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Behold the text wall of ‘Dodge – DYLC’ concepts!

Posted by (twitter: @FolisDev)
August 24th, 2011 2:15 pm

So let’s see. Err, okay, let’s put it this way.

I came up with a few things, which will change ‘Dodge – DYLC’ in a major way. Like major major major major minor major way.

I’ll give you a picture.

OMG, It's so new, it could be from the future! (It still only exists in future, though ;^^)

Now, I’ll explain.

First thing you’ll notice: It’s dark. That means it’s night. This is something that I need for the lights, which I need for the enemy behavior.

ENEMYS:

These lights are some sort of alarm. The enemy AI will be changed to shoot waaay faster bullets and they will only shoot if you come like 2 – 3 near them. If you hit a light source, all enemys in a certain zone (see ‘New Mapping’ below) will be alerted and their reaction zone will be increased by 3 – 4 blocks, which makes it harder to pass through the map. As you may get now, this adds a lot of stealth factor to the game (which will probably make McFunkypants quite happy. ;] ) and you can get through the map without being seen.

NEW ENEMY TYPES:

Sniper! (longer reaction distance!)
Scout! (Only able to attack you, when directly in front of him!

MOVEMENT:

Blocky movement was fine for the first demo ‘n’ stuff, but I want to change it to a fluid movement system, also with fluid movement for the crates, as it’s easier to push the crates without hitting the lights like this, because of that I can put more of them into one part, to make the level harder and the puzzles increasingly difficult. Also: If the player is pushing a crate, he’ll be moving slower.

NEW MAPPING:

This is a special thing I definitely want to pull off. If I pull it off correctly it should make the playing experience a lot smoother and it will offer the possibility of using items (See ‘Items’ below) to get to other regions from a point where you have been already. This adds more puzzle.

‘So, WHAT exactly is the new mapping?’, you may ask yourself. There is a simple answer. It’s one huuuuge map, which you can only see a portion off, as you advance on your way, the view will scroll along. It’s that simple.

ITEMS:

You may have noticed a hand symbol on the lower right corner. This is a crud beginning for an pick-up system, which will help you. At the beginning you’ll only be able to carry one thing at a time, until you find a bag or any other container you can take with you, which will increase your carrying limit by 3 (?) for a simple bag and by up to 9 (?) when you got a backpack.

Example items:

Flashlight: Will make you able to light up a certain area, but makes you easier to spot for the guards.
Screwdriver: Allows you to disable the big lights.
Crowbar: Allows you to open crates to search for items.
Knife: For sneaky assassinations.
Axe: For cutting down wooden doors. Will alert enemys within a certain distance.
.. and many more, I’ll see what I can come up with.

NEW TERRAIN FEATURES:

Hills!
Water!
Caves!

And that’s all I could come up with since yesterday. I hope you liked reading through that. Feel free to leave suggestions!

Also: A shout out to all people who gave me nice feedback on the 6-hour version of it. Special shoutout to McFunkypants for inspiring to turn this game into something great!

- Folis

P.S: If you went all: tl;dr: GO READ IT FOR F**KS SAKE!

P.P.S: http://folis-dev.tumblr.com/ – visit my blog!

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