Loved my Ludum Dare #33 – PokEscape
TL;DR: Had an amazing Ludum Dare, one week to go for rating LD33 games, so go play my game (available as web, windows, osx, linux):
Last Ludum Dare, I went in with pre-conceived notions of what I was going to make, and I felt it would have been better if I didn’t. This time, I went in with a blank canvas. Hell, I didn’t even look at the theme list to prepare myself.
The theme was You Are the Monster – a theme quite a few jammers bemoaned because it’s quite close to a theme a few LDs back – You Are the Villain. I wasn’t around back then (darn kids, right?), but I vaguely had the feeling it was done before. I didn’t care though, brainstorm commenced, there were a few decent ones, but when our chatter made me laugh out loud, I knew I had to do it;
You’re a monster. You’re a pocket monster (pokemon). You’re the lamest pokemon ever. You’re Magikarp. No, you’re so lame, you’re Magicrap. But you want to be the best you can be. Which is Gyrados. No, Gyradeuce. The crap puns flowed. I laughed, and off I went.
A stealth game where you have to eat your cover
That was the final destination of the core mechanic brainstorm, and that turned out to be super important. There were many interpretations of that core mechanic alone – Initially the game was not going to be on a grid, and physics-based, so you would dash around the place and slide and roll, etc. A turn-based version was also considered. But eventually a real-time, grid-based system was decided upon because it was actually the most predictable in terms of building and balancing.
Art priorities: 1. Fast, 2. Acceptable
The process was fairly straightforward, I made placeholder art because I didn’t want to spend too much time on art in the beginning, and just like the previous LD, I didn’t really get a chance to update them later. I think this is pretty much going to be the norm rather than the exception. Make okay placeholder art, but don’t waste time on them initially.
I’m privileged in this regard because I’m an artist/designer primarily. But don’t worry, what advantage I have on art I make up in shortcomings on my coding side.
Three dee two dee
The one interesting thing that I feel like is worth talking about technically and art wise is the 3D/2D effect that I have, where the sprites order correctly. Anyone who knows about z-sorting knows it’s a chore, and I didn’t feel like making the game constantly read y values and re-assigning them to different layers at runtime. So I tinkered and came up with this:
By tilting all the sprites at an angle, they overlapped correctly without having to programmatically set each sprite’s layer at runtime. The camera is a perspective camera with a limited field of vision, so it looks 2D, but is set in 3D.
I really liked how the effect came out – there’s a little 3Dness to it but still has the 2D charm that I love. And I didn’t need to make polygons
Initial feedback on the game was super cool It’s currently sitting on 110 ratings, which I think is the highest I’ve had (though I can’t confirm this, don’t know how to look up past rating counts).
There’s also been a bit of coverage by some really awesome people
Thanks for reading! If you have a moment, try it out for yourself?