In for LD 56 Compo, and here are some notes for myself(discussions welcomed too)

Tools

  • Engine: Löve2D
  • Programming: VS Code, Lua language server, some popular libraries in Lua, and some tiny base code made by myself
    • Collision library: bump.lua
    • Tweening library: tween.lua
  • Graphics: Krita, Aseprite
  • Audio: Reaper, Vitalium, sfxr

Work Approach

Decide the gameplay quickly
  • This time I should pick the basic rules, obstacles and goals during the first hour of the run.
  • Keep the idea achievable: I should have proper experience and tools for the content and the scale of the game project I wish for.
  • Brainstorming for more ideas might be cool, but having too many ideas doesn't help make actual progress, and a mediocre starter can evolve during the development and grow to a robust idea.
  • As long as the programming is made enough modular (but not too fragmented), altering a gameplay design by recombining elements can be done without too much extra effort.
Sketch down some sample scenarios before continuing
  • An obstacle level that the player is going to face, or a flow graph of resources that the player is going to keep balance... I suppose I will need examples of gameplay scenerios by the first or second hour of the run.
  • The concept will get more logical only when it is made into more expressions on paper or digital canvas. Edge cases can be discovered early.
Effort
  • Coding:
    • Split down the design from top to bottom by writing use case scripts ready to be directly used in-game. Keep the use cases simplistic and extensible.
    • Implement the methods from bottom to top. Don't implement all the methods at once, instead implement the functionalities being used immediately.
  • Visual:
    • Color, shape and layout languages are more effecient to deliver visual information on the first glance, so make them done before making details. If unsure, keep a palette and use fewest colors as possible, so that each color can correspond to one kind of gameplay element.
Eleventh hour
  • I should discard as early as possible the features that are not likely to be finished; if a core feature is going to be discarded (what an emergency), downscale and redesign the whole game using existing materials as early as possible.
  • I should reserve 8 hours for polishing and uploading the game, and I should know I might end up using part of it for finishing the last few features. Guidance elements are prior to fancy effects; but in the end, after the gameplay itself is built complete, players will agree fancy games look nicer than non fancy ones.

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Let me know whether my thoughts are helpful or not from your point of view!