Posts Tagged ‘plan’

I am in! Second Ludum Dare!

Posted by (twitter: @gamepopper)
Friday, December 13th, 2013 5:11 am

I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.

Anyways, I plan to use the following tools:

  • GitHub (Source Control, my first ever solo project to use source control :O)
  • HaxeFlixel (Game Libraries)
  • Paint.Net (Graphics)
  • Tiled (Possible Level Design)
  • iNudge (Possible music)
  • Bfxr (Sound Effects)

My plans/advice so far for the jam, based on last Ludum Dare:

  • Plan well.
  • Constantly show your progress.
  • Graphics and Music are just as important as the game itself.
  • Know how and where you will distribute your game.
  • Everyone likes Time Lapse vids
  • Follow the 621 (Sleep, Food and Clean Yourself :P)

Everyone have a good Ludum Dare!

Newcomer here. Looking forward to LD28.

Posted by
Wednesday, November 13th, 2013 1:25 pm

Hello everybody! Hopefully I get time between the 13th-16th to actually make a game, or something like that, what with with school not ending ’til a week later, but dang, I am excited about making a game. This will be my first Ludum Dare, if you haven’t already realised. This was just a random decision I made like 10 minutes ago, may not have been wise to write all this, but who cares?
The plan for this is rather simple for me, as far as I can tell. I will use the time before LD28 to experiment with 3D with LWJGL in Java, so that I can make a game at LD28. I have no idea what is going to happen. If no ideas come to mind about making a 3D game with the theme that comes up, I will go with a 2D one, which will be using Java with no exterior libraries, because I’m more comfortable like that, unless I find a rather nice one before then. Now, that I think about it, I realise that I am completely unprepared, and have no idea how I’m going to fit a full game project in two days. It’ll probably be terrible. Ah well.

I cannot wait for this, kinda shaking as I type this. Have fun everybody! 😀

Hackfield: The NetField Update – early plans & concepts

Posted by (twitter: @KatamoriENG)
Saturday, September 14th, 2013 1:43 pm

After the great inspiration I got from Hackfield, I started to plan a bigger sequel. There are only some simple feature ideas, but I hope you like even this one (even though these are just plans)!

Story:

2041. Years before, the biggest panicwave in humanity’s history have spread all over the world. After this event – that is known as the Anubis Incident – the United Nations have remade the architecture of the Internet by completely changing the security system of the New Age Protocol.

Needless to say, that it makes recovering way longer – but finally, they could implement their final plan: reorganizing the whole internet. Now it’s called  „The NetField”, where computers are available only through governmental nodes.

Surveillance of people have reached a level we’ve never seen before. The NetField is fully censored and controlled; everyone who uses it is not able to get informations that is not allowed by the governments of the world. They try to cover it with the depiction of a perfect world (Utopia, as they call), but the truth is that the gap between working people and leaders is increasing.

Resistance expected that the Anubis Incident may help to take over the world and starting everything over – but the Center was quicker. With an unkown power that makes governments stronger, security forces could save and conquer almost the whole computer network of NAP.

The resistance couldn’t escape this time. A lot of them are already dead. However, Hackfield have survived the chaos, and stayed up-to-date until the born of the NetField. It dissapeared then…

…until now.

Planned features:

– hub of computers

Hackfield acts like a special browser that allows you to manage inside the main architecture of the server you are connecting with. By this, closed connections are available, and even though it’s a bit harder, you can contact with computers that are not connected to the NetField – indirectly, every computers are available through the NetField, since the incredible amount of WiFi systems.

– specialized targets

The computer name generator of the original Hackfield is on a great way of being fixed and improved. To make it sense, all kinds of computers are gonna be custom. Every computers are going to have different memory map size, difficulty, variety of used tools and custom access-ports, files, softwares etc. on them.

– manipulation of the world

Change variables in access-ports to make people pay attention in real life for your actions! Close doors, turn connecting systems on and off, change text of monitors, send messages throughout real life, and so on – but be careful, before you are becoming disconnected!

– microprocessors

Low-level systems? Low-level operations! Use the WiFi system that covers the whole world to your own advantage! Hack WiFi stations, check the list of available devices, and manipulate smartphones and cars!

– thousands of records and e-news

Don’t forget: this is a living world! While the hours and days you’re spending on the NetField, event happening around the world. Follow them through various news portal, or read the historical event that happened since and before the Anubis Incident!

thinking in 10 seconds

Posted by
Friday, August 23rd, 2013 8:25 pm

So finally we define the idea.

To develop the idea, we started a brainstorm where each one suggested a freely thought , without any questioning of the other participants. It could be a reference, or a scene, or a game, or the first thing that came to mind when thinking on the subject. Then the group sit down to discuss everything we thought, without regard to our limitations.

