{"author_name":"Tom Francis","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292672460,"likes":1,"metadata":{"p_key":"68387","p_author":"Tom Francis","p_authorkey":"3103","p_urlkey":"104190","p_title":"Day 1, 3PM: A Working Game","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292672460","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>Two surprising things have happened: firstly, I&#8217;ve made a game that works already. There&#8217;s no point in playing it yet, since it does nothing interesting, but that was all I hoped to achieve today. This&#8217;ll give me time to make it interesting today, and make it good tomorrow.<\/p>\n <p>Secondly, now that I&#8217;ve made enough of it to see what it&#8217;s going to be like, I realise it has almost nothing to do with the theme. The angry deathbots you meet aren&#8217;t randomised yet, but even once they are I think running into them is just going to feel like encountering enemies in an arena. It technically <em>is<\/em> discovery, but because they&#8217;re simply off-screen rather than visibly obfuscated, it&#8217;s not going to feel like it.<\/p>\n <p>I&#8217;m not going to worry about that too much yet &#8211; my priority order is to make it interesting, then make it good, then make it fit the theme. Here&#8217;s what it looks like now:<\/p>\n <p><a href=\"http:\/\/www.flickr.com\/photos\/pentadact\/5270580457\/\" title=\"SnowBot 2 by Pentadact, on Flickr\"><img src=\"http:\/\/farm6.static.flickr.com\/5244\/5270580457_3506cf78e2.jpg\" width=\"500\" height=\"294\" alt=\"SnowBot 2\" \/><\/a><\/p>\n <p>The blue circles are shields: I didn&#8217;t fancy putting a bunch of work in just to recreate the conventional hitpoint bar or health meter on your interface, so I went for something more visual and in-fiction. Right now each shield takes one hit, but as you can see that makes you impractically large for not much health, so I&#8217;ll probably tighten their size and thickness before I&#8217;m done, and perhaps make them come back online a while after they&#8217;re taken out. <\/p>\n <p>The enemy will have these as well, and they&#8217;re one of the things that&#8217;ll be randomised, so it&#8217;ll be very obvious when you&#8217;re facing something tough. Not sure if I&#8217;ll also have big hulls &#8211; that&#8217;d mean introducing an armour system as well, which may defeat the point of the shields.<\/p>\n <p>I do plan to have large engines\/tracks for fast bots, and a large turret or power core of some kind for things with a lot of firepower. Basically, if I can have at least three functionally important metrics that enemies can vary in, and make each one visually readable at a glance without any interface, I&#8217;ll be close to what I want.<\/p>\n <p>Challenges right now:<\/p>\n <ul>\n <li>You&#8217;re in a fairly large open field of snow, and I&#8217;m not sure where to take the environments from there. I&#8217;d love it to be infinite but that&#8217;s technically tricky. I&#8217;d also love some randomly placed obstacles, but I&#8217;m wary of creating much art work for myself &#8211; I want time to redo the actual robots.<\/li>\n <li>My control method didn&#8217;t work: holding the mouse button to make your bot chase it was fun, but it meant you&#8217;d never be able to fire in one direction while moving in another. I&#8217;ve changed it to Cannon Fodder controls &#8211; click to move, right click to shoot somewhere else while you&#8217;re on your way. It doesn&#8217;t feel quite right with current movement speed and screen size &#8211; you&#8217;re at your destination before you&#8217;ve got more than a couple of shots off. May rethink.\n <\/li>\n <li>Random enemy movement was trickier than I thought. I&#8217;ve done it, but they&#8217;re rather geriatric: quivering with indecision when deciding where to move. I&#8217;ve realised the way to make it look better is have them pick an arbitrary direction, turn, then move. But that&#8217;s also the way every other game does it, so I&#8217;m still wondering if there&#8217;s a more interesting way.<\/li>\n <\/ul>\n <p><strong>Title ideas:<\/strong> Sighs of the Snowbots? Snowbot Snores?<\/p>","time":"December 18th, 2010 6:41 am","title":"Day 1, 3PM: A Working Game"}