are that I won’t even start within the next two weeks.

Mikhail Rudoy

Ideas (LD catchup – LD0)

Posted by
Wednesday, March 23rd, 2011 6:31 pm

I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:

1) Rube Goldberg machines

I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).

2) Hit men

If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.

3) The butterfly effect

I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.

So there you go. I’ll keep thinking and what happens, happens.

Mikhail Rudoy

Fun Game

Posted by (twitter: @mikekasprzak)
Monday, November 26th, 2007 12:00 am

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.

Fun Game

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