{"author_name":"bernardfrancois","cat":"LD #19 - Discovery - 2010","comments":[{"author_name":"GreaseMonkey","time":"December 16, 2010 12:25 pm","epoch":1292520300,"text":"I&#8217;d be interested to see something like this done with Game Maker (though you&#8217;d have to stick a video on YouTube as GM games don&#8217;t work well in Wine).","spam":"N"}],"epoch":1292514300,"likes":0,"metadata":{"p_key":"68808","p_author":"bernardfrancois","p_authorkey":"3055","p_urlkey":"104611","p_title":"Extra Challenge: Physics","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292514300","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"3055","us_name":"bernardfrancois","us_username":"bernardfrancois","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>As some people are adding crazy constraints to the already constrained process of making a game on your own in 48 hours (like <a href=\"http:\/\/www.ludumdare.com\/compo\/2010\/12\/16\/its-doable\/\">programming an entry in assembly language<\/a>), I&#8217;m also adding a &#8211; more modest &#8211; constraint to the game I&#8217;ll be making:<\/p>\n <p>I&#8217;ll make a &#8216;physics game&#8217; using the built-in Unity3D&#8217;s physics engine for this one. This could make it more challenging, as this kind of physics are a lot harder to tune than custom physics.<\/p>\n <p>For the <a href=\"http:\/\/www.ludumdare.com\/compo\/2010\/12\/10\/im-in-28\/\">compo entries I did in the past<\/a>, and for most <a href=\"http:\/\/www.previewlabs.com\/projects\/\">prototypes PreviewLabs developed<\/a>, I programmed my own physics. This is often the fastest solution, as you can implement the simplest physics model needed and save a lot of time on tuning while having full control over the physics&#8217; behavior.<\/p>\n <p>If the theme makes it too hard to create a physics game, I&#8217;ll at least use some physics in the game (even if it&#8217;s for a background effect).<\/p>\n <p>By the way, by &#8216;physics game&#8217; I mean a game in which the core game mechanics are relying on the physics engine.<\/p>\n <div style=\"width: 443px\" class=\"wp-caption aligncenter\"><img class=\"  \" src=\"http:\/\/www.previewlabs.com\/wp-content\/uploads\/2010\/08\/boulderbridge_large_1.jpg\" alt=\"BoulderBridge Prototype\" width=\"433\" height=\"336\" \/><p class=\"wp-caption-text\">BoulderBridge Prototype<\/p><\/div>\n <p>The screenshot above is from &#8216;BoulderBridge&#8217;, the first prototype we did with\u00a0<a href=\"http:\/\/www.previewlabs.com\">PreviewLabs<\/a>. It&#8217;s a &#8216;physics game&#8217; with a concept similar to <a href=\"http:\/\/www.bridgebuilder-game.com\/\">bridge builder<\/a> or <a href=\"http:\/\/www.worldofgoo.com\/\">world of goo<\/a>. With quite a lot of physics settings, tuning them took quite a long time; about a day &#8211; which is a lot if you&#8217;re making a game in 48h.<\/p>\n <p>The first iteration of the prototype for this game took a week to complete with three programmers and one artist (so 3x 40h of programming and 1x 40h of art).<\/p>\n <p>A game was based on the prototype, and it will be released soon for the iPhone. More info on the game and some screenshots of the iPhone version can be found <a href=\"http:\/\/crazymonkeystudios.com\/works_detail.php?work=3\">here<\/a>, on the website of Crazy Monkey Studios.<\/p>","time":"December 16th, 2010 10:45 am","title":"Extra Challenge: Physics"}