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… explicitly for the purpose of “loving” or “liking” or “hearting” or whatevering nifty-looking games.
And you know what? You should too. Help motivate your game making brethren to the finish line!
Share the love!
Left, right, and up are the keys you need to know.
But I think I’ve got a decent idea. Good luck, everybody!
Same tools as always.
Code: FlashDevelop, FlashPunk
Sounds: [S|B]FXR, and winLame for converting everything to their proper formats.
GOOD LUCK, EVERYBODY! Let’s make some fuckin’ games!
FlashDevelop, FlashPunk, Photoshop, BFXR, Renoise, and WinLAME.
Good luck everybody!
The idea :
A vertical SHMUP with procedurally-generated enemies undergoing natural selection.
What went right?
- Planning : I had a solid idea of where I wanted to go with the game from the start – I followed through with that idea to the end, only changing the cosmetics of it.
- Taking Risks : I’d never created a shmup, or implemented a genetic algorithm of any kind before. I didn’t fall back to my comfort zone when things got tough – I stuck with it and learned a lot in the process.
- Implementation : I worked out what kinds of classes would be necessary for the game at the beginning, and implemented/tested all of them before starting. This ground up approach helped me maintain a grasp on the scope.
What went wrong?
- Organization : It seems the deadline got the best of me, as towards the end I started throwing quick hacks into wherever I could to get things working. This resulted in a chaotic mess of unreadable code – code which probably could have saved me time working with if it had been more cleanly organized.
- Playtesting : I got so caught up in finishing the game that I forgot the most important part – making sure it’s fun. I played the game, but only for the sake of debugging – not in the mindset of a player. This resulted in very unbalanced gameplay, and a poorly-executed difficulty curve.
Also, I forgot about autotracker. Definitely would have helped, as I had “musicians-block” all weekend.
If you’re interested, you can play my game Modula here.
Arrow keys move, Z and X shoot guns and missiles respectively.
Enemies are procedurally generated (kind of).
After the first level, the next generation of enemies are based upon the enemies that gave you the hardest times.
There are also some random mutations of those enemies thrown in for variety.
Basically, the enemies evolve (loosely) based on how you play.
FlashDevelop, Flashpunk, Photoshop, Renoise, BFXR, and WinLAME as usual. (;
Good luck everyone!
I think it’s fair to say I’m not completing anything this time around. But hay, I learned a lot and had quite a bit of fun so it all works out.
Good luck everyone!
Now I’m using C++, SDL, SDL_image, SDL_ttf, SDL_mixer, and SDL_gfx.
I actually started coding the engine at around 9PM (it’s 3AM now), I just hadn’t gotten around to updating.
Still stuck for an idea, though. Figured I might as well use it as an excuse to get more acquainted with the aforementioned libraries. ;P
Here’s a game idea generator I wrote that might help.
If you’d like to keep your upcoming LD entry a bit more organized, I’ve written a quick game design document template for the purpose.
If you don’t know what a game design document is, you can check out the Wikipedia entry. Although this one doesn’t fit that bill exactly, it’s designed for use either by a small independent team or the infamous one-man army. With the text blurbs, it also serves as a bit of a game design tutorial.
Anyway, you’re more than welcome to use it as well if you think it’ll help you. It never hurts to be a bit more organized, eh? ;D
Same toolchain as always, this time around. Next time though I’ll hopefully be running a custom SDL-based engine.
IDE : FlashDevelop
Libraries : FlashPunk
Graphics : Although I’ve been meaning to migrate to a slightly more open (but equally intuitive) graphics editor… Probably Photoshop again.
Sounds : BFXR
Music : Renoise [with a bunch of tools for sound synthesis - Resynth, Custom Waveform Generator, etc.]
Encoding : WinLAME
I’ve been waiting for this since December. Good luck, everybody – and happy 10 years LD!