May 06 2011

SLOW AND STEADY

I’ve been experimenting today with a new type of ship in Fight Back. A whole new class of ship, in fact.

The “Barrage” ship, namely that fat thing that’s firing sideways, has no AI whatsoever and flies steadily down the screen and off the other side, periodically shooting sideways. Slow, heavy ships like this are a traditional way of mixing up the pace in shmups, so I thought I’d give them a shot.

Turns out they’re (predictably) rubbish to play as because they’re so slow. I tried turning them into a kind of ship that can’t be player-controlled, but turns out that’s confusing, as the rules suddenly get more complicated. It’s also diluting the uniqueness of Fight Back by nullifying its core concept.

In short, I need to either find a way to make this ship concept (a heavily-armoured, slow-moving obstacle that fires sideways and cuts up the play space in a consistent fashion) fun to play or I need to ditch it. I’d really like to be able to keep it, since workable designs for some common slow, heavy ships would give Fight Back way more variety in action. Guess I’ll have to think on it over the weekend!

May 02 2011

LUDUM DARE #20

This competition, right? You make a game from scratch in 48 hours over a weekend. The weekend that just went past, in fact. I was maybe going to do it, and then the mandatory theme came out, and I was like “wait, this theme sucks”, and then I had an idea and I did it anyway. And I am SUPER PROUD because I got to do some cool sprite animation, script some cutscenes and make a game in a genre I haven’t tried before: the genre of PUNCHING.

The theme was “It’s Dangerous to go Alone! Take this!”. Now, every time I do a Ludum Dare, I look for a chance to test myself or expand my skills, so I usually have a notion what kind of game I’m going to make before I go in. For LD #19, my plan was to make a content-heavy, story-based game. Combining that with the theme of Discovery led me to make Beacon.

This time, inspired by playing Nicolau Chaud’s Beautiful Escape: Dungeoneer (review) last week, my plan was to make something contemporary and human. That led me straight to the idea of making a game where you punch people who don’t have rape alarms until they’re scared enough to want rape alarms. For their safety.

Consequently my entry “Vigilance” is a game about suspect charities, lonely women walking through empty parks at night, and pretending you’re a ninja. Go play it!

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