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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 2 days, 0 hours, 14 minutes, 22 seconds
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    quill18's Archive

    8th Time’s the Charm!

    Posted by
    Monday, April 21st, 2014 9:00 am

    I look forward to Ludum Dare more than any birthday or holiday. Here’s my “I’m in” post.

    Except for the time that I participated while flying across the Atlantic, I’ve always livestreamed the entire process from start to finish.  For LD #28, I had tens of thousands of people watching me — and if you told me before all this that people would be willing to watch someone program in real time, I would have told you that you’d be nuts.  I guess maybe it’s just my audience that’s nuts.

    Tool disclosure: Unity, Photoshop, Audacity, Blender, and possibly the A* Pathfinding library from Aron Granberg, which I still prefer to the built-in Unity pathfinding.  Additionally, I may use some code from my freely available Unity 3d tutorials. Specifically, I’m feeling a little “tilemapish”.  I’ve done a couple of multiplayer games in the past, and if I go down that route again I’ll likely make use of Photon.

    BTW, for all you Indie Devs — I do game preview/review videos on YouTube. I have 140,000 subscribers and I love to cover indie stuff (primarily strategy, simulation, and RPG games for PC).  Email me at quill18@quill18.com if you have something you think I should see.

     

    I made a multiplayer FPS for LD #26, now I made a tutorial.

    Posted by
    Monday, December 9th, 2013 10:07 am

    48 hours to make a game isn’t crazy enough.  Why not add multiplayer?

    You can play my LD #26 entry here:  http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7862

    I’ll be trying to make another multiplayer game this time, if the theme fits.  Maybe something more strategy-oriented.

    Watch the tutorial video here: http://youtu.be/AIgwZK151-A

    I actually make a lot of Unity 3d tutorials, and my First-Person Shooter one is definitely the most popular of the bunch.  Now I’m raising the bar by making a complete Multiplayer First-Person Shooter using only free stuff available in Unity.

    What is covered:

    • Building a level in Blender 3d
    • Texturing and UV Mapping
    • First-person character controller
    • Photon Unity Networking, Cloud-based servers
    • Matchmaking, room-creation, and joining
    • Syncing character positions across the network
    • Mecanim-based character animation (Running, Strafing, Jumping)
    • Shooting, Taking Damage, and Dying
    • Using RPC calls to broadcast events across the network

     

     

     

    I’m in. Hardmode.

    Posted by
    Wednesday, December 4th, 2013 1:43 pm

     

    This wouldn’t be the first or even the second time.

    Tools: Unity 3d, Blender, Substance Designer, Photon Unity Networking, A* Pathfinding Project, Audacity, etc…

    I’ll be livestreaming the whole thing, as usual.

    P.S.  Still new to game programming? Check out my Unity 3d tutorials.

     

     

     

     

     

     

     

    37,000 feet over the Atlantic is no excuse to miss Ludum Dare.

    Posted by
    Monday, August 26th, 2013 5:47 am

    I didn’t think I’d be able to participate at all this Ludum Dare, as a result of being out of the country for business-related activities. However, I really didn’t want to break my 6-LD streak, so I decided to take my own advice: Just participate in any way you can, even if it’s just with an extremely simple game.

    So when I found myself on a trans-Atlantic flight with no mouse, no Internet access, but with a small amount of free time, I decided to do the best that I could.  What resulted is a infinite-frogger-style game with a very weak hacking theme. What I really wanted to do a riff on the Hollywood-style hacking visuals that you see in movies and tv shows.  To do it right, I would have really needed some nice custom shaders, and that’s not something I can produce without more time AND access to copious documentation.

    Still, in the end I produced an actual game. It has loss conditions (get “traced” by running out of time, smash into a firewall) and a goal (accumulate as many points as possible before you inevitably collide into the ever-speedier firewalls, or run out of time of course).  My interpretation of the “10 seconds” theme is very obvious, but enabled me to focus on a very simple arcady game that would be doable in just a few hours.

    I started the game when I was still in Germany, finished it up somewhere over the Atlantic, and uploaded it using the Toronto Pearson International Airport’s free wifi.

    [Click to play Time Hack!]

