Waahhhhh!!!
Oh well. I’ve made up my mind to quit before I go crazy.

Chronolapse:
https://www.dropbox.com/s/fzuvua68dgoxay0/timelapse_2015-08-23_00-37-52.avi?dl=0
You need balls to use your own game engine for LD. But it is a super bad idea to implement engine features during LD. It is one thing to plan on coding a dialog system or something. But, if, as in my case, you struggle through super technical problems, such as converting data formats and dealing with external libraries and editors … you might want to front-load that stuff or go another way. There aren’t enough hours in the day!!!

The Eternal Spring was going to be about a young man named Dragan who is led on by a strange being through the area surrounding his village in order to reveal a disturbing secret and complete a ritual of sorts which will save Dragan’s village. Since not that many people are gonna read this (and they’re all themselves devs) and to show how it follows the theme I’ll spill it … the secret is that Dragan’s greed restarted the cycle, both killing everyone and creating the possibility for them to live on. To complete the cycle, Bad Timeline’s Dragan must become a monster, travel back in time, lead himself to the Eternal Spring, and then kill himself to give his energy to the Spring, which protects the village from a plague. (It’s a time paradox – the only way he found the spring in the first place was by being led by himself in monster form.) Because of the Eternal Spring’s 5-dimensional powers, a Good Timeline (without Dragan restarting the cycle and everyone dying) is allowed to branch off. All the while he’s been trying to find his girlfriend Dragana, which is his main motivation for following Monster Dragan, who’s nicknamed Ivane.
This is the furthest I’ve gotten in LD so far. I learned a lot. I would have switched engines but I really don’t know any other engine well enough to not feel just as stressed out. Mine might have been fine but I thought I could use Tiled to make my maps but I don’t even have Tiled importer code and it’s just too much. Also Allegro is refusing to play .oggs… (???)
I actually spent a decent amount of time off the computer designing on paper, and made a sweet project management grid on my whiteboard.

The graphics were going to be an improved version of some mockups I did for an early version of the same game which was at the time was meant for the NES! At the time the story was really, really nebulous, and doing Ludum Dare allowed me to really focus and flesh it out, in particular making Dragan’s innately “monstrous” qualities (and he looks so normal!) a central part of the plot was thanks to the theme. The game’s backgrounds would have looked like this, but better:


Of course for the Jam I blocked out a really crappy world map in an hour, and it probably would have been released in that state given how challenging it would have been to turn the story into a manageable number of game events and script them. But I don’t know when or if I was gonna even GET to that point with all the technical hurdles. :/
Tonight or tomorrow I might do some deadline-free art and music. If I do I’ll post ’em!
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