So here's a retrospective coverage of what Ludum Dare was like for me.
Taking part of a local event, I got into a team with two programmers (me included), an artist, a sound person, and someone who ended up mostly putting all the various things together into one level.
As the theme was announced slightly past midnight, we got to deciding the game in the morning. The theme we had to follow was "A Small World" and after like 4 pages of various ideas we settled on an action game where you're a giant and have to kill tiny enemies. So it's like the tables are turned, and the tiny enemies are more agile and are trying to outsmart you.
This idea phase was actually the most fun part, and it was a difficult decision between this idea and one where the game's like an RTS and you control a bunch of villagers living on a small island. The goal would have been to build dams and drain the water to expand the island while managing your resources and making sure none of the dams break from the water. I actually liked this idea the best, but alas, the team did not fully agree with me.
So, back to the idea we did go with, I decided to be the one writing the AI for the little enemies. The first day's progress ended with some basic AI that can run towards you, keep a distance, and also fire stuff. On others' end, we got player movement, some attacks, and character sprites. Possibly some other stuff, but we were each working on our own things for that day mostly.
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