Another Ludum Dare game!

One hour is a bit tight, but at least it’s all over quickly one way or another. Here’s what I managed within the deadline…and here’s what I intended it to be, which took an extra 3 hours.
Pills

I love these short events. You’d think more time would be beneficial, but it’s harder to sustain an hour or two every night for a week or month than to commit to one hour or even a whole weekend in one go. I wonder if I can break down my more ambitious side projects into bite-size chunks like that…

Ludum Dare rethink…make a game in ZERO hours!

Sigh. After being ill this weekend I’ve decided to abort the October Challenge – rather than rush out a substandard game, I’ll take my time and finish it to a quality I’m happy with. This is definitely the right decision – while tweaking the anims in Blender I realised I need to re-rig the main character so stop his IK knees skewing sideways. If I’m not extremely careful, this may mean re-animating the handful of anims I’d already done. With a week to go, I didn’t need to be redoing work. But in the long term, it’ll mean better and more animations. I’ll have some free time over christmas, so new year would be an excellent alternative target deadline!

However, in the short term – Ludum Dare have come up with ANOTHER game dev challenge that I can’t resist: The ZERO Hours Challenge!
It takes place during the hour when the clocks go back. This appeals enormously to the Faction Paradox fan in me.

Seriously though, the extreme time limit will force participants to focus on a simple design that works – the challenge is more about spending the intervening week imagining a game simple enough to implement in one hour, but still fun. It’s interesting that with modern game dev tools, classics like Pong, Breakout, Joust, or PacMan could all be cloned easily in that time. But coming up with something so simple and original is going to be much harder than actually implementing it…

Ludum Dare October Challenge

LEGO Harry Potter years 5-7 is done, so I have a little spare time again, and there’s a week left of the Ludum Dare October Challenge. I’m going to expand Fireflies into a full game – still a short one, but I’m going for quality over quantity.

I’ve been mulling it over for a few weeks without having a chance to do much, but this week I actually sketched a rough layout for the game and made a few decisions that will simplify the core mechanics considerably.

It’s an odd feeling designing level layouts – normally my job is making gameplay mechanics work within a level designed and built by other disciplines. I’m enjoying stretching these underused game dev muscles…