Then reduce everything to the simplest game we could think of.

Now it’s time to start creating a game.

 

DSCN0421 DSCN0422 DSCN0423 DSCN0425

What is a villain?

Posted by
Saturday, December 15th, 2012 6:26 am

Had to out and do stuff instead of programing…  But that gave me time to think and plan my game. Due of my rather philosophical nature I started to think about what being a villain actually is. I really wanted to find an odd view to the subject so I could make something least partially unique.

Evil is something that we, people, don’t like to be done to us or others. It’s usually something that causes harm or loss of power and freedom. When a person is described as evil, we usually mean that he does not really care what others think and freely does these evil things, such as steals, kills, destroys and so on.

Villain is, in my opinion, somebody that can be described as evil, harmful to others. They usually do things that we consider bad to reach personal goals, witch are also usually “rather evil” (destroying the world, global domination, money…).

So, typical villain has an evil goal  (personal gain, satisfaction) and evil actions (generally ignoring will and rights of others).

And we can say that typical hero will have good goals (“common good”) and good actions (treats others as equals).

Both of earlier definitions are inaccurate, however. Usually heroes have to do “bad” things, such as killing, to reach their noble goal. And our villains might also be just misunderstood. Robin Hood was clearly a hero (or least shown as a hero), but why today’s pirates stealing for their families to eat aren’t?

Do actions make your goals evil? Do goals make your actions evil? Is a person with noble goal doing evil things to reach that goal a villain? Or is a good doing person with bad intentions evil?

These are the questions in my head right now. I will try to make a game with somehow odd way to view villains. I just hope I can start it soon, ‘cos time is running out…

So, to make sure that my main character is a villain, are evil actions or evil motives enough, or should he/she have both to be a true villain?

 

Planning done… Now some rest!

Posted by (twitter: @RawBits)
Friday, April 20th, 2012 9:15 pm

OK! I drank the first beer. The plan has been made. I’ll take a 2 hour nap after this 24 hours up time with physical activities. I’m tired…

The thing is a score attack game. Aliens try to blow up your tiny world. It is a little planet which you have to defend. There are evil space ships and mother ships with deadly bombs everywhere around you. You will have a hard time! 😉

 

Technical details are planned, algorithms are done except 1 that I have never did before. This will be challengeing to code becouse of the complexity level of the screen. So I take 2 hours nap then I walk my dog and say hello in my pub, drink coffee there and come back and I’ll be awake until all the coding is done. I plan graphics, sfx and balancing for tomorrow…

 

I’ll release everything that has been made as I go. Stay tuned! :)

A rough plan?

Posted by (twitter: @mitchellvette)
Friday, April 20th, 2012 2:33 pm

You might have to adjust for your time zone. Mine should actually start at 8pm 😉

Of course, none of this is going to work out.

At Least I Have A Plan?

Posted by
Saturday, December 17th, 2011 5:33 pm

Very impressed with all the work so far!  I’m even farther behind than I’d hoped, but that’s what happens when you have a plan for half the possible outcomes and something you never anticipated gets voted into your lap.  I wasn’t thrilled with the theme announcement (my “randomly generated” game featuring gun-toting vampires, predatory aliens, superintelligent cyborg bears, and a bandana-wearing killing machine named John Randbo would’ve been awesome, you jerks), and rather than diving into coding the first terrible idea I had, I dawdled, watched Notch tackle the problem with more ease than I could manage, irresponsibly spent a few hours accidentally brainstorming a great way for the writer and musician I’m trying to start a studio with to get their work noticed before learning some soulless capitalists had somehow retroactively stolen my idea, and justified eating dinner and sleeping by telling myself the best seed of an idea I had needed to germinate.  And it has germinated; whether I can put down the proper roots in only 24 hours remains dubious at best, but I’m prepared for a marathon coding session.  My working title is Omnicider – the idea is to turn the theme on its head and discard the notion that being alone is somehow a “bad” thing and make it the goal.  My protagonist is a mad scientist-type whose only desire is to be alone, even if he has to kill everyone else on the planet to get there!  Killbots, an orbital death platform, and shooting down pesky Earth-borne missiles with a particle cannon are the gameplay elements; part RTS, part Missile Command, all fun?  I may have to fall back to the Jam if things don’t proceed smoothly, but I’m not giving up until my failure is entirely obvious.

