{"author_link":"\/users\/thegunmaster","author_name":"thegunmaster","author_uid":"thegunmaster","comments":[],"epoch":1534274925,"event":"LD42","format":"md","ldjam_node_id":116174,"likes":2,"metadata":{"p_key":"120176","p_author":"thegunmaster","p_authorkey":"1006263","p_urlkey":"336210","p_title":"Failed LD42 Ideas","p_cat":"LDJam ","p_event":"LD42","p_time":"1534274925","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1006263","us_name":"thegunmaster","us_username":"thegunmaster","event_start":"1533859200","event_key":"73","event_name":"LD 42"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD42","removed_author":false},"_superparent":97793,"_trust":1,"author":6263,"body":"So this jam has gone rather poorly for me. \n\nThe theme itself was actually quite good, and I was quite excited about it. But I soon realized that it was actually a difficult theme to use both in an original way, and in a non-shallow way. What I mean by original should be easy to understand, just something you haven't seen before\/often. And with non-shallow I mean that I want the gameplay itself to be influenced by the theme, not just the styling or a side feature. Those are the 2 most important aspects to pull off in this competition in my personal opinion.\n\nSo I basically couldn't think of any ideas that I was really happy with the first day, and eventually settled for a somewhat comedic idea: A person that eats food and grows bigger until he runs out of space. But I couldn't even think of any concrete gameplay yet, only that basic idea, and possibly the idea of him taking big dumps in order to decrease his size again. I decided to make it a top down view and figured I would come up with the gameplay down the line. I started by making the blob, but ultimately ran into trouble here already. I managed to get some satisfying physics in the blob, but it wasn't as neat as I imagined. \nhttps:\/\/youtu.be\/Wt8J8v4RL4k\nI also couldn't work out how to make it not able to consume blocks, without giving up the bouncy physics. I spent about one and a quarter day trying to get this issue fixed, but didn't manage to.\nhttps:\/\/youtu.be\/VA8yi1CIVMs\nThe problems that existed with the blob were too big for me to ignore, so I had to come up with another idea. One that I could pull off with only about 2 days left. \n\nThe next idea was actually not too much inspired by the theme, but was more an attempt at original gameplay. I have just published a project of mine recently, which allows you to easily add shadows to the 2d webgl pixi renderer: https:\/\/www.npmjs.com\/package\/pixi-shadows. So I came up with the idea of actually turning the shadows of object in the world, into the world itself. By this I mean that the player is able to interact with the shadows themselves, and not only the objects. The idea to incorporate the theme was to somehow make the light(s) shrink shrink slowly, which would somehow make it more difficult. Once again I had no concrete ideas for gameplay. And once again I failed with the execution of the core mechanic.\nhttps:\/\/youtu.be\/54fpAV6eMjI\nBy the time I realized it wasn't going to work out, this time due to me not being able to adapt my collision detection code to this more complex scenario, I had reached the end of the second day. \n\nI had basically been way too ambitious with my first two ideas. Both of them I could probably pull off with enough time and experimentation, but just not in 3 days. So eventually I decided to go with something easy that I am familiar with, and could actually fit the theme very well: Cellular Automata. I made a generalized platform for creating 2D cellular automata using simple html, css and js in a couple of hours and then started designing a rule set that works as a proper game. Then I added some simple nice graphics and sound effects on top of that, and eventually managed to end up with a pretty decent result: https:\/\/ldjam.com\/events\/ludum-dare\/42\/anti-automata\n\nSo yeah, that was my journey this Ludum Dare. I wanted to share it somewhere, because it would be a shame to let my original two ideas go to complete waste. Now I have at least shared them, and perhaps somebody gets inspired by it. \n\nIf you want to have a look at the the original 2 ideas, here is a link that includes source code of both: http:\/\/www.mediafire.com\/file\/7m9wa6q0ydf6ara\/Failed+LD42+Ideas.rar \n\nJust run `npm install` and `npm start` in either folder to start them up.","comments":0,"created":"2018-08-14T18:53:05Z","files":[],"files-timestamp":0,"id":116174,"love":2,"love-timestamp":"2018-08-14T20:06:39Z","meta":[],"modified":"2018-08-15T19:42:22Z","name":"Failed