     

     

    Shoot (AAA_FPS_GOTY) – Compo Post-Mortem

    Posted by
    Tuesday, April 30th, 2013 10:39 am

    Shoot (AAA_FPS_GOTY)

    Things that I did this Ludum Dare that pretty much go against every recommendation:

    • Throw away everything and start over from scratch after 13 hours into the competition with a completely different game.
    • Make a 16-player multiplayer game. With automatic matchmaking.
    • AI bots too, to fill any empty slots automatically. Make sure they have the ability to navigate a 3d space in real time, looking for powerups if there’s nothing to kill.
    • Livestream the whole thing to almost 8,000 unique viewers and try to keep everyone entertained while coding.
    • Include nearly 50 different death sounds, because it’s not like we’re on a tight deadline or anything.

    Despite all these ridiculous challenges, I’ve completed what is by far my most fun Ludum Dare entry ever! At peak load, there were nearly 200 players connected simultaneously to the multiplayer servers. The only unfortunate thing is that now that the stream is over, there are sometimes no human opponents available — and they really make the game a lot more enjoyable.

    If you’re going to test Shoot (AAA_FPS_GOTY), see if you can get a friend or two to connect at the same time. It’s way more fun than just fragging bots. :)

    This visual  makes death sting a little less.

    Everything you see in Shoot (AAA_FPS_GOTY) can be made using entirely free tools.

    I used the trial copy of Unity 3d Pro that was offered for Ludum Dare, but the free version would have been perfectly sufficient. The only “pro” feature I used was the shadow on the character — but a blob projector would have been just as good here. I also made use of the A* Pathfinding Project Free library as well as Photon Unity Networking.  A free Photon Cloud server is used for matchmaking.

    I used Blender for modelling — including making an animated character for the first time for use in an actual game. That was fun. The textures were drawn in Photoshop, but could have been made in Paint. I also used Substance Designer (trial) to get the ambient occlusion texture for the character as a learning experience, but I could have done the same thing just as easily (better?) in Blender itself.

    The face of a killer.

     

    Anyway, I hope you can take the time to try Shoot (AAA_FPS_GOTY) and pwn some noobs.

     

     

    Unity 3d Tutorials

    Posted by
    Thursday, April 25th, 2013 7:29 am

    Heya folks,

    I have a bunch of easy to follow tutorials for Unity 3d available on my channel, including things like sound manipulation and networking.

    http://youtube.com/quill18creates

    Source code for the projects can be downloaded from here:

    http://quill18.com/unity_tutorials/

    There’s not much in there that’s terribly sophisticated — but you may consider the code to be publicly-available libraries/templates for the purpose of using it in a Ludum Dare entry.

     

    Warmup Weekend: Successful-ish.

    Posted by
    Monday, April 22nd, 2013 9:36 am

    Good News: My toolchain seems to be in great shape.

    Bad News: My Internet is poop?

    The only reason I enjoy Ludum Dare as much as I do is become I can livestream the whole thing and get a few hundred of my viewers to keep me entertained while I work.  It’s an amazing 48-hour party that just happens to result in a game being produced in the end. Unfortunately, my Internet seemed to cut out for a few seconds every few minutes, resulting in the occasional lag-fest, or an outright disconnect of my stream requiring me to restart it. This is very distracting and extremely frustrating.  After calling it quits, I went and checked the various cables that my ISP setup as part of my fibre install and I think that I tracked down a faulty Cat-5 connection between the transceiver and the modem/router/firewall.  I have replaced this and since then, my connection appears to have stabilized.  Unfortunately, the problem was intermittent in the first place, so who knows.  I’m also getting a tech from the ISP to check the signal strength on the actual fibre line, just to be positive.

    I will be doing additional streaming this week (SimCity!) to see if things have stopped being poop.

    Programming environment/library declaration: Unity 3d, including built-in standard library assets. Additional publicly-available libraries that might be used depending on theme and how feisty I’m feeling:  Photon Unity Networking, A* Pathfinding Project, whydoidoit’s Loom, Unity Serializer, usfxr. Because obviously a multi-threaded, multi-player game with intelligent enemies and proper save/restore functions is TOTALLY doable in 48 hours.

    Pong. I’m making pong.

    Anyway… while other tools are not required to be declared, I like to list the ones that I’m likely to use because I like it when developers highlight useful stuff. I’ll be making use of some combination of: Photoshop, GIMP, Paint.Net, Substance Designer (including built-in Unity 3d substance generators), Blender, Audacity, BFXR, atrk-bu, SchismTracker, Spacescape, XSplit, Sublime Text 2, Notepad++, and more!

