{"assets":[],"author_link":"author\/defiantburrito\/","author_name":"defiantburrito","cat":"LD #24","categories":["LD #24"],"comments":[],"epoch":1346019720,"event":"LD24","likes":3,"metadata":{"p_key":"77041","p_author":"defiantburrito","p_authorkey":"0","p_urlkey":"285586","p_title":"Cave Creature!!","p_cat":"LD #24","p_event":"LD24","p_time":"1346019720","p_likes":"3","p_comments":"0","p_status":"WAYBACK","us_key":null,"us_name":null,"us_username":null,"event_start":"1345766400","event_key":"12","event_name":"LD24"},"source_url":"2012\/08\/26\/cave-creature\/","text":"<p>Whew, I finished!<\/p>\n<p>I didn\u2019t have nearly as much time as I would have liked, but I still managed to put together a passable game! I think I can do much better next time, if I prepare a little bit more in advance.<\/p>\n<p>My last game ended up being absurdly short, because I had to hand-script every piece of content. This time, I wanted to get higher bang-for-buck by making more repeatable, \u201cgrindy\u201d content. I decided to go with sort of an adventure\/RPG, where you have to grind up levels to access the next area.<\/p>\n<p>Unfortunately, to make a grindy game design work, I think you still need a few hand-placed elements to give the player some goals. I kind of failed at that because I ran out of time. I think adding a few boss battles, hidden areas to explore, and power-ups to find would have helped the game a ton!<\/p>\n<p style=\"text-align: center\"><a href=\"https:\/\/dl.dropbox.com\/u\/50224195\/CaveCreature\/bin\/CaveCreature.html\" rel=\"attachment wp-att-175031\"><img alt=\"\" class=\"aligncenter size-large wp-image-175031\" height=\"412\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/screenshot_titlescreen1-550x412.jpg\" width=\"550\"\/><\/a><\/p>\n<p style=\"text-align: center\"><a href=\"https:\/\/dl.dropbox.com\/u\/50224195\/CaveCreature\/bin\/CaveCreature.html\" target=\"_blank\" title=\"Cave Creature\">Play Now In Browser (Requires Java)<\/a><\/p>\n<p style=\"text-align: center\"><a href=\"http:\/\/www.ludumdare.com\/compo\/ludum-dare-24\/?action=preview&amp;uid=7829\" target=\"_blank\">Contest Page<\/a><\/p>\n<p><strong>What Went Right<\/strong><\/p>\n<p><span style=\"text-decoration: underline\">Blob Characters<\/span><br\/>\nI really like the look I used for my little blob creatures. I\u2019m terrible at art, but this was easy and cute. I was able to layer different types of eyes, horns, tails, etc. to make different looks, which was great for an evolution-themed game. I just wish I had time to make more variations.<\/p>\n<p><a href=\"http:\/\/www.ludumdare.com\/compo\/?attachment_id=175022\"><img alt=\"\" class=\"alignnone wp-image-175022\" height=\"64\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/blobExample.png\" width=\"192\"\/><\/a><\/p>\n<p><span style=\"text-decoration: underline\">World Map design<\/span><br\/>\nTo make the world, I simply drew a giant 1024\u00d71024 texture using palletized color, and blew each pixel up to a 32\u00d732 tile. I could easily query the color of each tile, and I defined different terrain properties based on the index in the color palette (for example, blue is water, so you can\u2019t walk in it). \u00a0My original plan was to draw a texture for each tile, but I ended up liking the way it looked.<\/p>\n<p>I used a similar technique to define difficulty levels for each part of the map. I \u201cpainted\u201d level bands onto different parts of the continent using Gimp, which let me throw in a lot of content very quickly. \u00a0Areas colored darker shades of red auto-spawn higher level enemies.<br\/>\n<a href=\"http:\/\/www.ludumdare.com\/compo\/?attachment_id=175028\"><img alt=\"\" class=\"alignnone size-full wp-image-175028\" height=\"256\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/worldmap_sm.gif\" width=\"256\"\/><\/a>\u00a0 \u00a0 \u00a0 \u00a0\u00a0<a href=\"http:\/\/www.ludumdare.com\/compo\/?attachment_id=175001\"><img alt=\"\" class=\"alignnone size-full wp-image-175001\" height=\"256\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2012\/08\/difficultyMap.png\" width=\"256\"\/><\/a><\/p>\n<p><span style=\"text-decoration: underline\">Collision\/pathing\u00a0<\/span><br\/>\nThis went surprisingly smoothly. The enemies don\u2019t really pathfind, they just attempt to slide around obstacles, but it ends up looking pretty good most of the time.<\/p>\n<p><strong>What Went Wrong<\/strong><\/p>\n<p><span style=\"text-decoration: underline\">Lack of goals\u00a0<\/span><br\/>\nAs noted earlier, I think this game would really benefit from having a few bosses, secret areas, etc. to break up the gameplay. An ending would also be awesome. I wanted to do this stuff, but I just ran out of time.<\/p>\n<p><span style=\"text-decoration: underline\">Low bang-for-buck art\u00a0<\/span><br\/>\nI wasted a lot of time making really terrible artwork. For example, the boulder that covers the cave entrance. It doesn\u2019t look that good, and it doesn\u2019t match the style of the world map. I wish I had just embraced the uber-pixellated style to begin with, and spent that time on more content.<\/p>\n<p><span style=\"text-decoration: underline\">Movement speed upgrades\u00a0<\/span><br\/>\nToward the beginning of the game, you move agonizingly slowly, and you slowly upgrade until you move so fast it\u2019s annoying. Why on earth did I do that?The tail is cool, because it\u2019s a one-time bonus, but constantly increasing your movement speed just doesn\u2019t work very well as a progression mechanic.<\/p>\n<p><strong>Conclusion<\/strong><\/p>\n<p>Overall I think I have a lot of good stuff in this game, and I\u2019m definitely tempted to put more time into it. My original plan was to have different terrain \u201chazards\u201d that you could evolve adaptations for, e.g. ice, lava, learning to swim, etc. The engine is already set up to do that, I just didn\u2019t quite get around to it. I\u2019d also love to add a few more \u201cspecial\u201d mutations, add some bosses, and try to improve the combat gameplay and enemy variety.<\/p>\n<p>I think my basic strategy was pretty good this time, so next time I\u2019m going to focus on cutting corners, nailing down the art style earlier, and preparing my code\/engine in advance. I think if I squeeze out just a few extra hours, I can make something really cool next time.<\/p>","time":"August 26th, 2012 10:22 pm","title":"Cave Creature!!"}