Archive for the ‘LD #09 – Build the level you play – 2007’ Category
I have to be honest, I mostly didn’t participate in the last LD because I wasn’t a huge fan of the theme. I know, I suck, but it’s the past now…
….. But now, to make up for my laziness, I am bringing the past back!
Starting this Friday, I’m having a Quarter Quell (#HungerGamesReference). For a week, I will make a game based on one of the 25 first topics, and it would be cool if you guys joined me in this effort! If not, it’s cool lol.
You can pick any topic (or topics) from the random list below. I went to www.random.org/sequences/ and randomly selected 10 out of the 25 numbers:
So the topics are:
Advancing Wall of Doom
Build the level you play
Preparation — Set it up, let it go
It’s dangerous to go alone! Take this!
Growth … <– “Grow”, also this May’s optional theme for One Game A Month
I think standard LD rules should apply, minus the week to do it. I plan to do this alone, but you can be in a team if you so desire. If you want to participate, post in the comments of this post your intent to do so… and share your finish products when you’re done!
If any of you decide to participate with me, let’s see what awesomeness we can create!
The theme for LD 9 was “Build the level you play”. The premise is that you’re some god or something whose sole purpose in life is to control the path of some space fish, guiding them through gates that changes their colour, and get at least some set number of fish to go through the spectrum in each level. You control their path by creating planets, of course. Planets attract fish using the laws of gravity.
This is actually the first game where I’ve used OpenGL, apart from some small fiddling. (This also made it easy to make the game window freely resizable with hardware scaling, and I made sure the window always keeps the correct aspect ratio by inserting black borders where appropriate. Incorrect aspect ratios are always annoying.)
That aside, this one didn’t go very well. I spent a lot of time just fiddling around with insignificant things and not getting any parts of the game done, and about midway through I changed the aesthetics from creepy-ish paper-cut-outs floating around — something which at least looked somewhat interesting — to badly drawn space fish, and also inverted the planets, for reasons which completely escapes me. I had also coded up an in-game level editor that I used to create the included levels, but this was disabled for the compo release. For a compo where the theme was “build the level you play”. WTF?! Why did I do this? I have no idea.
The gameplay itself also had its issues. I think I made the gravity a bit too “realistic”, since inserting a planet subtly effects everything — so it doesn’t really matter if you’ve fine-tuned your existing planets to perfection if you have to insert a new planet or even move an existing one, the new gravity will upset the fish and you’ll have to fine-tune again. So, while the gameplay can be fun-ish for a little while, the constant required adjustments can quickly get annoying.
After the compo I played around with visualization of gravity by using a GLSL shader, which made the game somewhat more interesting (not to mention extremely colourful). Another thing I tried, both during the compo and after, was making the planets be effected by gravity, so they’d float around too (until they collided and launched themselves at light speed off the screen), and also make the fish generate gravity, attracting other fish and planets. Somewhat fun to watch and play with, specially with gravity visualization enabled, but the game was pretty much impossible then, heh =)
Download [ Windows/source code ]
This time the theme was “Build the level you play”. In this game you are controlling a spaceship. Normally your craft or ship jumps with small bounces. You have only control, space-key, which makes your craft jump a lot more. Simple as that.The goal of the game is to collect the triangles hidden in the level. The count depends on the level you are playing. After you have chosen the level you get a change to build the level. This happens also with one key, space, here you need to carefully craft the level so that your bumpcraft will make its way from start to end and in the meanwhile bounce on all possible triangles. Well, that’s the gameplay.
Try it out! [ http://traction.untergrund.net/temp/bumpc10.zip ] Game finished 2nd in the final results, which was big surprise for me I didn’t feel at any point that this game was that good
The theme for LD9 was ‘Build the level you play’ so I thought a neat game mechanic would be a board game in which players take turns constructing the board before they play. As it turned out, I was leaving for my honeymoon on the second day of the competition, so I really only had about 24 hours to work on the game.
With this game I did the development a little backwards. After planning a little bit, I usually jump into coding, but this time I did all the graphics first, then did the coding. I may adopt this methodology for future competitions because as I’m working on the graphics, I can think of more ideas and such.
Graphically, I think it looks pretty good. However, in terms of gameplay, this game is a little boring (as the title may suggest). I think the extra 24 hours would have helped me flesh out the ‘building stage’ part of the game, which would make the resulting game a little more fun.
Game written in Python+Pygame, here’s a zip with a win32 build and source: http://fydo.net/programming/LD9-boredBuild.zip
I was faily stumped for ideas in this one, ‘Build the level you play’ . The only ideas that I could come up with were Tower Defense style or maybe a netstorm clone. Several people encouraged me to do the netstorm thing, so I had a go. I used BlitzMax for it, This enabled me to make a nice ‘just the exe’ version that just works.
All up, I think I did quite well. I didn’t have time for a proper enemy, so I just added a tower defense style neverending wave of aliens. Instead of the Netstorm style resource collection, I made the ground itself produce energy. This made quite a nice playable element where you made pipes to make the energy flow to the right places. Unfortunately people had absoluetly no idea how to play the game. Unless you’ve played netstorm a bit, it seems there aren’t enough clues as to what the hell you should be doing.
After the Compo, I put together this shot to give people a clue as to what they should be doing
I didn’t make much in the way of post-compo changes to this game. I played with the engergy flow a bit just for fun, I think that’s about all.
Post-compo version is available here
Battery was my entry to LD9. The theme was “Build the level you play”. Initially, the open voting hinted at a clear winner of the theme “battery”, for which Hamumu found the best explanation: Battery is a place where bats are hatched. Now, when I woke up the morning of the LD, first thing was I checked the theme, and it mysteriously had shifted. So, I decided to make an RTS where you start with nothing, then have to build up the battery you play.
The title screen.
An in-game shot. Basically, you can order bats to dig (build the level you play), and in the new cave room build different structures for hatching worker and soldier bats and providing food to them. At fixed intervals, a wave of most horrific enemies will attack the battery – so you better have enough soldiers by then.
LD48 #9’s theme was “Build the level you play”. Sadly, I came up with that theme, yet still spent the first 12 hours or so of the contest trying to come up with an idea that would work. Eventually, I decided that Medusa was somebody who could build the level she played (by turning enemies into platforms). In the end, I had Medusa’s Lament, a game so simple it could’ve been a flash game you played on the web. But it’s fun for the few minutes it keeps you entertained and features a mildly disturbing soundtrack.