     

    LD Warmup: Unity 3d / Photon Networking Tutorial Livestream

    Posted by
    Friday, April 19th, 2013 7:41 am

    Livestream will begin at 16:00 UTC on Saturday, April 20.

    http://www.twitch.tv/quill18

    I’ve already made one Unity 3d Multiplayer Tutorial, but there have been a lot of people asking for more depth and details, plus for an example of a multiplayer FPS specifically.

    I’ve been in contact with the amazing people over at Exit Games (the Photon people) and they’ve arranged a 1,500 concurrent user demo server (my livestreams have peaked at 4,500 viewers — though I don’t expect that many tomorrow).

    It should be an awesome time. This is also going to act as a warm-up for Ludum Dare. Make sure to go to the Twitch.TV channel and “follow” to be alerted when we go live.

    If you can’t make it, videos should be available later on my quill18creates channel on YouTube.

    I’m going to attempt to place the complete project on the Unity asset site afterwards, assuming I can figure out the submission process.

    Of course I’m in. What is life without Ludum Dare?

    Posted by
    Wednesday, April 3rd, 2013 7:02 am

    Like a smoker waiting for his lunch break, I am craving the next Ludum Dare. This will be my 5th time participating, and each time just gets more and more fun.

    You can read about (and play) my 4 previous entries here.

    Why do I love LD so much? It’s a combination of things. Certainly I love making games, but that’s only part of it. Part of what makes it so fun for me is the fact that I livestream the entire process for my relatively large audience. There is something unbelievably gratifying about getting instant reactions about your ideas and massive amounts of feedback as you post hourly builds (most of it complaining about how it’s not a AAA-quality title).  Last LD I peaked at around 600 concurrent viewers. I strongly expect that I’ll pass 1,000 this time (with 5,000+ individuals checking in over the full 48 hours).

    For LD #23, I did a multiplayer strategy game (a sort of “Chess meets Starcraft”), which was a great way to bring my audience together. However, because games took a while to play out and because you needed to create a user account, the LD judges often were not able to fully experience the game.  But since then I’ve done a tutorial for multiplayer in Unity 3d on my programming channel — and it’s got me thinking that I’d like to revisit the idea of doing a multiplayer game for LD, but now with instant, automatic matchmaking and much faster and shorter gameplay sessions.

    I’m almost certainly going to have to drop a few bucks to acquire a server that can handle the required matchmaking (which is not optional, IMHO) — but I think that the pleasure I’ll derive from having my community play together (destroy each other?) will be priceless.

    Tools (may change in a post closer to the actual date): Unity 3d, Photon Unity Networking, A* Pathfinding Project, Photoshop/GIMP/Paint.Net, Blender, Audacity, BFXR, atrk-bu, SchismTracker.

     

     

    I’m Partly In

    Posted by
    Tuesday, December 11th, 2012 8:15 pm

    Being so close to the holidays, I have numerous engagements during this LD — but I’ll try to squeeze in a few hours to do something super-simple.

    Tools:  Unity 3d, Photoshop, GIMP, Blender, Audacity, BFXR, atrk-bu, SchismTracker, iTween, A*Pathfinding, Orthello 2D (maybe).

    Will be livestreaming here: http://www.twitch.tv/quill18

     

    Pinbology: A Post-Mortem

    Posted by
    Thursday, August 30th, 2012 9:05 am

    Pre-LD Warm Up

    Going into LD #24, I knew that I wanted to create a faster-paced, more “arcady” game, since my previous two entries were a turn-based strategy game and a moody story-based game.  Two weeks before the competition, I decided to do a warm-up based on a theme that NEVER wins the LD voting…Evolution.  So…yeah.

    One valuable thing I learned, after a few dead-end ideas, is that while I *love* simulations and that I’m really interested in simulating biology and evolution…it was hard to find the game in literal evolutionary processes because it’s supposed to be rather…automatic and non-interactive.  I couldn’t come up with something that was simultaneously enough of a “game” but also felt like “legitimate” evolution.  Just making a _________ and tacking on an Upgrade system is pretty ridiculous.  If that’s the kind of thing that’s acceptable, then 90% of the games on the market are about “evolution”.

