{"author_name":"triplefox","cat":"LD #12 - The Tower - 2008","comments":[],"epoch":1218194520,"likes":0,"metadata":{"p_key":"74922","p_author":"triplefox","p_authorkey":"391","p_urlkey":"110754","p_title":"Back to Ludum Dare\u2026","p_cat":"LD #12 - The Tower - 2008","p_event":"LD12","p_time":"1218194520","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1218153600","event_key":"89","event_name":"LD12"},"text":"<p>The last time I participated in LD was around like LD4\/5 or thereabouts. Back then I was still in college, and I used Python\/pygame \ud83d\ude09 This time around&#8230;I&#8217;m in commercial gamedev now, as a designer. My first shipped title is a License: The Game, and I used some pitifully underdeveloped level editing and scripting technology to create gameplay for it. My view of commercial game design from this experience: your role model is MacGuyver, as you often have so little to work with.<\/p>\n <p>But as for LD&#8230; as a hobby project I&#8217;ve been developing some technology for Flash 9 that uses both Flex mxmlc and haXe. It&#8217;s not quite as done as I would like&#8230;also I&#8217;ve had a mystery illness(first tiredness, diarrhea, vomiting &#8211; later, mild fever and dizziness) that I might not be recovered from&#8230;.I left work early yesterday and when I got home I slept for about 12 hours.<\/p>\n <p>Either way, I feel now that LD is not really about making a <em>good<\/em> game in the time period &#8211; rather it&#8217;s about going from no game to the beginnings of one. That makes it a good test-case for the tech I&#8217;ve been working on. Especially since the ultimate goal of this tech is: &#8220;A game per week, every week.&#8221; Once-per-week &#8211; at a good quality &#8211; will probably become possible only after I&#8217;ve done a few games with it, though, and I have some ready-made gameplay\/menus\/etc. to work off of.<\/p>\n <p>For LD I&#8217;m only starting from my graphics work. Since I do not use the Flash IDE it is easier to generate pixel art &#8212; and I feel that it is also easier to make pixel art look good, if you keep the resolution low. Hence I&#8217;m using a 348&#215;276 resolution with 12&#215;12 tiles. I&#8217;ve already set up a pipeline for tiled maps using the program <a href=\"http:\/\/tilestudio.sourceforge.net\/\">Tile Studio<\/a>. And I have a pipeline for bitmapped fonts using <a href=\"http:\/\/www.angelcode.com\/products\/bmfont\/\">Angelcode Bitmap Font Generator<\/a>. The challenge will be in the actual gameplay.<\/p>","time":"August 8th, 2008 6:22 am","title":"Back to Ludum Dare\u2026"}