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Week Of Awesome I V - Day 1

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Welcome to day 1 of the Week of Awesome IV competition!

So far the themes are gameplayish Shadows and Evolution, and graphical Undead and Ruins.
First thought: Urgh. Second thought: Urgh.

But nevertheless, I enter, I make a game and maybe get out alive :)

Shadows is a theme that might work out with a quite similar theme from a Ludum Dare back in the days. Evolution, while sounding like a nifty idea, but graphically gives me no idea. I hope somebody does go for it, I'm curious.

That's shadows then. Undead and/or ruins both seem quite fitting, let's see what to make of it.

I spent most of the first day to get a tile system done. I added a custom lighting on top (only vertex based), which is really more or less a copy of the lighting I had in the Ludum Dare game. I intend to give it a decent overhaul though, but I need it to get the intended gameplay up and running as fast as possible.

I can't stress this enough: On a tight deadline, get the required feature running first. If it doesn't work out, you can still go for something else. If you add it last, you're hosed :)

Since I know myself I also added a quick and dirty mouse based editor in the game itself, so I can modify levels on a whim. The game will live and die by its level design, so better make it as comfortable as possible.

Here's a shot of the current state. Showing the player, carrying a lamp.

woa4_wip_1.png

[sub]Corrected the description of the themes to avoid confusion[/sub]

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You have the themes backwards. Gameplay is shadows and evolution. Graphical is undead and ruins. I hope you see this before you get too far!

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I can't stress this enough: On a tight deadline, get the required feature running first. If it doesn't work out, you can still go for something else. If you add it last, you're hosed :)

 

Since I know myself I also added a quick and dirty mouse based editor in the game itself, so I can modify levels on a whim. The game will live and die by its level design, so better make it as comfortable as possible.

 

Good points, I do believe! Similarly, try to get a prototype out quickly, and thus--hopefully--get valuable feedback.

 

I might add a caveat to the latter point, however: under a tight deadline, implement such an editor if you have reason to believe that you're in a position to do so quickly (relative to the time available); if not, consider skipping it and going for a quick-and-dirty solution, such as hard-coded or text-file tile-maps.

 

(I'm not always good at this myself--indeed, I'm working on a graphical element at the moment, with intentions to do a little more graphical work afterwords. In my defence, both have some bearing on gameplay: one shows the player-character's actions, while the other plays into the "shadow" theme somewhat, I believe.)

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Did not dare shooting for the complex shadow mechanic. Kudos on that!

Best of luck!

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You have the themes backwards. Gameplay is shadows and evolution. Graphical is undead and ruins. I hope you see this before you get too far!

Of course, I shouldn't do journals before bed time. Thanks :)

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