{"author_link":"\/users\/ikigaiseitetsu","author_name":"IkigaiSeitetsu","author_uid":"ikigaiseitetsu","comments":[],"epoch":1728049193,"event":"LD56","format":"md","ldjam_node_id":399870,"likes":16,"metadata":{"p_key":"207132","p_author":"IkigaiSeitetsu","p_authorkey":"1009426","p_urlkey":"444592","p_title":"In for LD 56 Compo, and here are some notes for myself(discussions welcomed too)","p_cat":"LDJam ","p_event":"LD56","p_time":"1728049193","p_likes":"16","p_comments":"0","p_status":"WAYBACK","us_key":"1009426","us_name":"IkigaiSeitetsu","us_username":"ikigaiseitetsu","event_start":"1728000000","event_key":"115","event_name":"Ludum Dare 56"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD56","removed_author":false},"_superparent":395186,"_trust":4,"author":9426,"body":"### Tools\n\n- Engine: L\u00f6ve2D\n- Programming: VS Code, Lua language server, some popular libraries in Lua, and some tiny base code made by myself\n  - Collision library: bump.lua\n  - Tweening library: tween.lua\n- Graphics: Krita, Aseprite\n- Audio: Reaper, Vitalium, sfxr\n\n### Work Approach\n\n#### Decide the gameplay quickly\n\n- This time I should pick the basic rules, obstacles and goals during the first hour of the run.\n- Keep the idea achievable: I should have proper experience and tools for the content and the scale of the game project I wish for.\n- 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. \n- 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.\n\n#### Sketch down some sample scenarios before continuing\n\n- 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.\n- 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.\n\n#### Effort\n\n- Coding:\n  - 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.\n  - Implement the methods from bottom to top. Don't implement all the methods at once, instead implement the functionalities being used immediately.\n- Visual:\n  - 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.\n\n#### Eleventh hour\n\n- 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.\n- 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.\n\n![1025\u58f0\u5f7b\u52a8\u753b_3_\u900f\u660e_100x100.gif](\/\/\/raw\/2d4\/2\/z\/653e8.gif)\n\nLet me know whether my thoughts are helpful or not from your point of view!","comments":3,"comments-timestamp":"2024-10-04T16:00:12Z","created":"2024-10-04T08:46:28Z","files":[],"files-timestamp":0,"id":399870,"love":16,"love-timestamp":"2024-10-04T19:34:09Z","meta":[],"modified":"2024-10-04T19:34:09Z","name":"In for LD 56 Compo, and here are some notes for myself(discussions welcomed too)","node-timestamp":"2024-10-04T15:25:10Z","parent":397253,"parents":[1,5,9,395186,397253],"path":"\/events\/ludum-dare\/56\/$397253\/in-for-ld-56-compo-and-here-are-some-notes-for-myselfdiscussions-welcomed-too","published":"2024-10-04T13:39:53Z","scope":"public","slug":"in-for-ld-56-compo-and-here-are-some-notes-for-myselfdiscussions-welcomed-too","subsubtype":"","subtype":"","type":"post","version":1246051},"node_metadata":{"n_key":"399870","n_urlkey":"444592","n_parent":"397253","n_path":"\/events\/ludum-dare\/56\/$397253\/in-for-ld-56-compo-and-here-are-some-notes-for-myselfdiscussions-welcomed-too","n_slug":"in-for-ld-56-compo-and-here-are-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9426","n_created":"1728031588","n_modified":"1728070449","n_version":"1246051","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/56\/$397253\/in-for-ld-56-compo-and-here-are-some-notes-for-myselfdiscussions-welcomed-too","text":"### Tools\n\n- Engine: L\u00f6ve2D\n- Programming: VS Code, Lua language server, some popular libraries in Lua, and some tiny base code made by myself\n  - Collision library: bump.lua\n  - Tweening library: tween.lua\n- Graphics: Krita, Aseprite\n- Audio: Reaper, Vitalium, sfxr\n\n### Work Approach\n\n#### Decide the gameplay quickly\n\n- This time I should pick the basic rules, obstacles and goals during the first hour of the run.\n- Keep the idea achievable: I should have proper experience and tools for the content and the scale of the game project I wish for.\n- 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. \n- 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.\n\n#### Sketch down some sample scenarios before continuing\n\n- 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.\n- 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.\n\n#### Effort\n\n- Coding:\n  - 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.\n  - Implement the methods from bottom to top. Don't implement all the methods at once, instead implement the functionalities being used immediately.\n- Visual:\n  - 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.\n\n#### Eleventh hour\n\n- 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.\n- 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.\n\n![1025\u58f0\u5f7b\u52a8\u753b_3_\u900f\u660e_100x100.gif](\/\/\/raw\/2d4\/2\/z\/653e8.gif)\n\nLet me know whether my thoughts are helpful or not from your point of view!","title":"In for LD 56 Compo, and here are some notes for myself(discussions welcomed too)","wayback_source":[]}