Posts Tagged ‘LD Catch-up’
I am VERY happy with how the scrolling and zooming came out. Now various screens, fixing 1 bug (how do I get the thing to work without me having to click on it beforehand), and then the actual puzzle design. (And yes, that means I’m not going to make sounds). And since this isn’t the real thing, it can wait. I am almost certainly not finishing this by tomorrow, but you will probably see it before next Monday.
I have the game engine finished. Now I just have to make zooming and scrolling around the map, make all the title/instruction screens, name the damn thing, and design and implement all the puzzles (levels). And there’s no sound at all. Oh boy.
Anyway, here’s what the game sort of looks like right now:
P.S. I might make a level editor. Very tentative here, but I might.
OK, here goes nothing. I’m starting to make my game (which I will call Minion or Champion or something like that) right NOW.
Anyone who has read some of my previous posts on here would know that I was going to make games for all the old LD themes. Well I’m still doing that! I have a vacation this next week-and-a-half-ish and I plan to get at least my LD0 catchup done. Now I agree that that’s not so much for 11 days but I’m not sure whether I’ll finish even that as there is practically a literal ton of work for me to do. Here are some of the things I plan to do this vacation (and I might be forgetting some):
- LD0 catchup
- study for my SATII English test (this will involve at least two practice tests and therefore at least 2 hours)
- study for the USAMO math exam (this will involve taking at least two old tests and therefore at least 18 hours)
- go to the Queens Hall of Science (at least 2 hours commuting + at least 1 hour there)
- write a small math paper
- do all my Homework
- visit some colleges
- clean my C drive and install all the stuff I want to have but don’t
- start learning to use Unity 3d, Python, and LaTeX (not necessarily in that order and with Mathematica as a much lower priority)
- there’s a very small chance that I will go back and make my miniLD24 game idea
- figure out a way to make music for the games
- read a large variety of books which I’ve had lined up for a while (i.e. Lord of the Rings, Elementary Geometry from an Advanced Standpoint, some physics book about non-Newtonian fluids, The World is Flat a Brief History of the Twenty-first Century, etc…)
As you see, I’ll be extra busy. And this extra-business will carry over well past the vacation. The two days after vacation is USAMO and the second is also college night at my school. This is not to mention that I have tests in a lot of my classes. And after working through USAMO, will I get some rest? Not until after LD 20! I have every intention of participating in that as well (but of course shit happens sometimes so I won’t be too disappointed if I don’t finish).
Anyway, that’s what’s going on in my world. So thanks for listening to (or rather reading) my rant, and if you have any suggestions for how to do some of the programming or sound stuff from the list above, please comment.
Since some of you suggested I make the games and only worry about polishing any later, I’ve decided to take that advice. I’ve also decided to shorten the length of each of the prototypes to 1 week or 10 hours. Yes it’s so little, and yes so little that my first LD catch-up game suffered from the amount of time I didn’t put in. But I’m thinking it will hone my skills, not to mention not take a whole year to do all 20 themes. Instead it should be about 2-3 months. Then I can decide on how and what to improve on.
And unless I get an overwhelming response to this change (from 30 hours to 10), this is my final decision. If any of you raise any logical objects I will hear them and respond accordingly.
Would it be a better idea to do all the LD Catch-ups and just keep doing them until done (about a year and a half’s worth of work), or should I instead continue to work on a single game until it’s viable for release online? I realize it means getting through all the LD themes in a much longer time span… say 5 years give or take. (Let’s say I did one game every 3 months). Would it be better to do 21+ complete games within 5-6 years, or 21+ prototypes in a year and a half?
What are your thoughts?
Now a new LD catchup is upon me so I turn to the Guardian theme. I’ve decided to spend tonight sort of brainstorming. I may draw some diagrams some temp-temp art and maybe a mini-design doc, or more like a design outline. My idea for the Guardian thing may not be new at all. In fact it’s a take on a well worn game genre, the space invaders type of game. Well what could you guard in a space invaders game. The player, “Duh”. You know those little barriers from the original game that protected you briefly from the shots of the enemy. Well this time you ARE the barrier and you’re going to protect the “player” which will be some sort of AI-thing. This game should take approximately 30 hours give or take, but no more than 32 hours.
Final version of LD catch-up #0 – same as in previous post but included here for completeness.
Okay a brief readme:
Who am I?
Keith Weatherby II otherwise known as Uhfgood
What is this?