I’ve never been actively encouraged to generate anything resembling a food blog, so I produced a suitably epic vegan breakfast to start my coding session:

Clockwise from the top left, you’re looking at unsugared grapefruit with pineapple, off-brand Gloomios with thawed blueberries and soymilk, hot miso soup with potatoes, leeks, deep-fried tofu, wakame, and soba noodles, a large cup of home-roasted Sumatran coffee AKA “the strong stuff”, soymelet with steamed broccoli, fried mushrooms, and green onions, and margarined toast.  Hearty and perhaps a little extravagant, yes, but don’t ever let anyone tell you that vegans can’t be foodies.

start will be late

Posted by (twitter: @sgtruck)
Friday, December 16th, 2011 4:03 pm

as I’m going to get _sleep_ before the start. And certain preparation steps are still going on (due to certain things not being set up, due to earlier things and adjustments of work area and so on.)  Or in other words: No, I wasn’t set up.

Also I may have to swap to another keyboard, this one seems to have some issues with some keys. But I may not. I’m unsure. I am going to sleep.

I may wake up and read the announcement of the theme, and then think on that while. We’ll see.

Plan: Finish.

Posted by (twitter: @sgtruck)
Friday, December 16th, 2011 8:28 am

I’m in. The entirety of the plan is: Write game, and FINISH PROJECT BEFORE END OF DEADLINE.

Tools:
Server side: emacs/jed; python; some fastcgi implementation that I worry about later.
Client side: multiple browsers (modern) and I don’t care if IE doesn’t work. _Period._ Jquery. Debug tools.
Code side: Textmate; ipython; git.
Mindmap/brainstorm side: android tablet awesome notes.
drawing side: android tablet + autodesk sketch, maybe graphx2, maybe gimp, maybe photoshop.

Now, I need to prepare some stuff, go to the store, be sure I’ve got bread or rice stuff, apples; I have beer and I should avoid that and gin; I have tea.

Topic wise: I’m fine with any. I’ve pre-thought out some ideas. Those ideas work surprizingly well with most any concept I can throw at it; so the mindmap/brainstorm bit will be … unruly.

I need to set out music for the next 2 days. Scenesat may have periods of “crap I do not want to listen to right now” and I should _avoid_ EYEHATEGOD due to the darkness (outside.) Really I may just do the whole weekend with drone and the occasional period of xpander.

Oh, and, I should update all the server side components and be sure I’m all set for that. Yep. I think I’m fairly well set for planning. I wonder how exporting that stuff from the tablet will work… should see that too.

I’m In!

Posted by (twitter: @frimkron)
Friday, August 19th, 2011 3:50 pm

I’m totally in and ready to rock hard this time.

I will be using:

I will attempt to abide by the following self-imposed rules:

  1. Get all my tools and libraries ready to avoid wasting time on setting things up ready to code
  2. Have some game ideas in my head before the theme is announced. Have one last look at the theme list and come up with an idea for each
  3. Keep it astonishlingly dizzyingly simple to the point where I scoff at my own game idea because it could be thrown together by a visually-impaired amoeba in a timescale measured in planck time
  4. Put absolutely no effort into graphics until the game is working. So throw together placeholder graphics that look like scribbles at best
  5. Spend zero time making the code “nice”. If the code isn’t repulsive to look at, I’m doing it wrong. It should be the most hacked together piece of crap I’ve ever written. If it runs, it’s good enough.
  6. Have the game playable by the end of day 1. So the core gameplay should be in place, and ideally the levels done too (depending on what time of game it is. The concept of “levels” may be more complex than I’m aiming for here)
  7. Don’t get hung up on bugs if they’re not total show-stoppers – they can be squashed in the cleanup phase
  8. Spend day 2 polishing the thing to a shine, including sounds and music!

I have a feeling this is going to be the greatest Ludum Dare E V E R.

Best of luck, everybody!

Day No.2 is here and I’m late!

Posted by (twitter: @emberheartgames)
Sunday, May 1st, 2011 1:44 am

I overslept and lost 3 more hours than I wanted and now there are only 18 hours left. Some time will be cut here and there and I’ll be able to get out of 18 horus as much as possible. So, let’s look at the TO-DO-PLAN:

– Flame system (where fire grow larger when you pick coal and vice versa)
– Lightning
– Character animations
– Twisted beigns of the crypts
– Some additional mechanics for the gameplay
– Maps
– Dialog sequences
– Main menu
– If I’ll have some extra time then polishing comes at the end

That’s it, lots of stuff and only 18 hours. Let’s get to work gang! 😀

End of day 1 plan

Posted by
Saturday, August 21st, 2010 5:39 pm

So I figure I may have about 5 more hours of game dev in me today. My goal is to get as much code finished as possible so that tomorrow can be mainly 12-14 hours or so of game tuning/polish, graphics, sound, and music. We’ll see what happens!

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