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Ludum Dare 13 :: December 5th-7th Weekend :: Theme :: Roads

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Log entry Saturday 11:41 - First thoughts

Posted by jolle

After having relaxing sleep and relaxing breakfast and all that, I’ve investigated current situation. The theme that’s won is Chain Reaction, and it’s won by quite a lot. It’s not the theme I most wanted, but then, whenever do you get what you most want?

So, I really don’t have very much time today to work on things, just a few hours, but with some luck I have the whole of tomorrow available.

I’ve so far made two conclusions about the theme: It’s extremely easy to come up with a non-innovative game for it. Could be a tetris/columns/pool/TIM (the list goes ever on) game. So it can be easy. But how fun would that be? But if I can’t come up with anything else decent …

I do have two ideas so far though, that’s half-way innovative. Almost. Not quite though. A bit innovative to be sure. Not a blatant rip off of existing games. Much.

So first idea I had was an explosion chain reaction game. You had different kinds of explosives and maybe something else. The explosives had different explosion radius and critical explosion radius. If another explosive is within the explosion radius (but not within critical radius) it goes off too. Then you can get a chain reaction. Goal would be to blow something up, I suppose. Thing is I’m not sure it would be such a fun game really, and I’m not sure I could keep the goal tasteful. It would be too easy to make it all goreish. Not sure I want that, even though it probably would be popular among some.

And second idea I had was you have your space ship stranded in space, without any fuel, and you need to reach your home bay. Problem is, the home bay is several jump gates (or whatever they’re called, think like in Eve) away. So in each star system, you need to get to the gate that takes you to another star system, and so on until you eventually reach your home bay. Each system is a level, but ultimately, they’re connected. In fact I could allow revisiting of star systems, and multiple paths if I were to allow multiple gates per system. Anyway, in each system, you would need to get your ship to the gate. To achieve this you can make use of your initial momentum (not much), gravitational forces from planets and the sun, and hi-tech gravity modules and explosive weaponry you can launch from the ship. Or maybe just place. Dunno for sure yet. Then the idea is to plan a level, then let it go, get to the next level, and so on. In the end you’d have the full path through all the games automatically traverseable. I’m not sure if this is enough chain reaction… and interesting enough.

Well, that’s my thoughts so far.

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