It’s a game made in 10 hours based on the Ludum Dare #0 (beta) competition with the theme of Indirect Interaction. It was a 24 hour test compo, and since I have only about 2 hours a weeknight to spare I decided to do this one within a week. My upcoming games will be about 3 weeks or 30 hours.
The rules are simple move left and right and dodge the rocks. See how many levels you can pass.
The source code is copyrighted by me as well as all content including the lovely <ahem> art. Source code is free to use as you like (although I doubt you’ll even care to use it).
It was written with FlashDevelop and the Flex 4 SDK as well as Flashpunk. The FlashDevelop project with flashpunk is included in the source distribution.
Timelapse will be forthcoming.
Well, I finally know what I’m going to be making. The problem, if you can call it that, is that it actually has potential to become a fully formed game. So we’ll see about how much time I take (probably more than 48 hours), and we’ll see about whether I make everything myself (probably no, and I’m referring particularly to music).
I have a lot of stuff going on, so it might be some time before I finish, but I hope it works out to be what I think it could be.
Edit: In fact, it might be quite a while until I do any of it. Chances are that I won’t even start within the next two weeks.
And now the link to the semi final version – HERE
I’m finding it especially hard to come up with actual game play or game mechanics for Indirect Interactions. So to give you an inside view on what I am thinking (and this isn’t just from the last couple of hours; I have thought about this for a couple of days before my last post), here are some of the ideas or directions I might be coming from:
1) Rube Goldberg machines
I like this idea but I think it might be too much for a supposedly 48 hour contest. (And wasn’t LD0 a 24 hour thing anyway?). Also, I think it has been done enough. Thirdly, there is an implementation issue. Unless I think of some really good system, I would have to either make all the objects have defined input and output (making everything systematic but hindering player creativity) or hard code every possible interaction (either this is a huge amount of work or I don’t have many objects). Finally, I would have to make realistic artwork (uh oh).
2) Hit men
If this needs explaining, instead of killing someone, you interact with them indirectly by hiring someone to kill them. Disclaimer: this is my math teacher’s idea; I was bouncing ideas off of people and this is something he thought of. Now I don’t have much of an analysis for this, but I do have a problem: I’m not sure what kind of game this would be. After all, if you control the hit man, this becomes direct interaction. So what is the actual game play mechanic? Choosing who to hire for which job? Doesn’t sound very fun.
3) The butterfly effect
I just don’t know yet. But here is a big thought: butterfly effect implies time travel. Maybe (and I haven’t thought about this scenario much yet), you were sent back in time by a government to step on a specific butterfly to cause a natural disaster in a country you are at war with. You arrive about 100 years late, and now in order to complete the mission you would need to step on all of that butterfly’s descendants. But you can’t step on other butterflies because they might cause anything. Then again, this is just an old game mechanic with a new story put to it. Maybe this game isn’t what I want, but I’m not discarding the butterfly effect yet.
So there you go. I’ll keep thinking and what happens, happens.
It seems that Uhfgood has started something. In his post here, he stated that he would be catching up with everyone who has been here from the beginning of LD. He will spend 3 weeks, 2 hours a weekday making games for each of the LDs that he has not participated in.
I will be joining him.
I intend to work through all the themes just as he does, but I will do it slightly differently. First off, I won’t limit myself to any specific period of time per game. If it takes 2 months, then OK. If it takes one weekend I’m happy with that too. I will try not to turn the games into full blown projects; they should still be on the level of something completable in 48 hours + idea development time. But if they do get blown out of proportion, oh well. Similarly, if I fail at making some specific theme, then that’s too bad (but I’m moving on).
I will be using Flash, and if I turn out anything presentable, I will try to sell it or get it sponsored. Therefore, I will not publish my source code. In addition, since I’m hopeless at art and music, I will not strictly follow the whole “everything made by you during production” rule that we have for LD.
Now about themes; because I draw a complete blank on some themes, I might deviate a little in a direction that my brainstorming brings me to. For instance, I am not sure whether I will be able to find a game idea for LD0 so if I come up with something in the process of figuring this (the fact that I can’t come up with an idea) out, I will make that something despite being off theme. I will keep you updated on every game I am in process of making for this LD catchup, whether on theme or not.
I will be putting the games up on… well actually I’m not sure where I will put the games, but when it gets to that, I’ll let you know.
And another thing. I intend to start completely from scratch at the start of each LD, but this decision might change.
In fact, any of this might change. We’ll see how everything works out, and I’ll post my thoughts on LD0 Indirect Interaction soon.