
This was my very first Ludum Dare, but it was fun, so it may not be my last. I have a friend who does this faithfully, and I want to get the kids in my Video Game Development classes at Granger High to try it. I figured, the teacher should never ask the students to do something he hasn’t done himself.
I had been playing the original Moon Patrol with a couple students researching the past of Arcade Games for an assignment and it inspired me. When I decide to go ahead and give this a try, I started a little over two hours late. Who needs the whole time, right?!?
I first modeled the patrol craft in Modo. Next came the moon tiles in Sculptris. Then came the coding in C# to get some very basic game play working in Unity. Then came collapsing for three hours of sleep.
Saturday I continued work on the functionality and was pretty happy with it. I added in the projectile effects from a package I bought a while back on the Unity Asset Store. After all, it takes a special kind of madness to be a particle wizard in Unity. So everything is looking fine. I can jump, shoot, vary my speed, and blow up when I crash. I even did my own take on the wheels flying off like in the original. Time to make the enemies.
I quickly knocked out the rest of my 3D models. No problem. Now let’s make the enemies shoot, too. And that is when I found the big flaw. The code that runs the effects pack is designed for a single player running around shooting. You can have as many turrets as you want, but they need to be all on the same object to work right. I began trying to work around the design limitation, but after several hours, it was time to let it go for now. No enemy shots right now. And since it was after 5 a.m. and I had a meeting to go to with my daughter in the morning, I headed to bed.
Sunday morning was meetings and church, and then several hours of stomach troubles. It might have been something I ate, the student who threw up in my room two days earlier, or stress as I watched that clock tick. At any rate, it was after four before I got back into working properly. The rest of Sunday until 4 a.m. was spent making the cut scene images in DAZ Studio, and then I used the two hours before getting up for work to try and get some sleep. How can you be that tired and have trouble falling asleep.
Teaching school was a challenge, not only was I exhausted, but I could see those hours ticking by again. More tummy trouble just for fun. I raced home at 3 p.m. and started programming the intro sequence and game over sequences for winning. I never got back to the enemies shooting, and I just didn’t have time to add collisions to kill them either. So it is what it is, but I had fun.
Now I need to get the android and HTML5 versions up.
Yoroshiku!
Paul