    Ultimately I decided that the right thing to do would be to start from a strong gameplay concept and use evolution as a pure story/visual theme, rather than a mechanic.  So for my warm-up I ended up doing an (incomplete) implementation of a Tower Defense game in the style of The Space Game or Creeper World, where you are building a linked network of structures.  You would represent a multi-cellular creature that was developing specialized cell/tissues/organs.

    I still think the Tower Defense evolution game would have been great, but I didn’t take that route for the actual Ludum Dare because:

    a) I’d already done a partial implementation and I always want to try different things.

    b) I assumed that Tower Defense games would be very common submissions. Turns out they have not been, and now I’m wondering if I should have gone for the TD idea because I think it would have proven very fun and popular.

     

    PINBOLOGY: An Overview

     

    In addition to a more fast-paced, arcady game, I was also hoping to do something that had a very “physical” tone (this would give me a chance to really explore the physics engine in Unity 3d, something I have not done before). I decided to go very literal with the physicality and arcadiness and called up my love for classic pinball machines for my submission.

    PINBOLOGY attempts to faithfully mimic the components, mechanics, and physics of old electro-mechanical pinball machines while incorporating zones, combos, and special actions themed around evolution. Fun gameplay would be top priority, along with a sense of real physicality.  I wouldn’t have the opportunity to measure the actual physical response of different surfaces of a pinball table in 48 hours (different rubbers, plastics, wood, metals, glass, etc…), nor develop really good shaders, but I would do my best to create something that could possibly exist in the real world.

     

    Five Things That Went Well

    1. Livestreaming: There is no better motivation to continue to work well past the point of tiredness/boredom/craziness than having up to 500 people watch you program. It does prove as a bit of a distraction at time, especially since I tried to narrate as much as possible and talk about why I was doing certain things and how I was doing them, but I still wouldn’t trade it for anything.
    2. Building Scenes in Unity 3d: I’m a programmer first and foremost, and I get turned on by things like randomly generated procedural content. That sort of thing is not appropriate for a pinball game, so instead I played to Unity’s strength: hand-placing objects.  Since pinball tends to be extremely fussy about exactly where objects are, there was a CONSTANT need to tweak object placement, especially as new components were added in and the overall shape of the tabletop evolved.
    3. Building Objects in Blender: This was my first time doing a 3d game with anything more than basic primitives, and I wasn’t sure if I’d be able to figure out how to get everything working, but everything went really well!  I feel that I pulled off some nice 1950′s components (bumpers, kickers, flippers) and somehow managed to make a complete mesh level that works well in the physics engine.  I would have liked rounder curves and there’s one messed up set of vertices on the right-hand side that causes the texture/lighting to look a little wonky in that spot, but altogether I’m counting this as a win. That being said, while most of the objects were also quick to put together, the level geometry ate a LOT of time.
    4. Making What I Knew: As with writing a novel, programming a game that you already understand is a huge boon.  I know what components make up pinball tables, I understand how objectives should flow together, and from start to finish I knew what how each feature would need to behave. I didn’t have to stop halfway through and re-evaluate my core gameplay mechanics. That being said…
    5. Learning Something New: I see LD as an excuse to try learn at least one new thing. You don’t want to overreach here, but this was my first time using Blender to create objects that I would then use in a game. This was my first time really using UV mapping and mesh collisions. This was also the most I’ve done with the Unity physics engine.  This is significant, practical knowledge that I can draw on for the future.

     

