{"author_name":"Ted Brown","cat":"LD #28","comments":[],"epoch":1387308540,"likes":3,"metadata":{"p_key":"34306","p_author":"Ted Brown","p_authorkey":"12485","p_urlkey":"69853","p_title":"Burning Love: Day 1: Design and Code","p_cat":"LD #28","p_event":"LD28","p_time":"1387308540","p_likes":"3","p_comments":"0","p_status":"UPD5","us_key":"12485","us_name":"Ted Brown","us_username":"oreganik","event_start":"1386892800","event_key":"20","event_name":"LD28"},"text":"<p style=\"text-align: center\"><strong><span style=\"color: #ff0000\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-28\/?action=preview&amp;uid=12485\"><span style=\"color: #ff0000\">Play it here!<\/span><\/a><\/span><\/strong><\/p>\n <p style=\"text-align: center\"><img class=\"aligncenter size-medium wp-image-322943\" alt=\"Burning Love Game Tile\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/Burning-Love-Game-Tile-300x203.png\" width=\"300\" height=\"203\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/Burning-Love-Game-Tile-300x203.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/Burning-Love-Game-Tile.png 540w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/p>\n <p style=\"text-align: center\"><span style=\"text-align: left;line-height: 1.5em\">Day zero was the night of the theme announcement. Eight of us sat around and bounced ideas off of each other, trying to identify what people would immediately think of (&#8220;one shot,&#8221; &#8220;one life&#8221;) and then move on from there. While wondering about objects that were inherently unique, I thought of the Olympic torch, and rapidly got to a concept where you are a primitive tribesman trying to carry a precious gift of fire through a raining jungle fraught with danger. In fairly little time, I had a 3D capsule moving around terrain tiles in Unity, with fire reflecting off normal maps generated with Crazy Bump. It was a promising start, with the potential for procedurally generated levels.<\/span><\/p>\n <p style=\"text-align: left\"><img class=\"aligncenter size-medium wp-image-320635\" alt=\"original concept\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/original-concept-300x300.jpg\" width=\"300\" height=\"300\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/original-concept-150x150.jpg 150w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/original-concept-300x300.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/original-concept.jpg 515w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/p>\n <p style=\"text-align: left\">But something didn&#8217;t feel right. At one AM, six hours after the competition had started, I was moving around my world and realized it wasn&#8217;t fun. It\u00a0<em>worked<\/em>, and it would be\u00a0<em>challenging<\/em> once more gameplay was in, but it felt claustrophobic and tense. I think there&#8217;s a time and place for that, but if you aim at that target, you have to crush it. Falling short would just result in a comical failure that undercuts itself at every turn.<\/p>\n <p style=\"text-align: left\">What broke my momentum completely was the realization that dynamic shadows are a no-go in Unity if using an Orthographic camera. Shadows were critical to the mood, and while I&#8217;m capable of creating 3D assets in a weekend, it would soak up far more time than a friendlier sprite-based solution. Tired and emotionally drained, I shut down the computer and left.<\/p>\n <p style=\"text-align: left\">On the drive home, I thought about how people would be going through these games like popcorn, and how the games I enjoyed playing were light-hearted and fun. So why the hell was I making a game about a frightened Mayan warrior pounding through the Yucatan in the middle of a night storm?<\/p>\n <p style=\"text-align: left\">I had to have an orthographic camera to keep art costs in line, and I wanted a sense of speed and motion. A knowing smile crossed my lips as I realized I would be following one of our medium&#8217;s ancient and accepted forms: the platformer.<\/p>\n <p style=\"text-align: left\">After four hours of sleep, I returned to the lab, created a new project in Unity, and got to work. By midnight, I had a game with:<\/p>\n <ul>\n <li>A platforming hero run by physics<\/li>\n <li>A torch that burns down a stick for fuel (providing a handy in-game meter)<\/li>\n <li>A realistic fire that dims and eventually dies<\/li>\n <li>An ability to &#8220;blow&#8221; on the fire and see it blaze back to life<\/li>\n <li>Rain that stopped you from blowing on the fire unless you were under shelter<\/li>\n <li>Terrain that was low friction if a) stone and b) under rain<\/li>\n <li>Procedurally generated levels that had inputs like total length, number of platforms, gap min\/max, height change min\/max, enemy placement, rain shelter, big blocks, etc.<\/li>\n <li>Two enemies<\/li>\n <li>Game progression (start, level 1, level 2, etc. end)<\/li>\n <\/ul>\n <p>Here&#8217;s a timelapse of all that being put into play. Tomorrow I&#8217;ll post the art portion. Thanks for reading!<\/p>\n <p><iframe width=\"500\" height=\"375\" src=\"http:\/\/www.youtube.com\/embed\/iqgiTk4L3RI?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n <p>BONUS FRESH PRINCE DANCING GIF (if you enjoyed the ones in the video)<\/p>\n <p style=\"text-align: center\"><img class=\"aligncenter  wp-image-323025\" alt=\"smith4\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2013\/12\/smith41.gif\" width=\"350\" height=\"263\" \/><\/p>\n <p><strong style=\"color: #ff0000;line-height: 1.5em\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-28\/?action=preview&amp;uid=12485\"><span style=\"color: #ff0000\">Play it here!<\/span><\/a><\/strong><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/compo\/\" rel=\"tag\">compo<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/timelapse\/\" rel=\"tag\">timelapse<\/a><\/p>","time":"December 17th, 2013 2:29 pm","title":"Burning Love: Day 1: Design and Code"}