Posts Tagged ‘prototype’

Leave me Alone: Prototype 1

Posted by (twitter: @davidrlorentz)
Sunday, August 22nd, 2010 2:46 am

Prototype number 1, playable in your browser. With music and a couple of teaser levels.

In this game, you entice block things to destroy each other, without destroying you. Use the arrow keys to move, and press Space to restart a level (which is sometimes necessary).

Enjoy, and please share your impressions!


Second playable build

Posted by
Saturday, August 21st, 2010 1:20 pm

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Timelapse of my creation so far

Posted by
Saturday, August 21st, 2010 6:06 am

Good morning Ludum Dare!

Managed to catch about five hours of sleep–my regular nightly amount for most LDs.

I was thinking–if timelapses are fun after the compo to watch they are certainly fun to watch during a break while the compo is going right? 😀

Before I head over to the Portsmouth NH Ludum Dare meetup I figured I’d render out the timelapse of me creating my first playable prototype (always an important milestone for me) in the first four hours of the competition.

Not sure if you can embed videos here so here is the link:

Playable Flash Prototype

Posted by
Friday, August 20th, 2010 11:04 pm

First Playable Flash Prototype

This is my first playable prototype. This represents a little under four hours of work in Flash.

Try to draw the enemy orange spikes and red seeker boxes into the yellow circles for points by using your pink pentagon to lure the enemy in. If you hit the enemies you lose points. Basic proof of concept at this point is finished.

It is 2am here and I think I’m quite happy with what I’ve got down for the first evening to sleep on. I’ll be meeting up with 3 other LDers tomorrow over in Portsmouth New Hampshire to continue the game dev in the fun company of others. Sleep now!

More progress

Posted by
Friday, August 20th, 2010 8:07 pm


Got a basic palette picked out and started throwing things into the flash editor and so here is mockup number 2. This is going to be what the first playable prototype will look like as I seek to get a playable game ASAP. Then it will be time to swap out all these simple shapes for final art once it is tuned and fun.

The 5 sided shape is the player, the circles are the collectible targets (only score when enemies hit them), the pink squares are seeker enemies (think homing missiles) and the orange spikes are proximity shooting spikes that launch in a straight path.

Rolling rolling rolling

Posted by
Sunday, February 21st, 2010 9:44 am

Alien Flight Academy wip

Here is the latest flash build of my game (you have to click on the game before it will have key focus)

Starting to get collisions and scoring in.  Still need to implement time over conditions and enemy ramp up at various time points.  Need to get jets and tanks in now too.  You can get points now and be killed though.  Tons of balancing will have to be done once I get all the game elements in.  Oh and also hopefully add music, sounds, and more then rectangles for all the objects too! 9 hours left…

current prototype

Posted by
Saturday, February 20th, 2010 5:06 pm


This is like the fourth prototype I’ve worked on so far.  Things are going slowly today for me as I have been scattered between a few ideas while I hoped for one to spark my excitement.  I think I’ve finally got an idea I’m psyched about enough that I’m doing a bare bones playable version of.  Hoping the scope is right for the time remaining.  We shall see.

Dying in Context

Posted by (twitter: @davidrlorentz)
Sunday, April 19th, 2009 7:09 am

Good morning friends!

For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.

I have like 10 things on my list for the next 12 hours, so I better get to work.


Click to Play

Gas chamber

Posted by
Saturday, April 18th, 2009 9:35 am

In the beginning is an empty room with little people (white boxes) in it. The poisonous gas starts to flow downward from the top. The people start running from the gas (red boxes) when they smell it. They die after some time (black boxes). You build additional walls to manipulate the gas. By manipulating the gas, you can poison people differently, and make them flee to different directions. The control is somewhat indirect. This can be the level editor, or it can rather be the gameplay itself.


As you can see, this is still a toy. When it becomes a game with a backstory, you’ll probably have to kill some guys and rescue others. There’ll be some sound and graphics too, hopefully.

You can test and comment on the prototype:
Download fidaner-LD14-prototype1 (Windows)

Enter – Restart
LMB – Put wall
RMB – Delete wall
MMB – Put agent

I’m open to new ideas too.

it’s a crypto critter mystery!

Posted by
Friday, February 6th, 2009 9:10 pm

I decided to participate after all.  I think I began around 8pm EST.

A mysterious screenshot of my cryptozoology game.. 😉  Time to go to bed.

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