{"author_name":"Tom Francis","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292707500,"likes":1,"metadata":{"p_key":"68170","p_author":"Tom Francis","p_authorkey":"3103","p_urlkey":"103973","p_title":"Day 1, 11PM: Almost Fun","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292707500","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"3103","us_name":"Tom Francis","us_username":"pentadact","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>The screenshot I&#8217;m about to show you won&#8217;t look spectacularly different to the one earlier &#8211; I still haven&#8217;t fixed the horrible protagonist bot or the laughable kid&#8217;s snow effect. But to play, it&#8217;s already close to what the finished game will be.<\/p>\n <p>The main thing is randomised enemies, with visually apparent stats. Randomisation will be part of the Discovery element, and also just the fun of the game: it&#8217;s never going to be a great shooter, but it&#8217;s already kind of cool to blunder into a triple-barreled deathbot with hyper speed and discover a whole new echelon of boned.<\/p>\n <p>The visual apparency &#8211; representing every stat in the shape of the enemy rather than a stats readout &#8211; is part of that too. It gives your read on the enemies immediacy, and that&#8217;s a catalyst for fun. I need all of those I can get. Hopefully you can tell which one of these enemies has more firepower, and which one is better protected.<\/p>\n <p><a href=\"http:\/\/www.flickr.com\/photos\/pentadact\/5272513758\/\" title=\"Snowbot 3 by Pentadact, on Flickr\"><img src=\"http:\/\/farm6.static.flickr.com\/5163\/5272513758_c42c9129ca.jpg\" width=\"500\" height=\"370\" alt=\"Snowbot 3\" \/><\/a><\/p>\n <p>What you can&#8217;t see, and what you probably won&#8217;t even find if you play it, is the ridiculous amount of fun I&#8217;m having with it. <\/p>\n <p>Most of this afternoon was spent thrashing out the enemy movement to be more convincing and dangerous, and all of this evening was spent drawing just a few bad sprites &#8211; it takes me actual time to get pixel art to the dismal level of quality you see here.<\/p>\n <p>Then in less than half an hour, I did the coding legwork to implement every chunk of art into modularly assembled, dynamically scaled, randomised deathbots. And the game&#8217;s gone from being a tame arena where I can always win through knowing the tricks, to a terrifying robot safari where things with crazy muzzle velocities can also outrun me, and I see combinations I hadn&#8217;t pictured.<\/p>\n <p>It&#8217;s not exactly good, yet, but it&#8217;s an amazing thrill to see that kind of stuff come to life from a few simple maths statements. I can pretty much stomach art work if it&#8217;s for a game that can stretch and recombine it to endless different purposes.<\/p>\n <p><a href=\"http:\/\/www.flickr.com\/photos\/pentadact\/5272552238\/\" title=\"Snowbot 3a by Pentadact, on Flickr\"><img src=\"http:\/\/farm6.static.flickr.com\/5163\/5272552238_d093a241af.jpg\" width=\"500\" height=\"258\" alt=\"Snowbot 3a\" \/><\/a><\/p>\n <p>I&#8217;ve also had an idea for how to relate the game more obviously to the Discovery theme. It&#8217;s fun to try and creep up on these bots when they&#8217;re not looking. They turn round if you shoot them, to prevent the game being too easy, but I&#8217;m going to make it so that you can subtly scan them if you get up close and undetected. <\/p>\n <p>If they have a module you&#8217;ve never used before, you&#8217;ll gain the ability to salvage it if you later kill the bot. And if they don&#8217;t, you&#8217;ll be able to read their robo-thoughts. Not entirely sure what I&#8217;m going to do with that, but even if it&#8217;s just an array of pointless introspection it should be fun to write.<\/p>","time":"December 18th, 2010 4:25 pm","title":"Day 1, 11PM: Almost Fun"}