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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘ideas’

    Mini-LD #26 – My Idea and My Interpretation of the Theme

    Posted by (twitter: @henrythescot)
    Sunday, May 22nd, 2011 1:43 pm

    I’ve got my game idea for the Mini-LD.

    I’m interpreting the theme as follows:

    1. Getting it done is the most important thing
    2. The actual “theme” is less important
    3. It’s a Mini-LD, so the rules can be bent
    4. Therefore: It’s more important to get the thing done, so the actual “theme” can be neglected and it’s not too much of a big deal

    That being said, my idea has very little if anything to do with the potential themes. I really love the idea, though, and want to make it happen.

    The premise has a wide scope, though, and I’ll only be able to get a subset of it working during the Mini-LD. That’ll be a good push for me, though.

    The game is about a fox that has to get eight elemental crystals (Fire, earth, water, air, and four others I’ll figure out) into their respective altar-type places to get the Forces of Nature back into balance before the World is Destroyed. The Mini-LD version will have the first crystal and a “To be continued…” at the end.

    The game will be a Metroidvania where the player collects various skills. The Mini-LD version will have at least two of them.

    Looking forward to this,

    — Mr. Dude

    Ideas

    Posted by
    Saturday, August 21st, 2010 4:51 am

    ideasThere’s an idea in here somewhere, but as usual I’m geting bogged down trying to the language I’m using (this time Javascript and the HTML5 canvas) to do what I want it to.  I need to stop messing around and just get something controlable moving around on screen.  But first to grab some festival food.

    Idea(s)

    Posted by
    Saturday, August 21st, 2010 2:33 am

    Having spent the morning thinking of ideas, eating breakfast, thinking of ideas, playing UT3, thinking of ideas, I think I’ve finally come up with something.

    The idea
    There’s a city (“enemy” city). It’s full of people (and buildings). Things are drawn in abstract glowy lines style, or something, as if you’re watching it through some sort of special vision (which you are). Most of the buildings have no real function, other than that there’s some people in them. Some are more special, like police station, hospital, psych hospital, gun store, liquor store. Something like that.

    Now, you have some sort of mind control weapon which you can use on citizens to convert them into your weapons. When they are converted, they will simply fight for you automatically, including trying to fetch guns etc. Of course, other people will probably defend themselves, and it will also attract police and, later, army. Police is more difficult to convert, and army are even more difficult.

    Goal is to take over or destroy the city (haven’t decided yet). You only have a limited energy for your mind control device, so you must use it strategically, but luckily it will recharge faster when fighting is going on. I think it could be fun.

    Work wise, it needs to generate cities (should be easy enough), then write the rendering code (probably easy), then there’s the actor stuff which will probably be the hard part, followed by balancing. Graphic wise, I will need representation of people. Currently I’m thinking just a vertical line + and icon if they are of a special type (police etc).

    Not yet sure if army/police/normal people will have vehicles. Also not sure if I’ll make several custom designed levels, or I’ll just let people specify the variables for the generation. We’ll see (hopefully).

    The ideas
    Here’s the more general ideas I had before I came up with this idea:

    1. Scroller/overhead walk around, catch and throw enemies at other enemies, allow for chain reactions, preferably more abstract representation of things. There should also be coins to collect, of course!
    2. Sort of psychological propaganda game, you convince the enemies to destroy the other enemies.
    3. Some sort of commerce/trading game where you must make deals that are better for you than for the enemies (probably doesn’t fit).
    4. Some more lighthearted idea would be nice… INSERT IDEA HERE.
    5. Variant on 1, more of a puzzle game, you can capture certain kind of enemies, and then throw/fire them like a weapon of something on other enemies, over distance or over barriers etc. Stunned ones can then be used as weapons.
    6. Ultra Fleet.. oh wait, already did that.
    7. Maybe also a variant of 1/5, but instead of capture throw/fire, we mind control the enemies directly, and then control them while they go on rampage, or just hit switches, or whatever.
    8. Or there could be a shooter where the weapons are named of LD participants.
    9. Or taking 8 further, the game can be a series of boss battles, where each boss is an LD guy, and they attack with something from one of their game, then when you win over them, you get them as a weapon. Sort of fun, but might create some legal issues since I’d want to use some iconic object from some of their previous games.

      Disregarding the enemies as weapons, this could be a fun idea to try make as an slightly bigger project, outside a compo. Then there could be complete levels, with enemies of their previous games, building up to fighting them as a boss.