    Five Things That Went Badly

    1. Overspecialized Code: I failed to properly general the code for my components, so as a result I ended up writing very similar code many times.  I should have planned things out a bit better so that I could have reused more of my scripts. Not only did this make debugging a pain, and reduce my ability to improve my scripts, it also substantially cut into my available time, which led to problem #2.
    2. My Schedule: I’ve always used the same schedule for LD’s, and it’s gone perfect in the past: Friday night is for coming up with the basic concept and doing a rough implementation to make sure it makes sense, with the idea that I can always restart Saturday morning if something proves unworkable.  Saturday is when all major features get developed. Sunday is for polish, like replacing the placeholder art, adding sounds, main menu, GUI, etc… This time, I was still working on major features on Sunday — I was even added the rotating disc 45 minutes before the deadline! I had to do quite a bit of tweaking and tuning to the level mesh, and I had to rebuild the ramp three times to get the look, physics, and just general size and angle where I wanted it.  This lead to problems #3 and #4.
    3. Artwork: My art is always going to suck, and I’m not going to freak out about that too much, but there are several things that I wanted to do and could have done which would have *dramatically* improved the game, but I ran out of time.  A slightly better main menu, to establish the theme right away, would have been one thing. By far the biggest thing, though, would have been decals on the table surface to label various features. Real-world pinball machines have this for everything. “10,000 points”.  “Ball Lock when Lit”. That sort of thing.  Makes a huge difference for gameplay, but also theme. Decals would NOT have taken very long to do. Maybe an hour, tops. But time was that tight.
    4. Game Balance: This pinball machine is HARD. Many old-school machines are also this difficult (since they were designed to eat quarters), but this isn’t terribly appropriate for the competition.  The Extra Life bar is set a little too high (partially because for a while there was a bug that gave away excessive bonus points).  The DNA targets and Ball Lock area are rather hard to hit, partially due to the width of the table (because I wanted something “organic” looking and also to accomodate wide-screen monitors), and partially due to a last-minute change to the maximum angle of the flippers.  The biggest problem with this isn’t that you run out of lives too quickly (you don’t have to feed it quarters to play again), but rather because it’s very difficult to execute the combos…and that’s where almost all of the theme lives.
    5. Theme Execution: Between the artwork deficiencies and the fact that a casual player may never unlock the “Survival of the Fittest” multi-ball, the Evolution theme is not obvious.  To me, this is my largest failure because I’m actually extremely proud of all the “real” evolution references that exist in the game: Extinction events, geographical isolation, genes, etc…  When you trigger a multi-ball, the color of the balls diverges from the parent — and the last one standing becomes your new species (i.e. its color is locked in as your ball color, at least until the next multi-ball). I think these things are GREAT…but they’ll only be seen by people who really know their way around a pinball table. You have to know how to trap balls, how to abuse various cycles, and how to tilt the table at just the right time.  Otherwise?  You just get a green pinball table and no real hint that the theme exists.

    Going Forward

    After LD, I always dream of developing my game further and turning it into a real, finished project. I don’t know if I actually have the time to do that, between my day job, my existing projects, my YouTube videos, and family time.  But I would like to very much:

    • Re-write the scripts that manage the component behaviours to be more generalized, so that components act more consistently and to make it easier to add more.
    • Re-write the “toast” (notifications/achievements) system.
    • Re-make the level mesh to be more polished, but also narrower (and therefore play a little easier).
    • Add very nice shader effects.
    • Add considerably more models.
    • Add more tables with different themes.
    • Add an in-game level editor and the ability to share and rate designs.
    • Make a trillion dollars.

    We’ll see how that goes.

    In any case, I can’t wait for LD25!

     

    Pinbology

    Posted by
    Sunday, August 26th, 2012 11:56 pm

    Pinbology is a retro-style pinball game where the zones, combos, and actions are themed around evolution. Originally I’d considered doing a Tower Defense game, but I thought that this would be far more unique.
    Historically, pinball games have been themed with virtually every topic under the sun, from westerns to poker to movies — though I’m not sure if one has been made with “Evolution” before.

     

    It was a challenge to create a physically accurate simulation of a 1950′s style electro-mechanical pinball machine while also conveying the spirit of the theme and doing some things that are only possible in a computer simulation.

    I believe that my implementation of various pinball components (bumpers, kickers, spinners, drop targets, and rollovers) is relatively true to life, though unfortunately the lack of sample sound from a real cabinet blunts the authenticity. Additionally, it’s important to note that Pinbology works best with a fast computer, especially one with hardware-accelerated physics.

    On the other hand, I was able to introduce elements that are impossible or impractical in the physical world, such as an organic “puddle” space to play in — a sort of platonic pool of primordial ooze where early life may have developed. Additionally, I wanted to introduce some over-the-top “toasts” when various events occurred, partially as a way to increase excitement and communicate the theme, but also because in many real pinball machines it’s not clear to the player what actions are activating various bonuses and enabling various combos.

    Some of these are obvious, such as the camera shift when your “creature ball” enters geographical isolation, or the particles and lighting that emanates from the “breeding pool” (i.e. the ball lock mechanism that triggers the multi-ball). Some of these are more subtle: For example, when a “multi-ball” (a.k.a. “Survival of the Fittest”) is triggered, the color of the balls diverges from the “parent” ball, and the last ball to leave play is considered to be the dominant species and its color is used to spawn future balls.

