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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Nothing Is Impossible – Afterthoughts

    Posted by (twitter: @zekyonD)
    April 29th, 2013 1:43 pm

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    Well, we are going to start from the beginning. I had high hopes about the theme would be Parallel Worlds so I started to do an idea about a game with this theme in my head.

    The day 26 came and the final theme was Minimalism. The first thing I did was curse to the people who had voted that theme. The second thing was start to think how can I innovate and at the same time create a minimalism game, but the ideas weren’t coming to my, and magically I remembered my first idea for the Parallel Worlds theme.┬áThis idea consisted in a split-screen with two characters who would interact between they. You would have to get the objects in the ground and go changing of screen for kill enemies who only could be killed by one of the character (ok, this sounded better in my head).

    So I made this concept more minimalist. The game would have split-screen and two character running forward, each screen would represent the black or the white and this would create a contrast between the characters and the background.

    Then, when I had this in my project of Unity, I added blocks who kill you when you touch him. Although this look like a simple thing but this was one of my hardest challenges in the develop of this game, all because Unity not detected any collider. After two hours and almost come to despair I decided restart my computer, and YEAH! THIS SOLVED THE PROBLEM, FUCK U UNITY!, were my words.

    Well, the colliders works good, the characters run forward and when they touch a block they die. And has not spent even one day, this is amazing!.

    Is time to level design!

    The level design was very frustrating, to each block that I put I needed complete the level until that point, and this isn’t easy, seriously, I wanted to hit something!. It took me a lot of hours.

    Ok, the day had not finished and I still had time to do the menus. I made it and finally came the time to sleep after 22 hours of work without rest.

    The game was complete and I still had one day more to polish it.

    The second day was a relaxing day. I did the music and fix a lot of bugs. I still had more of half day more so I started thinking in what could I add to make the game experience more satisfactory, the first thing I saw was that the graphics were very very simples, I knowed that the theme was minimalism but… I love the pixels and my game had to have pixels!, so I set to worked. I did a wall of bricks and some windows and the game now looked like an ancient castle. The problem of it was that the game was now more hard. But fuck, I really loved how the game looked!, so I add a “button” for choose if you want play with textures or without them.

    Finally I publish the game when still missing about five hour to finish the compo.

    And this is basically how I did feel while I was develop this game for my first ludum dare.

    PD: Sorry for my bad english, I’m not a native

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    One Response to “Nothing Is Impossible – Afterthoughts”

    1. clad says:

      Fun game… if I didn’t die every 5s :( (and the sound of the death is to harsh for my little ears…)
      Pretty ironic for a game wich name is “nothing impossible” to be impossible x)

      Good idea nonetheless :)

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