Posts Tagged ‘plans’
(crossposted from experilous.com)
This trimester I’ll be doing the 3-day jam rather than the 2-day competition, since I might have some outside assistance, and my schedule doesn’t really line up well with a Sunday evening deadline.
Although I’ll note that I’m tempted by the recent release of the Unity 4.6 public beta, and the new GUI contained within. Trouble is, I’m not very proficient with Unity, so it would definitely slow me down during a jam. For some reason, every time I use Unity, I very quickly find myself confused by urges to fight the engine, rather than work with it. So if I go the Unity route, the entire purpose of the jam will simply be to have any game completed to a playable state, whether innovative, fun, or otherwise.
If I focus on game mechanics, however, innovation is generally my objective. This time around, I’m toying with a game style inspired by collectible card games like Magic: The Gathering or Hearthstone. Note the word “inspired”, as I don’t intend to literally create a card game. But there are a lot of fascinating elements that I think can carry over into other game styles, and I’ve recently been working on doing that with some of my larger projects. I don’t have anything to show for those larger projects yet, though, so this might push me to test the waters with some concrete functionality. Always a valuable benefit of doing a game jam.
This theme had me thinking of something either way too complex or way too simple for this competition. I’m no novice to the tools, so doing the least bit of work would be a waste. Pushing myself beyond what I feel comfortable with is the key to the Ludum Dare for me.
The Theme Announcement: After the theme was announced last night, I took a while to think about permutations of the minimalism idea. Admittedly, it’s pretty abstract, not easy to visualize. So I thought of the zen/taoist view of minimalism, which is the emptying of ones self, the binding of mind and body, and the ability to calm distractions. This narrowed it down, and I had considered some sort of heroic Rampage-style game. Way too big and most likely not readable by you great Ludum Dare judges/developers. After another hour of plans in my head, I was exhausted so I went to sleep.
That Archimedes Moment: A great experience occurred while I was drifting into dreams. I had a major ‘eureka’ moment, as visions of a hero became clear, and of a platforming game, a fun mechanic, and a theme tie-in boiled to the surface of my sleepy-brain. I lept up and jotted down everything I could, messaged my best friend the great news, and smiled widely. This game development challenge now has a direction!
Morningtime: So, this morning has been piecing together a platforming engine. It will be very similar to platformers I’ve done before. Except for the gameplay twist. (No spoilers this time). I drew a placeholder hero character, and have enjoyed a nice breakfast and iced coffee. Momentum is high! No fear!
Plans for the Day: Actually, even with this momentum and good vibes for dreaming up a good idea, I’ve only got about 3 more hours before a long break in the middle of the day, to continue at about hour 19~20. Not letting it bust my groove for this moment. My plan! The plan is to have the level map system and moving the player around, jumping, attack hitboxes all before hour 14. The graphics are all placeholder until tomorrow. I do my best sprite work at 3am anyway!
of which I dearly hope will change
You are some kind of bug alien queen thing. You need to make more bugs to protect you from a horde of… (rolls dice) snake aliens. Why this? Well, before I drew up any plans, I managed to make these my bonus objectives for this compo through various conversations with people (which I am sticking to with more gusto than the theme, apparently):
- No blue colour anywhere
- Use the colour red
- Insert potato into game
- Non-humanoid characters
Have some totally illegible scribbles (and angry rants) on graph paper! I’ll update everyone with more progress when it has been made.
…I forgot to add potato. Well, I’m sure I’ll find a way to add potato down the line.
- Environment: Lots and lots of blankets, all sorts of hot tea and coffee — Check!
- Programming Environment: Eclipse, Java, Slick2D, template classes — Check!
- Tools: Script for timelapsing, Gimp and Inkscape, Autotuner, bfxr, and a bunch of online music generators — Check!
Everything is mostly checked out. It is a cold morning in Ibaraki, Japan, and I’m ready and pumped to go. Doing laundry and other home chores while waiting. I can’t get the QiX idea out of my head – I really loved that game. It feels a bit like cheating for me, but I can’t prevent myself thinking about how to implement all the necessary geometry and mathematics for that kind of game (mostly, how to generate a group of rectangles from an arbitrary number of points, and how to merge and split line segments).
I guess I will go with the QiX idea anyway, and twist it accordingly depending on the theme.
My plan, if everything goes all right:
- Saturday: Get the basic game running (making rectangles, detecting end of stage, enemies, twist).