LD42 Ideas","node-timestamp":"2018-08-15T19:42:22Z","parent":99039,"parents":[1,5,9,97793,99039],"path":"\/events\/ludum-dare\/42\/anti-automata\/failed-ld42-ideas","published":"2018-08-14T19:28:45Z","scope":"public","slug":"failed-ld42-ideas","subsubtype":"","subtype":"","type":"post","version":347656},"node_metadata":{"n_key":"116174","n_urlkey":"336210","n_parent":"99039","n_path":"\/events\/ludum-dare\/42\/anti-automata\/failed-ld42-ideas","n_slug":"failed-ld42-ideas","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"6263","n_created":"1534272785","n_modified":"1534362142","n_version":"347656","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/anti-automata\/failed-ld42-ideas","text":"So this jam has gone rather poorly for me. \n\nThe theme itself was actually quite good, and I was quite excited about it. But I soon realized that it was actually a difficult theme to use both in an original way, and in a non-shallow way. What I mean by original should be easy to understand, just something you haven't seen before\/often. And with non-shallow I mean that I want the gameplay itself to be influenced by the theme, not just the styling or a side feature. Those are the 2 most important aspects to pull off in this competition in my personal opinion.\n\nSo I basically couldn't think of any ideas that I was really happy with the first day, and eventually settled for a somewhat comedic idea: A person that eats food and grows bigger until he runs out of space. But I couldn't even think of any concrete gameplay yet, only that basic idea, and possibly the idea of him taking big dumps in order to decrease his size again. I decided to make it a top down view and figured I would come up with the gameplay down the line. I started by making the blob, but ultimately ran into trouble here already. I managed to get some satisfying physics in the blob, but it wasn't as neat as I imagined. \nhttps:\/\/youtu.be\/Wt8J8v4RL4k\nI also couldn't work out how to make it not able to consume blocks, without giving up the bouncy physics. I spent about one and a quarter day trying to get this issue fixed, but didn't manage to.\nhttps:\/\/youtu.be\/VA8yi1CIVMs\nThe problems that existed with the blob were too big for me to ignore, so I had to come up with another idea. One that I could pull off with only about 2 days left. \n\nThe next idea was actually not too much inspired by the theme, but was more an attempt at original gameplay. I have just published a project of mine recently, which allows you to easily add shadows to the 2d webgl pixi renderer: https:\/\/www.npmjs.com\/package\/pixi-shadows. So I came up with the idea of actually turning the shadows of object in the world, into the world itself. By this I mean that the player is able to interact with the shadows themselves, and not only the objects. The idea to incorporate the theme was to somehow make the light(s) shrink shrink slowly, which would somehow make it more difficult. Once again I had no concrete ideas for gameplay. And once again I failed with the execution of the core mechanic.\nhttps:\/\/youtu.be\/54fpAV6eMjI\nBy the time I realized it wasn't going to work out, this time due to me not being able to adapt my collision detection code to this more complex scenario, I had reached the end of the second day. \n\nI had basically been way too ambitious with my first two ideas. Both of them I could probably pull off with enough time and experimentation, but just not in 3 days. So eventually I decided to go with something easy that I am familiar with, and could actually fit the theme very well: Cellular Automata. I made a generalized platform for creating 2D cellular automata using simple html, css and js in a couple of hours and then started designing a rule set that works as a proper game. Then I added some simple nice graphics and sound effects on top of that, and eventually managed to end up with a pretty decent result: https:\/\/ldjam.com\/events\/ludum-dare\/42\/anti-automata\n\nSo yeah, that was my journey this Ludum Dare. I wanted to share it somewhere, because it would be a shame to let my original two ideas go to complete waste. Now I have at least shared them, and perhaps somebody gets inspired by it. \n\nIf you want to have a look at the the original 2 ideas, here is a link that includes source code of both: http:\/\/www.mediafire.com\/file\/7m9wa6q0ydf6ara\/Failed+LD42+Ideas.rar \n\nJust run `npm install` and `npm start` in either folder to start them up.","title":"Failed LD42 Ideas","wayback_source":[]}