    10. SUPER PEAR ATTACK.

    Ideas

    Posted by
    Saturday, June 12th, 2010 1:03 am

    I intend to participate in this mini, and even though I’m hosting it it seems pretty fair, because I don’t actually know what I’m going to do yet. But I have several ideas…

    • A transportation game, sort of like Transport Tycoon. Little innovation value, but probably fun to program and play.
    • Sort of a reverse version of the above, where you instead of handling transportation and trying to make a profit from that, you are the customer of transportation. Either as a government kind of thing, or just a company with stores and factories. A little more innovative perhaps, but I’m not sure how it should play yet.
    • A factory/conveyor puzzle game, where you build or process some kind of product. Inspired by Manufactoria, among other things. Also not very innovative, but a good thing with puzzle games is you can make lots of levels for them, if the elements are good enough, and they tend to be fun.
    • Some sort of industrialization sim, where at a start there’s just a bunch of low tech farms, and then innovations makes things more effective, there becomes a surplus population, cities are formed, new industries are formed, and so on. Think it would be really interesting, but probably too large for an LD.

    So just have to figure out which to do… so far I’ve just got my base code up and running.

    Start of the day

    Posted by (twitter: @Catmoo)
    Saturday, April 24th, 2010 1:32 am

    Once again I am taking part in Ludum Dare, had a tough decision this year as I could have gone to a discussion on Alan Wake and met Sam Lake, however that was cancelled due to travel issues (plus I chose to go with Ludum Dare when deciding anyway).

    So I’ve started my day with an awesome breakfast

     

    Beans on toast

    Beans on Toast (apologies for the low res image, having internet issues so i had to keep it small)

    I have an idea for my game, just gotta start getting it altogether now, I would mention it, but I want to keep it a surprise :) Hopefully nobody else will be using my idea, keep it nice and original, that is as long as I can finish it in time :)

    Oh yeah and I’m using Game Maker, as I can hardly code.

    Long morning of exploration ideas thinking

    Posted by
    Saturday, December 12th, 2009 4:36 am

    Well in this LD I promised my self to keep things technically simple as usually I spend some 70% of time trying something new. This time I want to reuse some old code/idea and try to keep it smiple.

    Well first thing that come to my mind was to reuse this experiment Alone In Darkness So some dark caverns exploration with a twist of not seeing much all the time. Other then that traps, treasures and stuff… Buuut I don’t think that it is such a good idea… Lot needs to be done technically and probably making graphics for it won’t be so simple aether.

    Another direction of my toughs was space exploration and I think I will go with that. I had idea for such game for a long time but it is too complex for 48hours so I will be cutting that idea down to simple elements for next few hours and trying to gather some prototype code together too see if has any promise at all. Wish me luck while I wish you all luck with making cool games in next 1-2 days :)

    Exploring Ideas

    Posted by (twitter: @frimkron)
    Saturday, December 12th, 2009 4:19 am

    Hmmm – “Exploration” – what a theme.

    It sounded really interesting at first and I’m pretty sure I voted it up, but now I’m having a bit of brain-fail trying to come up with a feasible idea. I’m tempted to try my hand at some procedural generation, but that’s gone badly for me in the past…

    Well Then

    Posted by (twitter: @frimkron)
    Saturday, April 18th, 2009 1:00 am

    Good morning! Well I guess this is a pretty late start even for us GMT’ers…

    “Advancing Wall of Doom”?!

    Last night when “Yo Dawg” was in the top 5, I started planning for the worst case scenario and actually came up with a pretty good idea for it – some kind of Warioware mini-game affair where our protagonist must race against the clock to make a game with a “Yo Dawg” theme and halfway through realises that he can make a game about making a game about making a game about…

    But anyway, I sort of have an idea for the Advancing Wall theme. I’m about to start scribbling on paper and flesh out the design.

    So, here are my weapons of choice this time around:

    • Python 2.6 – such an awesome language
    • PyGame – really does take the “C++” out of game development
    • pythonutils – a library I have lying around with some basic utility classes
    • Eclipse IDE with PyDev plugin – people tell me to learn Emacs but having written Java for so long I just can’t part with my IDE
    • Graphics Gale – best thing I know of for creating animated sprites
    • GIMP – for any CG artwork I might need
    • GoldWave – for editing sound effects
    • Cakewalk Sonar – if I actually get time to rustle up some music for this one
    • SFXR – Dr Petter’s incredible sound generator tool – like MsPaint for sound effects
    • Pen, paper, food, maybe even sleep!

