PsySal says ...
Nicely done. I was pleasantly surprised by this cute little game, was able to get about 175 points and kill the wall twice. I like the kittens and the wrestling arms, and I think the art is actually really nice.
TimS says ...
Wrestle that Arm! Huh?
Endurion says ...
The interaction objects are .. weird :)
It'd be nice if you could move diagonally.
DrPetter says ...
I'm always looking for games to try out with my X360 controller, but this thing attempted to install .NET 3.something which swamped my admittedly tiny C: drive... Can't run the game, remains to be seen if I can reclaim my drive space.
Looks kind of cute from the screenshot.
Deepflame says ...
Game ran fine with my 360 controller, though level 2 broke horribly with the wall walking off into the distance to never return. :)
muku says ...
Nice. (Disclaimer: No 360 controller.) I agree that being able to move diagonally would be helpful. The collision box for the wall also seems a bit large.
So the interaction objects are really just obstacles? At first I thought I was supposed to "interact" with them and wondered why my score didn't rise. Might want to make that clearer. More variation might also be fun; it would be cool to make them into actual minigames that go beyond button mashing.
5parrowhawk says ...
Interesting, and I think this might have legs as a sort of framing device for a collection of Wario Ware-esque minigames.
I got to level 6, where the game seemed to bug out - my character refused to move and got promptly squashed. This was after the "pet that kitten" prompt briefly flashed on screen and then disappeared, but no kitten was in sight.
Good job with XNA. It's really a very nice platform - incredibly powerful but easy to work with - once you get over the amount of crud it requires your endusers to install...
Only one technical issue: Scoring is quite clearly bugged. You don't score once per wall, you score and keep on scoring every tick for the same wall. The first time I ran the game, the game scored me 0 points per tick on level 1; the second time, it scored me 1 point per tick. (Don't tell me that's intentional?)
sowbug says ...
I left several of the categories n/a because I honestly couldn't figure out how this game worked. AWSD made enough sense, but Q and E didn't seem to do anything, and while I was stuck with the arrow telling me to press B or Y, the wall clobbered me.
Other things that made this game hard to judge:
- I had only a keyboard.
- I was /this/ close to skipping the game when I realized it had an installer.
- No documentation telling how to play the game, though I gathered a little bit from the journal and other judge comments.
Covenant says ...
Too complicated to play with the keyboard, imho... Other than that, the graphics were good and it played well (besides the score thing, which was weird).
LunarCrisis says ...
Couldn't get the .NET setup to work =(
Mike_W says ...
I could not get it to run - said something about not having a pixel shader on my video card (and it is an older Radeon)- and now I have to uninstall.
noonat says ...
Like the graphics in this, and the gameplay was pretty fun. The collision on the wall was a bit big, and combined with the one-hit-one-kill the game was pretty unforgiving. I could see it being really fun with a bit more variety to the wall movement (e.g. charges at you once in a while) and the map.
Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category
PET THAT KITTEN! was my second attempted Ludum Dare, my first actual entry, and my first XNA game. Going into this I knew I was going to use this competition as a way to get my feet wet with XNA. Considering the added learning curve I aimed for a very tiny scope. I think I went with the idea that crossed most LD’ers minds, turn the wall into an enemy and have it chase the player.
I had worked with a bunch of C# in the past so putting everything together in XNA wasn’t a problem. I had done my art up in Flash CS3. I had planned on using hobnox to generate my sound effects and music.
What Went Right
The scope I had planned out mostly revolved around the fact that I was tackling XNA for the first time. The scope had lots of features I could easily cut out while still leaving me with a “complete” game. I had done a bit of VB.net and C# managed DirectX stuff in college, XNA turned out be extremely similar so only very few features got cut.
Despite the programmer art, I’m pretty pleased with the way the artwork turned out. It was more time consuming than I had liked, but I feel like it breathed a lot of life into an extremely simple concept. I also decided that however crappy the artwork looked at the start, it would make it into the final project, no placeholder art.
