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superflat’s Balls Of Legend: Postmortem

Posted by
April 21st, 2009 9:45 am

 

I suppose the thing I’m most happy with is that it the first compo I’ve entered which wasn’t a massive crunch to get in on the deadline.  I was enjoying a nice cup of tea by 10:30pm.  Heres are some fun development facts:

- The game took about 12 hours.

- I used Photoshop and Logic Pro.

- I wrote it in BlitzMax with lashings of OpenGL.  

- It formed by ripping apart the level editor for my iPhone game, which also uses the same orthogonal perspective.

- The graphics were based on another game concept I’ve currently shelved, a Rez-at-light-speed interactive music game called ‘Tempo’.  

- I don’t like the bounce sound either.  Wish I’d spent more time on it.

- I have loads of ideas to expand on it, from springs that fire you down corridors to one-way floors, switches and doors, powerups that enable you to open up new paths, crushers and electric fences you have to jump.  

- I’m keen to try it on the iPhone, where the tilt determines the angle of your next bounce.

- I’m especially keen on trying a two-four player mode, which could be both co-operative and competitive (both bounce on two switches to open one door, but the first through gets the best loot!)

Anyway, thanks for having me Ludum Dare.  I’m sure I’ll enter again sometime.  And post food pics / timelapse shots which I had no idea about until after I’d finished!

 

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