Where we write stuff no one reads
I always wonder who reads these posts, there are so many and they keep coming in so I guess we might as well focus on the games..
However, I do feel that granted the premission I have a few things to write about Ludum Dare 21, My first LD was 20.
Unlike my first LD, this time I only completed nearly 20% of the features.
This Theme was actually one I wanted long before the LD21 and I ended up coming here unprepared to make an exquisite submission.
I spent the entire first day on perfecting the first feature that hardly affects gameplay(random maze) and only using one sample so the player doesn’t benefit from the variety of having a fresh new maze each time we play.
The game I wanted to create, a rougelike inspired shmup, (Think Metroidvania meats Powder)where you play as a space traveller caught in a massive (not so) abandoned space station looking for some spare parts to fix his rig and save some bucks.
Requires improvement:
The game was suppose to introduce the story to the player in game amongst other things, like powerups, enemies, bosses and traps, this feature will only be in a future version.
The good:
I learned something I should have known by now.
How to blit fast in AS3 which I never tried before.(I actually used shapes)
This was very refreshing and got me highly excited near the last hours.
What I learned:
I really should focus on making gameplay elements first.
Making and playing with the actual player experience is far more important than the technical aspects, cause if the game ends up not finished, I would like to think that people enjoyed my submission.
Otherwise it would be a technical demo competition and not a game making event correct.
Anyhow I’m sure tomorrow I’ll play all the great games and enjoy and start getting some code ready for the next LD.
Thanks for reading.