And so it ends
That was definitely a great experience. I realize now how the personal effects of something like Ludum Dare to a developer is vastly more important than the actual competition.
Despite falling quite short of my original concept, I’m extremely satisfied with how far I got in 48 hours. I have a good idea now how I will structure my game engine, as I add some of the slop back into it as good re-usable components. Ironically, I spent very little time on music and sfx. Wait actually no time on sound effects at all… oh well.
The rundown of this weekend:
Friday Night: Got the concept down. Then World’s End and, very appropriately, a local pub with some friends. Awesome movie btw.
Saturday:
- Getting the day/night cycle timing right
- Debugging tools
- Developer images
- Collision Detection
- Initial music
- Win/Lose conditions
- Wisps & Plants
Sunday:
- Pseudo-lighting for the night scene
- Enemy
- Animation sheets for everything
- Tweaking the game logic (# of stuff generated depending on score)
- Testing
- More music (at 10 till 9, haha)
My initial concept actually involved having a little compound where you farmed during the day and then adventured out into the night. Your speed would prevent you from going to far at first. I had some additional power-ups and enemies in mind as well. After a few cycles of prototyping I realized that this would take more time than I had, so I went with a day/night collection game.
What’s particularly great about this experience is I now have a pretty decent javascript engine to use going forward. There was quite a bit of development during this game that I will be able to re-use for future games and future Ludum Dare competitions. So next time I’ll be able to focus on the game a lot more than the engine.
http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=24792
