My ideas and progress so far
I don’t have any screenshots right now because all the interesting stuff is with my modeler, Core43, at the moment.
Anyway, this is my first go at a Ludum Dare. I’ve been meaning to do one for almost a year now, but they kept landing on inconvenient dates. Either way, I’d like to share a bit of what I’ve been doing so far.
I didn’t start coding until around noon on Saturday because of prior engagements, although Core43 was working before that. It’s surprised me a bit how far I’ve gotten and how far I have left to go; the only other game I’ve written from scratch was Accelerated Delivery, an indie game I recently released with friends, and I started work on it over two years ago. Needless to say, my idea of how a program should be set up has drastically changed since then (as proven by three large, separate rewrites of the codebase of Accelerated Delivery over its years of production), and so it was almost like starting from scratch for the first time. Since I’m entering the jam, though, and since I already had a working game, I was able to salvage some of its code for reuse. One of the DLLs I use in my project is actually the engine DLL for Accelerated Delivery, primarily for access to the rendering device I wrote and other miscellaneous odds and ends.
Regarding theme, I knew what I wanted to make almost as soon as the theme came out. The obvious idea is “you only get one life,” but I wanted to take that idea a little further. What if I made a game that used branching paths, with at least two endings, but you could only play through the game once? I wanted it to mirror real life in that regard; you only get one chance at life, and your choices matter. You don’t just get to restart and see where another path takes you. Hopefully this isn’t too daunting a task for a 72-hour timespan, but it’d be cool to see it happen.
Design was another story. I’m not very good at 3D programming, especially animation and riggings. I’m most fluent with XNA, which doesn’t really come pre-packaged with animation support; although it does support animations and riggings you have to write a lot of code yourself. However, Core43 is a modeler, so making a 2D game wouldn’t be fun for him. We settled on a visual style similar to that of Pokemon3D, a first-person, 3D remake of Pokémon Gold and Silver that still used pixel-art textures. As we worked on modeling and texturing, though, we found ourselves trying to make the game not look Minecraft-inspired, because it certainly wasn’t at all; in fact, the only reason the art is pixel-art in the first place is because full textures can be hard to create and/or find.
Gameplay started out as a sort of Skyrim-like idea, but it has since devolved into a first-person adventure game where you also have a laser sword. For beating up robots. Because if I wanted to beat up people I’d have to go into the whole animation thing again. There’s hopefully going to be a storyline with branching paths, as I mentioned before, but I’m honestly not sure how far that idea will come along. It takes much longer than I expected to make things like apartment buildings and skyscrapers. I have an idea of how I want the story to go, but it might be tricky to make it not seem cheesy or really easy. I also am going to have to make AI for the enemy robots, which I’ve never had to do before (although I have done pathfinding for a college project before, most of that isn’t applicable here without hacking at the algorithm to make it fit into my needs).
So, that’s what I’m doing this Ludum Dare. It’s 4:30am right now and I have to get up around 8 tomorrow. Today I wrote a lot of the core engine for the game; most of the remainder in that department is menus. Then it’s putting things together and working out progression; by the end of tomorrow I hope to have a character walking around and able to interact with things.





