Friday, September 7, 2012

Sunday

Musings from LD24 part V.

Sunday was tough.

I had finally settled on an idea, I had already made a handful of (very) small prototypes to test gameplay mechanics, Stencyl and I were beginning to understand each other, but the thought of working on my game didn't excite me like it did the previous 36 hours.

I was worried that my game wouldn't be any fun.

I'm sure thoughts like these aren't unique to me.  I imagine all game developer's run into similar thoughts, probably constantly, throughout the lifespan of their respective projects.  It's a tough wall to climb over.  I hope the wall gets shorter with experience, but my motivation took a pretty hard hit upon this first encounter.

Will my game be fun to play?

I couldn't think of a way to answer this question without first building my game out into a playable state, so that's what I did.  Slowly.

I knew the player character's abilities would improve and evolve over time, so I made a list of abilities I wanted to include:
  • Running speed
  • Jump height
  • Climbing (as in climbing up vertical faces)
  • Sliding (as in sliding down vertical faces to prevent death from falling)
  • Flying
  • Speed of movement underwater
  • Ability to breathe underwater

In hindsight, this list was ambitious.  I managed to squeeze in jumping and flying, but I scrapped everything else.

Another scrapped idea: I wanted to group NPCs into villages with each village specializing in a specific ability that would benefit the player.

Regardless of how short I fell of my ambitions, at the end of the weekend, I was damn proud of myself.  On Friday night, I set out to make a game, and by Sunday night, I was playing it!

That's it.  That's my Ludum Dare experience.  The way I've documented it, you'd think I had made something magnificent.  I don't expect anyone else to share my feelings, but when I look at my game, I do think it feels pretty magnificent.

Cheers,

Danny

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