    My first goal in this, my 3rd competition, was to create a game that was first and foremost fun (especially considering the moodiness and over-ambition of my last two games). I really believe that I’ve accomplished this, but I also hope that I’ve also successfully expressed the theme — albeit in a unique and more indirect manner. I resisted the urge, both for time and also for the faithfulness to pinball, to add extreme “evolution” mechanics, such as changing the ball physics mechanics or transforming the paddles. These would not have been difficult to do (a mere tweaking of scaling, for example), but they didn’t feel appropriate for the game.

    This game was made entirely before a livestream audience of 200-500 people. While I created all the art and program code myself, they provided invaluable moral support and inspiration, and I want to thank everyone who watched. I can’t wait for LD #25!!!

    Final Tool List

    Posted by
    Thursday, August 23rd, 2012 8:11 am

    I haven’t done a proper “these are my tools” disclaimer yet, so here we go:

     

    Unity 3d, Monodevelop, C#

    Blender, possibly MakeHuman

    Photoshop, GIMP (which is better for pixel art IMHO)

    BFXR, Aviary, Audacity

     A* Pathfinding addon for Unity 3d, if needed (but after LD22, I’m going to try to avoid this level of complexity)

    XSplit for live streaming

    Ruby on Rails + Heroku for a possible leaderboard + level creation server, depending on what I end up making

     

    Personal Warm-Up Post Mortem

    Posted by
    Monday, August 13th, 2012 6:11 am

    This weekend I spent 4-5 hours livestreaming a personal warm-up for Ludum Dare to make sure that my workflow in Unity 3d and Blender was ready to meet the challenge of another game jam.  I may do another warm-up this upcoming weekend as well.

     

    The Good:

    • My Unity knowledge seems up to snuff, even when it comes to doing new things that I haven’t explicitly done before.
    • Even though I didn’t finish the game (which was never my intention during the warm-up), I created a LOT of content in about 4 hours. I’m working much, much faster than the last time I used Unity for Ludum Dare. Both because I’m more familiar with the tools, but also because I think I’m structuring my content better.
    • I can whip out (very ugly) 3d models in Blender extremely quickly, which is good.  Animating a convincing walk cycle is still probably out of line for a 48 hour competition, but I’m happy that I can have more than cubes and capsules this time.
    The Bad:
    • Focusing too much on the “theme” before deciding on the “gameplay”.  It’s too easy for me to get overly focused on mechanics and simulation and to forget that I need a game in there.
    • Not deciding on a single aesthetic first. None of my models really looked like each other — they weren’t even the same size. I need to keep this in mind a little sooner.
    • Finding out that there’s no native IK support in Unity 3d, which is a real shame. I don’t have the experience to write an IK Solver in a 48 hour compo either.  It would have opened up some interesting possibilities.
    The Ugly:
    • I got really frustrated trying to sort out the “gameplay” issue and even snapped at the livestream chat, which is very much not okay. I was feeling overwhelmed by trying to read so much chat and filter ideas. Taking a 10 minute was all I needed to sort out my brain, get some inspiration, and be balanced and level-headed again.  I need to schedule more breaks, especially early on when we’re still in the “idea” phase.  Walks are good. (Also, it helped to turn off the mic/camera for a little while and just get “in the zone” with the programming for a bit, rather than try to entertain people.)
    The Unknown:
    • Is it good, bad, or ugly to use a well-established gameplay mechanic (“tower defense”) and just try to adapt it to a theme?  On the one hand, how many truly unique gameplay mechanics exist out there? Most things are just something that already exists (first-person, platformer, rts, 4x, side-scroller, etc…) with a twist.  Trying to come up with something completely innovative is hard/impossible in general, and to come up with something spontaneously AND finding a good way to implement it in 48 hours is probably idiotic.  Many of the best and most original LD submissions (and artistic/original indie games) ARE things like platformers with a twist.  Braid, VVVVVV, and Super Meat Boy are — in many ways — basic platformers. And yet they stand out as completely unique at the same time.  
    Personally, after the more relaxed pacing of my LD22 and LD23 games, I think I want to make something quite a bit more action-packed and adrenaline-inducing this time around.

    All posts, images, and comments are owned by their creators.

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