What Went Wrong
I was using this Ludum Dare to kick myself in the butt to get something done in XNA. Most of my perceived problems stemmed from this though. I realize the ideal entries are executeables and broswer based games, no one really likes having to install dependencies or go to too much trouble getting your game going. I’m sure the installer for the XNA framework turned at least a few people away.
On that note, I know I could have gottent his entry done in half the time, possibly with more features if I had just done it in Flash. A good chunk of my time was converting assets to spritesheets and then fixing up the spritesheets (you’ll notice in the wall animation that you can see bits of other sprites on some frames).
My time management for this competition wasn’t too bad, I think I spent too much time on getting some of the artwork done, the time would have been better spent with an in game help screen explaining the game objects and scoring system. The confusion brought on by the scoring system (and a scoring bug) was a huge oversight on my part.
As an XNA project I’m pretty happy with PET THAT KITTEN!. It’s a complete mostly functional game, and I managed to plan my scope out pretty well for the time frame. However as a Ludum Dare entry it’s a little less than ideal as I know I would have been able to polish it(Sound effects!) quite a bit more in Flash and avoid installer issues.
This Ludum Dare was a great learning experience for me. Planning out a scope under such a tight deadline, learning XNA, and finding a couple of really nifty tools for mixing music and creating sound effects.
Here’s my final build.
Phew, a few minutes to spare.
First Ludum Dare, first XNA game. It’s pretty simple, but I’m pretty proud of it.
Download it here.
I was in a rush to upload this so here are the control explanations.
Start – Enter
“Press Y” – Q
“Press B” – E
Drop bomb – Space
Movement – WASD
The game is meant to be played with a 360 controller, so if you’ve got one plug it in.
Things aren’t coming along too bad, the basics of the gameplay are there, and I think I’ll have enough time to add a couple more features.
Currently the main character can dodge the wall, collect and drop bombs. The wall can take damage, when it has taken three hits a new wall will spawn to harass the player.
After checking out the other posts it seems like there will be more than a few games turning the wall into a an enemy that chases the player. So at least my concept will be in good company
Gameplay is restricted to one screen three quarter down. The player’s character will be on one side of the screen and a wall slightly bigger than the player will be on the opposing side. When the game starts, the wall will chase the player down. The wall can only move either horizontally or vertically at anytime. Players score one point per second they avoid the wall.
Every few seconds a new object will appear on the screen. These will be broken up into a few classes:
- Player Interaction: when collided with will force the player to interact with them (arm wrestling guy, kitten that needs petting, soup that needs stirring, etc).
- Wall Interaction: This is broken up into two things, some of the player interaction objects will interact with the wall (the wall will need to stop and pet the kitten as well). There are also three Erlenmeyer flasks of coloured fluid, at the start of each level the effects(shrinking and slowing the wall, speeding up and expanding the wall, giving the wall laser death eyes) of the three flasks will be randomized. Once one of these spawns the wall will give up the chase on the player, and go after the flask. If the player can reach the flask before the wall, he can destroy it.
- Bombs: Once collected the player can place bombs any where on the screen, they have a small blast radius and will have two functions: removing player interaction objects and doing damage to the wall. Once the wall has been hit by three explosions we advance to the next level.
Most of these actions reward the player with points.
As the player progresses through the levels the wall speeds up, and the amount of points they get for each second alive doubles.
I’ve decided to go with XNA 3.0 and Visual Studio 2008 Express as my IDE. I figure I’ll record a few sounds in Audacity and possibly hum a tune for music (if it doesn’t end up being too grating). Doing up all my artwork in Flash.
My main concern with going the XNA route is that the game will be set up to use the controller as input, making it less accessible for most LDers. Setting up keyboard input for it is likely not going to happen within the deadline time.
I’m also going to thank my gal pal, as this was supposed to be her final exams celebration/moving weekend. She is probably the most understanding person ever.
I’m off to my first LD meal.