Most of our team members weren't too enthusiastic about suggesting game ideas. In the end, like last LD, the idea we ultimately picked wasn't one that I liked. I guess it can't be helped in a team, but it feels kinda bad when you can't really make what you want even when working on such a small thing as a Ludum Dare game.
We settled on a platformer where the environment was mostly pitch black and you had a limited source of power cells that you found in the levels that you could use either on a flashlight so you could see where you're going, or as ammo for a gun, to kill enemy threats.
My suspicions about one of my teammates were justified, as he was mostly useless at best, distracting us from working at worst. Excluding him, we had two programmers and two 2D artists. Still, by the end of the first day, we had managed to finish character movement, some platforms, and some enemies. So while there wasn't much interaction between anything, things could move around properly.
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