{"author_name":"Loyalty","cat":"LD #27","comments":[],"epoch":1377695760,"likes":0,"metadata":{"p_key":"38160","p_author":"Loyalty","p_authorkey":"15985","p_urlkey":"73776","p_title":"Hunted \u2013 Summary","p_cat":"LD #27","p_event":"LD27","p_time":"1377695760","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"15985","us_name":"Loyalty","us_username":"loyalty","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>Hunted is my entry for this LD &#8211; and last august I started making games, so it&#8217;s also some kind of gamedev-anniversary game.<br \/>\n (Play it here:\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=15985\">http:\/\/www.ludumdare.com\/compo\/ludum-dare-27\/?action=preview&amp;uid=15985<\/a>)<\/p>\n <p>I want to write about 2 things, 1st about what&#8217;s special about this choice of game and how my skills changed over these 2 years.<\/p>\n <p>1st points<br \/>\n So, playing it you could say it&#8217;s a usual horror game and according to the comments with good sound design and graphics, but the player being a bit lost.<br \/>\n Once you know that I&#8217;m so easily scared that I&#8217;m sometimes even scared of some dungeons in Skyrim, it becomes special &#8211; I wasn&#8217;t able to play it.<\/p>\n <p>So, how do you make a game without really playing it?<br \/>\n &#8211; by making it entirely out of the design-perspective<\/p>\n <p>Gladly I know the design of a good horror game and I know my engine (Blender Game Engine) pretty well, so the basics weren&#8217;t that hard. A flashlight, so the sight is reduced, some unknown enemies and fitting sound.<br \/>\n Also, I took very much education in game-design over the year, so I knew pretty fast, what is good and what is bad and until the end of the first day everything went perfect. But then I had to think about the actual Level-Design and AI. The player shouldn&#8217;t know, where and when the enemies are coming from. But I don&#8217;t know it either, so that was the point I couldn&#8217;t play for longer than 1min.<br \/>\n For the LevelDesign I decided to do a world that&#8217;s abstract, but still telling some kind of story. Now I think while playing you don&#8217;t get it, but just look at this picture, so you can understand the world:\u00a0<a href=\"http:\/\/puu.sh\/4d33k.png\">http:\/\/puu.sh\/4d33k.png<\/a><br \/>\n As you can see, there&#8217;s a &#8220;forest&#8221;, a &#8220;city&#8221; (upper right), a field(upper left) and a &#8220;cave&#8221;(bottom left). It&#8217;s very likely, that the player will go to the city first, then the forest or field and then the cave, so you can find the &#8220;winbutton&#8221; at the &#8220;cave&#8221;-area.<br \/>\n A good idea, but I didn&#8217;t think about how long you really have to search. And it seems like far too long.<\/p>\n <p>&nbsp;<\/p>\n <p>2nd point:<\/p>\n <p>1 year actually isn&#8217;t that much time, but you still can do a lot during it.until start of summer, I spend lots of time in school and didn&#8217;t do very much for games. But since start of august it became much more relaxed and I can finally focus on making games again. Over the summer holidays. I also learned a lot and got tons of motivation from 2 visits at the &#8220;Games-Academy Berlin&#8221;. A great Games-school, where I would love to go after school, but it&#8217;s far to expensive, even with scholarship. Since I can&#8217;t really go there I&#8217;m working much more on my skills to join a real game-studio someday. And according to the comments &#8220;Hunted&#8221; is my best game so far and I take this as encouragement.<\/p>\n <p>&nbsp;<\/p>\n <p>Keep it up and never forget: You can do anything if you work hard enough!<\/p>","time":"August 28th, 2013 8:16 am","title":"Hunted \u2013 Summary"}