About Vilborg (twitter: @Vector_Zero)
Ludum Dare 24
Ludum Dare 23
Ludum Dare 22
Archive for the ‘LD #22’ Category
Well, my game did pretty well, so I guess I’m happy. There were a lot of cool games this time around.
My big lesson from LD22 is that I can make a game in 48 hours, seeing as even in the Jam I had pretty much wrapped up by the 48 hour deadline. My second biggest lesson is that I can’t psychologically handle 72 straight hours of LD Jammin’. I’m going to try the compo next time around.
It’s finally finished!
I think the 72 hours of the Jam really proved too long, since I had to take many breaks of doing other things (besides eating, sleeping, etc) in order to remain sane. Next time I will definitely consider entering the Compo. I will also remember to play all the games I really want to play BEFORE I enter a 72-hour single-track development contest.
Well, on Day 2 of the Jam I managed to make a few new weapons, work on enemies, listen to the music my brother composed for the game, and more stuff. I don’t remember yesterday all that well, actually.
Today, I’m hoping to add a lot more weapons, more levels, hopefully a title screen and level select, scoring, game balance, and the put the music into the game. Things are looking up. I hope.
My progress so far:
There’s a level with solid tiles and tiles you walk through. Enemies use basic pathing to find you. The player has a weapon, which fires bullets. The sprites onscreen are sorted by depth, so they don’t have that nasty sorting hting where you;re in front of someone and on their face. But I disgress.
Tomorrow: bullets kill things. Enemies are spawned. More weapons. An artist friend is stopping by to help finish the music my brother made and to do art.
Sunday: I expect the basic game works by then. More weapons, finishing art, testing. Probably score stuff, menu and title, maybe more enemy types.
Monday: Testing, testing, testing! Then testing of the distribution to the only other Windows machine in the house, which went badly last LD. Sorry I use XNA, all.
I must say, this was not my favorite theme. Nonetheless, I was able to adapt my idea for Kittens to Alone, so everything worked out fine.
So far I have a level with floors and large solid tiles, a player that moves around, and enemies with horrible pathfinding. It’ll play a bit like Boxhead: Zombie Wars, but with kittens, rainbows, and awesome soundtrack (which my brother is composing as I type).
I’m too lazy to post screens right now, and they aren’t that impressive. I’ll just say everything except pathfinding is going along nicely.
I’m doing the Jam, so I don’t know if this is required or not, but I thought I’d share the two classes I’ll most likely be using this coming LD. One’s a text drawing class that uses a pixel-y font image, which was coded by my friend Lectus (who is doing the 48-hour compo). The other is a basic class for handling menus, which you use by making a new Menu object for each menu, adding menu items, and running introduce() when you switch the menu you update/draw. The buttons take delegates as arguments, so the class that creates them needs to define the functions itself.
I’m going to have an… interesting LD this time around. First of all, this will be my second LD compo and my first LD48, as I did the Jam last time. Additionally, I have finals the two days leading up to the compo weekend, so I will have literally seven hours between taking my semester finals and starting a 48-hour game. But hey, it’ll probably be all right.
Language: C# using XNA
Platform: Windows (I use XP still, btw)
I plan to make the sound effects myself with a mic and sound editor, so my game will either have bad sound effects or literal onomatopoeia ones like “bang”.