    Advancing Wall of Ideas and Cupcakes

    Posted by
    Friday, April 17th, 2009 11:54 pm

    I had breakfast, it was mostly toast. I would have posted an image, but you can just check out all the others, and you’ll get a good idea. Though there was a cupcake too. Nom nom.

    Anyway, some ideas
    You use an advancing wall of doom to crush cities. This could either be a puzzle game (use your wall in the most optimal way!), some sort of RTS (gather resources etc, expand your wall), or RPG-like, you only actually control one character, but it’ll need to go out and gather power to advance the wall. Or something.

    Also had the idea of not crushing cities, but rather have two elements that fight, one being for example a jungle and another the desert. The edge would be the ‘wall’, and both strive to doom the other. Would probably work best as some sort of RTS.

    Then there’s of course the tower defense sort of thing, but it’d be wall defense. Could sort of work from either side — either you build the wall (wall defense!), or you need to defend against the wall.

    And there’s a lot of ‘run away from the wall’ kind of games, but I’m not interested in those because I don’t usually find that kind of games fun.

    Don’t yet know what I’ll do, the RTS ones sounds most fun, but would probably require a little bit too much work. So I’ll ponder some more.

    I

    Posted by
    Friday, April 17th, 2009 8:40 pm

    shall advance to the bathroom, avoiding any confrantation with the walls. Swift doom is lurking in the shadows here. I hope my antics will give me enough of a boost, to spawn some ideas.

    My ideas/plans for the tool compo

    Posted by of Polygon Toys (twitter: @pekuja)
    Friday, September 5th, 2008 3:07 pm

    So, the compo has started. The sort of ideas I have:

    • HUD editor/library. Basically, this would be a GUI editor/library with no support for direct interaction, mostly just pretty ways of displaying data.
    • Start work on a multithreaded scriptable game engine. I kinda want to learn some multithreading and scriptability, so I’m thinking maybe I could start building an engine that does those.
    • Library for making replays of a game. This requires close integration on the game’s part so I’m not sure if I could quite make this into a reusable library, but I think this would be an interesting feature to implement. The idea would be that this would be useful for both debuggin and as just a nifty feature on its own.
    Will have to see what I actually end up doing and what I manage to get done. I just moved to a new apartment so I’m kinda compelled to get all of these boxes around me empty.

    Finally Settled

    Posted by
    Saturday, June 7th, 2008 5:48 am

    Well, I spent all last night thinking up VS ideas, then watching TV and thinking of more, then when TV was over I said, “that’s it.  I’m going with Schrodinger Vs. Pavlov”.  I thought it’d be cool, an army of dogs that you can steer around with a bell cursor, vs. a guy who can place boxes that contain pop-up cats that may be alive or dead.  Then I was thinking it would be like a board game, where the Pavlov guy has cards with various dogs and bells and things, and the Schrodinger guy has dice with 3 alive-cat faces and 3 dead-cat faces.  The closest I got to an actual idea was that Schrodinger could commit his dice to various battles, and hope they were enough when actually rolled.  It didn’t actually make a game, though.

    So this morning I woke up still with no ideas that worked, and finally decided it had to be the very first idea that struck me as solid.  I didn’t want to do a platformer, but here I go anyway: Miyamoto Vs. Yamamoto.  You’ll hop from ship to ship, bouncing on their various parts to sink them, then hop off before you sink with them.  It won’t be Mario, because you’ll be dodging fire directly aimed at you by the cannons and other oddities, and the ‘defeat each ship’ motif is a little different.  Got some ideas, anyway!  Time to build a ship editor!

    Minimalllslslsleleslslslslssssssssst

    Posted by of LoneStranger Designs (twitter: @lnstrngr)
    Friday, April 18th, 2008 7:20 pm

    I made a list of the probable theme winners yesterday and I pretty much had ideas for all of them.

    Except Minimalist.

    So I’ll probably just take one of my other ideas…. and minimize it.

    Oh well.  Time to get crackin’.

    Ah Minimalist

    Posted by (twitter: @sgstair)
    Friday, April 18th, 2008 6:15 pm

    So, I had a premonition that this theme might win, and have been thinking of games that would work well in it. Not going to reveal much yet but I have a very clear direction and I’m looking forward to being able to put this game together!

    So for now I’m going to write up all the things I think the game should do, and come up with some scheme to ensure they all get done. Onward!


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