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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Dev Tools and Concept Choice

    Posted by
    April 17th, 2009 9:44 pm

    After checking out the other posts it seems like there will be more than a few games turning the wall into a an enemy that chases the player. So at least my concept will be in good company :P

    Gameplay is restricted to one screen three quarter down. The player’s character will be on one side of the screen and a wall slightly bigger than the player will be on the opposing side. When the game starts, the wall will chase the player down. The wall can only move either horizontally or vertically at anytime. Players score one point per second they avoid the wall.

    Every few seconds a new object will appear on the screen. These will be broken up into a few classes:

    • Player Interaction: when collided with will force the player to interact with them (arm wrestling guy, kitten that needs petting, soup that needs stirring, etc). 
    • Wall Interaction: This is broken up into two things, some of the player interaction objects will interact with the wall (the wall will need to stop and pet the kitten as well). There are also three Erlenmeyer flasks of coloured fluid, at the start of each level the effects(shrinking and slowing the wall, speeding up and expanding the wall, giving the wall laser death eyes) of the three flasks will be randomized. Once one of these spawns the wall will give up the chase on the player, and go after the flask. If the player can reach the flask before the wall, he can destroy it.
    • Bombs: Once collected the player can place bombs any where on the screen, they have a small blast radius and will have two functions: removing player interaction objects and doing damage to the wall. Once the wall has been hit by three explosions we advance to the next level.

    Most of these actions reward the player with points.

    As the player progresses through the levels the wall speeds up, and the amount of points they get for each second alive doubles.

     I’ve decided to go with XNA 3.0 and Visual Studio 2008 Express as my IDE. I figure I’ll record a few sounds in Audacity and possibly hum a tune for music (if it doesn’t end up being too grating). Doing up all my artwork in Flash.

    My main concern with going the XNA route is that the game will be set up to use the controller as input, making it less accessible for most LDers.  Setting up keyboard input for it is likely not going to happen within the deadline time.

    I’m also going to thank my gal pal, as this was supposed to be her final exams celebration/moving weekend. She is probably the most understanding person ever.

    I’m off to my first LD meal.

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