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    Radius minigolf Post-Mortem.

    Posted by (twitter: @nicosaraintaris)
    May 6th, 2013 9:23 pm

    We took our time, but we finally made it! So here it is:

    What went right?

    - The creative process

    We did some brainstorming friday night on “minimalism”, called it a day and returned to discuss some of our ideas early on Saturday morning. As we stated before, we love alliteration (“the occurrence of the same letter or sound at the beginning of adjacent or closely connected words”) so we decided to take a shot at minigolf (some minimalistic minigolf). We thought about the constituent elements of minigolf (a ball, a hole, some obstacles and a swing) and wonder: how can we make this even “simpler”?

    - Control mechanic
    Control mechanic is a core part of lots of games. Some time ago, we interviewed Simon from Simogo (a great game studio!) and he told us: “We usually start out with some control mechanic, and then build a game around that.” Well, we did that and started our “minigolf simplification process” by thinking about a “minimalistic swing” that includes only a radius as a golf club. With this mechanic, we achieved to reduce two inputs (power and direction) into only one action: drawing a radius. Player would draw a radius holding the mouse click (or the swipe, as we intend to port it to iOs & Android!) and when released it would rotate anticlockwise in order to hit the ball. The more it rotates, the harder the hit! So power and direction all-in-one control scheme!

     

    A nice video we watched:

     

    – Some early marketing ideas
    Happy with this control mechanic, we started thinking about marketing (it’s never too early for some crazy marketing ideas!). We chose a name: “Radius minigolf”. Sounds good, doesn’t it? It had certain je ne sais quoi and it would be easy to remember. So we bought the .com and made some banners.

    radius minigolf

    radius minigolf

     

    - Framework
    We love Unity!

    - Betatesting
    We made some awesome shots testing the game. Thanks to Vine you can watch them!

     

    What went wrong?

    - Game mode
    Due to the timeframe, we decided to go for just one mode: a time mode. We know it was not the best for our game, but it surely was the fastest to develop.

    - Level Design
    Time again. We did not have enough of it to design each level, so we generated them randomly using the same set of numbers.

     

    What’s next?

    – Mobile versions (iOs & Android)
    – Different game modes (18 holes, 9 holes, free mode, time mode, etc.)
    – It would be nice to have an integrated level editor, and some kind of community driven system to share levels.
    – Experiment with some changes in the pov and camera movements. Actually we have a fixed camera, and giving a little movement would make the game much more attractive!

    And last but not least: PLAY AND RATE THE GAME!

    Cheers, people!

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