Ludum Dare 22
Archive for the ‘LD #22’ Category
Well, given my pre LD predictions and given that this is not just my first LD, but really my first time ever seeing a game made from concept to completion, I consider what I’ve done with the past two days a fine success.
The only issue I really had with everything was that because I came up with a simple to implement idea very quickly from the start, I assumed I would have ample time to pump the game full of polish and throw in some variety (or at least an sfx or two). The problem with that was half to almost all of the first day was spent getting the map generation stuff up and running, a lot of which was stuff I took for granted. Stuff which probably wouldn’t have even been considered cheating if I had generically set it up beforehand.
I already got a laundry list of stuff I want to implement to extend the game’s and it’s difficulty: (although a lot of it is mainly cosmetic)
- Limit total # of total moves allowed by stage(included with this would be to possibility separate the # of blocks you are allowed to add from the # of blocks you are allowed to remove from a stage)
- variable stage sizes
- A more graphical HUD, with cool buttons and everything
- a victory notification before going to the next stage (who wouldn’t like a little fanfare?)
- more levels, difficult ones if at all possible (suggestions are very much welcome, puzzles are not my forte)
- level select (this feature can only be warranted through the preceding bullet point though)
- once I get a better ‘feel’ for how the game operates, maybe extend the predatory chain further, or possibly throw in some auxiliary items (e.g. dog bones, cattails, etc)
I don’t know if I am just naturally terrible at making puzzles, or if it’s the sleep deprivation.
Good thing I’m only making tutorial stages tonight, and thus are better off being stupidly obvious.
Just posting this update to let myself know that if I have any hope of making my game fun, I’m going to have to get some sleep.
(I just pray I’m not putting off more than I can chew within the final 8 hours. I better go set my alarm clock…)
I can tell I am behind, but I feel like I’m doing reasonably well for my first time. I’m probably going to be up pretty late tonight putting in all the functionality I need and debugging it all. (I haven’t even touched the menu code, or the player input code!) Spent most of my time setting up the tile engine and adding stuff to the screen through xml. It’s all build-up so I can put in multiple levels easily and quickly, but I’ve only just gotten into the real meat and potatoes of the engine within the past couple of hours.
This idea was supposed to be simple, so I am rather upset about not already having most of it mostly done by now.
Things I need to do tomorrow will be to first and foremost replace the filler graphics (courtesy of too much time spent with MSPaint). Focusing almost all the rest of my time on putting in as many levels as I can have time to think up, along with adding in some sounds. Since this is going to be a puzzle game, I would fell remiss if I didn’t try sequencing up a little fanfare tune for winning a stage, before I finally submit.
Dog chases kitty, kitty chases mouse, mouse lives to eat cheese
What does this have to do with anything? Well I’m not 100% on how this will all go down, but I think I should go full throttle with the idea since the first thing I came up with was the win condition, and I’m guessing that’s a good sign.
So how do you win? You do not win.
Not until the cheese stands alone.
This is my first time doing something like this, despite how long I’ve always known I’ve wanted to. Getting something done, and actually enjoying the time spent are my goals here.
My weapons of choice:
Graphics: Gimp/old buggy wacom
Wish I could add music of some kind, but it’s not really my bag.