I just finished my game, so I thought I'd post something. This probably could count as a post-mortem.
So this started a while ago, when I joined some random 23h contest for making a Comic. I kinda decided to join at the last minute, so I sketched up something in 3h.
Later on, I found that I kinda enjoyed making comic. It's a way to just put out some story with some art, with much less commitment than making a game. So I just made another comic for fun. That comic was "We Live in a Tomato".
A few weeks later, comes Ludum Dare 38. I wasn't very enthusiastic about the theme at the beginning. I did have some ideas, then suddenly I thought back about the little characters I created living in that tomato. That does qualify as a Small World. Perhaps there was something to be done there.
While I copied the art style of the comic, I had to reproduce entire new assets for the game. I first thought of several mini-games happening inside and outside the tomato. That sounded pretty ambitious to have several games in one, for a 48h project. But I just started with that.
Originally, the idea was to have the mini-games affect some kinda of game economy.
Basically, the idea was to balance your resources by planing those mini-games, with things like:
- Energy
- Tomatoes (base resource)
- Product cooked from tomato
- People
- Location (move the tomato at a place where there's more people)
I wasn't very clear on the economic aspect of the game, but I knew what kind of mini-games I wanted. So I started to draw several screen.
I first setup the connection to go between different screens. One thing that I struggled in the past using Flash, and that is so easy now, is keeping the memory clean between scenes. That's because a new scene is basically loading an entirely new web page.
Then I started making the platform level, and as I was struggling to getting it done, it made me realize that perhaps trying to make several mini-games during a game jam could be a terrible idea. On top of that, I wasn't really sure what was fun about my mini-game. It actually wasn't meant to be that fun, just something you had to keep doing over and over to recruit more guys.
Eventually, I just scrapped the idea of economy. I started thinking of changing the plan, turning the game into a classic point-and-click adventure, but I started having a headache thinking of all the inventory and dialog system I would have to implement, and having to come up with puzzle like "Give item A to B" or "Use X on Y"... all that stuff.
So what do I do when I don't know what to do? Just keep drawing stuff. This made me realize that the most important point of my game isn't really the fun. It was more a medium to expand on the world that I created and introduce others to it. So I kept moving on with the mini-game idea.
Eventually, I came to the point where I realized that the game had no goal. I guess it's fine to play all the mini-game, but I didn't implement any score tracking system or even a UI to show how many stuff got collected. Adding that would not only be a pain in the butt, but also, so far I managed to get away without a single piece of UI, and I kinda liked the feel of that. Just like the comic, there's no dialog, nothing to read, it's just the game.
So I came back to the idea of turning this into an adventure game, but without much puzzle or anything. It's just that solving one mini-game would unlock the next one. It's not explained clearly, so I hope players get to explore the game enough to discover that by themselves.
At the end, I shoved in an ending. There wasn't supposed to be an ending, as this was originally an economy game where you gather more resources and more people, but as an adventure game it needed some closure.
So there you have it:
:tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: :tomato: