I’m back doing Ludum Dare, having missed the last one because I was mucking about in Scandinavia~ My last entry back in LD 38 ended up doing really well, placing joint 31st overall! I’d love to be able to match (or do better than) that this time around, but as always, 48 hours game development is as much about the journey as the destination~
So, let’s go and make a game!
0 hours in
That is… not the theme I was expecting; I was kinda hoping for “Three Colours” or “Limited Space”, as I already had a couple of ideas going for those themes.. but, I’ll see what I can come up with for this one over the next hour or so~
3 hours in
I actually managed to land on an initial idea pretty quickly, which is hardly ever what happens. The problem is, it’s a pretty ambitious one, both coding and art-wise; with just a couple of days to make the whole thing, I might struggle…
But, I’ve salvaged an old engine I used for a past Ludum Dare, got some blocks moving how I’d like them to move, and have (mostly) settled on a design for the main character. I’ll sleep on the idea for now, and push on with this if I can’t dream up anything better~
9 hours in
I managed a few hours of sleep, and I mentally refined my ideas a little more; I need to work taller, not wider.~
Partly in the fact that I should try and do one thing kinda well, as opposed to several things not quite as well, but mostly in the sense that I should make a tower, not a city.
…Hopefully that’ll make more sense in a few hours.
12 hours in
I’ve finally settled on a general aesthetic for the game; it’s fairly small and minimal, but that should speed up the process of animating everything. I keep flip-flopping on the white outline though; it looks pretty god for the characters, but smaller objects get a little lost.
My goals for the next 12 hours are:-
- Get all the basic animations and sprites done (such as running and jumping)
- Figure out level creation; pre-made areas, or procedural generation?
- Scoring, power-ups and game overs
If I can manage all of that, I’ll be doing really well going into day 2~
17 hours in
Time to have some dinner! I’ve got the “shops” working, and the main mechanic is in place and working nicely~ I still need to work on the animations, and add an element of danger into the game, but so far, so good!
21 hours in
I had to tweak how coins effect the player’s movement a little, but everything is back on track~ I’ve put off doing the player animations for long enough, so that’s my number one priority for the rest of the night. In the meantime, here’s a quick game play screenshot~
24 hours in
The half-way point! And what have we got to show for it?
Well, the game is technically finished; it has controls, player choice and win/lose conditions… but, it takes like, 20 seconds to “beat” the test level, so it doesn’t have the fun-factor just yet.
So, what is there left too do on Day 2?
- Levels! – I figured that making a handful of levels maybe easier than figuring out how to randomise chunks, at least during a games jam. So, I’ve got to make some more towers.
- Tutorials! – One thing that I think really helped with my last Ludum Dare entry was a series of tutorial levels, laying out exactly how the games within the game itself. There’s things in this game that might be easy to miss if you’re playing lots of entries back-to-back, so taking the time to explain the rules is pretty helpful~
- Sound! – Jumping and picking up coins are integral to the game, so we’ve gotta have some satisfying sound effects to go alongside. Some musical tracks might be a big time investment, but even something simple can add an extra layer to a compo entry.
- General Polish! – A few extra tweaks, bug fixes and little additions really help make a game shine, so if we have the time, we’ll do as much as we can~
Phew, that seems like a lot. But, the bulk of the game is pretty tidy, so we can start adding the bells and whistles in the morning~
Oh, and also, here’s the current title; I actually thought of the name first, and the game sprung from that, which I’m not sure has ever happened before during my LD experience~
34 hours in
I’m back up and ready to finish this off~ I got a head-start on the tutorials before going to bed, so that’s the first think that will get done. After that, I’ll make a few levels, and then see how we’re doing for time.
44 hours in
There’s not been a lot of updates in the last few hours, mostly because I’ve been hard at work~ The tutorial level is all dome, sound effects are in, and power-ups are working; there’s still a few more levels I could add, and maybe some basic musical tracks in the last few hours…
46 hours in
I made some music; it’s not exactly a masterpiece, but I have made some! I made two tracks, but one of them is kind of garbage, so I’m only sticking one in the game…. so, it might get really repetitive really fast.
I’ve still got a couple of hours left, so I’ll try and create one or two more levels, and then get ready to upload~
48 (+1) hours in
That’s it, another Ludum Dare completed! This one was a real roller-coaster of emotions; from no ideas, to an ambitious idea, to a simpler idea, to a working game, all in just two days~
‘AVARISK’ is a game about looting a tower, but where each coin you carry makes up slower, and speeds up the rising spike floor. It’s fun, in a stressful kinda way~ Check it out on itch.io, or on the Ludum Dare site~