{"author_name":"HybridMind","cat":"LD #14 - Advancing Wall of Doom - 2009","comments":[{"author_name":"","time":"April 19, 2009 6:57 am","epoch":1240142220,"text":"Seems like a fine list of design decisions to me. I wish I had your work ethic with regards to producing post-compo versions.","spam":"N"},{"author_name":"","time":"April 19, 2009 7:26 am","epoch":1240143960,"text":"@hamburger: re: #2.. yeah.. my thoughts exactly.. its more fun to me to make the player try to escape against incredible odds&#8230;. that is always an exciting part to me about some of my favorite space\/sci-fi books and movies.. the ships avoiding beam after beam and you wonder how they are making it.. etc. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>","spam":"N"}],"epoch":1240127340,"likes":0,"metadata":{"p_key":"73572","p_author":"HybridMind","p_authorkey":"234","p_urlkey":"109394","p_title":"16 hour crunch.. Fleedom Flies when you\u2019re having fun.","p_cat":"LD #14 - Advancing Wall of Doom - 2009","p_event":"LD14","p_time":"1240127340","p_likes":"0","p_comments":"2","p_status":"UPD5","us_key":"234","us_name":"HybridMind","us_username":"hybridmind","event_start":"1239926400","event_key":"90","event_name":"LD14"},"text":"<p><a href=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/fleedom-test31.jpg\"><img class=\"alignnone size-full wp-image-5432\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/fleedom-test31.jpg\" alt=\"\" width=\"500\" height=\"345\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/fleedom-test31-300x207.jpg 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2009\/04\/fleedom-test31.jpg 662w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/a><\/p>\n <p>[ <a href=\"http:\/\/hybridmind.com\/fleedom-current.html\">PLAY CURRENT BUILD IN BROWSER HERE<\/a> ]<\/p>\n <p>Well.. grabbed some sleep last night.\u00a0 Just played my game this morning to see how I felt about it&#8217;s progress and direction.\u00a0 Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.<\/p>\n <p>I find a good trick to use is decide what makes the compo version versus what I&#8217;ll save for a post-compo version.\u00a0 I&#8217;ve been pretty good about actually doing a post compo version lately that I&#8217;m not too worried that I&#8217;m using it as a fake crutch.\u00a0 You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.<\/p>\n <p>Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.<\/p>\n <p>It is with that in mind that I am thinking about the following design decisions:<\/p>\n <p>Compo Version Features:<\/p>\n <p>1) One formation only of your fleet ships&#8230; the long and lean horizontal one.\u00a0 This is because I am not sure if I&#8217;ll have time to code enough of what I want to justify the other formations right now.\u00a0 I may have to focus on just making this a fun space avoider with the twist of having multiple lives \/ health built into the number of your fleet ships remaining as you fly along.\u00a0 As long as 1 ship makes it you have been considered to win in that you&#8217;ve saved some of your race&#8217;s people.\u00a0 The more ships you save the larger the score multiplier probably.<\/p>\n <p>2) Probably not going to implement player ships fighting the enemy armada of doom.\u00a0 I&#8217;m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet \/ advancing wall of the enemy armada.<\/p>\n <p>3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.<\/p>\n <p>4) I am worried that since these compos don&#8217;t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers.\u00a0 I may have to go the route of a simple button to: &#8220;play high quality&#8221; and &#8220;play low quality&#8221; to turn down all the beam \/ particle effects I want to use.\u00a0 I think that is a fine compo compromise.<\/p>\n <p>Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately&#8230; laundry and the ilk.<\/p>\n <p>Oh well.. it&#8217;s crunch time here at LD so good luck everyone!<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/armada\/\" rel=\"tag\">armada<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/as3\/\" rel=\"tag\">as3<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/crunch\/\" rel=\"tag\">crunch<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/demo\/\" rel=\"tag\">demo<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/doom\/\" rel=\"tag\">doom<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/flash\/\" rel=\"tag\">flash<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/fleedom\/\" rel=\"tag\">fleedom<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/flies\/\" rel=\"tag\">flies<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/goals\/\" rel=\"tag\">goals<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/space\/\" rel=\"tag\">space<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/thoughts\/\" rel=\"tag\">thoughts<\/a><\/p>","time":"April 19th, 2009 2:49 am","title":"16 hour crunch.. Fleedom Flies when you\u2019re having fun."}