Posts Tagged ‘nano wtf’
I’m totally in and ready to rock hard this time.
I will be using:
I will attempt to abide by the following self-imposed rules:
- Get all my tools and libraries ready to avoid wasting time on setting things up ready to code
- Have some game ideas in my head before the theme is announced. Have one last look at the theme list and come up with an idea for each
- Keep it astonishlingly dizzyingly simple to the point where I scoff at my own game idea because it could be thrown together by a visually-impaired amoeba in a timescale measured in planck time
- Put absolutely no effort into graphics until the game is working. So throw together placeholder graphics that look like scribbles at best
- Spend zero time making the code “nice”. If the code isn’t repulsive to look at, I’m doing it wrong. It should be the most hacked together piece of crap I’ve ever written. If it runs, it’s good enough.
- Have the game playable by the end of day 1. So the core gameplay should be in place, and ideally the levels done too (depending on what time of game it is. The concept of “levels” may be more complex than I’m aiming for here)
- Don’t get hung up on bugs if they’re not total show-stoppers – they can be squashed in the cleanup phase
- Spend day 2 polishing the thing to a shine, including sounds and music!
I have a feeling this is going to be the greatest Ludum Dare E V E R.
Best of luck, everybody!