- Sunday: Polish, polish, polish (sounds, animations, transitions, etc)
- Monday Morning (LD ends at 11:00 my time): Public testing from friends, bug hunting, packaging and go!
Or so I hope. All plans melt in the face of the enemy
To end the post, here is a picture of my support team:
They aren’t even what I’m planning to put in the game. These fish are placeholders based on a simple scribble.
It took me way too much time to figure out how to select an isometric tile with the mouse coordinates. Thanks charlie for the suggested reading, I must have read a half-dozen tutorials and it looks like I do iso differently than half of the people who wrote articles. Sines, cosines? What? The math turned out to be pretty simple, and then I had to align the odd alternate tile because the mouse was only picking one half of the map. Grr. It’s working fine now, everything can be selected intuitively. Gameplay will be next, and finish the control scheme/creature attributes. That should be easy.
So, here I am, playing with fish, wasting valuable time. I got frustrated, and I’ll get over it. This game is going to rock! And there’s a little more than one day left to complete it. I can do this. Just hit a roadblock, it’s behind me.
In the past week I’ve totally fall in love with Paper by FiftyThree. A drawing application on iPad. It’s simple, nice, get the work done and have a really awesome feeling. So as I wanted to make my game in 2D and use my Bamboo to make all the art. Then I was thinking… why not use this application to make all the art ?
And that the challenge within the challenge that is Ludum Dare (as it’s my first time). So, here’s my useless announcment : I will make all art with Paper by FiftyThree.
Well… not exactly… As I don’t yet have every in-app tool yet I can’t do some things in it (don’t have Outline and Write), and will export the line in Photoshop to colorize. They are taking ideas in consideration so it would also be great to have feature like copy/past sheet (would be great to decompose the character or other for animation) and have at least a second layer before LudumDare. If not, I guess I’ll have to work on photoshop.
As for the animation of all that. I’m considerating using Spriter. If you don’t knoow what is Spriter here’s their KickStarter page. It’s now on beta phase so I must not count on it that much, but it’s really a great software to become. I didn’t yet give anything to them but hope I can (at least $25) before the end of Kickstarter’s founding. You must check it out… now!
Anyway, I’ll say what software I use at the right moment, but that is my plan at the moment.
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Hey, Hi there !
So I’ll try for the first time to make a little game and release it (as it is, good or not… or not). So, what’s better than the 100th Ludum Dare to do so ?!
I’m french and note really qualify to do that but it’s kind of what I like to do since a few years.
My plans are to make a 2D game with Click Team’s Multimedia Fusion 2. I’ll draw, code (sort of, MMF2 style) and maybe even compose (never done this before… I’ll probably tap some button and see how it sounds like). I will also probably make a livecam on twitch or some other service for you to come, see and comment my work. Ask me everything you like and give me some support on these days as I probably won’t sleep.
Engine:Multimedia Fusion 2
Graphics: Paper by FiftyThree (iPad) and Photoshop
Music: Don’t know really… Music Studio on iPad maybe ? BeepBox.co ?
Sound: SFXr probably… and why not record some stuff by myself.
Timelapse: Chronolapse (if I’m doing it)
Live Stream: http://www.twitch.tv/cubertoy
Other Tools: iPad, Pencil, Paper, PostIt, Coffee,Sonic Screwdriver
Sorry for my english, It’s not really that good but, hey, I’m french ! (who cares ?)
Next Post > Challenge in a challenge !
Ok here are my plans:
step 1 - navigation
- show splash
- show map selection
- select each map
- press Esc to end the map and go back to map selection
step 2 - movement
- build map based on string of heights
- build the char (do i need to animate the bottom of the alien ?)
- move the alien around the map
- make the jump of the alien
. control the height of the alien with the colision with the ground.
step 3 - there comes life
- add life bar to the alien
- add npc with life bar in map 1
- shoot the npc
step 4 - recycle
- add the bullets counter
- reduce npc life to zero shooting
- show dead sprite
- recyle to energy
- recycle to bullets
step 5 - levels please
- define levels map + npc positions
- code boss behavior for levels
- count the time used to finish each level
step 6 - polish
- add help screen
Instead of C++ and SDL I will use Java and its standard library. No pre-written frameworks, all from scratch.
I will also use Gimp and maybe Inkscape for graphics. Not sure about the sounds yet, might use DrPeter’s sfxr.