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	<title>Ludum Dare &#187; goals</title>
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	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>16 hour crunch.. Fleedom Flies when you&#8217;re having fun.</title>
		<link>http://www.ludumdare.com/compo/2009/04/19/16-hour-crunch-fleedom-flies-when-youre-having-fun/</link>
		<comments>http://www.ludumdare.com/compo/2009/04/19/16-hour-crunch-fleedom-flies-when-youre-having-fun/#comments</comments>
		<pubDate>Sun, 19 Apr 2009 10:49:34 +0000</pubDate>
		<dc:creator>HybridMind</dc:creator>
				<category><![CDATA[LD #14 - Advancing Wall of Doom - 2009]]></category>
		<category><![CDATA[armada]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[crunch]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[doom]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[fleedom]]></category>
		<category><![CDATA[flies]]></category>
		<category><![CDATA[goals]]></category>
		<category><![CDATA[space]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=5429</guid>
		<description><![CDATA[[ PLAY CURRENT BUILD IN BROWSER HERE ] Well.. grabbed some sleep last night.  Just played my game this morning to see how I felt about it&#8217;s progress and direction.  Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/fleedom-test31.jpg"><img class="alignnone size-full wp-image-5432" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/04/fleedom-test31.jpg" alt="" width="500" height="345" /></a></p>
<p>[ <a href="http://hybridmind.com/fleedom-current.html">PLAY CURRENT BUILD IN BROWSER HERE</a> ]</p>
<p>Well.. grabbed some sleep last night.  Just played my game this morning to see how I felt about it&#8217;s progress and direction.  Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.</p>
<p>I find a good trick to use is decide what makes the compo version versus what I&#8217;ll save for a post-compo version.  I&#8217;ve been pretty good about actually doing a post compo version lately that I&#8217;m not too worried that I&#8217;m using it as a fake crutch.  You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.</p>
<p>Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.</p>
<p>It is with that in mind that I am thinking about the following design decisions:</p>
<p>Compo Version Features:</p>
<p>1) One formation only of your fleet ships&#8230; the long and lean horizontal one.  This is because I am not sure if I&#8217;ll have time to code enough of what I want to justify the other formations right now.  I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along.  As long as 1 ship makes it you have been considered to win in that you&#8217;ve saved some of your race&#8217;s people.  The more ships you save the larger the score multiplier probably.</p>
<p>2) Probably not going to implement player ships fighting the enemy armada of doom.  I&#8217;m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.</p>
<p>3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.</p>
<p>4) I am worried that since these compos don&#8217;t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers.  I may have to go the route of a simple button to: &#8220;play high quality&#8221; and &#8220;play low quality&#8221; to turn down all the beam / particle effects I want to use.  I think that is a fine compo compromise.</p>
<p>Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately&#8230; laundry and the ilk.</p>
<p>Oh well.. it&#8217;s crunch time here at LD so good luck everyone!</p>
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