I sorta kinda had something running by the deadline, but the truth of the matter is that I absolutely hated – and still hate – the way it looks and plays. I ran out of time, cut features willy-nilly, didn’t even manage to get screen transitions or good-looking particles in, made my own artwork (go play it, you’ll see why this wasn’t a good idea), and ran through about seven different ideas before I finally settled on something I liked – but by then, there wouldn’t have been enough time to finish it, thus the lame rubbish below. I had originally planned to simply highlight the directory, press Shift+Delete, and never look back, but my girlfriend, wonderfully kind and supportive as she is, convinced me that it was worth rescuing and posting, so here you guys go.
The obligatory screenshots:
- Started out motivated, actually was fairly productive for the first twelve hours.
The doubleplus ungood:
- Too many design changes.
- Too much procrastination.
- Should not have gone from scratch (personally, I prefer this, as I feel it’s more in the spirit of how a 48h competition should be done, but let’s face it, Unity wins competitions, speed-coding doesn’t).
- Fell out of love with the game when it was 80% ‘complete’
And there you have it.
…or “A Fail In The Desert”.
Yep, I’ll have time after all, and the weather here* isn’t any good, so I’m in, and maybe this time I’ll actually complete an entry**.
There’s something slightly sad about the fact that that’s a rare enough occurrence with me that it merits its own post here (especially in the midst of about a billion successful LD entries by others), but the truth is, without Ludum Dare, I probably never would have had the idea for this in the first place, much less actually attempted to act on it, so a big thank you goes to the community at large.
As for the project itself, it’s this thing:
EDIT: The game itself can be downloaded from here (Win32-only, but is known to play nice with WINE).
*(To be fair, it does need a second round of polishing.)
Traditionally, I’ve done quite horribly at these; invariably, I either give up due to a perceived lack of talent on my part, the utter frustration of not having my skill set and/or the allotted match my ambitions, or real life getting in the way. The last six attempts have produced only one publicly-released binary (along with a lot of early exits and vapourware announcements) – and even this was devoid of enemies or an objective; this is quite a sad, embarrassing little ratio.
Each time, I tell myself I expected better, I should stop overdesigning everything, I should stay focused, I should do this, that and the other, and each subsequent time, I go out and make the same mistakes. Although there are probably a variety of things I’ve gotten wrong (one does not, after all, bash out a perfect FFXI clone in a Saturday from scratch, no matter how much talent one has, and certainly not if they spend half of it shopping and surfing B3ta), I think my major failing is this: someone much wiser than me once said that people frequently end up hating (and, in my case, feeling enraged and powerless about, and ctrl+a->shift-deleting…!) their own work because they’re comparing their own ‘behind-the-scenes’ with everyone else’s finished product.
I’ve decided to try to take this advice to heart this time.
…because titling this post ‘I’m in’ would be oh so passé.
- Basecode: Allegro 4, AllegroGL, this skeletal framework
- Language: C
- Sound: MilkyTracker, autotracker.py, SFXR
- Graphics: GIMP, MilkShape, pencil & paper
- Computer: an old HP laptop that’s been dropped twice, dismantled, and subsequently been built into a desktop with an outdated version of Mandriva
I have a short attention span and frequently get bored while writing closing sentences, so I
In (sorta kinda, I guess?) accordians* with the rules, my framework/startup code can be found at http://illegal-instruction.org/.
I decided to finally
finish start the doodle/mini-LD project from a few weeks ago as sort of a warmup round, and, unlike every other jam/speed-coding/short-dev-cycle attempt I’ve ever made, I actually feel like I’m not a miserable failure this time! Go me! (more…)
Starting on the day something is due is decidedly ill-advised, but, as I understand it, the submission date for this mini is flexible, so there’s that.
No idea what’s happening here, yet, but there seems to be a bit of a hostage situation with the knight…if only some brave adventurer would come rescue him…
Of note: I’ll be starting with a little bit of skeleton startup code rather than going from scratch. I’ll post this when the entry is done.