{"author_name":"mrjohnson22","cat":"LD #29","comments":[],"epoch":1398483120,"likes":0,"metadata":{"p_key":"32282","p_author":"mrjohnson22","p_authorkey":"29816","p_urlkey":"67788","p_title":"Brainstorm","p_cat":"LD #29","p_event":"LD29","p_time":"1398483120","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"29816","us_name":"mrjohnson22","us_username":"mrjohnson22","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>4 hours in and I&#8217;m still brainstorming. AUGH this is tough! Maybe if I elaborate on the ideas I have so far something will click. Here goes.<\/p>\n <p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n <p>Idea 1: Eating competition game<\/p>\n <p>THEME?<br \/>\n -eat as fast as you can while keeping your food &#8220;Beneath the Surface&#8221; (don&#8217;t vomit \/ choke)<\/p>\n <p>GAMEPLAY?<br \/>\n -reflex game: press key sequences\/patterns to perform actions<br \/>\n -multitasking game: must perform several independent tasks at once: grab food+chew+swallow, digest, stretch(?), drink water ask for refills (2 categories: food &amp; water), manage pulse\/stress level(?), burp (without choking, don&#8217;t interrupt eating!), hiccups!!<br \/>\n -DANGER EVENTS: about to choke (quickly get some water, manage breath\/pulse), about to throw up (mash key or something?)<br \/>\n -time limit: eat x foods in y seconds; once checkpoint reached, higher x and smaller y<br \/>\n -manage stomach fullness: counter with stretches (expand stomach, but takes time) or water (increases digestion speed but increases hiccup %, and bloats(?))<\/p>\n <p>PROS?<br \/>\n -easy to make: no character movement, collision, or level design<br \/>\n -longevity: randomly-generated events (no levels either) so it can be played for a long time, high score rush!<br \/>\n -theme is different enough? maybe too much?<br \/>\n -modular: should be easy to add more features &amp; events if i have time<\/p>\n <p>CONS?<br \/>\n -theme is risky&#8230;should emphasize &#8220;beneath&#8221; and &#8220;surface&#8221;, perhaps visually (stomach meter with a bar on top, or something)<br \/>\n -repetitiveness: gameplay could fall into a pattern (=infinite score) if there aren&#8217;t enough events for the player to manage&#8230;gotta keep it fresh<br \/>\n -artwork: it needs it! can people tolerate my bad art? probably<br \/>\n -can i use flashpunk for this&#8230;? was expecting to be able to use an easy framework, don&#8217;t feel like using pure AS3 + Flash IDE<\/p>\n <p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n <p>Idea 2: Climb &amp; Dive<\/p>\n <p>THEME?<br \/>\n -have to climb a level within a time limit; jump from as high as possible to fall hard enough to break through the planet&#8217;s crust and escape to &#8220;Beneath the Surface&#8221;<br \/>\n -in a drill suit \/ ship or something, that can be deployed when you make the final jump<br \/>\n -space colony planet, want to breach into the core where it&#8217;s cold because the planet is getting to close to a sun (malfunction)<\/p>\n <p>GAMEPLAY?<br \/>\n -vertical platformer: run &amp; jump over obstacles, climb ladders, falling platforms (wide enough screen for big level, not just up)<br \/>\n -calamity: dodge falling objects, crumbling platforms<br \/>\n -maybe no enemies\/HP: single-hit deaths<br \/>\n -maybe just one level, but going for high score: how high you can get before jumping, how far you can dig into the ground when landing, SUPER BONUS\/Win if you manage to break through the crust!<br \/>\n -2 parts to gameplay: part 1 is vertical climbing, part 2 after the final jump, falling to the ground while dodging things (getting hit slows you down)<\/p>\n <p>PROS?<br \/>\n -cool<br \/>\n -can have fun with level design<br \/>\n -coding\/building a level should be easy with Ogmo &amp; Flashpunk<\/p>\n <p>CONS?<br \/>\n -sounds tough&#8230;and if development falls apart there won&#8217;t be much to make it fun<br \/>\n -need an elaborate level to make it fun, and won&#8217;t have much replayability<br \/>\n -really don&#8217;t want to make a random level generator if making 1 level isn&#8217;t enough<\/p>\n <p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n <p>Idea 3: Climb a Sinking Level<\/p>\n <p>THEME?<br \/>\n -towers\/spires are sinking &#8220;Beneath the Surface&#8221; of the ocean, or perhaps a volcano<br \/>\n -ancient ruins setting? you&#8217;re a native trying to find high ground<\/p>\n <p>GAMEPLAY?<br \/>\n -narrow vertical platforming, with bursts of horizontal: climb a tower as it sinks, but once you&#8217;re near the top you have to jump to a tower beside you (this will only work if the adjacent tower only gets platforms once it has sunk for a while, so you won&#8217;t just jump to it right away)<br \/>\n -crumbling floors, spikes, hazards. can probably have health in this game, but falling off tower kills you<br \/>\n -some events trigger only once the tower has sunken a bit, so even if you can climb faster than it sinks, there&#8217;s still a challenge<\/p>\n <p>PROS?<br \/>\n -sounds fun, should be simple &amp; safe enough to be fun<\/p>\n <p>CONS?<br \/>\n -how long with the game last without randomly-generated levels? Hand-designed ones probably don&#8217;t suit this game very well, since the player should have to &#8220;keep going&#8221;<\/p>\n <p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<\/p>\n <p>Idea 4: Double-sided puzzle platformer<\/p>\n <p>THEME?<br \/>\n -controlling two players: one on each side of the ground (above &amp; below), so one is &#8220;Beneath the Surface&#8221;<br \/>\n -spirit world? dream world? main character is &#8220;real\/true&#8221; one, and the below one is the &#8220;fake\/shadowy&#8221; one (can work out specifics later, but it&#8217;s flexible)<\/p>\n <p>GAMEPLAY?<br \/>\n -top character falls down (normal), beneath character falls up: control both at the same time. Right\/left moves them in tandem, jump button makes them jump perpendicular to their floors (top up, beneath down)<br \/>\n -different level obstacles on each side of every level: walls, spikes, lasers, LOCKED DOORS &amp; KEYS ON DIFFERENT SIDES. Key for a door will be on the opposide side of the level, so one char grabs key &amp; other char goes through door! okay.<br \/>\n -&#8220;bottomless pit&#8221; = gap in ground where both chars can fall through; lose life when they hit each other<br \/>\n -multiple levels, puzzle-style: have to get both characters to the exit at the same time<\/p>\n <p>PROS?<br \/>\n -easy &amp; fast to make with Flashpunk &amp; Ogmo<br \/>\n -inoffensive concept, will probably be enjoyable enough even if levels aren&#8217;t spectacular<br \/>\n -can skimp on the artwork until later on<br \/>\n -core engine should be quick to develop, allowing more time for level design (which is important)<\/p>\n <p>CONS?<br \/>\n -level design: might be hard to make levels with hard puzzles<br \/>\n -a bit too boring\/safe<\/p>\n <p>Okay, that was helpful. #2 &amp; 3 are probably too complex to tackle or won&#8217;t be fun enough in time. I like the concept of #1 the most, and will hopefully be simple enough to make, as long as I&#8217;m okay with making a non-level-based game like I&#8217;m used to. I like #4 too but it might be too simple, however it can definitely be an option to fall back on if whatever else I choose to do goes belly up.<\/p>","time":"April 25th, 2014 10:32 pm","title":"Brainstorm"}